Electron Dance

Electron Dance Highlights


Dabbling With… Recompile

The tenth episode of a short series on games I discovered at EGX Rezzed 2019.

One of the best gifts of a videogame expo are the surprises. Like this: you sit down in front of a game you don't expect much from, yet find yourself falling under its strange spell.

In the Tentacle Collective room, I was hoping to have a crack at Dicey Dungeons (Terry Cavanagh) but it was permanently mobbed. Dicey's neighbour, Recompile from Phigames, had an open seat so, sure, I took it. I'd pass the time with a game I felt didn't stand out too much. A third-person platformer set in a now-familiar digital landscape: hard neon edges, metallic sheen. A child of Tron, I've always been a sucker for this aesthetic. Recompile was pretty.

If you're expecting me to tell you about some groundbreaking mechanics, I've got nothing. Recompile went through the platformer fundamentals - jumping, switches, shooting. As you explored, twisted, glitched areas reassembled into structures. What this doesn't put across, though, was that there was real punch to the execution: it felt good. And then Recompile gave me the power of the "infinite quantum jump" and, well, I was sold. Instead of the basic double jump, it gave me an infinite jump. I could infinite jump wherever I wanted. Bloody Hell.

And the greatest thing in the Recompile world was jumping crazy high into the air then letting yourself fall. The impact creates a shockwave on the ground, rippling out across the tiles, making you feel like you're a goddarned superhero. And after that, the demo gave me the ability to hover. There was a real danger I might never leave my seat.

One of the best gifts of a videogame expo are the surprises. And this was how Recompile became one to watch out for.

From the Recompile website:

Combining traditional Metroidvania mechanics with a dynamic branching narrative system, Recompile challenges players to explore, fight, hack and survive. Discover the many secrets beneath the ancient digital landscape, and prepare for system-wide reconfiguration.

The game's entire narrative takes place within 1 second of real time.

Recompile is scheduled to be released on Steam for PC sometime next year.

Interested in other games I've dabbled with? Check out the series index!


Dabbling With… The Twisted Tower

The ninth episode of a short series on games I discovered at EGX Rezzed 2019.

Pocket Money Games were stationed near an entrance to the Indie Room at Rezzed. They had four titles out.

I tried a couple of the more casual ones, SPD and The Twisted Tower. SPD was a Temple Run type of experience and I've never loved that genre too much but The Twisted Tower, however, had that just-one-more-go hook that good casual games tend to have.

What I saw of it was straightforward. Witch must avoid baddies and collect all gems. The game arena is effectively 2D but there's a 3D aspect to it: it is a set inside a tall cylindrical mansion and the balconies are all rotating in different directions and at different speeds. And if you encounter a beastie just once, then your little witch is toast and it's time to start over. I got through three levels I think before I decided to call it a day; you don't want to hog the seat for too long unlike those people who insisted on playing through the entire demo of My Friend Pedro.

It felt like all the parts of The Twisted Tower clicked nicely into place. The spinning balconies create this tension where you do not know if you're going to run into a monster, or if a monster is about to drop over a ledge that you want to jump up onto - especially as you're having to make split-second decisions. It felt a little bit like a lost arcade game and it deserves an attract mode. It's quite possible this is a riff off another title that I'm unfamiliar with - let me know if this rings any bells.

The curious thing is there's no information out there about The Twisted Tower. Pocket Money Games tells me it is out on PC, Switch and Playstation later this year - so hopefully more information will be inbound then.

Right now, your best source of news is the Pocket Money Games website and their Twitter account.

Interested in other games I've dabbled with? Check out the series index!


Dabbling With… Balloonbound

The eighth episode of a short series on games I discovered at EGX Rezzed 2019.

Balloonbound from Awkward Silence Games is an in-development local multiplayer game. This is a competitive game where your goal is to pop your opponent's balloon so they plummet to their death.

I had a blast with this. Oh yeah, I played this a lot. Somehow the quirkly physics combined with environmental randomness such as other balloons and weapons added up to something rather special. Your basic arsenal is an infinite supply of DEADLY PAPER AEROPLANES which you can throw with great force if you charge up the shot. You also have at your disposal a lethal KICK.

I can't be sure, but if you were a consistent loser, it seemed the game would kit you out with a more powerful weapon instead of DEADLY PAPER AEROPLANES, like a GUN WITH BULLETS. This really isn't a game about different weapons. The weapons almost seem incidental when you have two naked wimps kicking at each other's balloon ineffectually, floating up there in the clouds. Weapons often make the rounds come to an end quickly, but they seem more for comedic value than tactical. One of my opponents got a water gun at one point which didn't seem to puncture my balloon but was really annoying. But then I got a flamethrower and he was literal toast. That was my favourite moment.

There's a slight issue where the playfield refuses to scroll beyond a certain limit and the two players were permitted to drift off the edges of the screen. When this happens, you don't know where they are and what they're doing. It wasn't clear why the game imposed this constraint but hopefully that'll be dealt with in the final release.

(Note: Awkward Silence Games is Dean Moynihan who wrote One Chance, a game which Electron Dance touched on many, many moons ago.)

From the itch.io page:

BALLOONBOUND is a fighting game about a bunch of dudes floating around in their undies throwing paper airplanes. Coming in 2019.


  • Local multiplayer death match: Last man floating
  • Fast paced, balloon based combat
  • A bunch of weapons
  • Unpredictable  weather
  • Customizable characters and balloons
  • Naked dudes

Interested in other games I've dabbled with? Check out the series index!


Dabbling With… Garden

The seventh episode of a short series on games I discovered at EGX Rezzed 2019.

Garden from Biome Collective was another chillout game. At first, I thought I was going to experience something like Mendel (Owen Bell, 2018) where I'd be splicing together different plants to make something new, but what was presented at Rezzed was more of a musical game.

You could pick up alien seeds - there were four types - and plant them wherever you wanted, multiple times. Each of the four plants prouced their own sound which meant you could make something that sounded quite musical if you did a good job arranging your "garden". Alternatively you might just do what I did and plant seeds everywhere and create cacophony.

And that's pretty much it. The visuals and audio were solid although my personal highlight had to be the wriggly alien grass cursor. No details right now about release dates or target platforms. However, Biome Collective suggests there will be more to the game than just planting music:

Garden is a calm, peaceful and beautiful place to be. It gives players a choice about how they engage by combining immersive atmospheric experience with deep strategic gameplay and exploration. The game is not about winning, but achieving a mindful balance with your garden and the ecosystem.

I guess we'll wait and see.


Interested in other games I've dabbled with? Check out the series index!


Dabbling With… Annwn, Again

The sixth episode of a short series on games I discovered at EGX Rezzed 2019.

I already brought up Quantum Soup Studio's Annwn: The Otherworld last year after its appearence in the 2018 Leftfield Collection.

A remake of a 1986 title called The Sentinel, your goal is to take down The Watcher on each island. The Watcher hovers at the highest point of the island, its gaze searching for you. In the Otherworld, you have no physical presence: your soul can only exist inside of a motionless totem. You soul cannot "move around" but you can generate more totems to transfer your soul into. You need energy to build totems which you must drain from trees or existing totems.

The constraint is that you can only build on or drain from island tiles that you can see, so any part of the island that's above your totem is out of reach. You have to use the totems as stepping stones to climb the island gradually - once you reach the top, you should be able to drain The Watcher's energy and end the level.

Last year, Annwn's procedural generation was producing islands which were very difficult to defeat and it made for an uncomfortable few days at Rezzed for Quantum Soup's Chris Payne who watched players struggle. This year, however, the problem has been licked and the demo on show in the Tentacle Collective room was much tighter with three islands of progressing difficulty.

I was impressed with the stress this relatively simple design exerts on the player. As Payne has commented, The Sentinel was "so simple and elegant that it's hard to riff on the core gameplay". It is drenched in tension. You feel The Watcher's gaze inch closer and closer, yet to look behind to see how close would waste precious time and possibly lead you to ruin: I cannot help thinking this is a natural Orpheus and Eurydice mechanic. You can grow a new totem quite fast yet it feels like an absolute eternity.

The complete game is currently available on itch.io for PC but has not been released on Steam yet. Payne is still making adjustments to the game based on Rezzed player feedback.

Here's the game blurb:

Annwn: The Otherworld is a surreal stealth strategy game, played across an archipelago of mysterious procedural islands. Venture into the celtic Otherworld, a realm of dark gods and wandering souls, in search of your lost love.

Interested in other games I've dabbled with? Check out the series index!


Dabbling With… Ape Out

The fifth episode of a short series on games I discovered at EGX Rezzed 2019.

Confession: Sometimes I do not check out the stuff people say is definitely cool.

Soooo... I hadn't even seen a trailer for Ape Out (Cuzzillo, Foddy & Boch, 2019) before seeing it out in the wilds of the Devolver Digital room.

Confession: I didn't play it. But I wished I had.

In Ape Out, you're an ape escaping from captivity, no doubt in line for some nasty experiments. Its closest cousin is probably Hotline Miami (Dennaton Games, 2012) in terms of being a hyper-violent game where you play a protagonist who can be killed easily so must kill or disable all enemies quickly. Hotline Miami is fast, requires memorisation, and a single mistake can end your run; Ape Out is procedurally generated so requires reaction not rehearsed dance and is, necessarily, a little more forgiving.

Ape Out, however, is a genius fusion of game feel, sound and visuals. Everything is silhouettes and jazz and the effect is best described as Saul Bass Title Sequence Simulator 2019. Paint the corridors red... until the game palette changes and then you could be painting in orange or purple.

Ape Out has been in development for five years; it was a runner up in the student category in the 2016 IGF and it had already been worked on for two years at that point. Jesus. I'm tempted to buy this right now and make it game shortcut #120 on my desktop.

From the Devolver page on Ape Out:

Ape Out is a wildly intense and colorfully stylized smash ‘em up about primal escape, rhythmic violence, and frenetic jazz. Build up nearly unstoppable momentum and use your captors as both weapons and shields to crush everyone on your procedurally generated path to freedom.

Ape Out is available on Switch and PC (Steam, GOG, Humble, itch.io).

Interested in other games I've dabbled with? Check out the series index!


Dabbling With… Empire In Ruins

The fourth episode of a short series on games I discovered at EGX Rezzed 2019.

The last proper tower defence game I played was Defense Grid: The Awakening (Hidden Path Entertainment, 2008) so it's been awhile. Enter Empire In Ruins from Hammer and Ravens.

On the surface, and I stress on the very surface, Empire In Ruins looks like classic tower defence. You build towers, aggressors come at you along defined paths. Towers can be upgraded, but they also find themselves under attack and need to be repaired. You have powerups at your disposal which provide a temporary boost, but take time to recharge. Super.

Hammer and Ravens themselves call it "the bastard child of 4X and tower defence" and it's certainly not straight up tower defence. There's a huge amount of tweaking that can be done to each tower, in terms of their behaviour, all of which will be too much for the first-time player. I didn't need to drill down far to get through the demo level. You have limited builders to make the new towers and, if they're out on the field when the new wave rolls in, they can get killed, which makes it feel a little RTSy. I was shown some enemies carving out new paths along the map; I'm told they can also tunnel to escape your towers.

There's a campaign map in which you are reclaiming lost territory (hence the "empire in ruins") and losing a battle will set you back. I did not get to see this in the demo, but you have to manage your reclaimed territory carefully - you can be betrayed and each region is vital to keep resources flowing to the front line. There's also a tech tree to research.

Empires in Ruins has been in the works for several years and is still in development. Do check out the website if it sounds like your kettle of fish.

From the website:

Empire In Ruins is a new take at strategy that merges the Tower Defense genre’s detailed, recognizable gameplay with elements of Turn-Based Empire Management, in a hybrid never before seen.

Conquer, build, defend and lead the grumpy Sgt. Hans Heimer in his own personal vendetta against “the system”.

  • Plot driven campaign – betrayals, diplomacy and nasty twists
  • Turn based strategy – quell the rebellion, kick back the enemy and restore the law.
  • Empire management – conquer back the provinces, strengthen your command, chose your best governors and grant your military campaign a steady flow of resources
  • Tower defense-based combat – fight your battles in a new, advanced tower defense style that winks at advanced real time strategy
  • Arcade play mode. Because… FIGHT!
  • Low brow humor, low brow humor everywhere! – Don’t smile, it’s punishable.

Interested in other games I've dabbled with? Check out the series index!


Dabbling With… Becalm

The third episode of a short series on games I discovered at EGX Rezzed 2019.

Down in the Leftfield Collection were a number of "chillout" games whose job was to make you take a moment. The one that I found resonated the most was Becalm (Colorfiction, 2018). I would guess I sat in front of it longer than most - because it was frickin' lovely.

If you want to know whether there's levelling up, how many bosses you have to beat and the range of weapon combos available, well. You're in a boat. You can look around. That's it.

The boat coasts lazily through one of three environments: tall reeds, alongside a river bank and an ice field. The abstract, painterly style selects from a vivid colour palette. which gives a strong impression but refuses to define. It reminds me a little of Eskil Steenberg's Love. The music and ambient sounds do a great job in transporting you somewhere else.

Becalm strikes me as the kind of thing you could leave running in the corner of the room while you go about your daily tasks. Try it.

From the blurb on Colorfiction's website:

Becalm is a short 5 minute meditative experience where you drift in a sailboat through magical waters. This is a special boat, you won't have to steer, worry about logistics, capsizing or pirates. In this trip the goal is to relax and... becalm!

You can download Becalm from Steam for free but also get it from itch (PWYW). You can also follow colorfiction on Twitter. (Current version on Steam has some VHS filter applied and you can throw bottles; I think it's better without the filter... and the bottles. This was not the version on the Rezzed floor.)

Interested in other games I've dabbled with? Check out the series index!


Dabbling With… Doggerland Radio

The second episode of a short series on games I discovered at EGX Rezzed 2019.

I heard the birth of Doggerland Radio three years ago.

Under the comments of Into the Black: The Movie, Amy Godliman picked up on my criticism of TheRaptureIsHereAndYouWillBeForciblyRemovedFromYourHome (Connor Sherlock, 2013). She wrote:

I’m glad you bought up TheRaptureIsHereAndYouWillBeForciblyRemovedFromYourHome as I had an interesting experience with that myself: I started playing not knowing exactly what it was so I found the spoken excepts fascinating, little surreal snippets of narrative with no beginning or end that added really well to the game’s atmosphere and gave this really well suited feeling of everything being suddenly interrupted. Then I realised I recognised one of the stories, and that they could all be collected one bit at a time by following the right colours, and all that atmosphere just evaporated.

Anyway, great video essay, and in my case useful video essay too as this subject is pretty much exactly what I’m exploring for my MA at the moment, so I’ll probably be re-watching this quite a few times over the next two years. Thanks.

I highlighted the key phrase. Two years later, Godliman hits me up on Twitter about her mysterious Doggerland Radio, produced for her MA degree, referencing our brief comment exchange:

It took a little longer than two years, but I'm done now.

You're welcome to attend the opening this Friday, or any of the five days the show is running. Though I'll be carrying it about to any games event that'll have me from here on.

I couldn't make it.

Fast forward to Rezzed this week. I'm talking to Alan Hazelden in the Leftfield Collection and, over his shoulder, I see a desk in a darkened corner. There's a radio squatting on it. My eyes spied the title above the table: Doggerland Radio. Oh my GOD. This is IT.

Okay, so I was excited because I knew what kind of project Doggerland Radio was. It was what Godliman wanted TheRaptureIsHereAndYouWillBeForciblyRemovedFromYourHome to be.

Power up the radio, slide on the headphones and turn that dial carefully like a safecracker to find broadcasts orphaned in the static. Maybe you'll catch a little opera, the sound of a steam train pulling into the station... or maybe even the shipping forecast.

On a purely personal level, it reminds me of childhood. In the UK, radio is now digital, and I'm not sure how many children these days play with radios. I had no television and certainly no computer when I was young, but I did have a tape recorder with a radio. I spent a lot of time twiddling with the radio, trying to find a station I hadn't heard before. Hiding underneath the crackle, I'd occasionally catch the semblance of something unfamiliar and, if I turned the dial just right, I might be able to make it out...

Godliman revealed, to my surprise, that the Doggerland Radio stations are always running regardless of whether you're listening. I expected the software behind the box to trigger audio files as you hit the right spot on the dial. No, it is much smarter than that, so it always feels like you're tuning into the middle of something, conveying a fragmented impression of the fictional Doggerland.  (There is a real Doggerland but don't expect to find clues from a submerged landmass.)

There's more. On the table is a map, some stones - and an old novel. I ignored the novel initially and, as I was ready to leave Doggerland Radio behind, I opened the book. It was out on loan from the Doggerland Library and... had passages censored. Wait, what's this? An envelope tucked in its pages? I half-expected it to contain some love letter from a dead age, "Dear Joan, My heart is bereft without you..." blah blah. Now there was something inside, but it wasn't a letter. If you happen to drive through Rezzed this weekend, I'll let you find out for yourself.

While I was a little sad that the radio needle did not move as I turned the dial, the work done by Paul Hayes on the engineering and coding here is superb. It effortlessly evokes the sensation of fiddling with an old radio; you come across these little spots where the static hums and roars violently - for no apparent reason. Wonderful touches.

Look, I don't know what I participated in but I loved it. And I'm afraid you won't be able to grab Doggerland Radio in the shops or even download it from Steam. All you can do is hope Godliman brings it to a games expo near you.

Interested in other games I've dabbled with? Check out the series index!


Dabbling With… Omno

The first episode of a short series on games I discovered at EGX Rezzed 2019.

First up is Omno by Jonas Manke. Literally so, as this was the very first game I played at Rezzed today. Omno is a work-in-progress but everything points to it being an easy-going exploration adventure game.

The graphics and sound are solid, I really liked wandering around. Stomping, dashing or teleporting is delicious. You stomp to get energy from rocks or creatures - fortunately, the creatures aren't hurt by this, but they get so frightened they drop white blobs of energy. Although I have to admit to feeling a tad cruel.

There's a faint collectible aspect to the game - it tells me when I've discovered creatures, explorer rocks or new areas. I don't mind this too much provided it doesn't power the action or overpower the experience.

It's part discoverable systems because I was a little lost for a couple of minutes, but it was good lost. From what I gather this is not representative of the full game however what there were a lot of jumping puzzles which involve having to go back to the start if you've made a mistake. The dash jump takes some of the pain away. However, I was getting better at knowing whether to jump or dash jump as I moved through the demo. Maybe a little muscle memory is all that is needed.

No evidence of narrative at this point but apparently we'll be able to read glyphs in the real game.

I didn't see anything here that was brand new but I'm in. Looks like the kind of game you'd chill out with at the end of the day.

Blurb from the presskit:

OMNO is an atmospheric adventure about a journey of discovery through an ancient world of wonders. Taking players through lush forests, across a sun blasted desert, over a frigid tundra, the power of a lost civilisation will even carry the hero to the clouds. Along the way there will be creatures great and small to observe and interact with - shy rock-like crabs, helpful turtles, maybe even a friendly dinosaur to ride?

The world of OMNO is filled with puzzles, platforming challenges and hidden secrets. The player’s magic staff is the key to powering forgotten relics, and will allows players to dash lighting fast across platforms, glide over land, sail above the clouds and more.

Check out the game's site or look it up on Steam.

Interested in other games I've dabbled with? Check out the series index!