Wind Catcher Games

Games by Josh Raab

Archive for the category “Geneses”

Critical Hit Recap

Okay! It’s been well over a month, meaning I have been terribly negligent in my blog duties. So let’s get right into it!

Most of the summer was occupied by the amazing Critical Hit program at Concordia University’s TAG Lab. Each of the 15 other participants were phenomenally talented and wonderful people, and I’m honored to have spent 10 weeks making games alongside them.

I ended up working primarily on Agency, a text-based game built in Twine that explores themes of morality, necessity, and bureaucratic obfuscation in a not-so-distant-future America. You play as a government Inspector tasked with extracting information from a suspect. It will be online very soon, and I’ll post a little addendum when it is. I created the game alongside fellow NYU MFA student Pierre Depaz, and under the indispensable tutelage of Leanne Taylor and Jonathan Lessard.


On other fronts, Crystal Brawl was accepted into the Boston Festival of Indie Games (September 13 at MIT). Geneses, sadly, was not, but we have some good hypotheses as to why – more to do with difficulties in UI and teaching the rules than with the quality of the design, in which we’re completely confident. Still waiting to hear back from IndieCade about those two and Nika, but that should be coming soon.

Additionally, Crystal Brawl will be showing at two festivals in the near future: lwlvl this weekend in Williamsburg, and Maker Faire NYC September 20-21 in Queens. We’re going as part of Mark Kleback’s wandering indie arcade carnival Deathmatch by Audio, and both events look like they’re going to be awesome. Hope to see you there!

Lastly, team assembly and preliminary design work have begun on my MFA thesis project. I won’t say much for now, but stay tuned. It’s gonna be good.

– Josh


Evo 2014: Nika + Geneses

I’ll be at Evo this weekend showing both Nika and Geneses with the NYU Game Center. Super awesome opportunity to get some competitive games I’ve worked in front of thousands of pairs of eyes. Huge thanks to NYU, and Dylan McKenzie in particular, for reaching

Critical Hit just made the transition from 1-week game jam projects to a 6-week final game. Last week I worked on the twitchy 2D physics platformer Shimmy with Hamish Lambert, Ben Swinden, and Ana Tavera Mendoza, which we showed off at CH’s big public playtest/party on Friday.

People loved Shimmy, but ultimately I decided to return to Welcome, Inspector for the remainder of the program, along with Patrick Chan, Pierre Depaz, and Tuuli Saarinen. As a game primarily concerned with information, hidden roles, and social dynamics, it’s a difficult design challenge I’m eager to tackle. We’ve decided to make it a full-on installation, which will allow us to focus on atmosphere and set design as well. This does mean the game will be harder to set up and run outside of CH, but we believe it’ll be that much more effective this way for those who do get to play it.

More updates coming throughout the summer!


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