Welcome to my Website!

This is a paragraph! Here's how you make a link: Neocities.

Here's how you can make bold and italic text.

Here's how you can add an image:

Here's how to make a list:

To learn more HTML/CSS, check out these tutorials!


UNDER CONSTRUCTION: blog post #2: hot damn balatro is inspiring \\ the twenty-fifth day of september, twentytwentythree. my birthday is tomorrow


shoutout to pinch, q1, brin, daniel, ezra, and namida sai for all expressing interest in reading this blog post!
if you're reading this line, then i haven't removed it yet, which means blog post #2 isn't finished yet!!!!!!!!!


wahhou!!!! it is time, friends. for anotheur blogge po'st. today we will be talking about balatro, a videogame by (first-time??) videogame developer localthunk. there is a demo available now, which you can play if you'd like!

this is the second demo (in my experience) that has existed for this game. the prior demo was limited to 50 rounds. i am ashamed and unashamed to admit that i played all 50 rounds, spent several hours trying to figure out how the 50 round limit was being enforced in attempt to circumvent it, emerged defeated by the complexities of Steam Demo Round Limit Enforcement, created a new steam account with a new email on a laptop that had been sitting unused in the storage compartment inside our couch for about a year just for the ability to play 50 more rounds, had my significant other download steam and then balatro on THEIR laptop in a manic attempt to share the joy this videogame demo caused to blossom within me, vibrated in withdrawal when game developer localthunk removed the demo from steam, and finally gazed disdainfully upon the ravenous hordes of gamers in the balatro discord server salivating at the mouth for More Demo Rounds Please (whilst suppressing the weak echoes of similar feelings within myself. begone demon. i will not clatter downward from grace into the writhing gamer masses).

this demo, however, can be played as much as you'd like :- ) it will not subsume you i promise*. instead of being a [round-limited sneek peak at the game as it existed in its entirety] like last demo, this new demo is a focused and narrow slice of what will eventually be the final game: like a tiny sliver of cake when you want to participate in dessert for purely social reasons.



but!! let's move the heck on! let's answer some questions! like why is this gamecake tasty enough to warrant a blog post? the people want to know.


juice

it is unavoidable to talk about juice when talking about this game. a lot of people have a lot of opinions about juice, i think it is one of the recurring gamedev discourses that exhausts twitter veterans when it cycles back around. (juice is when the game is succulent and slurpable through a looping silly straw)

in balatro, there are some sources of juice:


in order to get the most bonus from this card, you are encouraged to play all your lowest value cards (2's, 3's, 4's, and other small things) because when you play them they're no longer in your hand. they're on the field. they're protesting. the lower class has unionized and they're doing communist revolution and i think that's beautiful. the skeleton and musculature of this card (get points bonus if you play in a specific way) and the skin of this card (Raised Fist, power to the people propaganda(good-type)-style artwork) intermingle in a way that you can notice and find kinda cute and kinda rad.



a brand new entry from the "x plus y" school of design

somewhere and somewhen i read an article about the Experimental Gameplay Workshop (i think?),, something something One Unique Twist,, if i'm recalling correctly it was someone talking about the phenomenon where the mere existence of the experimental gameplay workshop caused a pattern to appear in what sorts of games would come to fruition. these pattern-adhering games were all something familiar . . . with One Unique Twist. i remember the author being kind of exhausted with this phenomenon; people were being predictably unpredictable.

balatro is a cousin to these types of games, i think. there's probably a describable distinction between [x with One Unique Twist] and [x plus y]. a rectangles and squares situation, i think. venn diagram but one circle vored the other type beat.
anyway! balatro is "poker roguelite". it joins a growing family of [gambling + roguelite] games, including luck be a landlord (slots, never played), peglin (pachinko, played like 30m),


blog post #1: a little history about the mobile game merge genre \\ the twenty-first day of august, twentytwentytwo

shoutout 2 comfie. the whole internet loves u :- ) avoid milkshakes

there is a whole genre of games where you click and drag a little leaf on top of another little leaf to make a Bigger leaf.
two Bigger leafs make a BIGGEST leaf.
two biggest leafs make a whole dang tree!
a whole dang tree is therefore equivalent to eight little leafs.
merging two whole dang trees and continuing onward will require [format key: "(number of little leafs)|(amount of board tiles)"]:
16|5, 32|6, 64|7, 128|8, 256|9, etc.
this is obviously not a sustainable practice. where the hell are you getting all those littel leafs? you monster?? deforestation is the only answer. these leafs were Not sustainably harvested.


okay so you get it. this is the merge genre. but it also has some cousins you should learn about!
combinatorics is a field of mathematics used primarily by time travelers that deals with graphing out the totality of branching paths within a finite system.
we will not be diving deep into all of that business Today, but i have gifted you with a fun little search term should you choose to embark on your Own Journey.
because we love videogames, here are some videogames:



shoutout to deviant art user "DarkDiddyKong" for creating that second image.

in kirby 64: the crystal shards (2000) you play as kirby, an orb.
you can vore small creatures to gain their Vital Essence.
you can combine any two Vital Essi to become the wielder of an Advanced Essence.
Advanced essences cannot be combined.
there are 7 basic powers, which means that there are 7*7==Fourty-Nine Advanced Essences for you to learn about and try.
when i played this game for the first time at a friend's house for the first time i immediately transcended this mortal plane
it was so fucking cool i love combining shit like wtff? hellou?? this fickigmnng ROCKS DUDE!!!!!!!!!!!!!

This Is When I Learned That Combining Things, Is Cool, Actually, And I Wanted 2 Do More of It...

here is another videogame.

shoutout 2 ign forums user "BlackM.1" for creating the list in 2006.

lost magic for the nintendo dee ess (2006) is a videogame where you obtain pokemon but also cast fireballs at your opponents, unless they're the fire wizard in which case you begrudingly use your flimsy ice capabilities.
there are six elements: fire, water, wind, earth, light, and dark.
your dad was the Bigg Boss of Light Magic but he got incredibly murdered so that's you now.
of those six elements, each has 3 different basic spells of increasing complexity. (light:: level1: "heal light" level2: "light armour" lebvel3: "restore")
when you cast a spell, you can combine up to 3 spells to create a cooler bigger spell.
that means there are a lot of spells in this videogame. if we assume all combos are valid, then there's 18*18*18==Five-Thoudand Eight-Hundred and Thirty-Two speels in this game,
but that is not true.
there are 396 spells in this game.
396/18(the number of individual basic spells)==twenty-two,
so i think it's safe to assume you can't cast a spell that uses both dark+light, fire+ice, or wind+earth for Opposites Can't Mix reasons.
i think there may be some other constraints as well because 18*15*12 =/= 396, but this is not what's important.

what's important is that combining things is fun.
between these two games, it's easy to become a combining enthusiast...
...i know i did 😏

here! is yet another videogame. this one is called "doogle god"


in Doodle God (2010) you start off with like, idk. 8 basic elements. and you can combine them. we love combining:- )
but! not all combinations are valid. iirc it's even possible to get an invalid merge with a nonzero amount of basic element + basic element combinations
and! anything that you have successfully combined adds a new element to your list that you can then attempt to combine with literally anything and everything in your element inventory.
the result of this is that the possibility space balloons ridiculously, and so too does the amount of invalid combinations.
it feels discouraging to fail many times in a row, which is inevitable.
the amount of options are overwhelming.
there are two paths from here: [systematically attempt to combine everything with everything else] and [actually think about which things would go together in an attempt to intuit the game maker's opinions].
both of these options suck.
if you're systematically combining everything you are now a robot. write a script to play this game for you, it is not worth your time.
if you're thinking and making educated guesses, then the game feels like an old point&click adventure game puzzle: arbitrary and annoying.

doodle god is the first game that taught me that combining things doesn't always rock incredibly.

if you read the doodle god wiki screenshot, you may have noticed reference to Alchemy (1997).

i don't have much to say. i played this one for the first time today and you can too if you perform a search engine search for "DOS game Alchemy from 1997"

next up we have this concept hitting the phone games sphere. i have played a multitude of these, but Merge Dragons (2016/17) and Merge Mayor (2021) are the only ones i have anything nice to say about.
there's also Triple Town (2012) and Puzzle Forge II (2015), both of which kick incredible ass, which i forgot about including in the blog post until literally Just Now, and therefore i will not talk about them,



as you can see, there a lot of phone games that can have their roots traced to one of the games i have already talked about above. there's a lot of them.
merge dragons was the first one i ever saw that had the "levels + home base" and also the "merge 3 OR merge more efficiently with a merge 5" thing going on. i would credit merge dragons with starting this trend.
merge mayor is simply good. it is not bad and it is not fantastic, and i would have made it differently, but it exists and i spent several months enjoying the consistent brain chemistry it would give me when i did my daily login and performed by silly tasks. i think it helped me through some post-2020 mental health voidzone.


CONCLUSION

now it is time for the conclusion. "in this essay, i will"
There is something deeply satisfying about merging together two Objects which reside upon a Grid.
I think that this type of fun was perfected with the invention of Tetris (1984/88).
We love mess.
We love cleaning it up.
We love "combinatorics", a field of mathematics used primarily by time travelers that deals with . . .

There is something beautiful, in the game Merge Dragons for instance, in merging the result of merging two T1s (read: tier ones) with a T2 you had laying on your board, then a T3, T4 . . . T10 (a tier ten is the equivalent of 512 tier ones)
you get a tier eleven. but also you get back ten previously clogged cluttery spots on your gameboard, and you have completed the Grand Work of collecting a specific type of T1 for porbably literal weeks
**(keep in mind that there's different "merge chains", a T1 could be a T1 rock, a T1 leaf, a T1 bug, etc. and all of these can only merge with the same tier item within the same merge chain, meaning that you probably have to put your rock, leaf, AND bug progress on hold if you're interested in hitting T11 in the Treasure Chest merge chain or whatever. usually the constriction of board space limits how many chains you can make active progress in at once, forcing you to [completely stop certain collections so that you can maintain an organized board with plenty of empty space for inner peace reasons], or to [work with a chaotic and messy board, constantly making tough desisions on which low tier item you want to delete so that you have room to acquire a T1 that you can perform several merges with, freeing up just enough space for you to continue being chaotic])**
wow! that was a long and low-importance parenthetical my b...

anyway. i've given you all this history and all this opinion as a way of saying "my silly goblin brain enjoys clicking and dragging to combine two like items", but in a way
but in a way that makes it seem a little smarter and cooler than simply admitting that i've played the tabooness equivalent of like, farmville or whatever AND enjoyed doing it.

the merge games genre has left a deep impact on me
because i think a lot of people are working in this space
but nobody is doing it the way i would do it.
i've searched and searched and nowhere
have i found the work of someone that makes me feel understood.
and i've thought about this a little bit recently, and
and i think that if you look into the Wourld expecting to find something and do not
that maybe you ought to feel compelled to be the one to contruct that lighthouse
so that when your past self looks out into the Wourld looking for a loneliness-dissipator
they find that comfort instead of losing their Marble


CONCLUSIUON 2: THE AWARD-WINNING SEQUEL TO CONCLUSION 1

i really like puzzle games
play patrick's parabox (2022) if you have not already, i can almost guarantee that you will have a spiritual experience.

a small gripe with puzzle games that i have is that a lot of them feel like the same game
they all have a level select screen
they all introduce concepts to you slowly so that you can build confidence, then gaze in terror at levels that combine them in ways that reveal edge cases in rule interactions that you never could have prophesized.
they all have a point late into the game where, if you are keen and observant, the level select screen itself becomes a level!!!! this is mindblowing and revelatory the first three or four times only
they all have levels that are brutal out of nowhere, that you guiltily look up solutions for because solving this one is required for you to progress (or feel like you've Mastered It All)
they all have levels that you breeze through, leaving you questioning if you missed something that was supposed to make it feel difficult.

but despite all these conventions, they still fucking slap. i love using my brain and getting repeatedly gutpunched by sleight-of-design misdirection. that's awesome to me

because i love puzzle games (always speaking), and because i love merge games (historically speaking), i have decided that it is wise and delightful to combine them
i am swearing a Blood Oath to not fall into the puzzle game design conventions that bore me, and and
i am swearing a Blood Oat to not fall into the mergey game design conventions that bore me,
i think i can make something really cool.
i've spent the past approximate decade with a videogame stewing in my head called foothill trilith.
you can play a demo that i made 100% by myself on my itchio page in the unfinished or abandoned games section. it's the one called 'untitled tile merging game' or somesimilar.


i think it is now a good time to bring up a quote by another game designer. this is a quote by michael brough from the Mighty Vision blog on Tuesday, 30 June 2015:
"""i guess it is self-discovery. adventure to find out what i will make. i thought i would make all things wildly different, turns out i actually make a sequence of very closely related things; update self-image. can i justify this.

i think i justify it by saying that i am interested in game structure, and it makes sense to experiment with structure by making different shapes out of the same basic materials. making multiple small-ish games with same mechanics gives space for structural expression, because any major features only need to be internally consistent. if you try to fit every possible variation on a theme into a single game that drastically constrains its overall shape (mostly there is one specific shape)."""

i like this idea of plunging your whole self into a videogame genre.
different genres value different things as good or bad, and i'm certain it's possible to find a singular Thing that two+ genres have polar oppositte opinions about, but i'm not going to go out and find and example, i am simply going to trust you to know that i an 100% correct and right.
the virtues, then, of burrowing into a singular genre are multitudinous, but i am currently only concerned with the fact that you don't have to concern yourself with jumping between potentially conflicting "best practice" from game to game.

i think my genre is merge-focused puzzletoy.
what's a puzzletoy?, you ask,,???
my understanding of the differences between videogamegames and toys is that toys are merely things that are cool to interact with.
you can pick them up and put them down at any time, and your time with the toy is entirely self-directed: you can have fun with it however you choose.
vidoegames, on the otherhand, think they know what the best fun is. they walk you down pre-determined funpaths(? idk what i'm saying. let's avoid 2007 design twitter discourse)
Puzzletoys do not have levels, or tutorials, or win conditions, or loss conditions: you are simply plunged into the puzzletoy.


i keep getting distracted so i'm going to stop typing this blog post and do something else now.
if you have any questions simply contact me!
i will be pleasured to answer them 4U :- )