But it’s clear that Free Lives didn’t make this just to say, “har har har we made a penis game.” The juxtaposition of a muscled penis greedily chugging beers into its anus one moment and struggling to corral an angry swan the next certainly invites the player to step back momentarily and consider what’s funny, and why. I won’t pretend Genital Jousting says anything we shouldn’t already know, nor can I (a cis woman) give helpful commentary as to whether they got things “right” or not. It’s a shame that Genital Jousting is getting the shaft by content blocks on Twitch and elsewhereīut mixed in with the goofy gameplay antics of male genitalia flopping about into set pieces, setting off fire extinguishers, and sucking everything from fruit to sex toys up John’s rear is a strangely heartfelt story about the dangers of toxic masculinity, the importance of consent, and the meaning behind societal gender roles. It was hard to stop myself from, as John, just crashing into every single object in every room just to see how it would react. Most of the humor here lies in the perkily documentary-style narration and the absurd physics of everything. Jokes about shafts, stiffness, and penetration can only last so long. The tale is short, and that’s probably a good thing.
With a high school reunion coming up, John finds himself dissatisfied with his life and makes a series of bad decisions with the idea of impressing his former bullies when the big day comes. You’ll encounter said NPCs via a single player story mode that tells the story of a middle-aged penis named John. You can’t penetrate NPCs–they can’t consent, after all.
By consenting to play at the start and again online (a consent you can also withdraw at any time), human players are capable of penetrating one another from behind for either gameplay progression, or just for fun. Every single character in this game, human or NPC, consists of a singular shaft attached to a pair of testicles with an anus opening at the back. Credit: Free Livesįrom Genital Jousting’s menu onward, you will be absolutely inundated with peens of all shapes, sizes, colors, and degrees of rigidity. It’s the first thing you see when you start it up. Gaming is massively more democratised these days, both in the development and in the playing.This is the only safe for work screenshot I was able to take in the entire game. How has gaming changed between when you first started playing games, and when you started making games? It’s far easier to engage with players on Windows/Mac/Linux than it is on any console or on mobile.
PC has been the most enjoyable platform to develop for. Which is your favourite platform to develop for? The pay-an-upfront-price-and-then-you-get-everything-within-for-free approach. We’re quite happy with the Disneyland approach, i.e. These aren’t monetization strategies we’ve tried ourselves. It really depends on how it’s implemented. How do you feel about downloadable content, in-app purchases, and in-game currency you can buy with real money? We want to work with people who make the people around them be more inspired. Outside of the technical and creative skills needed to do the job, which skills should someone aiming to be a game developer master?Ĭommunication, positivity and willpower. We want to hire new employees who have a wide range of skills and interests, who are good at communication and are self-motivated.Īt the same time we want employees to bring something to the team that we don’t already have, each new employee needs to be excellent at one thing while have interests in many other aspects of game development. What skills are you looking for in a new employee? So no, not unless someone with exceptional skills presents themselves. We are between projects, and will only likely be hiring when we require additional skills. How much have you made from Broforce to-date? We shouldn’t run out of money in the next few years even without additional revenue streams. One of the small games we will be pursuing is “ Genital Jousting”, however we have several in various stages of development.ĭo you make enough money to keep making games for the foreseeable future? We’re exploring a lot of possibilities as well as developing our own skills. Greenwood wasn’t just willing to tell us how much their epic game has made, but let us in on what they are working on, what their favourite platform is to develop for, and how they feel about DLC and in-app purchases.įree Lives is currently in a phase of research and development. Free Lives has already earned about $3 million (USD) from Broforce, the director of the studio, Evan Greenwood, has told MyGaming.Īt the time of writing that comes to around R45 million, but Broforce earned the money over time, and the rand wasn’t always as weak as it is today (R15/$).