Looking for movies, shows, games, or books similar to Baby Steps? Check out these recommendations on mosaic.
Getting Over It with Bennett Foddy is a punishing climbing game, a homage to Jazzuo's 2002 B-Game classic 'Sexy Hiking'. You move the hammer with the mouse, and that's all there is. With practice, you'll be able to jump, swing, climb and fly. Great mysteries and a wonderful reward await the master hikers who reach the top of the mountain. To quote Jazzuo himself: "The hiking action is very similar to way you would do it in real life, remember that and you will do well".
QWOP is a 2008 ragdoll-based Flash game created by former Cut Copy bassist Bennett Foddy. Players control an athlete named "Qwop" using only the Q, W, O, and P keys. The game has become a popular meme since it's outbreak in 2010.
Get further to the right than your twin, and enjoy the benefits of a well-placed death!
Pacman with conservation of mass.
For my very final prompt, I wanted to leave the students with one lasting idea: that I make games for enjoyment and want to do it as much as I can, even when I’m limited to a day or two’s work and 8192 Pico8 tokens. I hope that came across in this little game.
In 2021, the last time I taught the class, I didn’t want to hide the homework in the games. Instead I used the games as ways of presenting ideas. I made several, but I like this one, a reinterpretation of the fortune-telling minigame from Ultima IV.
The second hidden-homework prompt for this year is this 3D Maze game, similar to the ‘Zebra’ game. Visually speaking, it’s an homage to Paul Woakes’ Commodore 64 classic, Mercenary.
For 2019 I ran two prototyping classes – one in Pico-8 for the undergraduates and a graduate version with no platform constraint (which generally means they work in Unity). So this year I hid the same prompt in two different interpretations of the same idea. I tuned the Pico-8 game for the youthful reflexes of the undergraduate class, but I did not count on the fact that none of them would have ever played a bullet-hell game, and as a result, only one of them was able to reach the end and find out what the assignment was. I instructed that person that they could keep it a secret if they wanted to.
For 2019 I ran two prototyping classes – one in Pico-8 for the undergraduates and a graduate version with no platform constraint (which generally means they work in Unity). So this year I hid the same prompt in two different interpretations of the same idea. I tuned the Pico-8 game for the youthful reflexes of the undergraduate class, but I did not count on the fact that none of them would have ever played a bullet-hell game, and as a result, only one of them was able to reach the end and find out what the assignment was. I instructed that person that they could keep it a secret if they wanted to.
This is 2018’s assignment, a diabolical puzzle. You’re a monk who has forgotten where his cell is in the monastery, and who must walk the labyrinth in order to remember it. If you can find his room, you’ll find out what the assignment prompt is. I was a bit worried the students would be unable to find the prompt hidden in this one, but about half of them got there eventually. (The rest were expelled from the university.) 2018’s class was 100% Pico-8 so it seemed appropriate that the prompt game should be in Pico-8 too. Pico-8 is so great for prototyping — as a case in point, it builds to a single JS and HTML file which loads quite happily in the browser from a local file, so you don’t get annoying permissions or crossdomain problems.