Mandarake, a used good store/auction house, has a quarterly magazine called Zenbu that has all the items that will be in their upcoming auction. What I did not know is that Zenbu also includes articles, and over the past six years an author has been documenting, through histories and interviews, the entire history of the company HOT-B.
They’ve now posted these articles on their website in plain text, making them easy to machine translate, and learn more about HOT-B than any of your friends.
$230ish emulation box with CV/MIDI friendly glitch features
I’m thinking the fun thing might be to dust off the old sprite editing rom hack tools and make some custom graphics to match whatever band/event you’re doing visuals for rather than just having corrupted Mario or Taboo: The Sixth Sense stuff or whatever like everyone else.
boo! i have more or less sworn away from gamejams, mostly because growing a range of ‘would love to return to this later’ projects (deception check: fail) has begun to feel kind of unnerving and i find i am constantly excusing things as ‘jam games’, but this is sad to see. i think stuff like itch jams really have eclipsed it though, and tbh the sheer amount of those have kind of made the gamejam as an event less special feeling overall to me? i think its been hard to argue that ludum dare has been much of a ‘town square’ event in recent years, but thats just getting back into the ‘atomization’ talk from a few posts ago so i’ll hit pause here. i hope the creator finds work though…
I’ve always meant to do a Ludum Dare, but finding a full weekend to work on something has become increasingly impossible, and trying to fit a theme announced last second has always provided more of a stumbling block than a productive limitation.
End of an era, though. The landscape of games that Ludum Dare was born and blossomed in has shifted so much.
game jams are so far away from the way I work best that I’ve never attempted to enter one. like I used to burn myself out without a strict time limit. why would I chance exacerbating that effect?
i mean there is probably something i could learn from attempting them but i’m already really anxiety/stress prone so it’s hard to want to submit myself to that.
In my experience, time limits[1] are good for maintaining manageably small scopes, low expectations of quality (as a counterpoint to perfectionism), and just getting something out the door. If things like getting caught in the weeds or finding youself shaving a yak don’t impede your ability to finish a project, I can understand why jams aren’t for you.
Also, imo game jams get worse as the number of participants increase, the rules get stricter, the stakes get higher, etc. An ideal game jam has between 10 and 30 participants, and everybody’s projects are (in total) sufficiently restrained in scope such that everybody can reasonably play everybody else’s entries
If you’re in a jam where the prevailing culture seems to be taking all-nighters to make the most of a time limit, please find some people that are more chill. You’re an adult. You don’t need to do that to yourself. ↩︎
i’ve experimented with more regimented rules/timelimits etc and they mostly just stifle creativity in me. the only time time limits/deadlines actually work on me is if there’s outside social consequences for me not finishing, and in that case they are not without cost.
if i’m trying to limit scope i’ll use something like pico-8 because its constraints are fun for me to work around.
i did game jams back in the day but the last one I tried to do triggered a bunch of migraines because I was already pushing myself too hard. Ludum Dare became harder and harder to participate in because it was too much commitment. I do like one of the games I made for it where you build random apartment buildings and drop them on an island, then walk around the island and take selfies.