No, we are not dead. But we are split up.

Now I suppose it is okay to officially say, given the distance from the project, that Kale In Dinoland was never meant to be taken seriously as a game. Nor was it ever a real GameBoy title. Whoops! Surprise! (not really)

The whole of Kale In Dinoland as a project was to overdramatize (and satirize) the indie developer and the pitfalls of retro culture in a larger sense. The extreme, design-limiting, even quality-detrimental commitment to the “authenticity” of our “source material” (GameBoy games) criticized the hollow belief that retro games were all somehow better than games are today. While nostalgia is impossible to get away from, such an unhealthy focus on games such as Super Mario Bros. and Legend of Zelda: aLttP as exemplars of genre in an  era of radically different platforms (touch-devices) and consumers (the social market) is plain unrealistic and downright unoriginal for the game designer.

Of course, Kale In Dinoland wasn’t solely a satirical venture: its other aim was to establish a universe, somewhat subversively, which we (the Rotting Cartridge) could then capitalize on in further game releases, leading to the finale. That plan is still in effect. But how I go about achieving that finale, or whether the finale will ever be achieved, is no longer the constricting noose it once was. Put frankly, I am sick of the retro-ports theme. I want to design a game for iOS — for iOS, not for GameBoy and then pseudo-ported to iOS — that is also interesting to think about, and the complexity of whose UI does not directly conflict with its authenticity, because it seeks no authenticity.

So The Rotting Cartridge (me) is working on a new game. But I don’t know whether the game will come out. Right now I am only toying with the idea, testing the design in my off-time, writing a narrative. Those are the things intrinsically enjoyable to me. IF I do decide to produce the game, over the summer for example, then I would need to get a team together. For that I’m looking at