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How to (Fail to) Wrangle a Wild Physics Engine - Come on and Game Jam Retrospective XII
"... as soon as you start imposing some sort of 'vision' onto [a physics engine], as soon as you start wanting it to work for you and not the other way…
Dec 22, 2023
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Be Your First Player - Come on and Game Jam Retrospective XI
"I made a game this week. Technically, that’s what I’ve done almost every week for the past semester. But this week, it felt real."
Dec 15, 2023
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Lost in the Third Dimension
"Come on and Game Jam" Retrospective X
Dec 4, 2023
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The Marginal Un-shittening of Nuts the Squirrel
"When designing Nuts’s moves, we were mainly concerned with making sure his actions were roughly “equal” in power. But equal options don’t lead to a…
Nov 23, 2023
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On Grieving Dead Ideas (and Other Challenges of Collaborative Game Development)
"No matter how creatively in-sync you feel at the start of the project, no matter how many conversations you have that seem to end in agreement, at some…
Nov 17, 2023
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Enter Nuts the Squirrel
"... the second you start giving that character more robust tools to use in combat, ... basic enemies become a total joke. The more complex a…
Nov 8, 2023
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"Come On and Game Jam" Retrospective VI: Spooky House
"Watching players freak out at a surprise monster encounter and panic-jump into their own death filled me with a sadistic sort of glee that makes me…
Nov 2, 2023
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"Come On and (Game) Jam" Retrospective V: Horror RPG
"... my code looked less like a house and more like Howl’s Moving Castle, except I didn’t have demonic magicks to hold it together. That was the point…
Oct 18, 2023
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From the Earthmoon
Game design student at Hampshire College. Currently cataloguing my 4th-year project in which I make a new video game every week.
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