the great gift pile

If you post any of these bands/artists like this and I may give you a follow.

The Afterimage

Algernon Cadwallader

A Call To Sincerity 


Chance The Rapper

Childish Gambino


Dad Punchers



Earl Sweatshirt


Gift Giver

Glocca Morra

A Great Big Pile of Leaves

Hand Of Mercy

Hightide Hotel

I Kill Giants

In Hearts Wake


Invent, Animate

Kingdom Of Giants

Lorna Shore


Merchant Ships


Nai Harvest

Oceans Ate Alaska

Old Gray

The Ongoing Concept

Open Mike Eagle

Posture & the Grizzly

Rings of Saturn

Rozwell Kid

Sainthood Reps

Seasons in Wreckage

Silent Plantet


Sorority Noise

Suburban Scum

Tiny Moving Parts 

Touche Amore


Tyler, The Creator

Within The Ruins

The World Is A Beautiful Place…

Hey guys, it’s been quite a while since I posted something here. Despite being pretty silent, we’ve still been working on making games. I didn’t really update a lot on the social media since the beginning of this year. This is partially because our current project, at this stage, is not ready to be shown to the public yet, but the main reason is that unfortunately, my friend and only game dev teammate (he coded almost every game I designed), Matt, has been diagnosed with a malignant brain tumor.

Matt and I have met way back in 2011 during Steam’s winter sale event called “The Great Gift Pile”. He randomly added me on steam, offering me a series of unreasonable trades. After refusing all of his ridiculous offers, I was about to delete him from my friends list, but then he asked me not to. He told me that he has read some of my game reviews and thought that we shared a similar perspective when it comes to video games.

Matt then asked me what I was doing at the time, so I told him that I was attempting to make an indie game with a IRL friend of mine. Matt wanted to join in. Matt was actually a lost spirit. He quit his college in order to become a gamedev, but then he was sort of lost as to what to do. So he just practiced his programming and art hoping that one day, he can make a game all by himself. I refused his offer, but few months later, my IRL friend had to leave due to financial concerns. That’s when I remembered about Matt and asked him to join me as a programmer.

After that, we were engaged in game development almost everyday since then. At first, I was worried because I live in America, and Matt lives in Slovenia. We have never even seen each other’s faces. So I was concerned he would one day get demotivated and silently vanish like how most wannabe devs do. However, this never happened. No matter how difficult my demands were, and no matter how much I criticized his mistakes, Matt was always there to make something with me. He actually believed in me- a guy he has never seen, and worked with me for almost 4 years. When we started, we didn’t know that much about gamedev, but through all the suffering and pain, we learned a great deal.

Around last Christmas, we started a new project that has yet to be announced anywhere. It was Matt’s favorite project so far. I was also confident in my own design of it. We showed some gifs and video clips to few of the friends we knew, and they were all excited about it. Then Matt started telling me about how he is occasionally suffering from random muscle spasms and nausea. After some diagnosis, it was made clear that he was suffering a brain tumor. Having a friend who survived easily from brain tumor, I wasn’t as worried. However, few days later Matt came to me and said it’s a malignant tumor. I did some research and as I learned more, I felt something shattering in my mind. The survival rate of malignant brain tumor is around 47% at best even after a successful surgery, and that’s the most optimistic estimate. In most cases, the survival rate seems to be a lot lower.

I asked Matt what he wants to do until his surgery. I was totally ready to accept if he were to say “I will stop making games and try to do things I couldn’t do until now. I just want to enjoy my life.”, but then Matt just said:

“Well, what else? Gamedev is the only choice here”. I told Matt that if he wanted to stop, I’d understand, but he insisted that he wanted to keep going. He has been hard at work while also taking some medication since then.

Matt’s surgery is scheduled to be around next Tuesday. I wasn’t sure if I should share this to the public, so I’ve discussed with Matt to see if it’s okay with him. I think it would be nice for Matt to know before the surgery that there are people who want him to survive. He needs to know that some people are waiting for the game he had worked on to be released.

Thank for reading. Let’s all hope that he will survive through this. If you want to send a personal message to Matt, his tumblr is Please reblog and comment on this post to show your support. He used to always complain to me how I usually get all the emails and notes while he almost got none. I want to at least do this for him before the surgery.

I hope your fucking birthday is fucking great. I hope you get piles upon piles of gifts. So many fucking gifts that they just fucking take over your damn apartment or whatever. Just, things, everyfuckingwhere. I hope the Loki paraphernalia comes to life and start crawling all over you and pinching your sweet little ass. I hope this is the goddamn year where your shirt buttons finally give and pop off and hit an interviewer in the eye. I hope there’s more obscene pelvic thrusting“snake hips.” I hope you eat too much fucking cake and take a goddamn nap.

(I just really feel like you need a nap, okay?? You’re working so hard.


So, my friend Ryan got The Orange Box as part of Steam’s Great Gift Pile, and since he already has it, he gave it to ME. So now I officially own Half-Life 2 (with all the episodes), Portal and the TF2 Beta, not that I needed the last one since TF2 is free now. ANYWAY, I just need the L4D series and the HL1 anthology and my world will be complete. :3

megamonmon  asked:

Could you give an example of a game that exists or one that you would hypothetically work on that would have microtransactions and not make them seem like its exploiting a person's impatience (i.e the pay 2 win model)?

Here’s the thing about microtransactions - their level of acceptance varies from person to person. Unless the microtransaction doesn’t affect the game at all, what one person considers paying to win might not be for another. I’m not sure it’s possible to create a microtransaction model that is universally accepted. You might take offense that someone can reach the level cap faster than you, someone else might be unhappy that the custom paid skin actually conveys an advantage because that character is harder to see on certain maps in competition, and others still might just be upset that the paid player can buy a weapon that’s stronger than what’s available to the free player. That said, there are definite ways to improve the model.

There was a talk a while back given by one of Valve’s TF2 developers, who was specifically talking about microtransactions for that game, and he brought up a good point - what microtransactions needs more of is positive externalities. What he meant by this is that when you play with someone who has spent money, you should have more fun, whether you are playing for free or not.  Everyone should be pleased that this person bought the item, not just the buyer herself. Conversely, if you play a game and you have less fun because another player has spent money, that’s a negative externality. Positive externalities help everyone, because it makes people more willing and happy to pay for the game.

The Pile o’ Gifts from TF2 that’s a great example of this. It’s a paid item that doesn’t net the user anything, but gives a random item to up to 23 other people on the server at the time. This certainly meets the requirements for a positive externality - everybody should be pleased that they got a gift from the generous person who bought the pile o’ gifts. But is it possible to turn this into a means of paying to win?

Another example would be Peter Molyneux’s android game Curiosity. In it, there’s a shared persistent world where there’s an enormous cube built from tiny cubes that disappear when tapped or clicked on. Players can find their own section of the cube and click away. Molyneux, in typical Molyneux fashion, promised that whatever was in the center of the cube was “life-changing”. So people started clicking the cube - 3 million people were all clicking away in December of 2012. There are also microtransactions involved - players could pay for better chisels to help destroy more little cubes at once. The ultimate result of what was in the center was this video, which the ultimate winner (a Scottish teenager named Bryan Henderson) shared with the world. Now… was this pay to win? It’s questionable. I’m pretty sure that the winner wasn’t the one who paid the most. But it is an interesting example of cooperative gameplay with microtransactions mixed in.

It really comes down to how you define “pay to win”. If you look at a game like Hearthstone, there’s a certain point where you can no longer pay to win - when you have all of the cards already, buying more really won’t make a difference. At that point victory is entirely up to the player’s deck construction, deck piloting skills, and the luck of the draw. There’s a very deep skill element in these games - making the right play is paramount. Having a deeper card pool certainly can convey an advantage, but so is being blessed with better strategic thinking skills. At a certain point, the advantage of deep pockets is nullified. So is that “pay to win”? It depends on who you ask. If you ask someone who has earned all of the cards already, probably not. If you ask someone who doesn’t have all of the cards, then the answer is probably yes. But just because you have all of the cards doesn’t mean you’ll keep winning. 

I think the most important takeaway overall is that microtransactions can be a useful tool to make people happier overall, whether they pay or not.  I’ll just leave you with the Valve video on in-game economies. It’s pretty interesting stuff, if you’ve got 40 minutes or so to watch it.