Face It! @CEGConf

Helloooow!
Since Fabian is ill and I have some spare time in the office, I make us of this writing a little post mortem about our booth at the Central European Games Conference.

The Setting
4 nights of stay, 1 booth, the Global Game Jam and just hand luggage. Not possible? Of course it is!

The conference took part during January 22/23 with two days of the Global Game Jam attached. And beforehand one day sightseeing tour, organised by the CEGC-Team.

Navel @CEGConf in Vienna

On the 21th we got up at 4:30 in the morning, catched our train to Stuttgart and were up in the air at 7:30 and had our first breakfast in Vienna 1,5 hours later.

Sightseeing and Indieseeing
The sightseeing tour started in the evening and together with a POI-game app we got some nice insights on the austrian history. After the history lessons we visited the Game Shop Subotron, which has a very nice collection of retro games, consoles and other stuff. The first game studio on our tour was Broken Rules. Awesome guys. Lovely studio. A few days ago our friends from Major Bueno visited them on their TourBueno to have a gamejam. You can view the result in their documentary.

First indie, first bee – we get on a roll. Did I mentioned that we had a great hostel? Because we only walked 5 minutes to the conference!

Navel at the CEGConf in Vienna

After Broken Rules showed us some games, they also told us a super secret thing. Oh oh oh.. But I’m allowed to present it to you – but only to you! Nah, it’s already public: Their game “And Yet It Moves” got ported and published to iOS. Sorry Android. But there are a tons of other versions!
Anyway we continued our way to our last studio: Cliffhanger Productions. Yeah, they are some of the bigger indies, but they gave us nice insights about their current productions, how they grew bigger and what their feeling about this is. And, there were beer.
So don’t slow down, we are coming to the end of our tour, to gather altogether in a nice restaurant. Best thing of course: Free buffet for all attendees. But they made quite a profit from alcoholics. So don’t bother. At 00:30 we went home.

Conference days
On the 22th, 9:00 the first day of conference started. There were one lobby downstairs to hang out, get some coffee and snacks, three rooms for speeches and two rooms for the Indie Expo. As a rough estimate I would say there were about 30 booths altogether. The opening speech was attended by over 150 people and watches by more than 200 over the livestream. All the speeches were livestreamed AND published to youtube. That’s awesome!

Navel at CEGConf in Vienna
For us, we had a clear target on what we want to achieve. Since this was the first time, after developing our prototype about 3 months ago, to show off our game, we wanted to know what strangers will think of this concept. The most difficult circumstance we had to deal with: To have the best game experience, we needed at least 4 people – even we saw some people having fun playing it with just one friend. In the end, everytime a group played our game, they had so much fun and it was such a relief and incentive for us that the project can bring people together making a fool out of themselves with their friends.
Get some pov-impressions of people playing our game here.
Like every conference, each day it goes, the harder it becomes: To stay awake, stand tall, encourage people to play your game – instead of take a seat, drink some coffee and relax.

Life as an exhibitor
Well, get up early, get down late. And each day they both come closer together. Proportional to your level of sleepiness and intoxication. But that sounds worse than it is. We all like partying after a good day of work. And even better, on such conferences you can meet a lot of people you’ve not seen a long time and chat with many more while you sip on a cold beer or a fancy cocktail. You can get confused how big a bar seems until you ran against the big mirror on one wall. You can even stroll to Vienna after the last bar closes to find some place to one for the road – aka “Hangover Hello” or “Where the f* are we stranded? Oh, no credit card payment.”

Navel at CEGConf in Vienna
That’s why I love drinking, ahem, being an exhibitor at conferences. So many people play your game and if you’ve done right, they will love your game and give you a very good boost to continue working on game even more than before.

Go, CEGC, Go! We will definitely meet again next year!

 

Gamesweek Berlin Aftermath

Hi there,
after nearly three weeks of abstinence, Fabian and I have returned to our beloved office. There’s quite much to tell, but first things first: Globosome development for the version 1.0 is as good as finished. A few minor problems occurred, which we already solved. So the release in May is coming even closer.

For those who don’t know, we were attending the International Gamesweek Berlin. We had a booth at the developer conference Quo Vadis, where we represented the current version of Globosome to users, the press and other people – nearly every single one of them liked playing it.

Quo Vadis Indie Booth 2014The whole booth of german speaking independent game developers at the Quo Vadis

Navel part at Indie Booth Quo Vadis 2014Navel presenting Globosome at the Indie Booth (Quo Vadis 2014)

 

Simultaneously taking place to the Quo Vadis was the A MAZE festival. It’s an absolutely must-attend for every game developer, nerd, freak and awesome guy or girl. You can play installations you will never be able to buy because its 100% homebrew and/or just for festivals. For example the zwoboter. A home-made console for two players with 6 colored buttons – its a lot of fun playing it.

The zwoboter at the A MAZE 2014Benedikt Hummel and Marius Winter (Major Bueno) playing zwoboter at the A MAZE 2014. They also had a talk about pancakes!

Another great game which connects le good old text adventure and haptic games in the present time. It’s called the Choosatron. It’s as simple as a text adventure and funny as hell. Also it’s the winner of the audience award at the A MAZE. And Jerry Belich is an awesome guy – it was a lot of fun chatting with him and having a few beers.

Choosatron at A MAZE 2014Every single one of the little machines is a Choosatron with different stories. I still have my paper roll!

Not to forget to name Lea Schönfelder with Perfect Woman for winning the “The Most Amazing Game Award” (Everyone was happy). Great work and all the best for the further development for the whole team! And I don’t even need to mention that Nidhogg was the most often played game (and of course it won the “Human Human Machine Award”)

A MAZE CouchGreat place to meet people at the A MAZE – the couch!

 

We hope you got a nice overview of our past two weeks and you are now looking forward to become an attendee next year!

Best wishes,
Thomas and Fabian

 

 

We’re getting quite close

Hi folks and fellows,
Tick Todos

as you can see, we are able to tick our todo lists. But as the result of getting everything even better, every ticked off task, two others appear.

Nevertheless we’re making quite a progress in every department. Fabian is tweaking single levels, Sascha is editing some textures so they look as if made from one piece and I’m fixing stubborn bugs and implementing a few too long postponed features.

It only remains for me to add, that everything is becoming even more juicy. Particles, Sounds, Obstacles, Challenges, CamShakes. One plant which will probably be love-hated:

Spike Plant Preview

Spike Plant: We’ll gonna show you its final look in our next post.

Cya soon,
Thomas

You Win! – (too?) hard to reach

Hi Navel friends,
long time no hear! Of course we were busy. And even more that’s no valid excuse for our abstinence. That’s why I want to mention a few keywords to keep you back on track of our current development:

  • we redesigned your “first steps” within Globosome
  • we let you control as you want (gyro, touch or use your controller)
  • we are working on the secret final level

If you’re still curious what this posts title mean – here you go. After our last user testing, our expectations got approved.

“If you think your game’s difficulty is on a good challenging level, your players will teach you better. In fact it is way too hard.”, (me)

That’s why we put new effort in making your first steps in Globosome more simple.
Of course we will not force you into a guided and restrictive tutorial, but adjust your learning curve to the optimum.

Currently our Interface Designer Patrick is working on new lovely icons. Not only the buttons you press, but also for the skills you will learn. Lets sneak a peek at this mockup.

Globosome_Interface_Mockup_Skill

Merry Christmas!

Hi there,
although there’s no snow when we’re looking out of our window, we’re a bit in a christmas mood. At least we will have some restful christmas days at our families.
Nonetheless we’ll continue working on Globosome between Christmas and New Years Eve to guarantee everything works as smooth as possible for the release next year.

Here’s our present for your – a sneak preview of the jungle of Globosome.
Globosome Jungle Preview

We wish all of you a Merry Christmas and some wonderful holidays,
Thomas and Fabian

Awesometastic!

We won the Edge-Online ‘Get Into Games Challenge 2013′ with SharpShapeLovers!

About two months ago Fabian and I were racking our brains to create a game for the theme “Do no harm”. We had many different ideas, but we were under a tight deadline, as we heard of the challenge when it was already going on for 6 weeks. This meant putting a lot of features, that will eventually enrich the final game in the appendix.

Stay tuned for updates on the progress!