roTopo – Technical 1

Bark of Bark and Fester LLC on Flash, HTML5, technical development on the web. Preliminary to ROTOPO’s beginnings. This post is called “Who killed the web game?”

I imagine Steve Jobs riddled with tumors and lying on his deathbed, reflecting on his legacy. Sure, he had developed Apple into the most important tech company on Earth, made the personal computer friendly, functional and fashionable, and enlightened us to the virtues of obsessively thin rounded rectangles of the German design school of bauhaus. But all that pales in comparison, he affirms with his dying breath, to his single greatest achievement: He found the final solution to the Flash problem, and it was murder.

Likely, Apple’s intentions were motivated by difficulties implementing flash on tablet devices, and by an effort to remove competition for apps built to run natively in iOS, but the effects of this decision were not limited to mobile. When Jobs pronounced Flash to be passé, shockwaves rippled through the gaming world. How could we have been tempted by the forces of darkness for so long? How could we ever go on to newgrounds or addictinggames and play games like we used to back in high school. (Heck, you may have even played one of mine)?

Web games were dealt a blow that “day” and have never recovered. We look at them with shame and instead load up Candy Crush or Angry Birds on our iPhones when we’re looking for that casual distraction on-the-go. Apps, supposedly, are just faster, easier, more convenient, and so on. Nevermind that all the apps we pay a dollar for today (plus a dollar for every additional 100 gems) are freely available in nearly identical Flash incarnations, and nevermind that there’s only a handful of ways to tap, swipe and wiggle your finger in front of your tablet screen, because your phone is there in your pocket when you need it. If you’re looking for a deep gaming experience instead, you’ll load up Elder Scrolls or Call of Duty on your console of choice. Web games are ostensibly dead, supplanted by apps, and no longer serve a purpose.

While it may seem that web games fill no niche, and that flash, as Jobs puts it in his letter, “was created during the PC era – for PCs and mice,” the reality is that for gamers, the PC has never been more relevant. True, Flash can be considered dead for everything but Farmville, but in its ashes the tremendous HTML5 was born, and I hope to convince you here that the web can once again be an important place for gamers. It has all the qualities of an ideal platform for game distribution: a GPU pipeline, no lengthy downloads, no installations, no proprietary IDEs and app stores, and little to no discrimination between operating systems. It should also be stressed that web games which require a connection to a server are at a much lower risk of being pirated. It’s going to take a lot of work to realize the potential here, from game studios, browser developers, and even financial services making it easier to facilitate payments for web apps, but in the end, I’m predicting there’s oil here to strike.

Apple’s decision to kill Flash and facilitate an era of casual mobile gaming nearly killed the indie web game, but HTML5, (which Apple has supported) provides a means of reclaiming this lost territory. The internet belongs to the people, after all. Let’s make, play, and sell games on our terms.”


“Years back, I experienced the unique pleasure of getting paid to do exactly what I love. Right after graduation from college with a shiny new CS degree and lofty ambitions, I landed a coding job at an ill-fated Silicon Valley startup.

At first I worried that I wasn’t exactly qualified for that job. Sure, I enjoy programming but it’s computer graphics that really gets me out of bed in the morning, and has since I was first introduced to Flash at the age of 10. I’d been making video games ever since, but I was warned by peers in the valley to steer clear of the video game industry, which I had been told by many is where passion goes to die in the 21st century. So I thought I’d cast my lot with the entrepreneurs and their get-rich-quick schemes.

As luck would have it, this particular company had hired the most eccentric designer I expect I’ll ever meet. He was the Michael Bay of UX design. He wanted everything big, and bold, and colorful, and animated, and our young CEO didn’t know any better than to give him free rein. My job was to make his vision a pixelated reality on every platform: gratuitous animations, 3D models, particle effects, buttery transitions, easing curves calibrated to the nth dimension… It was obscene. It was reckless. It was a dream come true.

Fast forward a few years and I’d become fairly adept at making the internet pop. When time came to finally pull my pants up, evacuate the valley, and get to business making the video games I always knew I had to make, I made the careful decision of picking the web as my platform, HTML5 as my game engine, and javascript my new best friend and worst nightmare.

Ultimately I want to make awesome games and get them in people’s hands. Experimental, novel, heartfelt interactive experiences that anyone with a browser can access. Think of the distribution model – just get the urls circulation on social media and you’ve got instant customers with no downloading or installation. Take advantage of all the nifty features that HTML5 now offers, and you’re really cooking with fire. Sure, I’m not going to be bringing Call of Duty to Firefox any time soon, but the next sleeper indie hit? Why the hell not?

So, in light of that, here’s a technical sales pitch for developing games on the web. I certainly hope a lot more people do this because it will force browsers to keep optimizing, bolster this democratic and non-proprietary distribution platform for games, and spur on outside developers to work on handling the financial aspects to make selling games over the web commonplace.”



“I think it was about the time I read through the Web Audio API that I realized just how thoughtfully crafted things had gotten in just a few short years for us web developers. Here’s a look at all the cool stuff you get right out of the box:


For those who don’t know, WebGL is OpenGL ES 2 (a free graphics framework), albeit slightly modified, and made to work with Javascript. This means we get access to GPUs and can deliver high end 3D content.

As of writing this, WebGL is supported in the latest versions of all major browsers. Posterity might find this an obvious fact but – for me, this is great news. Even Microsoft has it running smoothly on their new browser, Edge. And, mobile devices are catching up too. Framerates on the newest Androids and iPhones are running webgl games on par with my laptop. Not to mention that packaging your app in a webview (instead of hiring a whole team of Java or Objective-C devs just to translate your code), is becoming more plausible as web performance improves on mobile.

Most people shouldn’t write their own graphics engines. Go ahead and just use THREE.js. It’s got a mountain of useful features and wrappers that make 3D programming easy and some very committed developers (I posted a bug there once and it was fixed by dinner). If you use it and find that there are instances where performance optimizations require you get access to the rendering loop and hack the webgl code yourself, then feel free to modify it, or start from scratch with your own engine, but chances are you just aren’t using THREE correctly and you should study the API.
Write your shaders in html. Don’t write them in javascript with some heinous concatenated strings. Include them in a script tag and insert them using jQuery. This makes it a lot easier to edit them, keep the code clean, copy and paste code you’re borrowing from the internet, etc.


Canvas is an odd beast. It’s sort of a halfway home between webgl and the DOM, and why you’d ever need to use it is a matter for public debate. I’ve found that canvas can make an excellent texture generator – and isn’t too shabby for 2D animations either. Dynamically generating textures also save you bandwidth.

Use canvas to bring text into your webgl games. Canvas can render fonts (and why not use Google Fonts to get some snazzy ones)  to a bitmap which can be loaded into webgl textures and slapped onto a quad.

Similarly, canvas provides a suite tools for making 2D drawings and shapes a lot quicker then you could make them in WebGL, and tasks requiring this sort of behavior pop up quite a bit more often than you’d think.

The Dom:

HTML and CSS take care of UIs. Menus, prompts, HUDs and overlays provide the tools for creating scalable UIs, which can be a struggle in other gaming environments.

CSS is a powerful styling tool, but it takes quite a bit of trial and error and memorization to get the hang of it. Get to the point where it’s second nature that ‘position: relative’ is overloaded to allow child elements absolute positioning, and don’t ask  why.


Javascript is a blessing and a curse and it’d take a long post to describe all of its virtues and shortcomings, but here’s an overview:

  1. Ditching types:
    • From someone classically trained in Object Oriented Programming languages like Java, the shift to a scripting language can feel chaotic and unmanageable. For people that just can’t get over the loss of strict typing, there are compiles-to-javascript languages out there, like Dart, that cut through the madness.
    • Personally, I recommend embracing the anarchy and power that comes from ditching types. It will take some discipline with naming and organization, but soon your code will be a lot easier to produce, and more concise and more flexible than ever.
  1. Scripting
    • One of the best aspects of coding games in javascript, or indeed in any scripting language, is that game event scripting, AI scripting, and dynamic code modification are built into the language and don’t need to be interfaced (Say between C++ and Lua) as is needed in most commercial game engines. Consider issuing content from the server to your users in the form of javascript “levels” which have the power to script gameplay, introduce new content on the fly, and even rewrite functions and redefine classes.

Web Audio:

Web Audio is beautiful library that grants buffer and source control to developer, along with a suite of processing nodes for nifty effects like audio panning and doppler shift, as well as seamless looping and parameter animation.

The basic model for coding audio systems involves writing buffer data from a sound file, and attaching it to a “source” node, which is then chained across more nodes, (such as volume or effects filters) to the audio destination (the speakers). You can also substitute oscillators for buffer sources to make your own synths, which is a singularly pleasurable experience. The intro music in ROTOPO for example, is generated programmatically with midi-like information sent over to a synthesizer.”

Considerations and Constraints

“HTML5 imposes some constraints on developers, but for indie devs who don’t have a large studio, sometimes working with constraints can be a blessing in disguise. Keeping assets modest, for example, means you can make more content more quickly. If it worked for Minecraft, it can work for you.


The performance hit from running your big, bad 3D game in the browser as opposed to natively is comparable to removing the CPU from the system and smashing it with a hammer. It’s bad. Real bad. I couldn’t possibly convince you otherwise. However, there are two related ideas which caused me to look passed this seemingly devastating fact. One is that modern gaming PCs are so souped up and powerful that even a 50% processing hit is still more than enough power to make a compelling gaming experience the likes of which we all grew up playing and loving. And two, browsers are getting faster and faster by the minute. So much processing happens on the web that Google has invested big bucks into its speedy V8 compiler, which takes out a lot of the burden of an interpreted language by applying multiple doses of magical spells and demonic conjurations – I assume.

Bandwidth and Downloading:

Game developers must consider loading times while making content for the web, so that players don’t need to sit and wait for megabytes of audio and textures to load while waiting to play. Considering other technical limitations to browser performance, this all adds up to the recommendations to make games lightweight and low poly, and to use audio loops as much as possible.

Saving Data:

Without reliable means of saving and loading data to disk, (without having a player download files on their own), saving games is left with one obvious solution: upload data to the server and associate it with a user account. Typical save files are not more than a few KB, so the storage requirements shouldn’t bust your server, and this gives customers a reason to make accounts and pay for content rather than download it illegally.

Server stuff:

Depending on the sort of game you’re creating, ajax calls could be plentiful or non existent. To make interfacing between frontend and backend easier on developers, I highly recommend using Node.js with Express.js, as this will keep the codebase in a single language, and keep JSON a consistent format. I won’t get into the requirements for database storage and managing many thousands of users, because i’m no expert in those fields, but hope to be soon.

Browser differences:

While differences between browsers has been a major impediment to HTML5 apps in the past, Microsoft especially has caught up with their lightweight and powerful new Edge to level the playing field. Now, the latest versions of all major browsers support the above features and more.”

roTopo – Technical 1

Privacy Policy

Please read these Terms of Service and our Privacy Policy carefully before using any of BARK AND FESTER LLC’s services.

Whenever you use any services created and/or distributed by BARK AND FESTER LLC, you acknowledge all of the terms and conditions of this Privacy Policy. If you do not agree with these terms, you must not use any of BARK AND FESTER LLC’s services.


  • We/we/our/us = BARK AND FESTER LLC
  • (The) Service(s)/service(s) = Any service provided by BARK AND FESTER LLC
  • Terms/terms = Terms of Service
  • User(s)/user(s)/You/you = Any or all users, defined as having registered of the Services
  • Guest(s)/guest(s) = Any or all non-registered persons

Changes to the Privacy Policy

If you’ve read our Terms of Service, you already know that changes to our Terms and Privacy Policy will never be made maliciously. We value our own information just like you value your own. We will never deliberately place any of your personal information at risk of exposure to third-parties and generally evil people. We’ll try our best to let you know when changes are made.

Account Information, Security, and Privacy

We NEVER automatically store any personally identifiable information of any of our users or guests. We will make use of browser cookies insofar as they are useful identifiers of users, as well as authorization IDs generated from Facebook’s OAuth service. We will also make use of Google Analytics to track user demographics and user acquisition. No personally-identifiable information is gathered. Please refer to Google’s own Privacy Policy, which can be found at

For technical support, we will communicate through e-mail if one is provided. Beyond that, you are entirely a mystery to us.

How we use Collected Information

Every bit of user information we store is not personally-identifiable. We use this information for the following:

  1. Ease in Logging-in to our Services
  2. Tracking of User Progress, Unlocks, Purchases
  3. Contacting Users for Technical Support and opt-in Notifications of our Services.

We will NEVER sell or provide any information we do collect from users.

Collected Information when Logging-in

When logging-in and authorizing with Facebook™, the only information we receive from Facebook™ is a unique identifier token we later associate with that user’s specific game progress, unlocks, and purchases. We do NOT have access to ANY OTHER INFORMATION. It’s dystopic, but in our database our users are only numbers.

We also collect our own unique identifier tokens associated with a user’s cookies. Cookies are ONLY used for quickly logging-in a user based on a previous successful log-in authorization with Facebook™. If a user’s cookies are cleared, the user will have to successfully authorize with Facebook™ before logging-in to our service(s) again.

For information about what Facebook™ collects from a user, please refer to

Collected Information when Opting-In to E-mail Notifications

A user has the option to opt-in to e-mail notifications about news relating to any of BARK AND FESTER LLC’s services by providing an e-mail address. A user can opt-out of these notifications through a link provided in sent e-mails or through in-game Settings.

Collected Information when Purchasing Content

When purchasing content with Braintree™, we only receive a unique identifier token used to associate with a user’s log-in identifier token. Braintree™ handles all of a user’s credit card information and whatever personal information is required to complete purchases. Braintree™ may share non-financial information with us relating to purchases made. This information will NOT be stored.

For information about what Braintree™ collects from a user, please refer to

Collected Information when Opening a Support Ticket

When opening a Support Ticket, we may collect a user-entered e-mail address. This is ONLY used for communications related to addressing Support Tickets. We will NOT use any entered e-mail address for uses beyond Technical Support to users.


All advertisements are either served by or are redirected to an Amazon product or service. Please refer to Amazon’s own advertising Privacy Policy for more about what information is gathered and how that information is used to serve user- and site- targeted ads. You can find the privacy notice at

Support Information and Legal Contact

If you have any questions about our Privacy Policy, please contact

Please send any Legal Notices to: BARK AND FESTER LLC, 3 Chalford Lane, Scarsdale, NY 10583.

Privacy Policy

Terms of Service

Please read these Terms of Service and our Privacy Policy carefully before using any of BARK AND FESTER LLC’s services.

Whenever you use any services created and/or distributed by BARK AND FESTER LLC, you agree to be bound to all of the terms and conditions of these Terms of Service. If you do not agree, you must not use any of BARK AND FESTER LLC’s services.


  • We/we/our/us = BARK AND FESTER LLC
  • (The) Service(s)/service(s) = Any service provided by BARK AND FESTER LLC
  • Terms/terms = Terms of Service
  • User(s)/user(s)/You/you = Any or all users, defined as having registered of the Services
  • Guest(s)/guest(s) = Any or all non-registered persons

Changes to the TOS

We also reserve the right to change these terms at any time and we’ll try our best to let you know when changes are made. These changes will never be made maliciously. Part and parcel of starting up something new without many guidelines is that we’re actively figuring things out. In other words, we don’t yet know exactly what needs to be explicitly written here. Thanks for understanding.

Account Information, Security, and Privacy

In using any of our services, users that opt-in to log-in services will be redirected to Facebook™, to whom we defer all responsibilities of account information storage, management, and security. We assume that any user of our services has abided by Facebook™’s age requirement terms. Guests must be at least 13 or have their guardian’s consent. Please refer to Facebook™’s own Terms of Service, found at, for more information.

Users must be responsible for maintaining and remembering their Facebook™ log-ins to access corresponding accounts to our services. If a user’s Facebook™ account log-in is lost or forgotten or disabled, etc., their account and game information, including purchases made, will not be accessible.

These terms also include a Privacy Policy. We NEVER automatically store any personally identifiable information of any of our users or guests. We will make use of browser cookies insofar as they are useful identifiers of users. For technical support, we will communicate through e-mail. Beyond that, you are entirely a mystery to us. You can read more here:

Using our Services

We’re trying to be on the cutting edge of browser-based games and popular browsers will often have some gaps in support of newer technologies we’d like to use. You must acknowledge that our services might run poorly depending on your internet browser and browser version and that there’s not all that much we can do about it. We’ll do our best to notify users of preferred browsers to use with our services, but we shoot for having working versions on all major browsers.

The same goes for your computer or mobile device hardware specifications. We try to test out and create compatible versions our services on as many devices as possible, but there are always going to be gaps in our testing. If and when your device cannot properly run our services, we are not held responsible for the experience.

Inevitably, we’ll also run into technical problems that can affect your use of our services. This list is incomplete, we’re sure (because, hey, this stuff is Complicated and Hard To Do), but read on to get an idea of what sorts of issues can crop up:

  1. Services are inaccessible due to, but certainly not limited to, server maintenance and service updates
  2. Account information is damaged, erased, inaccessible
  3. Browser/version of browser not supported
  4. Platform not supported

We will always be as forthright with platform, browser, and hardware compatibility as possible.

Note that because we don’t store any personally identifiable information, whenever something DOES go wrong, you yourself are not at risk of anything other than needing to find another game to play for however long it takes to get things back in working order.

Notices to Users

Users can opt-in to receive e-mail and/or facebook notifications of new services, updates, legal revisions, and all kinds of other BARK AND FESTER LLC -specific stuff. We will NEVER use your notification information for advertising and we will NEVER give your notification information to third-parties.

Users can ALWAYS opt-out of receiving notifications.

User Content

Some of our services allow you to upload your own user content in the form of “puzzles” or “levels.” We have no obligation to monitor the subject matter of this content and fully expect lots of dicks. We reserve the right to edit, to refuse the uploading of this content, or to remove and/or delete this content.

Ownership and Very Serious Things

All services owned by BARK AND FESTER LLC are protected by copyright and trademark intellectual property laws. BARK AND FESTER LLC owns or has obtained the rights to use all content that appears in any of its services.

So long as you abide by these terms and intellectual property laws, and use compatible browsers, platforms, and hardware, we’re granting you, the user, use of our services for non-commercial entertainment purposes only. You agree to not use these services for any other purpose.

If you do not abide by these terms, we may take action against you by suspending or permanently barring your access to our services. Don’t do it. Any attempt by you to undermine or manipulate or steal from our services under the protection of copyright and trademark law may be a violation of criminal and civil laws. Don’t do it.

You do not own any virtual items belonging to your account. These virtual items are available for your use so long as you abide by these terms and our services remain operational.

You are not allowed to transfer or exchange virtual items outside of the service for any value outside of the game. This includes real money. We will suspend your account if we find you in violation of this.

Any user content that you upload, while always your property, is automatically licensed by BARK AND FESTER LLC and may be used in marketing and promoting its services.

Any user content that you upload must respect the rights of others. We respond to notices of alleged copyright infringement that comply with the Digital Millennium Copyright Act and other similar laws that may apply.


Some of our services offer content that is purchasable with actual currency. We use Braintree™ and Paypal™ to collect credit card information, to process payments, and to deliver receipts of payment to us before serving purchased content. Again, we do NOT store personal information or credit card information on our servers. All credit card information, if you so choose to store it, is managed by Braintree or Paypal to whom we defer all responsibilities of said information storage and management. Please refer to Braintree’s own Terms of Service, found at, for more information.

Payment Disputes

Purchased content is generally non-refundable except in cases where payments were made unlawfully or fraudulently, or if the purchased goods were not delivered due to technical error (We will not refund any purchases for any reason after two months have elapsed since time of purchase). If you would like to settle a dispute or problem with a payment on your account, please use the in-app contact system (typically located by the settings menu under the label “SEND US A MESSAGE”) and let us know about your particular case.


We use value-exchange videos to generate revenue and to promote purchasable content of our services. We may offer these videos voluntarily to users in exchange for some in-game reward only. These videos are served by Youtube™ and we abide by all of Youtube™’s terms, to whom we defer the responsibilities of serving and managing all third-party overlay ads, skippable video ads, and non-skippable video ads generated. Please refer to Youtube™’s own Terms of Service, found at, for more information.

We also use bespoke and served Amazon advertisements, all of which include an HTML reference tag to the Amazon Affiliate Bark and Fester LLC. These ads are never intrusive and we will never insinuate that any user has any obligation to participate in or consume any advertised Amazon services or products.

Please do not use an ad-blocker. If you are found to be using an ad-blocker, your account may be suspended and/or we’ll frown at you through the internet.

Warranty and Liability Disclaimer

BARK AND FESTER LLC does NOT guarantee that their services will be uninterrupted or error-free.

BARK AND FESTER LLC are not liable for things that can go wrong, including, but definitely not limited to:

  1. Technical errors from use of our services (computer glitches, hardware malfunction, etc.) OR
  2. the conduct of other users potentially impacting your own use of our services OR
  3. excessive use of our services; use that might be construed as “addiction.” Please do not forget that there are things that exist outside of video games .

Support Information and Legal Contact

If you have any questions about our Terms of Service, please contact

Please send any Legal Notices to: BARK AND FESTER LLC, 3 Chalford Lane, Scarsdale, NY 10583.

Terms of Service

Overview Progress 1

There’s the thought that a small-time history is useful at all, something BKNFR can’t shake. They rewrite this post with bruised, bumpy, happy heads until, one, they’re represented cooly enough so people don’t hate them and, two, all their thoughts are represented in equal proportion, with no clear spotlight:

There were burnt complexions when Bark and Fester first thought of making games. A while spent in a hot sun afternoon – a weekday removed from the conventional work of other people and in places of extreme unemployed comfort – made Bark emerge from humming summer bugs, saying “We should make games.” Fester was sleeping. They were both burnt in the sun.

Thinking it above them to wear sunscreen, just like above them studying, or working, or being alive, they too believed games were something far below them. “They’re just literally all awful,” says Bark, “None are not silly.” Fester dwells on all of them coming from a place of quarter-coin reckonings. They both assume they can make a difference, being above them, making better games with soul and passion.

But they can’t. Fester says, “We were made lazy with armchair designs of very high-concept things.” A list, BKNFR says, made of “being brought to the low low stoop of settling on games, the dumbest most simple baby things that have ever existed in history.”

There were tree and eating the planet simulators, rotating agarose gel puzzles, Patrick Klepek hair roguelites, dogfighting snakelikes, evolution action-edutainments, MMOdeceptionRPGs, voyeur apartment-watching matchmakers. All too inspired by novelty and intentional obfuscation, and hate for video games.

Fester turns crazy, channels inanity into free-flowing inexperienced design, repeating the same mistakes over and over. He makes demands of bigger, brighter, more complicated novelties of Bark that would never work. Bark is tested by it. He develops, simplifies, churns the thought-cancers into functional parts of larger dysfunctional wholes. All barely worked as first intended, then scrapped for other whims. It was going nowhere.

Bark and Fester are eventually made aware that they are not above games:

There’s a thing that happens, Fester admits, after an extended time of failure and doubt of that failure, when the things thought to be good-at are things not good-at at all. “Like living in dreams of Vlambeer-like and Pope-like successes and a happy home and loving people, with praise for being Game Maker #1 in the world then awoken sweating, under a bridge or a sinking car,” being dramatic.

For Bark, the whole of it was a case of ambition gone too nebulous. A small team, little game experience, and the moon. Where out of reach were those bigger, brighter, more complicated novelties, read: not being anywhere above the surface and then being fine with it. Bark says, “Starting low is a pragmatic first step for us in wait of the capital and experience to realize our more ambitious designs,” because Bark is a calculator-type person.

They take two separate paths about it. Bark paces designs and Fester finds renewed interest in all games (all being someone’s baby), both doing for grander things to be made in future. Important, though, they’re not above games at all. Games kick their butts.

Design, they know now, isn’t an amalgam of all the things they hate about video games and the things they think they can do better than everyone else; It’s something of knowing that design is difficult and shitty until evolved over time. There’s always hardship and iteration and trashed papers and code blocks and late nights for Fester rolling on the floor nekkie (Bark plugs-in, meditates for more juice).

Games, they know now, aren’t simple things made of armchair conceit and spending thought masturbations on message boards. Maybe one day the complexities of agency and probability spaces and play loops and dynamics and novelty” (especially) are solved things coalesced into menu sliders. Today, though, there’s still all kinds of room in these spaces for exploring, something BKNFR hopes to do well someday. At this point, Fester does not stare into space thoughtfully. He stares straight ahead and tears up, grinning. He says he doesn’t. Bark scribbles a new idea with a smile and confirms Fester does tear up, and does it a lot, that the future seems pretty alright.

“Eventually, we’ll have made something for the both of us, and maybe for other people too, and some of the time incidentally really being somewhere above where we’re at now, maybe not up on the bridge or ways off the moon, but definitely not always under it.” Bark adds: “But, if not, that’s fine. Quietly moving shapes around inside spaces until the end times is fine.”

They’re now working on ROTOPO, their debut game born of Bark’s desire for simplicity (and attractive geometry). Fester came around off a hook-up with RADIOSPACE (development TBC) and they’re both very proud of their baby.

… and BKNFR begins the next iteration of this post with bruised, bumpy, happy heads.


Also, once opposed (lacking time and know-how, not hating an audience) to cultivating community, Bark and Fester now attempt to catch up and wrangle the attentions of other busy developers to prevent their better games from ever being released and so write lengthily on justifying their decisions to enter the web game industry, on ROTOPO’s visual design progression from start to slightly more than fine, and detailing BKNFR’s attempts to make sense of web-based monetization.

Overview Progress 1