Ludic Linux

  • Night in the Woods

    Shapes

    Night in the Woods is a (largely-)linear-narrative explorationy adventure game — very much not the sort of thing I usually enjoy — but the preview material for this game intrigued me enough to try it and I’m so glad that I did.

    It’s really special.



  • The Dwarves

    Oink, Oink

    The Dwarves is a narrative RPG with interesting real-time pauseable combat mechanics. The game’s marketing has tried really hard to sell this as an all-out action RPG and I think that’s a shame since it’s really not. And what it actually is is far more interesting than that.


  • Meadow

    I miss my lynx friend

    Meadow is a sedate game about exploration, co-operation and non-verbal communication. It’s a multi-user wilderness in which you take on the role of an animal cub and, along with others, work out what the world is about. Here’s the story of my first couple of hours.


  • GoNNER

    Roguelikelikelike

    GoNNER is a somewhat-roguelike action platformer with a sumptuously gorgeous aesthetic. It’s also pretty hard — I’m not really very good at platformers or side-scrolling games in general — so I’ve not yet got beyond world two. I believe it’s a fairly short game but I wouldn’t know for sure because I keep dying. But having a lot of fun doing so.


  • Rocket League

    How to not play like a dick

    I’ve got a lot of hours in Rocket League and, while I’m not actually very good, I am very experienced. So I thought I’d share what I’ve learned.

    This is not going to be about how to improve your technical skill — the way to do that is to practise lots by playing games and doing training. This is going to be about how to play well as a member of a team and will pertain mainly to 3 vs. 3, since that’s what I play.


  • 5089

    Rough like Azura's Star

    I’d had my eye on 5089 and its forebears, 3089 and 4089, for the longest time but never got around to giving them a go. I was wary — they sounded like exactly my kind of game but the rudimentary graphics were off-putting (crude graphics aren’t a problem in themselves — if the game is good I don’t care — but they sometimes evince a more general lack of care) and I found it hard to believe that these games, made by a lone developer, could live up to their descriptions.

    I spotted 5089 on sale the other day and decided to take the plunge. So, does it live up to its description?


  • Rocket League

    Kicky cars

    Rocket League is about the joy of motion and the satisfaction of interacting with physical objects. It’s instantly gratifying. Your first game will be awful — six players just chasing the ball, tripping over each other in a desperate scramble to slam their car into it — but it will be fun. It’s the pleasure we get throwing a ball against a wall or balls of paper into a bin; the basic, animal joy of making something fly through the air.


  • Rimworld

    If anyone gets nosy, just... you know... shoot 'em. Politely.

    Rimworld is a sci-fi colony management game set on the untamed frontier. The game’s devs cite Firefly and Dune as influences and it certainly shows — the worlds you’re colonising are wild and lawless, sparsely populated by tribes and other colonies, some of whom will be friendly and others decidedly not.

    The other major influence is, of course, Dwarf Fortress, from which Rimworld takes its approach to deep simulation — colonists have body parts and internal organs, psychological states and moods, relationships with other colonists and animals, needs, desires, prejudices and preferences and so on. The simulation is not as deep as that of Dwarf Fortress — Rimworld doesn’t generate thousands of years worth of history, mythology, geological activity etc. — but it’s deep enough.


  • Hyper Light Drifter

    Dodging off ledges

    There are lots of pretty looking indie games around but, often, the beauty is superficial. Pretty pictures on top of what is barely a game.

    Hyper Light Drifter is beautiful all the way down. Its gorgeous aesthetics are married with intelligent, inventive game design choices throughout. Each aspect of the game’s design speaks in unison with all others — this isn’t a jam session, it’s a symphony.



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