{"author_name":"chas","cat":"LD #26","comments":[],"epoch":1367027220,"likes":1,"metadata":{"p_key":"45824","p_author":"chas","p_authorkey":"8439","p_urlkey":"81484","p_title":"LD26: Begin.","p_cat":"LD #26","p_event":"LD26","p_time":"1367027220","p_likes":"1","p_comments":"0","p_status":"UPD5","us_key":"8439","us_name":"chas","us_username":"chas","event_start":"1366934400","event_key":"16","event_name":"LD26"},"text":"<p>Really intrigued by Erik Nitsche&#8217;s modernist style&#8230;<\/p>\n <p><img src=\"http:\/\/i.imgur.com\/xzYpc5F.jpg\" width=\"400\" alt=\"Erik Nitsche\" \/><\/p>\n <p>Of course, the theme has me thinking of John Cage and his peers.<\/p>\n <p>Meginnis&#8217;s &#8220;Navigators&#8221; suggests itself, too.  What if we begin with an overpowered Monty Haul-campaign hero and in order to win, the player must leave behind precious items and take on burdensome handicaps until a minimalist nirvana is reached?<\/p>\n <p>People have complained about &#8220;minimalism&#8221; being an aesthetic, rather than a game theme.  Who would deny that past LD results have&#8211;broadly speaking&#8211;badly needed some design sense?  <\/p>\n <p><strong>Perfection is achieved, not when there is nothing more to add, but when there is nothing more to take away.<\/strong> &#8211; Antoine de Saint Exup\u00e9ry<\/p>\n <p>Using WebGL and HTML5.  Get out yer Chrome.<\/p>","time":"April 26th, 2013 8:47 pm","title":"LD26: Begin."}