In November I set out to dedicate some time to playing indie games. Partly as research and inspiration toward making my own game, and partly to make fun a priority. I played two games. Little Nightmares II, a sequel to a puzzle-platformer that I first played years ago. The second, a game called Control. A trippy action-adventure game that I also first played a few years back, but has since had new content released for it. Loved them both.

I’ve learned so much about game dev over the past few years, and playing through that lens has been a fun new experience. Little Nightmares was actually created in the same game engine I’ve been learning. It was cool understanding how something was most likely working behind the scenes, and in other cases not fully understanding but reverse engineering it as best I could.

I play games so infrequently these days, that I don’t know when I would’ve had the chance to experience these two, if not this month. That’s why I was fine bending the rules a little, since neither of these would be considered indies. Control cost over 30 million dollars to make, and the ending credits scrolled for several minutes straight. It’d be impossible for me alone to create something even remotely close to the same standard of either of these games. Even still, I had fun experiencing them, and feel inspired by them and all the same, and that was the whole idea.

My last monthly challenge of 2020 has always been a question mark. Intentionally left open for new ideas that revealed themselves throughout the year. Nearing the end of November though, still hadn’t really had it figured out.

Then one day my friend Jesse texted me out of the blue. He’d been thinking about me, and took a peek at Six Foot Giraffe, which turned into him catching up on my entire year. He let me know how it was really cool what I was doing and how he was excited for whatever my December challenge would be. I told him I still had no idea what it was though, and then he suggested something brilliant.





So that’s how this one came to be. I love video games, always have. The medium sits at the intersection of so many interests I’m passionate about. Storytelling, visual art, technology. Thing is, I really don’t play very often at all. I try to stay productive, and playing video games as you can imagine, isn’t exactly conducive to productivity. The way Jesse framed it though, felt like more than just an indulgence, and that was easy for me to get behind.

I played 3 games for the month, all made by independent developers. The first was called Untitled Goose Game. You play as a goose wreaking comedic havoc on a small and quaint english town. Totally ridiculous, totally fun. It was largely developed by just 3 people. The second was Kentucky Route Zero. A kinda off-beat, point-and-click, absolutely visually stunning interactive novel. The game took 10 years to make, and also developed mostly by only 3 people. I loved it. The last was Darq, a puzzle-platformer made almost entirely by a single person.

I had fun with it and truthfully Jesse was right, it was well deserved after a solid year of focus. Seeing what just a few people, or even just a single person is capable of in game development has been inspiring, but simultaneously daunting. I honestly don’t know that I’ll be able see it through, but I know I have to try. It helps knowing it’s possible if I work hard enough, and want it bad enough. Guess time will sort if those two boxes get checked off or not.

You’ve Got to Walk by the Bedquilt Ramblers. One of the many beautiful and haunting songs composed for Kentucky Route Zero that caught my ear.