Brown-RISD Game Developers Celebrate Student Videogames at Game Day 2017

Earlier this month, on May 6th, Brown University and Rhode Island School of Design hosted a panel of game developers and showcased the games developed by their own game development group, Brown-RISD Game Developers (BRGD). The club “advocates student-led game development efforts and promotes game-related teaching at Brown.” The event was a culmination of a year’s worth of hard work from students of all years and majors, and several of the group’s games from 2017 and past years were on display and available to playtest. The event was open to the public and drew a crowd of students eager to play new games and hear from the panel.

Crowd Funding Friday: Multiplayer Fun with Custom Drone Fighters

On Fridays, Gamer’s Almanac runs a special program called Crowd Funding Friday where we feature games on kickstarter, greenlight, and other platforms to help them get exposure and support. This week, Gamer’s Almanac is taking a look at the split-screen arcade arena game, Hoverloop!

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From Soil to Seedling: Farm-Folks Thrives in Pre-Alpha

There’s something comforting about the farming simulator genre. For longtime fans of farming games, the Harvest Moon games (now Story of Seasons) will always be a testament to the fact that some of gaming’s most satisfying moments can be had outside of action. Newcomers to farming sims have found a favorite with Stardew Valley, the critically acclaimed hit from developers Concerned Ape that has rejuvenated the genre and introduced many to a world of casual yet rewarding gaming. Now, Australian indie developers Bisonbit are striking out to till their own field with Farm-Folks.

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Review: Tribute Games Strikes Gold with Space-Pirate Platformer Flinthook

It would be foolish to bury the hook here in anything but the hull of a pirate ship: Flinthook is an instant classic, and it deserves more praise than just one review can give. Montreal developer Tribute Games has created something energetic and beautiful that plays like a dream. Well balanced mechanics, an immersive pirate-filled world, and procedurally generated levels with a hand-crafted feel all come together to create a surefire hit. With all this in mind, let’s waste no time and dive right in to what makes Flinthook such a compelling videogame.

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Crowd Funding Friday: Soaring in 16-bit with Eagle Island

Gamer’s Almanac is proud to announce the launch of our new campaign, Crowd Funding Friday, where we feature games on kickstarter, greenlight, and other funding platforms to help them get exposure and support. For our very first feature, Gamer’s Almanac is taking a look at Eagle Island!

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Interview with Ruin of the Reckless Developer Charles Webb

Yesterday Gamer’s Almanac covered five modern takes on the rogue-like genre, including Ruin of the Reckless. Today we have an exclusive interview developer Charles Webb, from Faux-Operative games to get an insider’s perspective on this forthcoming rogue-like. I’d like to thank the team at Faux-Operative games for letting me interview them. I’ve really enjoyed my time with the game so far and it was great to learn more about the game from one of the developers himself.

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Kickstarting Engines with Kova

Meet Kova, a Metroidvania sidescroller with the controls of a FPS, the heart of an RPG, and the curiosity required to unravel the Fermi Paradox. Kova is the first PC title from Texas game makers Black Hive Media. Kova has just announced its kickstarter today after being successfully greenlit by the Steam community. As Kova’s support grows and the developers release more information, it’s time for a roundup of what we know.

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The Plight of the Creative Game: Featuring Genesis Noir

Last week, Brooklyn newcomers Feral Cat Den released a teaser for Genesis Noir, “a poetic adventure game set before, during, and after The Big Bang.” The title is set for release in 2018 on Mac and PC. The animation is elegant and the concept is intriguing, but if you remove the cursor and final tagline from the teaser it might be mistaken for a short film instead of a game. It’s likely that some gamers will write it off on that fact alone, dismissing it as a just creative piece rather than a “real” game, and miss out on experiencing a potentially exciting noir chapter in gaming. Feral Cat Den describes their game as having “an emphasis on exploration, simple interactions, and generative art … with tactile gameplay.” They’ve set it up to be a unique and imaginative experience, and thus opened themselves up for criticism from some. A question arises from this sad truth: when did games stop being considered creative?

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