Hotline Miami

Created: Jan 16, 2022Published: Nov 01, 2022Last modified: Apr 05, 2023
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excellent text effects

music on point

crazy camera work


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A common element in games that I love.

When you die, you are just as soon playing again.

Some examples:

A quality of a game that encompasses ease of control and player motivation.

See also:

Maybe a good list to pick a new clone from, or a place to visit when brainstorming.

Some crossover: classic game clones

A Dino game.

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My entry for the godot wild jam #52

Getting into a game when there are tons of missing pieces is a pain. An empty stage can make it easier to start building up to something.

Just add the car to be destroyed, with a vauge void around it, like the exterior of Hotline Miami levels.

Inspired by NaNoWriMo's "magna carta"s, this is a list of things in games that I've liked.

They are here as inspiration, motivation, and as a tribute. I hope to borrow/steal/remix/create with this, to give my own games a bit of the joy these brought me.

These should help step towards the principles I care about in games. What themes are threaded through all these?

See also:

A term that stands in for a variety of game-feel words. Pretty much means some game's feedback mechanisms (shaders, screenshake, sounds, everything) are chunky, crunchy, gnasty with a g, etc.

There's a talk somewhere with a break-out game and two devs ratcheting up the juice to show how the impact....

Games have always been a passion of mine - I love finding games in which the devs made something they wanted to play, something that didn't adhere to some generic idea of what a game should be. As a result I love indie games and tend to abhor games with large budgets but bankrupt creativity.

I hope to continue to pull the likes/themes over to the gaming magna cartas.

Pretty raw for now.

Game Dev/Design Education