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Posts Tagged ‘Molyjam’

End Of The Beginning: Nebulous Hero’s Ace… Tutorial?

By Nathan Grayson on May 1st, 2012.

Nothing to see here.

Nebulous Hero is one of the Molyjam games I actually had the pleasure of sharing a building with. Granted, this building also contained hundreds of other developers grinding their bones and brains to make bread for the collective Molyjam table, so I sadly never had the chance to take it for a test drive. During the end-of-show presentation, though, it may very well have been the coolest thing I saw. In short, the tutorial comes after the credits. So you start off by playing a traditional hop ‘n’ bop platformer, and then… well, let’s just say it’s not. It’s really, really not. I don’t want to spoil it, but – for those of you without the time or means to experience this bite-sized piece of brilliance – I’ve posted a screenshot that sums it up after the break.

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Rambo: Last Blood Is The Silliest Thing

By Nathan Grayson on April 21st, 2012.

Rambo plus Limbo... still equals Rambo.
Rambo is known for a lot of things. The grand majority of them, however, are “being a half-man, half-gorilla, half-mountain, half-American-pick-up-truck (he is large enough to fit many halves) with no shirt, all of the ammo, and nothing to lose.” The short version? He kills people. And beyond the first movie, it doesn’t actually get much longer than that. So, naturally, Rambo: Last Blood is a puzzle game about hugging. To say precisely why would spoil a couple choice jokes, but the game’s basically a giant, aching 15-minute-long grin, so you’ll find out soon enough. Unsurprisingly, this one’s a Molyjam product, but creator Peter Javidpour’s keeping the Sylvester Stall-aaaaw-ne dream alive with at least one more update that’ll add two, er, existent endings. So go play it, and giggle knowingly. You’ve earned this.

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SF Molyjam: A Tale Of Three Parkour Romances

By Nathan Grayson on April 13th, 2012.


Last week, I had the pleasure of attending San Francisco’s parody-Twitter-account-inspired Molyjam and pestering roughly a million developers with my inane questions. In between digging for such crucial details as the number of weapons in a game about invisible guns and whether there’d a happier DLC ending for a tale primarily focused on hurling oneself off a cliff, I watched countless off-the-wall ideas blossom into playable games. Truly amazing, however, was the amount of mileage different people – some of them not even professional game developers – got out of a single idea: romantic free-running.
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