October 29, 2025 by Greg Noe
This October I made a game in PICO-8 for a month-long game jam. As an experienced non-game developer of over 20 years, I thought I’d write down my thoughts on the pros and cons of PICO-8, along with a quick walkthrough of the design of my game’s puzzles and code. Plus how it’s easy to be over-ambitious in a month-long jam!
On October 27th I released Step and Deliver on itch.io, it’s a puzzle game with some basic roots in Sokoban, but the catch is you have a limited number of steps before you’re zapped back to your starting location. I’m reasonably happy with how it turned out, I think the step feature worked to create some interesting puzzles but also generally railroaded each stage with the limited actions available.
Let’s step into it all.
Read moreSeptember 25, 2025 by Greg Noe
In 2013, the games industry unknowingly stood on a precipice. Fascism in the United States and around the world was on the rise, and it manifested in 2014 in the form of Gamergate. A whole bunch of online losers harassed developers, critics, writers, journalists, and more in the name of misogyny, racism, and fascism.
Many of these same losers are still around today, shouting into the void about feminists and trans people and when a woman is in a video game. Generating harassment campaigns against YouTubers and swatting streamers. There's no appeasing them, no amount of firing developers or writers will quench their thirst for more violence. This has been their strategy in the United States starting with Gamergate in 2014 and it continues until this very moment.
One of the games involved in the Gamergate groundswell was Gone Home, a 2013 indie game from The Fullbright Company. Called a “walking simulator (derogatory)” at the time, I will now call it a “walking simulator (affectionate)”. It carries LGBT themes, a female protagonist, and little traditional gameplay, so of course it was an easy target for junior fascists.
It was also the best game of 2013.
Read moreSeptember 18, 2025 by Greg Noe
In 2024 I completed my multi-year journey of playing every single NES game released in North America. I booted up 766 games in total, beating 141 of them. As I gathered my thoughts on the huge library I had just waded through, two impressions rose to the forefront:
The inaugural First Hour Seal of Quality goes to Summer Carnival ‘92: Recca, the best shmup on the NES, exclusive to Japan for 20 years.
Read moreAugust 20, 2025 by Greg Noe
First Hour returns after a long hiatus with an updated site and all the original reviews.
Read moreFebruary 13, 2016 by Greg Noe
Announcing my favorite games of 2015!
Read moreSeptember 02, 2013 by Steve
Sometimes the simplest things in life can be the best. And while sometimes you need fifteen buttons to play a game, sometimes you only need two. Today we'll be reviewing the two-button fighting game, Divekick. Originally envisioned and created by a tiny team of gamers in the fighting game community, Divekick seeks to break down the complex fighting game into a single move, a jumping downwards kick (or divekick). First conceived very late at night after a tournament ("hey, wouldn't it be hilarious to make a game where you can only divekick?"), it ran through a successful kickstarter campaign, cancelled that campaign since they found a publisher, successfully got greenlit on Steam, and now released on Steam/PSN/Vita. Not bad at all for its origins.
Read moreJune 05, 2013 by Steve
What does it mean to be a god if no one will listen to you? Arcen Games looks at this with a bit of humor in their latest release, Skyward Collapse. Here, we play an omniscient, omnipresent celestial being, tasked with cultivating and manipulating two factions that would like nothing more than to see the other eradicated. That's an interesting scenario on its own, but we are further entangled by a godly need for entertainment (conflict) and plagued by natural "woes." To further jumble our troubles, rogue elements including deities and mythological creatures try to spoil our day. In this turn based strategy/god sim, we inherit the intriguing situation of lacking direct control yet commanding plenty of manipulation.
Read moreMay 20, 2013 by Greg Noe
Yes, yes, this site still functions. I apologize for not writing anything in... a long time, but I'm actually playing games! Loving Rune Factory: Tides of Destiny on the PS3 and just picked up a 3DS with Super Mario 3D Land, Harvest Moon: A New Beginning, and Fire Emblem: Awakening! With all the great games coming down the pipe from Nintendo and third party developers, I figured I had better get on the 3DS train sooner than later.
In the meantime, here are some more thoughts on Android and iOS games I've been playing lately.
Read moreApril 18, 2013 by Steve
Well, I was not entirely ready for this. The Cat Lady, released last year by Screen 7 and created almost entirely by Remigiusz Michalski, was absolutely no where on my radar until I recently saw a preview of it in action. I suppose this isn't overly surprising. Michalski's and his studio, Harvester Games, have only developed two titles. The first, released in 2009, is called Downfall and is apparently both highly acclaimed and fairly successful. The second is this game, The Cat Lady. Both are created in Adventure Game Studio and are horror adventures, further limiting the client base (unless you have the media strength of The Walking Dead).
Yet, this ended up being one of the most interesting and complete titles I've played in ages. And somehow, that's even more satisfying when it's a complete surprise. It feels like this game has been stirring and simmering over the course of many years, and that probably isn't very far from the truth. This is an unbelievably mature experience, most likely the most mature game I've ever played. Many of the themes are very dark and complex and real, and this is one of the few instances I can imagine where an age/user discretion is actually warranted. And that can also be a bit of a warning for the rest of this article.
Read moreApril 10, 2013 by Greg Noe
Luigi has strangely found his niche in the Mario universe as the ghostbusting, mansion tip-toeing brother. Why Nintendo and Shigeru Miyamoto decided to make a GameCube tech demo out of a ghostly mansion and then have it star Luigi may be a question for the ages, but 12 years later we are here with its sequel, Luigi’s Mansion: Dark Moon for the 3DS.
It’s been a decade since I played the original Luigi’s Mansion, but I remember it being a charming, if repetitive experience highlighted by Charles Martinet’s incredible voicing of a freaked out Luigi. With the Wii U in seemingly more need of quality software than the 3DS, I’m surprised some tablet-utilizing version of Dark Moon didn’t show up on the console, but the likelihood of me playing the portable version is much higher, so I personally appreciate the 3DS release. Let’s play.
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