tagged : pocket dimension

Dust City

For the first time in a while there isn't really any connective tissues between the games that I've selected for Pocket Dimension. There may be a couple of shared ideas but nothing that really stands out. So it's a bit of a pick 'n' mix this week.

If you play through them all you'll experience a range of moods and emotions, flying between being chilled, sad, scared, and delighted. Hopefully there's at least one game in here that makes your Sunday an even better one.

In The Greenhouse

Do you remember being highly curious as a toddler? What about how excited you got at the sight of a climbing frame or a slide?

All of the games in this week's Pocket Dimension have been 100% approved by children. There are structures to climb, holes to poke fingers in, weird woods to explore, and even a park to run around and piss in. Lovely.

p.s. This collection of games is for anyone who is in need of a pick-me-up. Come: play, skip through these playgrounds.

(I'm in a bit of a silly mood as well today, sorry.)

Dr. Candle

For the first time in a while I've not been in a rush to catch up on other work while writing Pocket Dimension. You'll see the result of that below in the much longer entries than usual describing each game and why you should play it. I've enjoyed writing this.

The theme of "Idle Animation" relates to the non-directed play that most of the games employ. By this, I refer to how there isn't a tutorial or other forms of guidance, which means you have to explore play inside the game's parameters, finding reason to engage with it by yourself.

This theme was particularly inspired by Jake Clover's game Dr. Candle as it focuses specifically on being still, perhaps being bored, and exploring ways of keeping yourself entertained in those moments. It's also a reference to the idle animations of characters in games, which routinely entertain themselves (juggling is a common idle animation, for example) while not being told what to do by the player.


A Something Awful Game Dev Challenge ended recently that had the theme Public Access TV. You can see the entries here. That's relevant because it explains why TVs and channel hopping seem to come up in many of the games we covered in the last week.

As always, I've picked a handful of those games that I, personally, found the most interesting. One of the games below is also the most brilliant execution of an idea I've seen only a couple of times before -- a videogame of dream-like vignettes. I'm slightly in love with it.

It makes me wish TV was more like it is late at night: a mix of live upselling of crappy commercial products and kitschy horrors and painful dramas that didn't make it onto daytime schedules.

O Trivial Lobotomy

Interpretation is an activity that can be employed to expand your mental capacity and give your brain a stretch. In this week's Pocket Dimension, you're going to exhaust yourself in a work-out of interpretating many little games.

The title "As You See It" refers to the purpose of most of this week's games, which as I see it, is to encourage us to bring ourselves into our understanding and reading of them. That might also explain why I've blabbed on for much longer than I meant to in some of the write-ups. It's that, or I've been more affected by the heat this week than I realized, causing me to ramble.

Yeah, it's the heat, isn't it?


Last week's Pocket Dimension wasn't to be as I was caught up in all the excitement at GaymerX. We're back on track this week, though, and I have upped the number of entries in order to hopefully make up for my absence.

The selection in this week's Pocket Dimension barely have anything in common. There are, however, plenty of hostile spaces that force vulnerability onto you. The method of turning you fragile differs, it ranging from shifting walls to hostile bodies that shoot bullets at you.

There's also an eclectic mix of textures and art to gaze at. The words I'd use to describe those include: camp, abrasive, writhing, kitsch, pulsating, and disturbing.


This last week was packed with great little games. That was likely caused by Game Jolt's Glitch Jam and the Nar8 Jam both coming to an end.

It's probably worth going back through this week to see what you may have missed, because I have certainly missed some that should be to your taste in this week's Pocket Dimension.

Unsurprisingly, given my fascination with exploration games, many of those I have picked out are about scrutinizing and testing strange spaces. The "Insides Out" title refers to how many of them involve a surface bursting out of its framing (literally in one game), or in some cases, a substance (like tears or rain) coming out of an object.

It's tentative at best, sure, but who doesn't enjoy trying to bunch things together under an umbrella term; it's human nature, apparently.

Rodent Queens Eat Their Offspring

Bodies. They're always packed with fluids. Wobbling and sloshing. Juices and acids mixing and belching. They're engorged with water and slimy intestines, held together with a thick layer of greasy skin. Bones frame the flesh like a dramatic tent of marrow and meat and mucus.

How are you held together right now? A fleshy sack of pulp and pus. How are you not gushing your innards all over the floor through every orifice -- dilating your face, exposing your ribs, sinking your thighs.

Today's games are all about bodies in some way. Whether it be how hard they are to control, or finding new uses for them. Bodies are beautiful and bodies are repulsive miracles.

The Moon Sliver

This week's Pocket Dimension is mostly filled with exploration games. That's partly due to a few new ones being released in the past seven days, and partly because I've been thinking about them quite a bit, too.

Particularly how many people don't seem to be able to grasp the pleasure in the verb. As if exploration is intimidating (I mean, it can be) on a conceptual level: "What do you mean there's no tutorial or waypoint markers or clearly defined goals?!"

So, expect the following common traits from the games below: Easing, quiet, windy -- some really good wind this week, actually -- serene, disturbing, intriguing, esoteric, strange, shrouded. Just, you know, little experiences that you wander about within, attempting to define their spatial boundaries, discovering ruins and the accidental debris created by another body's movements.

The second entry of our Pocket Dimension is here. We recap some of our favorite games that have appeared on Warp Door over the past week.

This was supposed to go up on Sunday but I got absorbed by IndiE3 and organizing our showcase, so it was postponed to today. Sorry for that. Hopefully this week's selection of games will make up for the delay.