Yodanji is a dungeon crawler rogue-like that’s perfect for short breaks. Select your Yokai, a term referring to traditional Japanese monsters of supernatural origin, and descend into a brutal every changing dungeon to face off against vicious monsters.
You get exactly what the game says on its tin. A challenging but straightforward RPG that’s great in small doses, the perfect game to pick up and play when you’re suddenly hit with a bout of restlessness. There are three modes, Yokai Hunt, Yokai Picnic and Challenge Dungeon. There’s a tutorial mode where you learn the basics, the ins, and outs of dungeon crawling. Regulars of the genre might skip it, but I recommend playing it as the game’s UI doesn’t explain much at first glance.
In Yokai Hunt, your goal is to go through the randomly generated dungeon to collect three scrolls to obtain a new monster for your collection. Once you unlock a new Yokai, you can use it in your next attempt to tackle the dungeons. Yokai Picnic is a slightly more accessible version, useful if you want less of a nail-biting experience, or want to complete your monster collection just a little quicker.
I spent the most time with Yokai Hunt. I’m one of those players who obsessively lust after completing a collection, so it didn’t come as a surprise. I had lots of fun trawling through the depressing, cavernous dungeon floors, either carelessly exploring the environment or cautiously creeping to the next room, hoping to find loot and not the angry maw of a disgruntled monster. Procedural generation gives the game good replayability; you never know what you’d encounter or experience in each run. Scrolls also provide lore for different types of Yokai, nuggets of information hidden for the player to discover.
The Challenge Dungeon is a mode where your playthrough has the potential to be never-ending, finishing only if your Yokai dies. I felt like the encounter rate was significantly higher in this mode compared to the others. Everything else is identical to Yokai Hunt, however. Leveling up is done by killing a Hitodama, a spirit, giving you points to unlock skills unique to each Yokai. The game typically has one in the room you first spawn in, a nice boost which levels the playing field against other monsters.
Yodanji is challenging. Not only because of how difficult it is to kill monsters, but also due to the hunger mechanic and the fact that finding good loot is extremely luck based. As your Yokai explores the dungeon, it gets hungry. If it doesn’t eat for a short period, it goes from Peckish to Famished. The punishment for having a hungry monster is steep, energy and health will remain as it is and will not be replenished. This can be a killing blow, especially if you lack items to get rid of this debuff.
I think this mechanic adds an unnecessary amount of pressure; it’s always a rush to find loot because you’d never know if the next few levels are completely devoid of items. I typically did find enough food or items for my Yokai, but there were several playthroughs where I couldn’t find anything at all, leading to my unfortunate death. There are no alternate tactics to overcome this, relying on luck is all you can do.
The UI can also be finicky. When you unlock a skill, you have to use the directional controls of your d-pad to use them. It’s a little troublesome, primarily because after you unlock them, the only way to identify them is by the icons shown at the corner of the screen. When you’re battling against another monster, missteps are easy to make. There were quite a number of times I pressed the wrong button and ended up using the wrong skill in the heat of the moment. I get mildly annoyed when it happens, but it isn’t that big a deal once you get used to the game. It’s easily circumvented if you keep your wits about you.
Overall I think Yodanji is an excellent offering for its price. It scratched my itch for a dungeon crawler, and though it isn’t a meaty RPG, it does an excellent job of keeping you occupied for a short while. Having it on the Switch is exceptional as well since the game can be enjoyed in short bursts. An exciting indie title that’s worth trying out if you’re a fan of Japanese themed games or Japanese games in general.
Back in January, I reviewed the early access version of Dead Cells. At that point in time, the groundwork had already been set, the game already boasting of addictive combat and a beautiful art style. The only thing giving me grief was the minor bugs and crashes that plagued my time with it. Despite hearing of numerous early access horror stories where games released unfinished, bugged beyond repair, there was no doubt in my mind Dead Cells would not be one of them. The problems I’d listed would be fixed upon the full release, and I was definitely correct about that.
What renewed my excitement for the game was news of a Nintendo Switch port. Fast forward to Mid-August when the physical release hit the shops in my area, I managed to snag a copy since I pre-ordered. After playing nearly ten hours on the Switch, I’ve completely fallen in love with the game again. The ability to pick up and play whenever I have free time is such a treat for a game like this. Dying is just practice for the next run and I easily get sucked into playing longer than I would on the PC.
In Dead Cells, you play a prisoner who cannot die. Your background is shrouded in mystery, you do not know how you came to be or what your goal is. As you try to escape prison and fight your way through monster-infested towns, you’ll slowly discover what happened to the denizens once living there. When I played the game during early access, there wasn’t much of a story. Even after it’s full release the story elements are still extremely light, told through clues you discover in various levels.
If you’re looking for a epic story or evocative tale with brilliant characters, look elsewhere. The focus of the game is ultimately its gameplay. However, I’m a fan of this style of storytelling, where the player uncovers parts of the mystery piece by piece and slowly puts them together. Things get clearer the longer you play. Different areas have different clues, they revolve around how the land was infected by a Malaise, documenting the King’s descent into madness.
The port is fantastic. I was worried how it would hold up, but it turned out better than I imagined. It’s not perfect, there are moments when the game visibly lags and stutters, but those moments last one to two seconds at most. It occurs in places one would expect – like when entering a boss room, or when you face off against a horde of enemies and use multiple items. That’s the price of portability, but it’s one I’m willing to pay.
Graphics wise, details aren’t as crisp, but the art remains lively and gorgeous. Most importantly, combat and gameplay are still buttery smooth. Controls are tight and responsive. I can dodge a hail of arrows and leap to the next platform without missing a beat, then leap back and freeze enemies before turning them into crushed ice. Dead Cells remains challenging especially when you first start out. Getting into the groove of things takes time, and many many deaths. My advice is to stick with it and try not to get frustrated, if you fail, put down the game and try again later. Blindly rampaging never gets you far.
Don’t be afraid to experiment with weapons and skills. With the ‘Cells’ you collect from enemies, you can unlock weapons that are put into rotation you can discover during each playthrough. My go-to style when I play is to have at least one item that lets me freeze enemies in place and another that deals passive damage when I can’t attack. This works exceptionally well for bosses. Their attacks can be quick and vicious, you can’t always depend on your main weapon to deal damage or you’d be rolling and ducking for at least an hour.
Investing the ‘Cells’ into upgrading health flasks and gold reserves is also important. It is a tremendous help in the earlier stages when you’re still fumbling about, extending your playthrough for a little longer. Collecting Scrolls can upgrade your character’s stats: Brutality, Tactics, and Survival. After completing each level, you can choose to get additional skills in a safe room to further your character build. Enemies seem to scale to your level, meaning the more scrolls you collect, the tougher they get. Translation, don’t get cocky because you will get your ass whooped.
The game’s procedural generation is a double-edged sword. Each time you die, you spawn at the start of the dungeon and have to fight your way through the same areas and bosses. Though levels aren’t the same, it can start to feel repetitive once you get several hours in. This feeling can get especially keen if playing for several hours in a row. If you’re a gamer who doesn’t like grinding for gear or loot, Dead Cells might test your patience. Still, the addictive nature of its combat keeps making me come back and it might be the same for you.
Overall, this is a fantastic port of a phenomenal game. Dead Cells should have a permanent place in every Switch owner’s library.
If you haven’t heard of this game, you’ve probably been living under a rock. But for all the Patrick’s out there, Stardew Valley is a farming RPG that lets you play as a farmer living off the bounty of the land. Befriend and romance the residents of sleepy Pelican Town, fish by the pier, or explore the cavernous underground. Despite already being 2 years since its initial release, the game is still going strong, the addition of multiplayer stoking new excitement in existing owners.
With a Nintendo Switch, bringing Stardew Valley along your daily commute is no longer a pipe dream. I’ve put sixty hours into the game on PC, but I couldn’t resist having it on a portable. Purchasing what is essentially the same game can seem weird, but I love owning games I like on multiple platforms. If you’re one of the lucky few who have yet to experience the joy of Stardew Valley, getting it for the Switch will be your best decision yet.
Farming is pleasant enough to make your mind wander, but engaging enough to keep you interested. Scoff if you must, but the act of planting, watering and harvesting crop is by far the ultimate stress relief. The rote nature of each day in Stardew Valley is comforting: get up at six, pet your pet, grab the stuff you need for the day and get out there. I still remember stepping out of my character’s ramshackle house for the first time. The realisation that I beholden to nobody but myself, is gratifying beyond words.
At the beginning, your character is given sizable amount of money to buy some seeds. Variety as they say, is the spice of life. Figuring out which vegetables and fruits give you the most profit, watching them grow as the season progress, is half the fun. Before that, you’ll be staring over the farmland you own, clearing the weeds, branches, stones, and obsessing over how to arrange your crop in an aesthetically pleasing manner. When the next season rolls around, you’d be itching to do the same thing again.
Then, there are the residents of Pelican Town. A smattering of personalities with hopes, wants and dreams, hidden till you get to know them better. Farming might be what you came for, but I feel like building relationships with everyone in town is what you ultimately stay for. I realised this after starting a new save on the Switch. I do enjoy the farming aspects, but the highlight of my current playthrough is getting to know the characters I fell in love with for the second time.
Farming ties in nicely with relationship building. Choosing to part with the harvest you toiled over is hard, but necessary. A rule of thumb is to plant more than you think you need, because gifting the residents with coral, clamshells, and flowers get old pretty fast. Though getting your first ‘Ew, gross!’ can be discouraging and painful, through trial and error and determination to figure out the preferences of each character, getting your first ‘I love this!’ is one hell of a reward.
The underground mine slash dungeon is a nice place to mix things up if the monotony of farming or socializing sets in. Within the dank and decrepit dirt walls, dig for ores and fight your way through monsters of varying sliminess. The presence of monsters ups the pressure, your energy meter isn’t infinite and overstretching can mean dying at the hands of a rogue bat, providing an enjoyable break from the cycle of plant-water-plant. Ores are important materials that can be smelted into copper, iron, gold bars to build new machines or upgrade tools.
Some may choose to concentrate on their farms during the first three seasons and tackle the dungeon during Winter, but staggering my visits made it feel more like a adventure than a mind numbing grind. The beauty of Stardew is that it gives you free rein. Do what you please, whenever you feel like it. Find the schedule that works best, and you’d enjoy yourself no matter what.
Ultimately, I thoroughly enjoyed my Stardew Valley experience on the Switch. If you own it on another platform and can’t get enough of it, like me, buying it again is a no brainer. The sensation of planting crops, talking to townsfolk, feeding your animals bales of hay, is somehow ten times sweeter when you’re en route to a destination with a Switch snug between your hands.
Descend into the depths of the Dungeon of Doom and complete your quest: steal the Amulet of Yendor from the fearsome dragon and make it out alive. Make your way deeper into the dungeon while fighting off the monsters and creeps that live there. Gather jewels and artifacts son your way to become a wealthy adventurer upon success, or to become a treasure trove for the next adventurer who stumbles upon your corpse. UnExplored is a roguelike game that makes good use of the term, with the minimal armor and slight movements, you truly feel like your life’s on the line in every room.
Right from the start you are given different options on game mode, anything from the basic easy/medium/hard, to a gold rush, a creature killing, and a timed mode. The games different modes all have high score boards which show the farthest you’ve gone each time and ranking how much gold you’ve returned with. Once you start the game, you are greeted by a shop menu, I recommend buying a couple items here, you’ll have slightly less gold coming out of the dungeon, but while inside it will help tremendously.
Once inside the dungeon the only ways out are to survive or to die, preferably the former. You will have to explore large caverns in order to find exits leading down and items to help you later on. Some of these items are weapons, others could be mysterious scrolls and potions that will not reveal themselves until you use one, some are good, like magic mapping which reveals the entire map, some are not good, like pain, which can deal enough damage to kill you twice over.
The enemies you will come across are not going to be easy, although most will go down with just a single hit, some, like the ogre, will be a brutal battle where you need to move in to strike and then retreat so as not to get hit by its enormous club.
The game has a good story to follow through the books you can collect and read throughout the dungeon, but it also has some very interesting special modes which enrich the story even more. In the timed mode, you are tasked with bringing down an evil cult and you must do it before they summon an ancient demon, your time starts as soon as you spawn and then it’s a race to find the exits and defeat the evils below.
Aside from gameplay, the graphics are very good and fit the theme of the game well, they are very simple and allow for a lot of imagination on what certain things can be. The music in the game is also very peaceful, it is soft but can pick up very quickly when enemies are nearby.
Unexplored is an amazing game and I highly recommend picking it up on the switch with a link placed below, it is also available on steam, which I will also link below. However, this review has been done for the switch version, if there are any differences between the switch and the steam versions I do not know about them.
Devious Dungeon is a slick, medieval focused action platformer, with five unique dungeons and complete level randomization. The player assumes the role of a Knight, sent to dispatch the monstrosities that have invaded the catacombs beneath the kingdom at the order of the King. Overcome fowl beasts and misshapen monstrosities to become the true champion!
Platform games are tricky things. On one hand, there are games which grab my attention and leave me hooked. On the other, there are those which leave me stewing in misery and never feel fun, no matter how much I play. I’m happy to report that Devious Dungeon fits into the former category instead of the latter. My time spent with the game was short but it satisfied my craving for an action platformer with its tight controls, cool pixel art style, and just the right amount of challenge.
It is a delicate balance to keep levels hard yet fulfilling, I find this holds true especially for platformers. Depending on the developer’s vision, the act of keeping players from throwing up their hands in an impotent rage could be considered a feat in itself. If you’re looking for a hardcore no holds barrelled platformer, Devious Dungeon won’t be for you. However, if you haven’t played any sort of platformers or dislike extremely challenging games, I’d say this is right up your alley.
There are 65 levels for you to test your platforming mettle. Level randomization ensures each level will be unique, peppered with a nice variety of enemies such as Goblins, Skeletons, or Executioners with a wickedly sharp axe. The goal of each level is simple: Find a key to unlock the portal in order to progress. There is an incentive to go exploring, you might luck out and find enough treasure to make a hoarding dragon jealous, or an item which gives you a nice EXP boost.
The game’s level randomization is not without its cons. It seems like a great idea on paper, but it doesn’t work out so well in reality. There are five kinds of worlds a level can be set in, differing in scenery and enemy types. There is an element of surprise when you don’t know what kind of world you’d be thrown into next.
Unfortunately, I would often find myself trawling the same looking levels for fifteen to twenty minutes. The setting of an icy dungeon teeming with enemies feels thrilling at first, but when the subsequent levels consist of the same tiles, decorations, and enemies, it’s hard not to grow weary. The game tries to break up the monotony with Bosses, but it doesn’t quite erase the dissatisfaction of playing through four or five same-y levels.
But the game’s shortcomings are minor. Something I really liked in Devious Dungeon, was the upgrades system. It’s rare for a platformer to give me solid a sense of progression but that was exactly what this game did. The more gold/treasure you collect, the more equipment you can purchase. Along with potions and amulets, armors and weapons also permanently increase your character’s stats.
Other than the ultimate goal of reaching the 65th level, there are quests in place to keep your coin purse filled, rewarding you for say, ‘Killing 5 Goblins’ or ‘Finding 2 keys’. The rewards make it easier for players to continuously upgrade to newer, better equipment without needing to slog for it.
Devious Dungeon is definitely a must own for any Switch owner. It is the perfect game to occupy yourself between big releases and is worth every dollar. If you don’t have a Switch, fret not, because the game is also available for the PS4 and PlayStation Vita. There’s no reason not to buy it!
A closeup on the upcoming game from Team Falldog; Shimapanzer Strike! Featuring some of the most adorable Wolf Girls with monstrous panzers (tanks), taking to the field in a tactical RPG with some unique twists sure to please anime lovers and games alike. Welcome back Enomviewers to your indie news with me Reno Morgan your north star when it comes to finding the best upcoming games that you should be keeping an eye on and dropping some support for, one of the best-looking indie games slated for release late 2018 into 2019! That doesn’t mean you can’t drop by Team Falldog on any of the following links Reddit, Shimapanzer’s Website, Twitter, and GAB!
I had the awesome opportunity to interviews David Simon who is the project leader for Shimapanzer Strike, working with 1 other developer Paul Dalessi a senior artist for CD Projekt Red. Together we spent more time talking about our shared love for a lot of what makes Shimapanzer Strike adorable, alluring and fan servicing. Shimapanzer is shaping up to be a gorgeous Tactical RPG and to start things off let’s get right into what that means, right from David Simon “It’s a tactical RPG similar to fire emblem there’s a handful of unit classes, and they level up from fighting and get stronger, and are gone forever if they die.” For those not familiar with Fire Emblem it is also a tactical RPG from Nintendo you may also recognize the name for several characters that are from Fire Emblem in Super Smash Bros. With Shimapanzer we will see a unique cast of characters taking to the field in your control as you maneuver the battlefield as the tactical commander. If your adorable girls survive, is completely in your hands because death is permanent!
With the drastic contrast in prior work, both David Simon’s and Paul Dalessi’s Art Station show a strong change in style compared to their current masterpiece Shimapanzer it was really cool to see how flexible they can be with their work. I had to ask them “What gave you guys the idea of wolf girls and tanks, your prior work samples are so different in contrast going from the seriousness of some of those spaceships? (In your Artstation)”David’s response gave me something really important to think about when it comes to developers who are always given a set style when getting into a project that is not completely their own. He said “I think a lot of it is that everything we did before now was always for other games that already had defined art styles this is our first time deciding everything we do from scratch and since we’re huge weebs we obviously went with anime girls” While David may not have meant a lot by it, I took a lot from it. With a massively growing industry, Video Game Design has always been leaning pro side over Indie which means so many new developers are joining projects where they may not have enough creative control to express what they would want to do. For me, this is what makes Indie so alluring. It puts the creativity right into the hands of the artist and designers who may not have had that opportunity in the past. Creating an environment for developers to explore what they would like to make ground up which is where many unique games come from. I did not share these later thoughts with David so I am not sure what he may have had to say regarding my personal thoughts. I hope we start to see a lot of professional side developers start to explore alternate routes into the indie scene, it offers everyone a freedom where ideas can grow into masterpieces!
Nonetheless, that is why Enom focuses on Indie! With such a beautiful world Shimapanzer sure was mixing some cute things with some worrisome things. Having giant tanks pointing at my adorable wolf girls gave me an anxiety I couldn’t shake, I had to know “Will anything bad happen to the wolf girls(?)” and David just making it worse “it’s a war game after all” So if you do get a chance to play Shimapanzer, keep your girls close and your enemy closer! While David could not release any information to me about the story for Shimapanzer we can just keep our fingers crossed that we will see more cute things than sad things, but in a war zone expect the worst! To balance out that anxiety, Falldog shared some amazingly cute minigame gifs on Twitter of one of my favorite girls cleaning a tank and they assured us that a tank cleaning minigame will be a thing. So, at least after scouring across battlefields and facing life or death you can relax with your girls while giving your panzers a good scrub! Maybe it will distract you from the thought that your next battle might just be the last one for someone!
Thank you all for reading Enom, and I hope you give our friends at Team Falldog a look! Feel free to leave a question in the comments, or reach out to Team Falldog on any of the following Reddit, Shimapanzer’s Website, Twitter, and GAB, and before I say adieu have some tentacles!
Ever wonder what it would be like to be in complete control of a graveyard? How it would feel to have to prepare the bodies and to eat chunks of their remains? Not the last part? Well with Graveyard Keeper you can do all of the above! Graveyard Keeper is a management sim game where you are the person in charge of running and taking care of a medieval kingdom, but it isn’t by choice. Your character was on his way home one night when he was struck by a car and killed, when he awoke he was in a medieval land and was told he would be in charge of the graveyard. After that it delves into how to maintain your graveyard, how the bishop will be ranking your graveyard, and the town nearby where you can have new shovels made, or get a drink at the bar.
The game is energy based, meaning any action you do will cost you energy, but the good news is that you can regain the energy fairly easily. All you need to do to regain energy is cook some food, once the food is cooked and eaten you can get back to burying corpses. How you corpse part works is a little odd though, you are brought a corpse to bury, but first you have to bring it to the morgue and do simple surgery on it (remove parts of the flesh) and only then can you bury it in a grave. The bishop will visit you from time to time and give you a “style rating” on the graveyard, your style rating determines the types of graves and decorations you can have in your graveyard, which in turn raises the style rating even more.
The games tutorial is somewhat lacking in information, it gives you all the knowledge you should need to play the game, but doesn’t go very in depth on how to apply that knowledge. But aside from that there should be no trouble with learning how to play the game with no understanding of how management sims actually work. The music and sound effects in the game are also very good, they fit the theme and are quite appealing to listen to. As for the graphics, they chose to use a type of pixelated graphics, not so far as to be 8-bit, but not a stunning realism. That works out for it though as it allows for you to focus more on the matters happening in the game as oppose to the graphics accompanied by them.
All in all the game is fun to play and it has a good feel to it. I hope to see a lot of excitement following this game release.
60-second warning before the bombs drop! Hurry- grab your kids, grab your wife, they’re dropping bombs up in here! Quick, grab some water, grab some canned food, grab your grandad’s rifle. You’ll be dead in a week if you don’t! No time for hesitation! Where is Timmy?!?! He is in the garage, throw him into the blast shelter. We need…. Bombs about to drop! Quick in the shelter or I’ll be toast as well. It is a good thing this was just a test, there were so many more things I could have grabbed. Well, that is until the tutorial is over. Can you survive a nuclear catastrophe?
When a real bomb drops, who knows who will make it? You may not even get your whole family to a place of safety. Now not only would you have to survive in a cramped metal coffin, you’d have to deal with the loss of a loved one. In one minute, could you have all of your needed supplies to a place of survival? What do you grab? Even the simplest thing could lead to your demise, like a map. I mean in today’s world of smartphones, who has a map? With all these different things on your mind, “60 seconds” brings these aspects into a presentable format. A scary one at that.
Day one. All of us made it down to the shelter. In a distant life, we barely remember stocking this place with a radio and some other gadgets. It smells like mold and it’s tight. Some of us will be sleeping on cans tonight but at least we’re all safe. We barely had time to grab all of our necessities, but we have some cans of food and some bottled water. No need to worry about any robbers or the like, we have grandad’s shotgun. Now, at this point, the game has changed from a 3D grab everything run and gun to a still scene that is only narrated through a journal. The story is what makes this game replayable.
However, after the initial rush is over it can be pretty dull after more than one play-through. The concept is great, attempting to survive in your fallout shelter. The rules are simple as well. Stay alive, and keep at least one adult alive. So in some regard, it is more worthwhile to send your children out to the waste because there is no penalty for losing them. If your adults die, then you lose. This aspect of the game can be pretty unrealistic because, in my mind, I wouldn’t want to lose my children. Also, if you haven’t grabbed enough food, don’t fret, send someone to find some.
You can send one person at a time on an adventure that you don’t get to see but is narrated by your journal, and they can scavenge for supplies. The realism of the wear and tear on these members are shown when they return. There is also noticeable changes in members of your bunker as they need water and food. You’ll go days and days just continuing to maintain your rations, and hope that the military will save you. The radio and the map are the most important things for this to be successful. So which is it, will the military save you, or will you die?
Like seriously, just do it. Get it over with already.
Many people, game developers and plebs alike, have a habit of instantly dismissing the idea of even trying to learn how to code. They feel it will be too difficult, too complex, or too hard for their little non-genius pea brains to ever fully understand, let alone master.
Whether you are a game designer, quest writer, modeler, or even a concept artist, being able to not only say that you know just a little bit about coding for video games is a huge plus in the games industry. It makes you more of an asset to studios, making it easier for them to select you for a job. It allows you to have a fuller understanding of both the possibilities and the limitations of whatever kind of game it is you’re trying to make. It permits you a window not only into the artistic side of game development, but the mythical technical side as well.
As hard as it may seem on the surface, coding is indeed a difficult skill to learn, but if you’re anything like me, it’s not nearly as hard as you probably think it is. Many among us think you need to be a math genius to code. They think that you need to know the ins and outs of every processor, every logic gate, every single, small, consecutive bit of a computer’s near-endless streams of binary, AND have a PhD in computer science, linear algebra, calculus, anddddd maybe one in theoretical physics… just for good measure of course.
…But what if I were to tell you that everything we think we know about coding…
This is your last chance. After this, there is no turning back. Take the blue pill, and the story ends. You wake up in your bed and believe whatever you want to believe about coding and game development. Take the red pill, you stay in wonderland, and I show you just how deep this glorious, gaming rabbit hole goes.
So, you’ve taken the red pill. Marvelous. Paul Elam will be pleased.
First off, being able to look at computers and coding from a broader point of view helps, and this is where knowledge of computer science can really come into play. However, let the rumors that you need to be a math genius be washed away! Let all theoretical physicists with their theoretical degrees be cast aside! Using this post found on Data US, we can accurately determine what skills your average computer programmer does and doesn’t need to succeed.
Hard math does indeed still play a role, but as one will find, skills like Reading Comprehension, Critical Thinking, Writing, and quite ironically, Programming, hold more sway in the realms of coding than math ever could.
So what will be our great takeaway from all this after we’re through? Well, it helps to be a problem-solver, not a mathematician.
You see my friends, coding is actually quite simple. You just need to first learn about 7-8 different robot languages equal to or greater in complexity to conventional human languages like Spanish, Chinese, or Arabic, use those robot languages to seamlessly knit strings of extensive elements from your 7-8 different robot languages together to sew the threads of a much larger, much more advanced electronic system stretching thousands of characters across your choice of a strange thing called a compiler or your poor, poor Notepad files, finally test them again and again for errors, always trying to go back and fix these errors with the full knowledge that every repair creates a new error no matter what it is that say or do, and finally, use Google for everything whenever you’re confused because all of this is too hard.
In the words of many of the programmers and coders I know, it’s like a cute little puzzle. Easy, right? Well, just in case it wasn’t, I am going to PROVE to you that it is. I will be using my amateur coding knowledge to show you, in the simplest possible way, how all of this really works behind the scenes. (And yes, I got pics fam)
DISCLAIMER: I am but a humble gaming journalist. Please, if you think I am getting a big head, remember I openly admit to the fact that I know nothing of programming. Please don’t hurt my precious feelings in the comments below );
HOW TO CODE IN HTML
Ladies, gentlemen, let’s do this shit.
1) Our Elements and our Robot Language
To start, we will be coding in HTML (durr hurr). HTML, our robot language, stands for HyperText Markup Language. All that HTML is used for is to mark up text on a screen, usually for a webpage.
An element is something that you type to tell the computer what you want it to do. The <h1> element is used to show text in size 1 heading format, whereas the <p> element is used to show text in the paragraph format.
(You edit your code in Notepad or a special program called a compiler, credits to w3schools.com for letting me use theirs. This is what it looks like inside.)
(This is what it looks like on the other end.)
Both of these elements have beginning brackets (<h1>, <p>) and closing brackets (</h1>, </p>) to signify when the text of a particular element should start and end. If we flipped the <h1> and <p> elements, our input and output would look like this:
I know, very difficult to understand, isn’t it? While you did get to see the output in its entirety, parts of the input were hidden to you.
(full input, as seen in the code editor)
<!DOCTYPE html> = Something we type at the beginning of every HTML document so the computer knows that all the text below is to be read in HTML.
<html> = All the text in between these brackets are a part of the HTML code.
<body> = All the text that goes in the main body of your webpage.
I know, it gets harder by the minute. Just wait, it gets worse.
2) More Elements
Now we will introduce just a few more elements. We will also introduce an attribute, which is like an add-on for a larger element.
<img> = for image links. Unlike many elements, <img> does not have an ending bracket.
(src stands for source link/ file of the image)
<b> = used to make text bold.
Now, let those precious morsels of information ooze into your braincase for a moment. Let them absorb before moving onto the next step.
3) Building a Basic Website
So, to get the fullest understanding of all our tools, we are going to be coding a generic 1990s-lookin’ website centered around bears.
Here is all the information we need to code in:
(the background of the webpage should be pink)
Today’s Top 3 Bears (header)
Hello, internet. Here at Bears.com, we have worked especially hard to bring you today’s daily top-tier specimens.
The American black bear (Ursus americanus) is a medium-sized bear native to North America. It is the continent’s smallest and most widely distributed bear species. … American black bears often mark trees using their teeth and claws as a form of communication with other bears, a behavior common to many species of bears.
The brown bear (Ursus arctos) is a bear that is found across much of northern Eurasia and North America. It is one of the largest living terrestrial members of the order Carnivora, rivaled in size only by its closest relative, the polar bear (Ursus maritimus), which is much less variable in size and slightly larger on average.
The grizzly bear is a large population of the brown bear inhabiting North America. Scientists generally do not use the name grizzly bear but call it the North American brown bear.
All information taken from Wikipedia.
Now, like a puzzle, we are going to put all our pieces together using all the information displayed above.
4) Putting the Puzzle Together
First thing’s first, we pull up our code editor and put in all the basic stuff that we need for every HTML document like <!DOCTYPE html>, <html>, and <body>.
First, we place our header, “Today’s Top 3 Bears”, and the introductory sentence, “Hello internet. Here at Bears.com, we have worked especially hard to bring you today’s daily top-tier specimens.” down into the code. We nestle into the <body> element because it is a part of the main body of text of our webpage.
Next, we add in our first small header, “#3: The Black Bear” and it’s accompanying image link, “https://qph.fs.quoracdn.net/main-qimg-4617713b2614c4f9eaa7b222ec270b01-c”, and text, “The American black bear (Ursus americanus) is a medium-sized bear native to North America. It is the continent’s smallest and most widely distributed bear species. … American black bears often mark trees using their teeth and claws as a form of communication with other bears, a behavior common to many species of bears.” We will also make sure to bold the necessary words.
Then we do that same thing again two mores times with the other types of bears.
So then, it seems like we’re all done. Good job all around, eh?
But wait!! We needed a pink background! We don’t know how to get it, so where could we go to figure that out?
But of course. Google, you are my only true friend on this Earth.
And so, my search brought me to this Wikihow link.
Now, to apply the changes…
Perfect. Ready for the net of ’97.
So, now that we have gone through everything in that little tutorial, what’s our great takeaway? Well, coding init of itself is something the large majority of people overthink. It’s true that many programmers need to be able to code in 4-5 different languages, but seeing to how they can all those languages can be very similar, things get significantly easier after you learn your first, then move onto your second and third.
Keep in mind, this was all in HTML. That’s not even technically a programming language, but a markup language. Things obviously do get MUCH more complex with the number of variables at play, and you’re VERY far from being a web developer, let alone a game developer.
However, the basics are all still the same. Fit the pieces together, use Google, and be a problem-solver.
Some handy resources:
w3resource.com = additional tutorials and exercises to expand upon what you’ve learned on w3schools.com.
How to Code in C# = youtube video playlist dedicated to beginners who wish to learn one of game development’s most useful languages: C#
I choose to learn more about coding, choose to accept that you’ll make mistakes. If you’ll notice in my walkthrough, I failed to put my image links in quotations like I was supposed to. I also didn’t write my <head> elements out right off the bat with everything else before going to work.
Now you have a taste of what it’s like. You know how it can help you.
So fucking get it over with already. Learn. How. To code.
Have you ever walked into a room and been immediately hit with a memory of a past event taking place in that very spot? Was it a good memory? A happy one? Or maybe a dark, and horrific one? The game Marie’s Room takes your character, Kelsey, through a memory trip twenty years into the past. A time when her only fear was her friend’s feelings. This title is a first-person game that takes place entirely in one house, or more specifically, one room. The room belonged to your best friend, Marie. Your goal was to locate an old journal but the nostalgia brings you back in time with eloquent visions. You begin to see her room as it was 20 years ago on the night of a disturbing occurrence.
As you walk around the stunningly created room interactable items start to make themselves known. Each item contains its own part to the grand-story and will help you better understand the troubles that Marie and Kelsey went through. The game creates a very deep depth to the story, giving even the most indistinct of objects meaning, something that we, as a society, don’t really do. As the plot progresses you can tell that something isn’t quite right. Masterfully created, the story starts to build with small hints that keep you on the edge of your seat while fitting pieces together in your head.
Overall, the game only takes about a half-hour to complete. It’s a very short, but very compelling game that grasps you in right from the start and keeps hold of you until the very end. Aside from the story, there are many smaller details that were put into the game to further deepen and enrichen the story. Some examples being the empty bottle on the windowsill or even the random book on the table. Marie’s Room urges you to seek out those small, inconspicuous items.
Marie’s Room was created by a team of seven people, which is a spectacular feat. The story feels genuine and the characters are relatable. The graphics in the game are proportionate to the story-type. The items that can be interacted with blend in, which was a design choice that I found perfect for building the world. You can even hear faint noises between dialogue. Small things you would hear from a person shuffling through a room. This game is perfect for anyone who loves indie games and is ready for an amazing, heart-tugging story.