I'm a little confused as to whether bitsy games *are* flatgames or the exhibition is on 2 types of games

The zine they have here suggests that flatgames don't have collision, and bitsy games almost all do

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There are a couple of noninteractive displays using the graphics

The background music tonight is pretty incongruous

Resembles dubstep

Adam La Thue (?) (left)

When first worked on Bitsy, was just doing it as a side project, to work past creative blocks

Was trying to make a toolkit for Kentucky Route Zero like games, made of vectors. Never released

Lost the thread of the game they were making, and anyway the tools weren't getting good enough fast enough

Inspired by Superbrothers' essay "Less Talk More Rock" that discouraged overthinking, identified the core: walk around, talk, discover story

The journey from one point in the game to another creates a feeling that is hard to write down. Bitsy is for making that feeling

The format for the game world is constrained by what they could type into their phone

First game was just about coming home to find their wife and cat. The tiny nature of the tool made it feel ok to make a game about something so quotidian

After that, mostly inspired by others' requests, particularly Mary-Margaret: a visual editor, mainly, for non-coders and people who just didn't like having to type tiles

Immediately made it more fun and easier, that's Bitsy v2

This is the one that blew up

At this point they could learn from strangers' bug reports and feature requests and just observing what they were trying to do

But why were people interested in making Bitsy games? Nice to tell a story, nostalgic Game Boyish graphics...but mainly people like the limitations, they say

Helps overcome creative blocks, makes the thing accessible, avoids the despair of opening something like Blender

In Bitsy you can tell what you can do right away when you open it up, and you don't need any external tools

And the constraints work like the constraints in forms of poetry: removes the terror of the blank page, gives you a space to fill in with the important creative details, fast

And if you give people constraints, they'll find ways to break them

Bitsy games in Twine! Image-to-Bitsy! Music, sound effects! NPC behaviors! An MMO!

Ends by connecting Bitsy to the general trend of democratizing game dev, like Flickgame and KoolTool and Twine, and giving thanks to the Bitsy community: Bitsy Boutique that you can open up and play a game at random, Bitsy Exquisite Corpse, and just everybody being welcoming and inventive

And on the right, Jenny Jiao Hsia

@q_dork@twitter.com

Here to talk about the design process of ... missed the title. A flatgame

Mostly does art for games with @bad_tetris@twitter.com but lately has been making own, like Wobble Yoga. All based on personal experience

Anyway, this game Jenny keeps not saying the title of was for Flatgame Jam 2016. It's about the time Jenny blacked out on New Year's at the end of 2015

Their mom insisted Jenny had to reconstruct the whole night. The game is the phone conversation in which Jenny did this

First did the control scheme. They like experimenting with control schemes, give an overview of those from their other games.

So in this game you control the camera, and things are scattered randomly so you have to do something strange to see them properly and advance to the next screen

That's Jenny's interpretation of the flatgame requirement to focus on movement with minimal scripting

Picked a monotone visual style to enable a focus on negative space and the like

Made a diagram, mostly one dimensional but with different emphasis on different steps

Had to name the files very meticulously, because the images are all fragmented and if they're not named right Jenny couldn't tell which went together

I probably should have spoiler tagged this

Game uses 2 scripts, and the only Unity function call is Vector2.MoveTowards

Jenny did not do the game's music, just asked Apheon(?) to make it

And that was opening nite

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This is an instance for Babycastles, the Manhattan based videogames art collective. We host open co-working every Monday, WordHack every third Thursday of the month, and lots of other events, viewable on our calendar.