On Small Games
lorenzo.itch.io
lorenzo.itch.io
https://en.wikipedia.org/wiki/Science_fiction_magazine#Curre...
Also Ted Chiang (Your Life and Other Stories, Exhalation, ...)
If anyone is looking for games like this here are a few single player games I'd recommend:
Monument Valley
Mini Metro
A Good Snowman is Hard to Build
Gunpoint
Snakebird
Braid
Sayonara Wildhearts
Super Mario Run
Untitled Goose Game
Race the Sun
To game makers out there: know your category, and don't break it.
There was an old space quest game that was like this too. Final mecha fight that turned a thinking game into an action game and with it turned friends of the game into enemies.
Polytopia and Bad North are very cute, quickly comprehensible, and playable-in-small-slices-of-time 4X-ish games.
Yiotro is a developer who makes visually simple but engaging strategy games on mobile [1] [2]. Antiyoy is a conquer-the-world game, in Vodobanka you control a SWAT team, etc.
[1] https://play.google.com/store/apps/developer?id=Yiotro&hl=en...
[2] https://apps.apple.com/us/developer/ivan-yakovliev/id1415296...
Anyway, my personal recommendation for a short but fun game would be the original Pico-8 version of Celeste; it's relatively small but uses the maximum capacity of the Pico-8 platform. A first playthrough can take a few tries and up to an hour, but it can be done within two minutes; I think me and a colleague of mine got below the two minute mark:
Game: https://www.lexaloffle.com/bbs/?tid=2145
1:43 speedrun: https://www.youtube.com/watch?v=98y2UciWCqY
That is completely untrue and completely misrepresenting the game. It's basically the opposite of the truth.
On the gameplay - which has been mostly fairly highly praised https://www.ign.com/articles/2016/12/15/super-mario-run-revi...
On its monetization model - which has been praised for being consumer friendly (and harming profitability for Nintendo). You can play some of it for free and there’s a one-off $10 payment to unlock the rest. https://venturebeat.com/2016/12/23/how-super-mario-run-screw...
There's no interface, no objectives or awards, and no story. Shot power and ball spin are the only controls. The landscape is randomly generated and has enough features (water, sand, cacti, etc.) to keep things interesting.
Calling it a "small" game seems like an exaggeration. "Micro" might be a better word. It sounds like it would get boring after a bit, but honestly that might be the best part? You can kind of zone out and play for bit. It's almost meditative.
To the Moon
VA-11 HALL-A
Emily Is Away
I am not a fan of long games. They consume my time like the cookie monster consumes cookies. The worse games are full of filler. The best games are hard to set aside for a while without loosing track of where I am.
Yet the long games are usually more memorable on the sole merit of the time spent with them. If that is true for most players, I admire the developers for their ability to persist in a market where the odds are stacked against them.
I'm working on a small game right now (probably 3 or 4 hours in length) and the amount of work to do to get it to an acceptable state for release is gigantic. And that's after some serious downsizing in content.
Another game I'm playing and enjoying right now is Hollow Knight, which started off as a poorly received game jam entry , then a Kickstarter which raised a modest sum (less than 50K), and now it's a highly acclaimed title with nearly 3 million units sold (https://en.wikipedia.org/wiki/Hollow_Knight).
Celeste probably didn't have a Kickstarter because the studio behind it (Matt Makes Games) was already pretty mature, having already shipped hits like Towerfall. Contrast that to Hollow Knight's Team Cherry who basically had to bootstrap themselves throughout the development process with literally only 3 people.
I recently bought a Nintendo Switch. It's the first new console I bought since the Playstation 2. I only bought it after seeing a friend's indie games library, and seeing that the Switch actually has a pretty decent library of reasonably sized games. This is after a year or two of having written this console off, too, based more or less entirely on people I know talking about Breath of the Wild's epic size.
(The first games I bought for it were Untitled Goose Game and Curse of the Obra Dinn. I was not disappointed.)
It's not to say that there's anything inherently wrong with games being big. But it's always seemed to me that most big games end up being big because the game designers didn't (or weren't allowed to) stop when they were done. And I'm sort of "once bitten, twice shy" about it. Since games tend to front load all their best ideas, you've got to invest many hours into a game before you find out if it's going to sag out. Games reviewers certainly won't tell you, except in cases where it's really bad. I assume because the only people who could stand to review AAA games for a living nowadays are people who don't mind this sort of thing.
Not sure how long it is though because you always have to start from the beginning so we’ve never completed it.
They can possibly get more money out of that.
Very easy to destroy the fun of a novelty side project once you start focusing on making it maintainable or extensible
I also found a ton of value in Stardew Valley which I sank hours into but the condensed time of a single "day" made gameplay much more bite sized and short. It is a MUCH longer game though compared to Firewatch but both scratch a good itch.
For a long time I had the tendency to stubbornly force myself to finish any game I started, which meant I was spending a lot of my gaming time not actually having fun.
I recently started my next game which is a story-based platformer. It will be tiny/small and it's hard not to think it will not be enough, but this post has confirmed for me that small is ok, if not better. Thanks!
1: - https://apps.apple.com/au/app/swoopy-boi/id1494073988 - https://play.google.com/store/apps/details?id=com.RotubGames...
(I used Unity)
As a solo indie, making my games small is usually not a choice - but working in the small has its advantages. I actually wrote a whole article on how restrictions breed deeper, tighter designs [2].
[2] https://medium.com/@krajzeg/depth-in-games-an-in-depth-look-...
Paratopic
Kentucky Route Zero: Limits and Demonstrations
Minit
Cloud Gardens (more of a sandbox at this point in development but very chill and enjoyable)
Necrobarista (~5 hours for one playthrough)
Superliminal was also really good right until the very last bit where it got preachy.
A recent game i liked a lot in this category has been Lonely Mountains: Downhill. You can play a single race in just a few minutes or you can try to shave off fractions of a second for a particular checkpoint for hours.
But I keep buying "old" games (esp remakes or sequels) for nostalgia purpose (I don't even install many of them), bcoz when I was a child, I owned pirated copy.
I started building simple, 2D clones last month but have been losing steam in the face of how much work goes into even a simple game. Who knew so much goes into 80s arcade hits!?
the game: https://apps.apple.com/gb/app/adventures-of-kidd/id111277721...
It's the perfect game for that format.
Chills down my spine every time.
Haven’t gotten the chance to play their new game Hades yet but I imagine it’s on the same tier.
It was inspired by my time playing competitive chess. I loved the experience of sitting down and solving a book of tactics puzzles. I found it fascinating that the individual movements of each chess piece are quite simple, yet they combine to create really challenging puzzles. With Omnicube I wanted to create a game that had a similar feeling of challenging puzzles derived from simple mechanics. I think it would appeal to a lot of the HN audience!