Bedtime Digital Games is back with a new game called Figment. The action-adventure game released in late September of this year has the player controlling Dusty, a guardian of the mind who is needed once again. Chasing down the traumas inflicting the mind, Dusty and his trusty bird friend Piper, travel great distances to seek out and destroy the suffering. Their journey takes them around the brain to areas such as the appropriately named Cerebrum city and Freedom Isles. Join Dusty and Piper in a grand and beautiful world solving complex puzzles and defeating the anguish inflicting the mind once and for all.
Starting up the game, I immediately plugged in my controller to see what Figment would best be played with. I was in for a pleasant surprise as the controller felt just as good in my hands as the mouse and keyboard, if not better. The vibrations, easy controls, and nostalgia of playing my Xbox sealed the deal for me as I continued the game with the controller. Figment includes more than just a story to follow and enemies to tackle. It includes many sections that aren’t mandatory to continue the story. These usually include memories or as the game calls them, “Remembranes”. One of these Remembranes includes a young boy named Todd who says “Go away, you jerk. I never want to play with you again!”. Remembrances are an insight into why the mind is experiencing all the trauma we see and fight. You can also knock on the doors of local residents of the mind, and listen as they express their concerns or say a witty comment. Details like this make or break a game and Figment is definitely a stellar example of how including features like these really add to a game’s enjoyment.
The first 10 minutes of the game was basically an introduction to the mechanics and one of the main villains, Nightmare. Dusty obviously isn’t new to the whole saving the mind thing, as Piper drops many hints that they have known each other for a long time. Piper asks Dusty for help once again but he’s reluctant saying that the mind has moved on. Only when Dusty is personally affected by the Nightmare, a skinny purple entity with four arms who steals Dusty’s martini and scrapbook, that he decides to go after it. We retrieve his sword, solve an abundance of simple puzzles, and meet the mayor, who oddly talks only in rhymes, and sends us on a mission to destroy the three sources of trauma.
From there Dusty and Piper travel into the right hemisphere of the brain, which is a huge change of scenery. We go from a dull, dark and rainy region of the brain, to a bright, vibrant and lively area which is no doubt in reference to a more creative part of the mind. Musical instruments are abundant as guitars, trombones and flutes are placed all over the land, some of which serve as plant life. Within the first five minutes of arriving, we are introduced to the second villain, Plague man. Plague man seems to take advantage of our fear of sickness as he spews toxic gas and summons rodents that sneeze and do damage. As a side note, I’m a fan of how Dusty dies in this game. If you take too much damage from the gas or the rodents, Dusty poofs away in a cloud of smoke only to quickly reappear at the last checkpoint. The death animation isn’t overly done and you are quickly returned to play the game once more.
As you progress through the game, the puzzles become more and more complex. Figment isn’t a type of game that you can breeze through. It requires thinking, patience and the occasional YouTube walk through and for some people, this is their cup of tea.
I’m sure we can all think of a period in our life where our heads were filled with darkness and despair. We all go through it, everything in our life isn’t going to go as perfectly as we’d like to. Sometimes we are troubled with anxiety, depression, and fear and this is what the game bases its story off of. The antagonists in the game are our real-life fears visualized as quirky and humorous villains that perform the occasional musical performances. They run like cowards as you bravely continue your journey to rid the minds of the difficulties. Figment takes a playful approach to the very grim realities many people face on a day to day basis. It’s a game for all age groups and each group will enjoy and analyze the game differently. In the end, Figment is about facing your fears and how life is just one big game that shouldn’t be taken too seriously.
I enjoyed many aspects of the game and had little to complain about. The dazzling and elegant world the game had to offer was one of its finest qualities. It was filled with detail with more than just a story to follow. Knocking on the doors of the inhabitants, I found myself curious about what everyone had to say. Perhaps if the residents walked out of their house, and showed their faces instead of just lighting up a window, it would’ve added to the game’s great design. Although the combat was light, it was solid enough. Figment isn’t entirely about combat but when you slay your enemies you get the feeling of satisfaction that makes you want to do it all over again.The combat can feel a bit frustrating at times as the enemies routinely disappear and reappear as they cycle through their abilities. This is mostly solved as some of the enemies share a health pool, so once one of them dies, so do the rest. The puzzles can sometimes seem overwhelming as the setting zooms out and you can see all the different parts that you have to deal with. However, completing one, especially a long complex puzzle gives you a sense of gratification that keeps the game moving. Finally, the musical performances add a great touch to the game. The catchy tunes are placed perfectly with the situations and I found myself humming to them sometimes. Overall the game has good combat, thought-provoking puzzles, fetching music and a diverse and stylish environment that connects to the ever-growing anxiety, depression, and sickness around the world.
Enomview Score: 8 out of 10
Check out the game: http://store.steampowered.com/app/493540/Figment/
Remember when we use to draw stick figures? Or when we used to have those stick figures wield our poorly sketched armaments? Well, take that, add a bucket of awesomeness, and some snake-shooting weapons, and you get Stick Fight: The Game.
Stick Fight: The Game allows you to take control of a stick figure and fight against up to three other opponents. While you fight to the death, varying states of destructive weapons rain from above such as snipers, pistols, rocket launchers, snake guns, flamethrowers, and so much more.
The games key feature is its online mode. This allows you to connect with three random people and begin the carnage instantly, but, there is also a local mode, where two people can use one computer to wage wars on each other. The great thing about local co-op, especially with a game like Stick Fight: The Game, is that it could easily be the centerpiece of any couch party. Gathering around your flat-screen with four controllers and a hunger for beating your inhumanly thin friends just became possible.
The physics of the game are basically non-existent. You can jump twice your height and fire snipers with one hand. The map is entirely dynamic, so you can shoot at anything to destroy it and send your opponent’s plummeting to the depths below. This can be a fun and easy way to win, but your character can also climb onto any surface so they could recover and then you’re in for a nasty surprise.
The dynamic-map aspect is unique to the beat ’em up genre. When coupled with the many different power-ups you can use to decimate the map, it becomes a truly invigorating match with a satisfying victory.
I do wish that there was access to more maps. As far as I can tell, there are only three or four. If a community map building update of some sort was released, it would make for a lot of fun for every player. There is no tutorial for the game, but that is quickly overlooked as the game is easy enough to understand in the first two or three matches.
Finally, there is a feature in the game to talk with other players, so I took this opportunity to get some feedback from others within my intense matches. They had this to say:
“This game is a great way to spend an hour or two”
“My favorite fighting game I’ve found on steam for under $5”
“I love this game because of the unrealistic weapons (like this snake gun)”
EnomView Score: 9 out of 10
Check out the game: http://store.steampowered.com/app/674940/Stick_Fight_The_Game/
Your homeland is in grave peril! Your king needs your valiance! Take up your weapon and free the ladies of the land from the clutches of our sworn enemies! Destroy any that stand in the way of your might and valor! And look damn good while doing it!
Very little is needed to be said about the awesomeness of Castle Crashers, but sit down, we’re going to talk about it anyway! You are a knight whose sole duty is to repel the enemy and get your lady loves back, as they were kidnapped from the castle.
While I will say that using the keyboard is not a good idea, using the controller is just as fluid as any other game you could ever find made from an AAA manufacturer. The controls are responsive, reliable and so very easy to learn by yourself. Still, it doesn’t care how easy it is to learn, the game still prompts you when you can use combos and what not while you play without stopping the game or halting your progress.
The colors and artwork are so very simple, but still beautiful to look at. The cartoony quality is charming and the humor matches it perfectly! While the humor can be a little juvenile at times, it still is worth noting that it can also be especially witty.
As for the difficulty, that’s probably the best part. It may not be considered extremely hard because there is a marvellous level up system that keeps the game progressing along with you, while not making the levels too easy for your character. There is no steep learning curve and you find yourself wanting to progress as long as you can! You’re not stopped between levels and forced to go to the map screen simply to select the next level on the list. No, you are simply brought to the map screen for the important decisions and crossroads.
Combat! Smash your enemies’ faces in! No, seriously, you just push the buttons and dodge left to right, smashing your enemies to bits while you gain up levels, dodge and block their attacks, and kill them! It may sound repetitive, and in some ways it is, but it never feels stale because it’s always moving. You can’t really call this a pure beat’em up because it also has RPG elements, but it still feels like it belongs in the arcade where you can feed it a million quarters to keep it going.
That’s not the case, though. We are lucky enough to find this simple gem of an indie classic pretty much wherever games are sold for some pretty good prices. So, if you were looking for a beat’em up to relieve some stress, look no further! This will sate your hunger for blood and carnage! The boss battles will challenge you, but not to the level of absolute ragequit mode, you can learn their patterns and defeat them with your own skill, should ye be worthy!
Now go, hero! The homeland is counting on you! Slay thy enemies and drink thy water.
EnomView Score: 10 out of 10
From the makers of Firewatch, In The Valley of Gods looks to be an amazing graphic world, filled with wonders and adventure.
Traverse the ancient ruins in search of an amazing discovery. Your skills as a filmmaker/explorer will allow you to navigate the passages with ease and reach the top of the ruins in this ancient setting.
As a personal fan of Firewatch, I can’t wait to discover the elaborate story and entrancing setting of In The Valley of Gods.
In The Valley of Gods Announcement Trailer:
Here are the awesome features we picked up from the trailer:
- You play as a woman in what appears to be the deserts of Egypt
- Explore tombs in an extremely detailed high-quality world
- Like Firewatch, you can see that the developers made use of a walking simulator and camera combination
- Although characteristics like clothing seem modern, from the camera we can elaborate that it’s based sometime in the 1900’s
- First-person gameplay
- Explore the sandy landscape alongside a companion (most likely a sister)
- This companion may serve as your “Delilah”
Overall, we can’t contain our excitement for this sure to be blockbuster of an indie game. We implore you to check out more, here: http://store.steampowered.com/app/687440/In_The_Valley_of_Gods/
Featuring more empty, hungry husks of people than a city centre takeaway on a Saturday night, They Are Billions has swept across Steam like the infection afflicting its billions of in-game villains. What is it that makes the game so addictive? Let’s take a look at a few reasons below…
1. Difficulty Level: Insanity
Everyone loves a challenge, and in They Are Billions, gamers have found a doozy. Strategy gamers, in particular, seem to be gluttons for punishment, seeking more and more of a tactical trial; and keeping your colony free from infection is one of the toughest in recent memory.
Just one zombie can be the catalyst for bringing the base you’ve worked on for hours to come crashing down. And when there are billions of the blighters running around, one slip can be all it takes to see the plague infecting all of your colonists, and the dreaded game over screen.
Add to that the feeling of triumphant satisfaction when you finally win, and it’s a recipe to keep gamers trying to reach that ultimate goal. After all, the more difficult the battle, the sweeter the victory…
2. Dem Graphics
While zombies and steampunk are popular (and arguably, overused) choices for games, doing them both together is a winning combination in the case of They Are Billions.
Steampunk, when done well, is a striking and engaging graphic style that has served well titles like 80 Days, Bioshock Infinite and Dishonored, while zombies provide a universally recognised menace that almost anyone can immediately engage with.
Add to that the post-apocalyptic setting and you’re left with an absolutely gorgeous retro-style aesthetic, with vibrantly coloured human settlements holding fast against the endless waves of grey undead flesh.
3. Made Like They Don’t Make Them Anymore
As many people over a certain age might tell you, the past holds examples of superior craftsmanship and style that have faded away with the inevitable progression of time.
In this instance, I am one of those people – RTS games never seem to be as engaging as I remember, with classic genre titles like Age of Empires II or Command & Conquer holding special places in my heart from my younger days.
As such it’s easy to see how They Are Billions captures the imagination of gamers like me, with its old-school RTS play style that embodies the best of those classics and updates them into the future. Sure, there are a few niggles like the patrol pathway system, but it is still in Early Access, remember…
4. Doom is Inevitable, Why Rush?
Sometimes games fall into the “bigger and better” trap, where the solution to innovation is making things larger, faster or more complex.
In the case of They Are Billions, it’s almost as if the design process has taken a step back, and bucks the trend of trying to make games that require the reflexes of an alert cat and memorising twenty different hotkeys to play well.
With its pause system, the game encourages players to take as much time as they need to make decisions, plan a strategy, issue orders, and still end up watching your colony fall to the undead hordes. But at least you thought about it first, right?
5. Higher Stakes Than A Vegas Casino
Despite the apparent safety net that the pause system affords, it’s really easy to forget that one tiny slip up can mean endgame for your colony.
In an era where loading up from a less perilous time when the going gets tough is commonplace, the ruthlessness of They Are Billions’ save state system forces gamers to really pay attention, even being impervious to alt+F4 rage quitting.
Knowing that at any moment, one teeny tiny zombie could infect your whole colony within seconds really raises the stakes – especially when failure means having to start again from square one.
Did we forget any? Post the things you love or hate in the comments. And check out EnomView’s review of They Are Billions here!
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Unleash has a simple premise: build towers to defend your base and spawn monsters to attack your adversaries. The mechanics are easy to learn but hard to master, and with the sheer amount of variation for towers, walls, and monsters, it can be remarkably easy to find yourself knee deep in plans and combos, wondering where the time went. Hordes of monsters, strategy, epic base-building – these elements work in tandem to deliver a game greater than the sum of its parts.
Sprawling campaigns might not be a thing in Unleash, but it’s bolstered by multiple game modes and maps to keep you occupied for a good amount of time. If battling a single bot seems too meagre an offering, don’t fret, because the game allows players to duke it out with up to seven Bots simultaneously. Those craving multiplayer experiences will also have their itch scratched as the game allows you to play with anywhere between one to seven friends. However you choose to play, either option is guaranteed to deliver an intense, competitive experience.
Unleash is a game where minutes can stretch into hours due to the ruthlessness of the AI. The road to victory is a rocky one, and even easy Bots can give you trouble if you’re unprepared. The more challenging ones could serve you on a silver platter, complete with rosy apple and curled tail. Beginners and veteran players can expect themselves to be thoroughly challenged.
My first match saw me going up against a bot, and I was confident I could win without effort. It had the word ‘easy’ tacked on at end of its name, so my expectations were low. I randomly inserted towers or walls into the grid-based map and hunkered down to await the horde.
The first wave wasn’t hard to defend against, but as the minutes ticked by and the number of waves climbed into double digits, monsters began to blitz past my walls, rendering my defence moot. I’d also neglected to build anything past the first few lines – convinced I wouldn’t need them – resulting in a panicked scramble to finish off those that got past. I restarted the match when the stragglers ended up biting off a decent amount of my health.
Despite how difficult things can get, the game remains surprisingly fun. Being walked all over didn’t feel trying or upsetting, quite the opposite in fact. Losing just made me come back for more.
The game offers no tutorial but one can learn a fair bit from exchanging blows with Bots. It’s startling how often I’d get thrown for a loop. For example, I had no idea I could chain tesla coils until I saw my opponent doing just that. Placing two tesla coils opposite of each other produces a deadly chain of lightning between them. The bot’s base was structured in a manner that forced my monster spawns to walk from one end to another, and by putting three evenly spaced tesla coils, the effect it had on my horde was tremendous. They never reached the other end.
Sending monster spawns that require certain weapons to damage them is another thing the Bot did. It would spawn Snowrippers to attack when my base had no flamethrowers. Snowrippers need to be doused in fire before machine guns could hurt them, and I found myself scrambling once again to unlock the specified weapon.
Monsters can also be evolved, resulting in veritable tanks. Doing this early in a match produces spectacular results. It’s cathartic to see your horde waltz through an opponent’s defences without as much as a scratch. I really like how Unleash provides numerous opportunities for you to devise strategies and turn the tide in your favour. It can make a world of difference to familiarize yourself with the advantages and disadvantages of each monster, or tower.
Pair a diesel shooter with a flamethrower to maximize damage. Send a Snowripper to attract gunfire while an acid spewing monster takes down walls. The possibilities are just waiting to be discovered.
The origin of events in Unleash are an intriguing read, but it never comes into play. Knowing X and Y happened is cool, but it doesn’t affect the player if they go into the game without knowledge of it. There is potential in its setting, it just isn’t fully grasped yet. Players wanting deep, engaging lore will be disappointed.
The story, as of now, is also non-existent. I enjoy the gameplay immensely but fighting faceless enemies can get old, I’d be more invested if the Bots have some manner of personality or backstory. DeSync studios seem to be in for the long haul, though, so things might change with future updates.
Overall, Unleash is a great game, well-worth your attention and support. It’s not the best looking title, but with such solid and addictive gameplay, I’d be a fool to dismiss it.
EnomView Score: 8 out of 10
Check out the game: http://store.steampowered.com/app/621940/Unleash/
Alright, let’s get this started. Got my robot guy ready, got my name entered, pick some bots, ready to go! Let’s f– Oh, I just fell out of the arena. Okay now I’m ready to– oh something just shot me outside of the arena and blew up my robot guy. Okay now– Oh I got pushed off of the arena. What am I even doing?
Yes, as you begin this game, you’ll be scratching your head pretty hard. First of all, there are no control options. The first few rounds of the game will most likely be spent figuring them out. I couldn’t pick up a weapon for a while until I discovered that you have to push space. Then comes the combat, which is not at all intuitive. Once you face your opponent, you may or may not be aiming at them with your gun. There is no indication that you are firing at them near the wall, or firing directly at the wall. Then there are things that look like walls but are actually chest-high partitions that you can fire over, but you won’t know this until you’ve been shot over it and killed.
The real problem with this game is the control. They are floaty and overly sensitive, so aiming in any conventional sense is an impossibility. It doesn’t matter whether you’re playing on a keyboard or a controller, they just don’t work. Within the first two seconds of a match, you could be dead. If an arena match goes on for too long, they will have a wall of death come from the edge of the arena and shrink in order to destroy the players.
Fragmental is not based off a player’s skill, it is based on pure dumb luck. With the graphics the way they are, you can barely see your player avatar to know where they are facing. I hope you brought your eye drops because everything is so bright, pink, and shiny that you will be squinting through the entire game. This is not just the background, each robot, which is pretty much the same, has a neon color tinge to them so you can’t tell them apart, as they appear as a tiny spot on the arena.
One good thing that could be said about this game was that there is a decent selection of guns. The icons on the screen indicate what kind of guns are available to you. However, if you try to grab one from across the arena, you will more than likely get shot down by your opponents on your way to get it.
It doesn’t even have to be your opponent that kills you. Literally, anything can kill you in these arenas. Knobs can come from the edge and push you out of bounds, turrets can shoot you from outside of the arena and kill you as soon as it starts and let’s not forget those wonderfully constricting walls of destruction that will kill you in an instant if you touch them.
So, let’s review. You try to take your time and approach your opponents with some sort of careful calculation, but you will be killed by something beyond your control instead. One minute is entirely too long for this game, you are not on your own schedule, you’re on Fragmental’s time at this point! Taking your time to aim and get use to the controls? Nope! Time to get shot by identical character models to your own! Slide across the arena like the roadrunner, only this time, Wile E. Coyote’s Acme Gun will kill you, no questions asked.
Calling this a game is being very generous. A game is something you can actually win with your own skill and progression through the levels. The control of this game is so awful and fast-paced to the point where you will lose several times before you even gather an inkling of how to play the mechanics that are set up. If you were looking for a challenge such as that, by all means, click the link below.
Enomview rating: 3/10
Check out Fragmental on Steam: http://store.steampowered.com/app/424040/Fragmental/
It’s time to rally your troops! We need a fighting force. A team of soldiers that know how to use their weapons and defend the base. They need to be fed, so it’s time to farm up some resources to suit their needs. We’ll need proper defenses and the leadership needs to know how to bring it all together to take the fight to the enemy! We’ll need all of the ferrets and rodents we can gather, and don’t forget the warthogs!
Yeah, you’re using animals to fight a war full of pistols, mortar cannons, and strategic structure building. Sounds normal to me, what’s your deal?
“Tooth and Tail” is a real-time strategy game that is very reminiscent of the Red Wall Book series by Brian Jacques. The artwork for the game is quite beautiful, and the graphics are nothing special, but they do work for the game quite well. The gameplay is quite simple and very fast-pace. As soon as you start the game, you are treated to quite the simple tutorial that goes smoothly and easily without over-explaining anything. Given the fact that there have been so many tutorials out there that grate against your face like a brick full of holes and interrupt your gameplay constantly, it is worth taking the time to appreciate these pregame sessions that do it right.
Compared to the normal RTS, this one is pretty simple. It has its high points, and simplicity is definitely one of them. One thing that this does entail, however, is that the gameplay is extremely fast-paced. Sometimes a little too fast-paced. There are levels where the enemy comes at you with a decent attack every so often, then there’s a stage where the opposing team will charge you with copious amounts of suicide bombers one after the other. There comes a time where kamikaze attacks just cannot be repelled. Your troops and defenses can only shield you against so many explosions. These stages get especially frustrating, and just downright impossible.
Unlike your normal strategy army games, this one has you controlling a single unit that acts as a commander for the rest of the troops. The controls are extremely simple, and the tutorial captures that simplicity very well. However, the vulnerability that this presents is concerning, as it means that a single wrong move could kill your leader at any point. Still, on the flipside, it’s a good bit of challenge overall and adds the need to maneuver your character to the list of unique mechanics. It keeps you actively involved, as keeping your protagonist safe is imperative.
Still, despite its shortcomings, this game is highly addictive. Like any good army building game, you want to push your army as far as it can go. The battle sequences are satisfying in their simplicity and you will relish each victory as your furry friends take down more savagely cute animals. As you may have noticed, if you’re an animal enthusiast, this may not be the game for you.
As stories go, it’s kind of lacking, but at the same time, it doesn’t get in the way of the enjoyment of the overall game. There are times when the game can be mercilessly cruel and unfair, but it is a lot of fun, especially if you are a fan of strategy games. Be sure to give it a look!
Enomview Rating: 8/10
“I want to be a game developer!” 15-year-old Timmy proclaimed triumphantly, planting a foot down and standing proudly to let the world know that he’d be the greatest dev there ever was.
A game developer you say? You wish to make games for a living? I should warn you, Timmy, that development at any level, from the little league modders to the world champ triple-A’s, is a notoriously grueling process; it is oftentimes a fight on multiple fronts.
“I don’t care!” shouts Timmy stubbornly. “I have been playing video games all my life. I love them more than anything and want to make them for a living.”
Well Timmy, that’s admirable, but know that many a Timmy before you have worn this path down beyond reason with the weathering of their own gruesome treks.
If you still want to be a game dev, Timmy, then here are some things to consider:
- Nobody cares about your unique idea.
Do not expect to get into a dev studio simply because you have an interesting idea for a game. As is often said, there is no room for a specialized “idea guy” in the video game industry. Everyone in a game development studio is an idea guy in their own right. They just have skills which allow them to make those ideas into a reality through some kind of creative medium. Which leads to our next point…
2. You need to have an actual skill.
There are a lot of disciplines to choose from, but you need to be good at one of them. Can you write a gripping story with few words that won’t be made into a victim of the game’s mechanics? Figure your way around a string of code? Model and animate cool characters, items, and worlds? Write a complete GDD with a feasible scope and make it into something with an engine like Unity or Game Maker Studio 2? If not, now’s the time to start learning. You don’t have to be the greatest, but you should be able to make yourself marketable.
“But I could be a playtester, couldn’t I? I could be someone who plays the games and gives feedback to the designers! It’d be just like what I did in my childhood.” Timmy said, giddy as ever.
Well, you can be a playtester, Timmy. Just know that you’ll be playing the same level over and over again until your eyes grow red and watery, and that you’ll only be searching for bugs; generally speaking, no feedback will be given to the designers. Oh, and the programmers will hate you.
3. You have to be good in teams.
Get ready to work with people you love and people you hate. Get ready to watch your precious ideas get shot down in broad daylight and left to bleed out by your cheery-faced team lead or project director. There are always people like Toby Fox, but it’s rare that anything quality ever gets made if it’s not a part of a collaborative effort. Professionalism, good character, and cooperation is paramount–just like in other fields.
4. Hurry up and wait.
It took over 100 developers roughly 4 years to make Skyrim. Development takes time–a LOT of time–and not just on the programmers’ ends. Get ready to stare at a screen for 12 hours straight and work well into the night–toiling away on a computer in some dark corner in the back of the room.
“I thought it was only the playtesters that had to worry about their eyes,” Timmy said, distraught.
If only that were true, Timmy. If only that were true.
5. It helps to know about game design.
There’s a reason why aspiring developers can take college courses on this stuff. While a sound engineer or a concept artist doesn’t need to know as much about a game narrative as the head designer, a knowledge of psychology behind games will do wonders for you as a dev. Whether it’s about keeping players glued to their screens like Valve has done for years with Team Fortress 2, or forcing out a ragequit like in Cat Mario, being able to dissect a game for its finer components helps–no matter what area you work in on a development team.
6. You need to be able to speak English.
This isn’t a problem for all, but a grasp of the English language will serve you well here. As time progresses, English grows increasingly mandatory in many fields in the mysterious realms of not-game development. If your career as a dev doesn’t work out, then be happy knowing that you’ll still have this universally marketable skill.
“I still want to be a game developer though!” Timmy cried, a fire in his eyes. “Games are my passion!”
Well, Timmy–stubborn or determined–know that I’m not here to (entirely) crush your dreams, because…
7. If you really want to develop video games, then you should totally go for it.
Just make sure you’re realistic. Don’t expect to make a living off of it and don’t expect all your plans to succeed. Start small, look to those of experience, and practice, practice, practice. Whether you’re a modder, a fan dev, or a blockbuster triple-A, you’re bound to have your ups and downs, just like you would at any other job. A life of game development is as equally rewarding as it is a life of hardship. If this is really what you want to do and you feel you’ve got the skills for it, then get out there and make it happen.
As a wise friend of mine liked to say: “Don’t wait for opportunity to come to you. Kick opportunity’s door down and fucking kidnap him.”
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