The evening notebook
What got done, evening after evening.
Bugs, tuning, the ideas that work and the ones we throw away. With the real numbers. RSS feed.
Big Brother tries out his cards before he plays
Mémoire vive has three opponents, named after school years. The strongest one does something the other two don’t.
“Can’t see the wall”
One comment while playing on the iPhone, four causes, four fixes. Everyday life in a 3D dungeon.
A tower defense in ballpoint pen
It all started with a silly question: what if the towers were drawn? Two evenings later, there was a game, a campaign and a two-player mode.
Thirty days, six endings
In Inhuman Resources, you play the human resources AI for thirty days. What you accept and what you refuse decides the ending, and everyone’s fate.
Four bosses for the Observatory
The fourth dungeon in Wipe! has four bosses, and each one has its own rule. Patches of light, planets on rails, a greenhouse that swallows you, a telescope that burns brambles.
A ranked game, even without friends
Panache now has online rankings, a six-minute game mode, a campaign with three levels and an English radio voice. And if nobody is online, it tells you so.
The silent film of your game
Panache is set in 1900, the year cinema was just getting started. So when a game ends, you can watch it again as a silent film, with golden title cards, and share it.
Companions who read the mechanics
In Wipe!, you go in as a group of four. If you’re short of friends, the AI fills the group, and it knows how to get out of the red zone. On 22 October, the game also became playable with other people.
A drone game repainted in 1900
Panache didn’t start from a blank page, but from an open-source strategy game by Simon Willison. In two days, its drones became airships.
The Tamagoyle’s tantrums
One player died three times in the same spot. It wasn’t their fault. It was 30 pixels.
The friends were shouting into the void
On the bench, four bonuses ended up under 10% wins, against 69% for the best one. The number showed what nobody had noticed.
Wipe! changes engines
Wipe! was made with Godot. On 18 October, it moved to Unity, and that same evening it was running on the iPhone.
Detention is complete
Ten difficulty levels, one for each school punishment, from a warning to expulsion. And a final level that almost nobody will win.
The living room becomes the screen
In Detention +4, two bosses change the room itself. The Snake swallows the screen and the floor turns into a 3310. As for the Zapper, it channel-hops the living room.
It was called “Récré sans fin”
On Rembobine’s first evening, the game didn’t have a name yet. By the next morning it had one, and bots to tune its difficulty.