The thing I've made that I'm proudest of is the card game One Armed Robbery (the card game specifically, not the webcomic), but currently it is only available in print and play format on itch, HERE. I'll update this section once I have an easier way to play it with more information on what it's actually supposed to be about and why it's my favorite.
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Besides One Armed Robbery, my other big proudest work is the as yet unfinished card game Rambling Roommates. There's a whole lot of, let's say "lore" surrounding the Rambling Roommates project, but the short version is that it's a collection of card "games" that each require a single card to play--the idea is that one side would have instructions and the other side would have an illustration that somehow (ideally) relates to the instructions. Roby Ola and Eliza the roommate both make their first appearances here, both of them being very different to how I ended up portraying them in the zines. I intend to finish this project some day ("Finish" in this case means making 54 cards, of I'm afraid are going to be very different levels of artistic ability because this thing has been in development since *2019* and my art has changed and improved since then and I'm not willing to go back and redo the old stuff lol). I'm not including all the cards I've made on here, just the ones that I personally enjoy playing and take with me wherever I go in the event I'm in need of a good fidget toy or time waster.
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The rest of these are individual pages from my zines--all of these represent attempts at making perfect, "minimalist" pieces of game design that require a bare minimum of components (mostly everyday objects) and attempt to realize the dream of the Lizzie Smithson series that way. Commentary will be included, but only on this page.
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For a while, I was attempting to make games with ZERO components, that could be played entirely within the player's mind. This is the best thing I was able to make along those lines, a sort of word puzzle game--I played this one extremely frequently for a while, but I had to stop cause it required a lot of concentration and if I started playing it in bed, it could keep me up later than I'd like--maybe it's possible to make a better game in this style than this, but I'd prefer for the time being to not go much further down that road.
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When I first designed this game, it was as part of a challenge to NOT make what other people wanted, and to try to SOLELY satisfy myself. Anyway this game is good--I wanted to make a sort of endless runner, in physical format (replicating the emotions produced by something like Canabalt or Super Hexagon, not so much the literal reality)--I still think this is pretty good, and I guess one of the better ones--I don't like that when you lose, you have to pick the pencil up off the ground! I feel like that's a game design weakness to be avoided. There should be, I dunno, some alternate loss condition that's not that. Or alternatively, I could make a specialized pencil with a bracelet attached, so there isn't a risk of dropping it on the ground while standing and having to bend over or possibly having it roll under something--if only I did that, this would be just fine! Well, I still like it.
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Perfect. I've been trying all these years to make something perfect, and this is it, I'm afraid. Turns out, all I really want in the world (as these next few entries will prove) is a good fidget toy and my *imagination.*
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And this one's perfect too! It occured to me while working on something else that I could make even better games, if I just provided some solid narrative context to them--that's what the zine this is from was kind of all about, to be honest. I think this one had the strongest context of them, where you're basically roleplaying with the fictional Lizzie character. Anyway, I think this is really good, but in a ridiculous way where I feel funny playing it. I think the context adds a lot! And yet, it's basically a clicker game sans numbers. Amazing.
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I think this one is really fun! I think this one kind of fills the gap in my heart left by the one with the pencil--I like that a loss can segue direcly into just continuing to play--it's mildly unethical? Considering there's no obvious break point... I think it helps that there's no scoring system beyond just continuing. I think the context here is weaker than in the previous game, but also this game doesn't need context in the same way (definitely helps that the illustration depicts Lizzie playing the game with a dollar bill, and with her pickpocket fingers (IE The fingers she uses to pickpocket lol)! The illustration is kind of its own context in this sense). Anyway, *I* love it.
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Anyway That's the list of things I made that I'm proud of. Anything in the Lizzie Smithson series I did that isn't listed here is one of the ones I did that I think sucks ass okay thank you.