I’m reviewing Sploder for Graphite.
It’s a web-based game-making tool meant for kids and classrooms. Everything is driven through the web interface and there’s no programming involved. There’s also tons of pre-built sprites with animations and pre-defined behaviors (friendly NPCs, enemy AI, etc.).
The first thing I noticed about Sploder is that when you create a game, you have the option of creating a specific kind of game: a platformer, a puzzler, a top-down shooter, etc., and each of these choices gets you to a particular interface specifically for making that type of game.
And this made me want to try to push Sploder as much as possible, to create games within particular genres that break the genre. For example, what if we (Sandra and I) made a shooter game where the enemy aren’t trying to kill you and instead actually heal you or something?
In trying this out, I discovered that all you do in Sploder is drag and drop art onto a stage. Each object has behavior associated with it that cannot be tweaked. You can’t, for example, change how often and for how much damage a particular enemy ship shoots. You can’t change its speed or anything…
So, I played around with it a bit and came up with the game sHMUP bLUFF, where you are meant NOT to do anything other than watch. But Sploder still has built-in controls, so you *could* take control of your ship whenever you want. So the game is an exercise in trust… trusting that your wingman is there for you and will protect you. And maybe it’ll succeed and maybe it won’t. And if you take control of your ship, do you break that trust?
And I sort of saw this as a metaphor for living with a loved one who suffers from depression. The player ship is the person who suffers from depression and sometimes just can’t bring themselves to do anything… The wingman is a friend or family member who is trying to protect. (But perhaps this is the wrong metaphor… like often there’s just nothing anyone can do, really… there’s no “fixing” or solving the problems of depression… there’s only coping, so I don’t know how good a metaphor this game is, really, but there you have it… what it can sometimes feel like.)
In other news, Ana and Dennis are still making games regularly!
Most recently, Ana made a game about moving called Mover, based sort of on her previous game Paper Pusher. (Grats on the new *house Ana!)
Dennis continues his trend of making small Unity games. Check out Mental Block and Hello, Universe!
And in other other news, we got a session accepted at NASAGA on our Game A Week Challenge!