Well that’s what happens when a game is in development for 5 years. But I actually had an extremely difficult time figuring out how to play the game (that was within 2 minutes, however).
Cheap Shot will take the gold for sure.
On the topic of Rena’s game, her game was not a game at all, it was an interactive book.
eli nice to c u and your sexy wife
Watch out we have a game expert on our hands!
Having said that, some people consider that a game of sorts.
I don’t, I think it’s boring, WTF do I want to read for. Ok, well maybe I would read if there were blood or particles or something. Sweet delicious particles.
The guys working on Cheap Shot are enjoying all the “WTF” reactions to them winning and are going to bill their game as the worst ever. Could work. I worked at a company once where we billed out game as the “dumbest game ever” and brought that pitch to Capcom, Sega, and more (for publishing). We didn’t get published.
Is there an official way of doing that ?
How do you know if they are even taken you seriously =/
Its really odd with games. With books you have publishers up the ass, not implying its easy to get published, but you got a lot of options. All this self promotion is really annoying for a developer so a clear road to publishing would be great. Well… obviously.
And now Steam Greenlight does that, however you have to be so ridiculously popular ALREADY, it kinda defeats the purpose.
Sorry for offtopic
I think for the most part you need to know people. My boss at that company had worked with a big guy from games who was able to make the connections. But even without those, I’m pretty sure you can send it an application like you can to anything else. The big difference between games and books I think is that you only need to pay one guy to write and you don’t need to create any assets or anything. The cost of making a book is also relatively cheap (although promoting it is just as expensive as anything else). Games require massive teams and a whole lot of money. My boss was asking Capcom etc. for $500,000 up front and then a percentage of the profits. This from an untested studio. Most publishers were pretty cool to us, but Sega was super frank about it. They took us into another room and said, “this is the sort of game we publish” and indicated The Conduit in all its beauty.
I don’t think it helped that I was the main engineering representative at these talks, and I was 22. Our lead engineer, who had worked on Halo and a number of other high profile games, worked remotely.
“Make game less frustrating”
Sounds like a ragequit… ;D
any particular reason why the walls you draw are rainbow?
Why is everyone voting Cheap Shot? I don’t get it. Who would want to walk into people on the subway, instead of playing, well, ANYthing else?
I’m all about gameplay, and I still think Eli’s looks like the most fun, and it has a broad audience. Kids would love it!
Also, Eli, death boulder bones’ ‘genericness’ can be tacled by avoiding or subverting typical clichés, such as an apathetic protagonist, common temple monsters (spiders, beetles, mummies, etc.), and an evil spciety bent on world domination though the arcane artifact at the end. simply by having a game in that style and avoiding or lampshading many common elements can add humor and uniqueness to your game to make it stand out.
The walls are rainbow because that has been my temporary programmer art since the 48 hour prototype. :yawn: We’re replacing them finally like right now, actually.
The vote right now is for who you want to be kicked off, not for your favorite. That’s why Cheap Shot is so far ahead. It’s just a much less developed game than the other 3, and he didn’t do exactly what the judges asked in the overnight.
My challenge actually was not “make it less frustrating,” that’s just what they felt like putting there. It was, “improve the flow, reduce back-and-forth” which was partially due to challenge (walls suddenly killing you without warning, etc) but was largely just due to level design. That’s why for the challenge most of what I did was just build a new level, and refine a few things (like make crushing walls just always activated so you can see them beforehand).
@cheatsguy, yep I totally agree. Honestly it had more of a plot going into that but I hadn’t bothered with it due to having a 60 second presentation, and wanting to focus on gameplay. The main character is a dummy but he’s meant to be lovable and he risks his ass in order to save his missing wife. Nothing groundbreaking, but the interesting bits should be in the details. There won’t be any spiders or beetles in this, and the temple locale is just one of 5. You also go into a government facility (think Metal Gear), a crypt / castle ruins, Atlantis, etc.
Your game reminded me a little bit of an old game called ‘Sleepwalker’.
When I saw your game, I was wondering why this was about a blind tomb raider and not, say, a blindfolded parkour runner? That would have seemed like such a slam dunk to me, seeing you’re a parkour runner yourself.
It could pretty much retain the same mechanics but in a much more original setting.
It looks very fun though with that ‘pick up an play’ quality but potentially still deep with the time-shifting puzzle element. But I think it needs a bit more visual character, and perhaps some more game mechanics later on.
But, you know, I didn’t play your game for myself and perhaps the more familiar style will be easier to sell (and who am I to judge anyway…)
As an aside, I thought Jaffe was pretty good as a judge (I’ve watched all 4 shows). He generally gave good, practical, insightful and very constructive feedback. As much as I adore Chen’s work, he was sometimes quite vague in his criticism, and the girl seemed mostly just cheery.
But the format of the show really doesn’t lend itself to anything else but quickly accessible games. That could work to your advantage
Derailing:
…it is not parkour running. It is just parkour. And free running is lamer then parkour. Free running is another name for parkour which takes a crap load of stuff from tricking. I hate it when I do backflips, kicks, and other stuff and everyone asks me, “do you do parkour?” :cranky: No I am a tricker. I remember back in the day where that did not happen. Good times good times.
The rainbow walls reek unity. Why? Because they are obviously programmer art which is what most unity games have. Not saying that it kills the game or really effects it much but is something that you should change.
Why not try and give them a wood texture? Or make them have a fence type of model to signify the player kind of herding or guiding him along the right path. I think the fence would look really good and fit well into the style of the game. Make it so when you spawn the fences there is some dust and wood splinter particles. Maybe make some obstacles break the fence/wall to make the player think a little more about placement on more difficult levels.
Just a suggestion and I hope the kickstart goes well.
Yep, I agree with both you guys. The setting is pretty lame and the programmer art is quite crap. But most Unity games don’t have programmer art unless they’re unfinished games… many of my Java games have programmer art.
You can try out our demo here:
http://deathboulder.com/try-out-the-alpha-build-of-dbb-yourself/
And here is the second to last episode:
MULtqNfK4-s
Ah man, that’s too bad. I was convinced that yours was going to make it through. It was the easiest one to dive into, and the casual game market is the biggest thing these days so I thought it had the most legs on it. Oh well, like the judges said, it was close. Congrats on making it that far, pretty awesome.
What a shame!
I just played your demo, it was pretty fun!
As time goes on in your game, do you plan on increasing game speed or puzzle difficulty?
EDIT:
I enjoyed in the one level (3rd?) where it was near the end and the camera view changed to more of a sideways view (for a dramatic effect)…
It could be interesting if at certain points the camera changed altogether for a section of a level. Just an idea!
Yeah, we plan on ramping difficulty much better than the demo does. And the slow-mo in the 3rd level is super easy to add all over (as well as cinematic camera effects), we just haven’t put them anywhere yet. Theoretically the game and levels will feel much more alive in the final version than it does now.
We also have plans to make levels where you are looking Bones in the face while something is chasing him, and you need to use walls and jumps to slow the thing down. Plus one where he opens a chest and you’re sort of tower defensing him. Lots of possibilites to use that mechanic!