Commit 6491f265 authored by uoou's avatar uoou

clickers

parent 856901dc
Pipeline #36939985 passed with stage
in 1 minute and 42 seconds
source "https://rubygems.org"
# Hello! This is where you manage which Jekyll version is used to run.
# When you want to use a different version, change it below, save the
# file and run `bundle install`. Run Jekyll with `bundle exec`, like so:
#
# bundle exec jekyll serve
#
# This will help ensure the proper Jekyll version is running.
# Happy Jekylling!
gem "jekyll", "~> 3.8.3"
# This is the default theme for new Jekyll sites. You may change this to anything you like.
gem "minima", "~> 2.0"
# If you want to use GitHub Pages, remove the "gem "jekyll"" above and
# uncomment the line below. To upgrade, run `bundle update github-pages`.
# gem "github-pages", group: :jekyll_plugins
# If you have any plugins, put them here!
group :jekyll_plugins do
gem "jekyll-feed", "~> 0.6"
end
# Windows does not include zoneinfo files, so bundle the tzinfo-data gem
gem "tzinfo-data", platforms: [:mingw, :mswin, :x64_mingw, :jruby]
# Performance-booster for watching directories on Windows
gem "wdm", "~> 0.1.0" if Gem.win_platform?
# Ludic Linux
[ludiclinux.com](http://ludiclinux.com/)
## Why?
There are plenty of Linux gaming news sites but I wanted a site that is *just* about the games, not the tech and not news.
Old games, new games, good games, bad games - it doesn't matter so long as they are *interesting games* and they run on Linux.
A place to discover *interesting* games for Linux and hear about *why* they're interesting. Not the AAA stuff that's covered well elsewhere but stimulating games that readers may have overlooked or dismissed.
## What?
The site's hosted on ~~Github~~ Gitlab using ~~Github~~ Gitlab Pages. The code, such that it is, is licensed under GPLv3. Post texts are licensed under a Creative Commons BY-SA license.
Hosting on ~~Github~~ Gitlab means that anyone can submit an article. The license means that anyone can take those articles and do what they like with them (so long as they give credit). This seems in-keeping with the spirit and culture of Linux and Free Software.
The site won't have:
* ads
* trackers/analytic
* javascript
## How?
Articles **will** be curated, I won't publish articles I (or whoever else ends up in a curation role) believe to be uninteresting or poorly written.
## Where?
I already said, [ludiclinux.com](http://ludiclinux.com/).
## When?
Now.
## Wherefore?
*Therefore*.
......@@ -54,6 +54,11 @@ authors:
name: "qptain Nemo"
link: http://lazyandsleepy.org
email: qptainnemo@gmail.com
hex:
name: "HexDSL"
link: http://hexdsl.co.uk/
email: hexdsl@pm.me
# !! You don't need to change any of the configuration flags below !!
#
......
name: Ludic Linux
description: Ludic Linux
url: http://ludiclinux.com
baseurl: ""
imagedir: "/images/"
twitter_username: LudicLinux
collections:
galleries:
output: true
defaults:
-
scope:
path: ""
type: "posts"
values:
comments: false
layout: post
author: uoou
-
scope:
path: ""
type: "galleries"
values:
comments: false
layout: gallery
author: uoou
-
scope:
path: ""
type: "drafts"
values:
comments: false
layout: post
author: uoou
plugins: [jekyll-paginate]
paginate: 10
paginate_path: "/:num"
links:
Mastodon:
url: https://linuxrocks.online/@uoou
image: mastodon_icon.png
Atom Feed:
url: /atom.xml
image: atom_icon.png
GitLab:
url: https://gitlab.com/uoou/LudicLinux
image: gitlab_icon.png
authors:
uoou:
name: Drew
link: http://steamcommunity.com/id/uoou/
email: uo.is.ou+ludic@gmail.com
qN:
name: "qptain Nemo"
link: http://lazyandsleepy.org
email: qptainnemo@gmail.com
# !! You don't need to change any of the configuration flags below !!
#
#markdown: redcarpet
#highlighter: pygments
permalink: /:title/
---
title: "Grind is Good"
image: title_featured.jpg
subtitle: "Minmax never sleeps"
---
I often hear "it's a grindfest" or "it's too grindy" or similar as a way for a person to dismiss a game without having to go to the effort of expressing what they really dislike about it.
I'm going to argue that there's nothing inherently wrong with grind. Grind can be good. The *overwhelming majority* of games are "*grindy*".
<!--more-->
Like many terms in gaming *grind* is not really very well defined but *we know it when we see it*. It's usually used to mean, in its more specific sense: A tightly repetitious gameplay loop whose tasks are disconnected from their rewards. Say you want to craft a high level item in an MMO — you'll have to spend *many* hours gathering materials and crafting items *you don't even want* in order to level up your crafting so that you can finally actually craft the item. Another word for this sort of grind is *busy work*. The activities involved are not, for the most part, *fun* " — the player is only engaging in them to unlock something. This kind of grind is, of course, there to "artificially" (what isn't artificial in a game?) lengthen gameplay.
An aside: What isn't artificial in a game?
I think saying something in a game is *artificial* while objectively absurd because, yes, everything in a game is artificial, does hold some meaning. In the context of a game, something is artificial when its been abstracted a little too far, when cause and effect don't match up in the context of the game's logic. A hunger mechanic that ticks a bit too fast or the aforementioned *absurdly laborious* crafting systems are decent examples. Stuff that feels like like its not there primarily to serve the mechanical reality of the game's world but *for some other purpose*.
Grind is also used in a more general sense to refer to pretty much any tightly repetitive gameplay loop at all.
clicker games - just grind with *reward*
When there's no reward = bad
{% include img.html image="image_name.jpg" caption="Witty caption" %}
{% include img.html image="image_name.jpg" %}
{% include yt.html vidid="6Lo0qD6rOz8" %}
---
published: false
title: "A Title of Some Sort"
image: title_featured.jpg
subtitle: "A snappy little subtitle"
---
{% include img.html image="image_name.jpg" caption="Witty caption" %}
{% include img.html image="image_name.jpg" %}
{% include yt.html vidid="6Lo0qD6rOz8" %}
<!--more-->
---
published: false
title: "Grind is Good"
image: title_featured.jpg
subtitle: "Minmax never sleeps"
---
I often hear "it's a grindfest" or "it's too grindy" or similar as a way for a person to dismiss a game without having to go to the effort of expressing what they really dislike about it.
I'm going to argue that there's nothing inherently wrong with grind. Grind can be good. The *overwhelming majority* of games are *grindy*.
<!--more-->
Like many terms in gaming *grind* is not really very well defined but *we know it when we see it*. It's usually used to mean, in its more specific sense: A tightly repetitious gameplay loop whose tasks are disconnected from their rewards. Say you want to craft a high level item in an MMO — you'll have to spend *many* hours gathering materials and crafting items *you don't even want* in order to level up your crafting so that you can finally actually craft the item. Another word for this sort of grind is *busy work*. The activities involved are not, for the most part, *fun* " — the player is only engaging in them to unlock something. This kind of grind is, of course, there to "artificially" (what isn't artificial in a game?) lengthen gameplay.
An aside: What isn't artificial in a game?
I think saying something in a game is *artificial* while objectively absurd because, yes, everything in a game is artificial, does hold some meaning. In the context of a game, something is artificial when its been abstracted a little too far, when cause and effect don't match up in the context of the game's logic. A hunger mechanic that ticks a bit too fast or the aforementioned *absurdly laborious* crafting systems are decent examples. Stuff that feels like like its not there primarily to serve the mechanical reality of the game's world but *for some other purpose*.
Grind is also used in a more general sense to refer to pretty much any tightly repetitive gameplay loop at all.
{% include img.html image="image_name.jpg" caption="Witty caption" %}
{% include img.html image="image_name.jpg" %}
{% include yt.html vidid="6Lo0qD6rOz8" %}
<section id="sharelinks">
<div id="comments">Want to discuss this game or Linux gaming in general? <a href="https://www.reddit.com/r/linux_gaming/">/r/linux_gaming/</a> is a great place for that.</div>
<hr></hr>
</section>
{% include head.html %}
{% include site_header.html %}
<section id="topicpost">
<article id="post">
{% include post_heading.html %}
{% include byline.html %}
<div id="postcontent">{{ content }}</div>
<hr />
</article>
{% include share.html %}
</section>
{% include foot.html %}
---
title: "The Gardens Between"
image: gardens_between_featured.jpg
subtitle: "Re-re-wind"
---
The Gardens Between is a beautiful time-manipulation puzzle game interwoven with a story of friendship and childhood memory. We follow two friends as they traverse puzzley levels filled with and constructed from their memories of play and shared adventure.
<!--more-->
Each level in The Gardens Between is an island, and each island tells the story of a day spent playing together or a shared adventure. The storytelling is woven into the fabric of the game — there is no spoken or written word — the mundane objects of childhood play are transformed into terrain, obstacles and instruments of the level's puzzling while the alchemy of the characters' play weaves them into wondrous adventures.
As we follow the two friends through their shared memories we learn about each of their characters through details of animation, gestures and mannerisms. One is headstrong and bold — usually taking the lead and traversing treacherous terrain without pause, her head held high and always looking ahead. The second is cautious and careful — hesitating until he's sure it's safe, walking with timid steps, staring at his feet as he places them. Without any dialogue at all, we *get* these two young companions and understand why and how their friendship works.
{% include img.html image="gardens_between_light.jpg" %}
The objective on each island is to get an orb of light to the end of the level. Controls are very simple — you can make time go backwards and forwards and you can interact with certain objects in the levels. The puzzle is getting the orb into the right place past various obstacles which often involves a bit of creative thinking and some trial and error. As you zip back and forth in time trying to work out exactly what goes where, when, and the camera swoops sinuously around the island, you can't help but appreciate how beautifully crafted these levels are. They have a lovely flow and dynamism to them, with animations adding charm while also being mechanically intrinsic. The game does a wonderful job of bringing you into this world of children's play and memory and making it a real, dynamic narrative and ludic space.
As you progress through the game the islands get weirder and darker which lends a sense of time's passing and a day of play melting into evening. Bright certainty giving way to the mysteries of the dark and play's end.
The puzzles themselves are fairly simple — they're more about careful observation and looking for subtle clues than coming up with lateral-thinking craziness. As puzzle games go it's on the more benign side, its cleverness lying more in the fusion of narrative, puzzle and environment than in the mechanics of the puzzles themselves. It's a gentle experience. It certainly wants to make you *think*, but it wants to delight you more than it wants to stump you.
{% include img.html image="gardens_between_dark.jpg" %}
I thoroughly enjoyed my time spent with The Gardens Between, it tells a small story very cleverly, thoughtfully and beautifully.
It made me cry a little.
I should point out that it's a short game — it took me about 3 hours to arrive at the ending — if that bothers you, well, you'll know. It was so lovely, though, that I'll certainly be playing through again (and looking for <span class="jiggle">hidden things</span>).
The Gardens Between is available for Linux on [Steam](https://store.steampowered.com/app/600990/The_Gardens_Between/)
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......@@ -57,34 +57,6 @@
<li>
<article>
<a href="/Meadow/" class="headingcont">
<div class="featureimg" style="background-image: url(/images/meadow_featured.jpg); background-position: center center;">
</div>
<div class="titles">
<h3>Meadow</h3>
<p>I miss my lynx friend</p>
</div>
</a>
<div class="byline">by <a href="http://steamcommunity.com/id/uoou/">Drew</a> on October 29, 2016</div>
<div class="excerpt">
<p>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.</p>
</div>
</article>
<hr />
</li>
<li>
<article>
<a href="/GoNNER/" class="headingcont">
<div class="featureimg" style="background-image: url(/images/gonner_featured.jpg); background-position: center center;">
</div>
......@@ -347,6 +319,38 @@
</div>
</article>
<hr />
</li>
<li>
<article>
<a href="/SUPERHOT/" class="headingcont">
<div class="featureimg" style="background-image: url(/images/superhot_featured.jpg); background-position: center center;">
</div>
<div class="titles">
<h3>SUPERHOT</h3>
<p>It's the most innovative shooter I've played in years</p>
</div>
</a>
<div class="byline">by <a href="http://steamcommunity.com/id/uoou/">Drew</a> on February 27, 2016</div>
<div class="excerpt">
<p>I need to get this out of the way at the start: SUPERHOT is <em>beautiful</em>.</p>
<p>I’m partial to constructivist and suprematist art so maybe I’m influenced by that — the explosions of red polygons, the solid black weapons and white ground make screenshots look like artworks by <a href="https://en.wikipedia.org/wiki/Alexander_Rodchenko">Rodchenko</a>, <a href="https://en.wikipedia.org/wiki/El_Lissitzky">Lissitzky</a> or <a href="https://en.wikipedia.org/wiki/Kazimir_Malevich">Malevich</a> — but this game really is aesthetically stunning. There’ve been times when I’ve died because I was so distracted by the beauty of the scene before me that I failed to notice the bullet about to enter my face.</p>
<p>SUPERHOT is a first person shooter with the central conceit that time only moves when you do (which isn’t <em>quite</em> true, time moves very very slowly when you’re stationary) allowing the player to pull off some crazy John Woo-esque moves that wouldn’t be possible in a normal shooter. Punch a man in the face, grab his gun from the air as he drops it, shoot him with his own gun, turn 180°, throw the gun in the air and punch the man who was behind you in the face after side-stepping the bullet he just fired, turn to your left and catch the gun you threw, shoot the man to your left and so on.</p>
</div>
</article>
<hr />
......@@ -385,8 +389,8 @@
<!--we're on the home page-->
<a id="back" href="/Stellaris/" title="Stellaris">
<div class="bg" style="background: url(/images/stellaris_featured.jpg); background-size: cover; background-position: center center; background-repeat: no-repeat;">
<a id="back" href="/SUPERHOT/" title="SUPERHOT">
<div class="bg" style="background: url(/images/superhot_featured.jpg); background-size: cover; background-position: center center; background-repeat: no-repeat;">
</div>
<div class="backforthlabel">&#x276C;</div>
......@@ -395,8 +399,8 @@
<!--we're on the home page-->
<a id="forth" href="/Meadow/" title="Meadow">
<div class="bg" style="background: url(/images/meadow_featured.jpg); background-size: cover; background-position: center center; background-repeat: no-repeat;">
<a id="forth" href="/GoNNER/" title="GoNNER">
<div class="bg" style="background: url(/images/gonner_featured.jpg); background-size: cover; background-position: center center; background-repeat: no-repeat;">
</div>
<div class="backforthlabel">&#x276D;</div>
......
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......@@ -57,25 +57,25 @@
<li>
<article>
<a href="/Grind/" class="headingcont">
<div class="featureimg" style="background-image: url(/images/title_featured.jpg); background-position: center center;">
<a href="/Clickers/" class="headingcont">
<div class="featureimg" style="background-image: url(/images/clickers_featured.jpg); background-position: center center;">
</div>
<div class="titles">
<h3>Grind is Good</h3>
<h3>Clickers: Liberation of the mind</h3>
<p>Minmax never sleeps</p>
<p>And the art of clicking</p>
</div>
</a>
<div class="byline">by <a href="http://steamcommunity.com/id/uoou/">Drew</a> on September 27, 2018</div>
<div class="byline">by <a href="http://hexdsl.co.uk/">HexDSL</a> on November 17, 2018</div>
<div class="excerpt">
<p>I often hear “it’s a grindfest” or “it’s too grindy” or similar as a way for a person to dismiss a game without having to go to the effort of expressing what they really dislike about it.</p>
<p>Hello, my name’s Hex and I spend a lot of time making videos for Youtube about the video games that I play using Linux. My channel can be found on Youtube via the cosmetic <a href="HTTP://hexdsl.co.uk">HexDSL.co.uk</a> where you will find that I have played more games than the average human. I also like to bring people together, I do this currently with Discord where I run a <a href="https://discord.gg/37GYAhj">server</a> of around 300 members. I encourage non-toxic conversation and a tight community atmosphere wherever I can. All of this is built around my love of gaming, Linux and friendship.</p>
<p>I’m going to argue that there’s nothing inherently wrong with grind. Grind can be good. The <em>overwhelming majority</em> of games are “<em>grindy</em>”.</p>
<p>I’m here today to talk about the sublime joy of <span class="jiggle">clicker games</span> 😮</p>
......@@ -107,52 +107,6 @@
</div>
</article>
<hr />
</li>
<li>
<article>
<a href="/Slay-the-Spire/" class="headingcont">
<div class="featureimg" style="background-image: url(/images/title_featured.jpg); background-position: center center;">
</div>
<div class="titles">
<h3>Slay the Spire</h3>
<p>A snappy little subtitle</p>
</div>
</a>
<div class="byline">by <a href="http://steamcommunity.com/id/uoou/">Drew</a> on August 04, 2018</div>
<div class="excerpt">
<p>perfect game, love to meet someone who likes games but don’t like STS</p>
<p>shape of run based on first few drops</p>
<div class="screenshot">
<a href="/images/image_name.jpg"><img src="/images/image_name.jpg" /></a>
<div class="caption">Witty caption</div>
</div>
<div class="screenshot">
<a href="/images/image_name.jpg"><img src="/images/image_name.jpg" /></a>
</div>
<div class="ytvid">
<iframe class="video" src="https://www.youtube.com/embed/6Lo0qD6rOz8" frameborder="0" allowfullscreen=""></iframe>
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<hr />
......@@ -369,6 +323,34 @@
</div>
</article>
<hr />
</li>
<li>
<article>
<a href="/Meadow/" class="headingcont">
<div class="featureimg" style="background-image: url(/images/meadow_featured.jpg); background-position: center center;">
</div>
<div class="titles">
<h3>Meadow</h3>
<p>I miss my lynx friend</p>
</div>
</a>
<div class="byline">by <a href="http://steamcommunity.com/id/uoou/">Drew</a> on October 29, 2016</div>
<div class="excerpt">
<p>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.</p>
</div>
</article>
<hr />
......@@ -403,8 +385,8 @@
<!--we're on the home page-->
<a id="back" href="/The-Dwarves/" title="The Dwarves">
<div class="bg" style="background: url(/images/dwarves_featured.jpg); background-size: cover; background-position: center center; background-repeat: no-repeat;">
<a id="back" href="/Meadow/" title="Meadow">
<div class="bg" style="background: url(/images/meadow_featured.jpg); background-size: cover; background-position: center center; background-repeat: no-repeat;">
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<div class="backforthlabel">&#x276C;</div>
......@@ -413,8 +395,8 @@
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<a id="forth" href="/Grind/" title="Grind is Good">
<div class="bg" style="background: url(/images/title_featured.jpg); background-size: cover; background-position: center center; background-repeat: no-repeat;">
<a id="forth" href="/Clickers/" title="Clickers: Liberation of the mind">
<div class="bg" style="background: url(/images/clickers_featured.jpg); background-size: cover; background-position: center center; background-repeat: no-repeat;">
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......
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