Playdate

In July 2021, I pre-ordered a Playdate, promptly forgot I did so, then moved to another country. We’ve all done it. I was finally able to pick it up this January. I set it up, charged it fully, and it crashed repeatedly, presumably in disbelief its neglect was at an end. Customer service was able to provide me with a utility program that reset the device, and I’ve had no problems since. After several rain checks, I was ready to go on my Playdate.

To catch you up, the Playdate is a bright yellow gaming handheld with an unlit black-and-white display. The system is about half the size of a modern smartphone. D-pad, two face buttons. So far, so Game Boy, but the big twist is an analogue crank. Think like the bit on a fishing rod that you use to reel a fish in (apologies for the technical jargon). Upon registering your system online, two games are automatically unlocked as part of a ‘Season One’ of games, with a further two made available each week. In addition, there’s an online store where more games can be bought, and the system is open-source, so games and homebrew can be sideloaded by USB.

It’s a great bit of furniture. Whack the purple cover on it, put it on a table, and someone will ask you about it very quickly indeed. While there’s no backlight, the LCD screen is much like that of an e-reader. You’ll need an external light source, but you shouldn’t be having to crane your body around to keep away glare like we did back in The Good Old Days. I’m not sure what the resolution is exactly, but if you’ve got your reading glasses on, some games are able to pack in some surprising amounts of detail and remain legible. Unsurprisingly for something that was developed with the involvement of Teenage Engineering, the single speaker has a real punch on it when turned up, but you know what? Even this thing has a headphone jack on it. Everything should still have headphones jacks on them. Machines that don’t output sound should have headphone jacks. I will never not be angry about smartphones that don’t have one. It’s a lovely looking bit of kit, though it’s probably not going to worry your Switch or Steam Deck for things to play. What can you play on it, though?

This was originally going to be a Twitter thread going through the games, but I thought this system and these games do deserve at least a little bit better than the kneejerk reactions to media I usually toss out on there, so here we go. All the dignity that blog posts can afford. Join me, won’t you? Yes.

Shrine Offerings #2

Break? I’ve been here the whole time! This one’s been on the stove since… well, the last Shrine Offering. I can now guarantee these will not be coming out with any regularity, but I don’t think that’s bad news. This video was ready over a week ago (and was even 2-ish minutes longer), but getting it through the YouTube copyright checking took a further ten or so tries. Re-edit, re-render, re-upload, re-fail. At some point I’ll write in more detail about how that actually impacted the final thing for better and worse. Suffice to say, playing copyright claim whack-a-mole is not part of my idea of creative fulfilment or time well spent. Anyway, I’m really itching to get back on the deck-builders, so you’ll be hearing from me sooner rather than later. In the meantime, enjoy!

Coin Crypt 10th Anniversary Developer Interview with Greg Lobanov

Coin Crypt, which was the first entry in my Roguelike Deck-building Game chronology, turns 10 years old today. I’m delighted to present an interview I had with its developer, Greg Lobanov (Chicory: A Colorful Tale, Wandersong) on November 9th. I’m no natural-born interviewer, but Greg gave insightful answers, and I’m proud that how meaningful this was to both of us comes across as strongly as it does.

Shrine Offerings #1 / Year One

Shrunken Shrine, in the sense of it being my ongoing online presence, has been going on for a year now. There’s no special significance to me having chosen Halloween, besides liking it as a time of year.

This first anniversary was a nice little motivator to get my first YouTube video in roughly 15 years out the door. It is amateurish. I put a lot of effort into it, I learned a lot, and will continue to learn more. If you have the patience to sit through these little thoughts on some media, I’d like to know if you like the anthology format or if you think these would work better as short standalone videos. I like them together like this – sort of a grab bag of films, websites, poems, paintings, games and writings that may never be unified in a loose context like this ever again.

So, how was this year? A good start. The Roguelike Deck-builder History has been a little inconsistent in terms of regularity, but honestly, there’s only so much of a genre you can take before you want to dip into something else. The key point is, it’s still ongoing and has lasted longer than a lot of other things I’ve given up on, and I think it’s pretty unique.

The year has suggested that I’m a lot less addicted to social media than I thought I was. I can’t even be bothered to open Twitter in the downtime I get that I usually associate with its usage anymore, and I was never much of an Instagram person in the first place, so that’s just relegated to interesting drinks as and when I come across them. Tumblr, pffffffuhgeddabahdit.

With the completion of the video and the accumulation of posts on the blog, a sense of creative fulfilment has slowly begun to re-enter my life. If you’re reading this, there’s an extremely high chance I know you personally, and you had some hand in helping me get all this done. I can’t thank you enough for your love, patience, support and knowledge. I can’t explain how important this is to me, because it has been a long fight with myself and my circumstances to do even this much, but I’m feeling optimistic and looking forward to what else may be here by this time next year. A lot of Slay the Spire knock-offs, I’m guessing!

Discard Pile #1: One Deck Dungeon (2018)

Released on Steam early access on February 28th, 2018 by Handelabra Games, I was on the fence about One Deck Dungeon for some time before coming to the conclusion that it doesn’t actually meet my criteria for the full-entry treatment here. It’s close, though, and is fully worth checking out if what I’m about to describe sounds like something you may enjoy.

You choose a character class and enter a dungeon with several paths, which in turn feature several rooms. Most actions you take cause a turn timer to tick down, and you want to explore as much of the current dungeon floor as possible before the timer runs out and you’re forced down to the next floor. Survive as many encounters and traps as you can, accumulate XP, items and skills along the way, and move on until the run ends. 

Combat and traps are a little hard to explain without some hands-on experience, but here goes. You roll several six-sided dice of various types, corresponding to different attributes of your character: strength, dexterity, magic. The class you chose at the start will affect how many of each type of dice you have. Let’s say you chose a mage and you’ve run into a skeleton. You can easily bypass its block because you’re likely to have rolled many magic-type dice, but you’re less likely to be able to stop it wasting your time or hitting you because you have fewer dexterity and strength-type dice at your disposal. Ultimately, it becomes a game of resource management and deciding when it’s best to use potions, special abilities, or even just taking damage – if you can survive even one round against most enemies and traps, you automatically win and can just move on. 

Our Warrior can roll 5 yellow strength dice, 3 dexterity dice, and 1 magic dice. These can then be placed on the Bandit’s attacks in an effort to reduce as much incoming damage or wasted time as possible.

Why isn’t it getting the esteemed accolade of being the twelfth ‘real’ chronological entry in this project, then? Simply put, despite the name, there isn’t enough deck-building, guv. I don’t mean in the strict sense that the game must feature literal cards to be a roguelike deck-builder – it actually refers to most of its on-screen elements as ‘cards’. I’m talking about the player having a rotatable, semi-random loadout of skills that comprise the core of engagement with the game. Even Solitairica compelled you to use its solitaire interface as a medium to constantly trigger complementary deck-like special abilities in order to offset your opponent’s abilities or damage them directly. In ODD, you can pick up a limited number of skills that affect your rolls, number of dice, health, and such, but these are more akin to potions in Slay the Spire, or triggerable D&D class features that are on cooldowns. They are very much a secondary method of negotiating challenges or mitigating risk – your primary tools are always the dice rolls and how you choose to parcel them out against the challenge’s numbers.

If you’ve played this game, you may disagree with my call here, and I’d love to hear why. My choice to omit it is not a judgement of its quality. ODD is great fun and has a ton on offer. Not only are there six character classes, there are a further TEN available as DLC if its infectious, Dicey Dungeonsesque gameplay loop gets its hooks into you. Most unique is the ability to take two characters of different classes into the dungeon at the same time and try to compensate for the need to split your rewards with the benefits brought by having more diverse dice types at your disposal. There’s no shortage of clever stuff going on here.

Skills do exist, but you’re not going to be doing much deck-building with them. It’s more about engineering scenarios to get the dice you need when you need them.

…After all that, I realised that it is actually based on a physical game of the same name that was released in 2016… which disqualifies it from consideration here entirely, as I’m only considering games that were originally conceived as video games. The name suddenly makes a lot more sense, though!