.

Blog

TRI pulled from Desura

Sad news: TRI won't be purchasable through Desura anymore. Due to some unforeseeable circumstances, we've had to ask them to pull the game from the store. It is now set to "Invite Only".

Basically this means the following:

  • we will not update the game on Desura anymore.
  • everybody who bought the game via Desura will still have the game in their collection. There they can automatically receive a Steam key by clicking on it. Please write me if Steam is not acceptable for you, and we will find another solution. Send your Desura receipt as proof of ownership.
  • everybody who bought/got the game via HumbleStore (ie. our website) or IndieGameStand will automatically get a Steam key on the respective back-ends. This will hopefully happen pretty soon, but those sites also offer a DRM-free version of TRI anyway.
  • everybody who got the game via a Desura promo/prize code unfortunately will not get a notification via mail or so and has to write us directly. Tell us the Desura code / receipt you got as proof of ownership, and we will sort this out together, probably with a Steam key. We hope we can reach all the people in question via Facebook, Twitter or our newsletter.
  • if you're press - just contact Rising Star Games or write us!
  • in the future, you will be able to get TRI at least on our website, Steam, IndieGameStand and itch.io. Of course, on these platforms we will continue to update the game.

We cannot stress out enough how much we're sorry for this situation, especially as we still love Desura and want to be part of it. And we still are, for example with our roguelike Pitman.

Comments Off

How to bring your game to the Gamescom – a MEGABOOTH diary

podcast_gamescom

In August, 13th to 17th, the world's largest games fair for players was held - the Gamescom. 335,000 players, business attendees and developers visited Cologne from 88 different countries. For a whole week we were guests in a wild mix of games, Let's play shows and character cosplay. Moreover we have been part of the famous Indie MEGABOOTH. Here are my thoughts on this amazing experience of our two-headed team Rat King and what it took to showcase our game. A diary:

How to get to the Gamescom?

Because I was asked quite often how to get in, let's answer the first question right away: how can you show your game at the MEGABOOTH?

First you should subscribe to the newsletter and wait for the announcement of the convention you want to take part in as an exhibitor. Former MEGABOOTH exhibitors and the team around Kelly Wallick and Christopher Floyd playtest all games and look for a nice mix in genre, visuals and gameplay.

For the Gamescom in Germany 34 teams were chosen who presented 36 games on 362 m². Since we had the go since July to be part of the MEGABOOTH debut in Germany and the necessary backup from our publisher to stem the weight of costs, our planning started.

IMG_9303

IMG_9313

Preparations

The best thing about the MEGABOOTH is that you don't have to think of all the unpleasant parts of an exhibition, like how to build the booth and where to rent the hardware. Instead you can nicely concentrate on all the visual and physical materials necessary to present your game's beauty.

We had the naive idea to finish our game TRI punctually for the Gamescom, then go there and present a finished game. Right ... Keep in mind that taking part in an exhibition will take at least two weeks upfront of your time. And believe me when I say all the mail communication and design for and production of buttons, postcards and posters will consume all of your time - except if you are a multi-tasking genius or have a bigger team.

I thought about nice stuff to hand out, like buttons (150 pieces), postcards (1000, could have been more!) and hand-crafted press kits (30, too few), and also the XXL-poster for the booth itself. Eventually we received large character displays and stickers from Friedrich's amazing parents.
Meanwhile Friedrich finished the current build of our game TRI, with some cheats for us and to prevent people from shutting down the PC. We also discussed which part of the game we want people to play. Is it better to have a demo that could be finished within a short timespan or would we like to let people play as long as they wish, to see for how long they are actually interested? We decided to make this a huge playtest to find out what people really think of the game. In addition we cut out the second level, which we both love but is too much of a filler. We didn't find it appropriate for an exhibition where you want people to directly head for the main gameplay: building triangles as platforms and to walking on the walls)

IMG_9343

Press

In the weeks before GC I contacted mostly the German and Austrian press. For international press contacts it was quite hard to find out which magazines or sites would do the trip to Germany and who they are going to send. It was also kind of weird to write everybody for TRI in my name, then the German press in the name of the Megabooth and after that all my contacts about Süpergute Indies - an initiative of German, Austrian and Swiss indies to make sure you can reach all of us in their places. But I guess you just did the job right if it felt like spamming everybody three times ...

My learning: don't do the press work two weeks before the Gamescom as most journos will already be booked with appointments. Although I'm super-happy with the response this time and that most of the invited journalists at least agreed on coming by if they found some time. Starting everything earlier is my big goal for the next convention, now that I have so many contacts readily collected.

What I didn't do was contacting Let's Players. After attending the Rezzed in March this year, which was 100% devoted to showcasing games via Twitch or YouTube, it was weird to see so few people documenting the GC with their phones and camera. On the other hand the professional and bigger YouTubers couldn't take two steps in the halls without meeting their fans who demand photos with them. We were lucky to get invited by the Game One team to their livestreams, nonetheless, which was a crazy experience.

IMG_9537 IMG_9429

The MEGABOOTH

The Gamescom had different halls that hosted the business area (4 and 5), the entertainment area (6-9) and the hardware and comic market with the cosplayers - that was where the MEGABOOTH has been placed (hall 10). A really great thing about the assemblance: it doesn't matter how big your name or how famous your game is - all our booths had the same size in space and XXL-posters. You get a table, two chairs, a PC, monitor and a large TV. More hardware or furniture could have been ordered or brought along by yourself. Logitech sponsored mouse, keyboard, controllers and headphones, which we could keep after the show. Nice.

We arrived at the GC on Tuesday to prepare our booth. Arranging a table and the large flatscreen shouldn't be a problem when you decide to go for minimalism as it suited our game and wallet best. We just tried to put everything in a way to make everything visible from every angle and didn't create a psychological border that kept people from trying out our game. By adding some stickers while setting up fox and monk we were quickly finished, while we could see what the others did with their space. I think Armello with their superb characters and fake ivy and moreover Dex with the Cyberpunk-fluids-and-cables construction should be mentioned for bringing up the greatest designs for their spaces.

IMG_9740 IMG_9630


Gamescom starts with the business day on Wednesday

In theory on Wednesday only exhibitors and press can access the whole area. In practice it's already a run for the big players as many exhibitors tend to bring their families over and the under-aged business men turned out to be winners of the Wildcards that people without press or exhibition passes could have applied for on the internet.

My advise after this year is: use this day and make some handshakes in the business area to get contacts. The business area is stuffed with publishers, platform holders (Steam, gog.com) and hardware developers (Oculus, Nvidia). Even without an appointment you might get a business card or introduce yourself.

Instead we mostly stood at our booth because it was just the two of us, and we seldomly took turns. We rather refined psychological tactics to guide people to play our game. Especially helpful was Thorsten Wiedemann's (director of the Amaze festival) INDEPENDENCE AMAZING, a large 20-pages old-school newspaper packed with interviews and articles that needed to be held wide-armed for reading. We gave them out to by-passers to stop them in their rush through the hardware hall.

You will observe an interesting effect: if you gather a group of people, even more will follow and your viewers soon will crowd the little space and raise even more attention. But if nobody stands there it gets harder to persuade people to take a look to the left or right instead of walking straight out of the hall. So it's wise to guide interested sidewalkers to your game.

Talking to people at the GC must be strange for foreigners as most people will be from Germany and therefore prefer the German language to talk in. Which was an awesome feeling for us as we are used to talk about TRI in English to reach a wider audience. But for the first time it was a home match and we needed to develop the game's pitch in German as well. While of course a lot of people will come from all over Europe to celebrate games and hope for some words in English, too. So you will get an interesting demographic and very European slice of players from here.

A week of madness - Consumer Days from Thursday to Sunday

Over the week we learned to guide people to our booth and even asked press to get to us after finished filming at nearby booths. One thing is clear: don't be shy but also don't be too pushy. Watching the people standing at your booth more closely, you will also learn that some of them need to be asked to try your game. A lot of the visitors are too shy to just make the step themselves (so much about psychological border). It was also a pleasure to get direct feedback for the game, as most folks watched our trailers on the TV and outspoke quite honest and loud what they thought. On the graphical part and also showcasing the interaction we can be fully happy with our work, as our overall look&feel set itself apart from other games and was rewarded with so many compliments.

Therefore we added our laptop to the playable devices on the second day. While Friedrich used it to instantly fix bugs and give new builds to our one playable device on Wednesday, we realized that one PC just isn't enough. We decided to have only one station in the first place because we couldn't estimate the interest for TRI. Having too much PCs might have led to orphaned and sad-looking stations, but with a fair of 335,000 attendees that won't be the case. Especially as soon as people heard that you can play games in hall 10 without waiting in line!

IMG_9447

I only wish we could have spread the word a bit more to people interested into smaller games by handing them some MEGABOOTH cards at the exits of the other halls to guide them directly to hall 10. I still wonder if it was either perfect that we were in our 'own' hall among the creative bunch of cosplayers and Magic cards while still being able to talk to each other because of not being constantly surrounded by over-powered bass. Or would it be better not to separate indies (let's get rid of the name!) from AAA games, but risk that the player's heads might be already filled up with the blockbusters they know instead of looking for fresh titles in an assembled collection.

I would like to see an entertainment area where people can decide on their own if they want to play smaller titles instead of needing to search for them. Not to forget that there already was the Indie Arena booth (assemblance of mostly German and Austrian indie games like Schein or Team Indie) placed between Nintendo and Bethesda. Their booth was mostly overcrowded with indie fans but also filled with bad acoustics surrounding them in return.

What would have been better? No idea. Instead we enjoyed to talk to our visitors in person, get criticism and find some time to meet with who came by to say hello. We also handed postcards only to people that at least took a closer look at TRI, because we felt just smashing random people with cards doesn't make any sense. Going for personal communication instead of mass amusement seemed to work out for us.

Is indie still cool

While "Are games art?" was last year's interviewer's most favourite question, this year we got mostly asked if it is still cool to be called 'indie'. The MEGABOOTH landed in Cologne with an amazing reputation they got from the PAX shows since their debut in 2012. Being part in this fresh, beautiful and extremely diverse collection did celebrate the term indie in a lot of ways. Although with no doubt without a publisher we couldn't have spend money for the show. On the other hand 'indie' only means something to just a few German players and the press, therefore the MEGABOOTH needed to build their reputation in Germany anew.

When I took a break to spend my time standing in queue for an hour to see the Witcher 3 - Wild Hunt live-gameplay I talked a lot to the people standing in line. Against any speculation about waiting for a game (if it doesn't take you eight hours like for Call of Duty) it is really fun to speak to the fans of a game you like as well and socialize a bit. I exchanged some of my TRI postcards for sweets and talked about indie games. Standing at the big players' booths and hearing that normal people haven't heard of indie games before and are not really interested in unknown stuff can be pretty humbling.

I guess that answers the question whether indie 'still' is cool in another way. While it served as a quality signet for games like World of Goo or Braid it has worn off since then or never really arrived here with the same impact as it did in America (or did I mistake that from the games press?). As most games are too diverse and the 'genre' (was it ever one?) has become the business model of choice without necessarily representing a certain type of game.

Or is there still a difference, as we all receive good credit for our games at the MEGABOOTH as being the most interesting and surprising bunch of teams showcasing their games at the GC. Presented by the developers themselves!

IMG_9456

Was it worth it?

We got asked quite often if attending the very own booth and standing there for a whole week was worth our time and money. I guess you can't compensate that in money or sold copies. But being able to present our nearly finished game to an audience consisting of an extremely diverse range of players and also other developers who came by – that was extremely important for us. Especially as we were attending the Gamescom (back then known as the Games Convention in Leipzig) since we were students. But it's a whole different world if you present your university prototypes just for fun, being able to stroll off any time you want, in comparison to having your first real big game out there. I guess I just shouldn't wear other games' shirts as I got asked if I work on the Witcher too many times.

Meeting other devs and sharing this great event with all the feet aches and losing your voice over the week while trying to party a bit in the evenings is an immense experience for us. Especially with a huge assembly like the MEGABOOTH helping you with all above mentioned stuff. Having your own booth not only helps you with getting a lot more confidence with your game (instead of sitting in your cave while working nearly three years on it with just very few recognition), but also with getting in contact to press and people interested in your kind of game more easily. And as a player, it was pretty awesome to meet the nice guys behind games like The Talos Principle, Armello, Renowned Explorers: International Society, Tengami, Ghost of a Tale, Dungeon of the Endless and many, many more!

Thanks for the great time, everybody!

---

Want to hear more of the Gamescom from us?

Listen to our podcast (In German)

Read Friedrich's impressions

Comments Off

TRI at the Gamescom 2014

Last week was Gamescom week. It was very exhausting, and a great experience overall. My feet are burning, and my voice got lost somewhere between Thursday and Friday, but a lot of people played TRI - and best of all, most of those even liked it! My favorite visitors were two girls who came with their mother, and they got so excited while playing that they visited our booth half an hour later again, just to ask if there is a possibility to find out when the game will be released! (There is, just subscribe to our newsletter.)

Friedrich at the Booth

Yes, we had a booth to showcase TRI. We were part of the Indie MEGABOOTH, and so we exhibited together with more than 30 other developers in individual smaller sub-booths. We met a lot of cool people which was one of the greatest things about this. Because I don't really think showing the game to (a fraction of) 335,000 visitors actually would have a significant effect on sales or overall popularity - we were located in a less prominent hall and most visitors still didn't care about indie games or could identify them as games at all ... This is why we gave our flyers only to those who stopped to have a look at TRI.

Despite of the AAA preference of most visitors we got some valuable feedback again, and some of it not so valuable. One person didn't think a price of $15 would be justified and told us to lower it to $10 maximum; but other than that almost all feedback was positive. Of course, one reason might be that players who disliked TRI didn't care about telling us why, haha.

TRI Level 5

I will make the sprinting (via Shift key) less restrictive even though I didn't want it in the game in the first place. In the end it doesn't really matter and if it makes some players happier it shall be - thus the fatigue bar will cease to exist. I guess a valuable lesson in this regard is that most times TRI is played for the first time anyway. Sure, some people might play it more than once, but this will be only a fraction of total plays. A game like TRI should be designed foremost for first-time players. It's not a roguelike after all.

Some people even asked what we planned for our next game. We don't really have a concrete idea yet, all we know is that we want to make a smaller game which should potentially be able to run on consoles and maybe even mobile. Perhaps we do something with local multiplayer. It's just that you need to invest some time into TRI before you "get" it, and the controls are restricted to mouse and keyboard because of the necessary precision for the triangles. Both are factors that makes it hard to generate a hype about the game for the broader masses, which is very unfortunate for us and something we really want to do better next time.

TRI Level 4

It helped a lot that I took out the second level for the demonstration on the Gamescom; so basically you would start in the Tower of Nowhere as soon as you beat the tutorial before the temple. This way players reached the main gameplay (the triangles) within five minutes instead of 15. It was also interesting to see that some persistent visitors even got to the regions where you walk on the walls and ceilings. One very brave soul directly started a later level, Glimpse of Light, and only a few hints were needed for him to beat it; but of course he needed longer as he didn't have the knowledge of the former levels - he didn't even do the tutorial. It's great to see that people can easily spend an hour casting triangles everywhere.

One of my personal highlights of that week was that Sos Sosowski lured Alexander Bruce to our booth - and he actually played it for a while. Some people even compare TRI to Antichamber (among other games), but this is farfetched in my opinion - TRI is much more conservative in its game design and visuals. On the other hand some people will always find comparisons, because that's how the brain works, and those comparisons might be strange in your own perspective. Though I don't really understand at all how anyone could think of Shadow of the Colossus when seeing TRI.

Comments Off

Podcast #3 – Eine Woche Gamescom-Wahnsinn und die Indie MEGABOOTH

podcast_gamescom

Nach über einem Jahr gibt es die dritte Podcastausgabe. Diesmal geht es um die Gamescom und welche Spiele wir dort gespielt haben. Außerdem waren wir Teil der Indie MEGABOOTH. Ihr braucht also neues Zockerwerk oder wollt wissen, was wir die Woche über so erlebt haben? Hört rein!

Achja, sorry für's Schmatzen, wir essen Hustenbonbons en masse.

00:00:00 Intro
00:00:36 Indie MEGABOOTH Watch the trailer!
00:00:50 Die Hintergrundgeschichte der IMB auf Polygon.
00:05:00 The Witcher - Wild Hunt Gameplay demo
00:06:20 Risen 3 Sexismus und Patty Trotzdem, hier auch mal der Trailer.
00:09:00 Olivers Spiel heißt übrigens Sky Arena.
00:10:00 Armello von League of Geeks
00:14:00 The Talos Principle von Croteam
00:19:00 Gang Beasts von Boneloaf und Broforce von Freelives
00:20:00 Dex von Dreadlocks
00:22:00 Affordable Space Adventure von Knapknok
00:25:00 Renowned Explorers: International Society von Abbey Games
00:29:00 Tengami von Nyamyam
00:31:00 Wayward Souls von Rocket Cat Games
00:32:00 Wander
00:33:00 Machineers von Lohika
00:34:00 Ghost of a Tale
00:38:00 Below von Capy
00:40:00 Wir war die Messe für uns und wie kam TRI an?
00:41:00 Speedrunners von Double Dutch Games
00:42:00 Cosmonautica von Chasing Carrots
00:43:00 Dragon Fin Soup von Grimm Bros
00:44:00 Der Beatbuddy!!! Hier koofen.
00:45:00 Where is my Heart? von Bernie Schulenberg
00:47:00 Thorstens Independence Amazing
00:49:00 Team Indie von Brightside Games
00:49:30 Splee&Glob von Frame 6
00:51:00 Nelly Cootalot
00:52:00 The Masterplan
00:57:00 Scheiß Magictrailer. Naja, ich übertreibe vermutlich. Hier.
00:59:00 Rive von Two Tribes
01:03:00 Ein Hoch auf René Meyer!
01:05:00 Respawn Danke Alex für die Einladung zum Talk!
01:06:00 Michael Cherdchupan ist Teil von Insert Moin und Kollisionsabfrage

Übrigens: In unserem Podcast haben wir schändlicherweise vergessen, die großartige Retro-Ausstellung in Halle 10.2 zu erwähnen! Dies sei hiermit nachgeholt - zwar kamen wir nicht dazu, uns die Exponate anzusehen (aus genannten Gründen), aber Friedrich nutzte die Möglichkeit, TRI auf der Retro-Bühne vorzustellen. Dank dafür! ... und ein drittes Mal Danke an René, da er uns half, unseren Kram - unter anderem unsere Booth-Dekoration - wieder nach Hause zu bringen!

dextri thorstenfriedrich alexfriedrich beatbuddy ghostofatale tristand

Tschüß, bis nächstes Jahr!

Comments Off

Publisher + Gamescom

blog_header_01

One day I want to make a visualization on how often we postponed TRI.

But don't worry, this is not going to be an article about the thousandth delay; instead I'll describe how excited we are about the upcoming deadlines. Yes, you read correctly, we have a deadline. Since we have a publisher now we can fully focus on developing the hell out of TRI and face our release with some professional help in marketing and publishing. And we are going to be at the Gamescom this year. Not as guest, but as exhibitors.

blog_header_02

But first things first. We teamed up with the publisher of games like Cloudbuilt and Deadly Premonition - our new best friends are Rising Star Games! We are very glad that we found a fair and communicative partner with a ten-year experience and an eye for indie 3D games.

What it means to have a publisher in exciting, but also fast fluctuating times like these was shown by the positive responses to the announcement on my Facebook timeline. Despite the fact that many of my friends and colleagues are indie devs and even more studios every day join the business model of indie development.

Anyways! The graphics won't use normal maps, you won't get to shoot a weapon on innocent foxes and we will never add in-app purchases ;) In fact: Nothing will change for you guys, except that we mustn't adjourn TRI anymore, which is important for us! I also hope - since we never had a publisher before - that the transition from our Early Access shops will go on smoothly. If you bought the game it will stay yours, no matter where the game is published later. This change and also the fact that Early Access has kind of a bad reputation nowadays, are the reasons why we are not going to bring out TRI on Steam now, but wait until it will be nicely polished AND finished in September.

blog_header_03

With the help of Rising Star Games we could also effort to have a visual appearance at Europe's biggest game event in Cologne this August. We will be in town to show TRI for a whole week and invite you to come by and meet us! Until I am able to announce where we will be find - have some new artworks!

blog_header_04

blog_header_05

You want to learn more about how we made TRI? Have a look at our Making-of videos!

Try TRI before it's even out. It doesn't suck 50% less than the average Early Access game!

Comments Off

Making-of episode 4 and new screens

Two years ago we had a fully playable version that still neglected story completely, but the triangles worked together with the level design, finally. At this time we heard of other developers trying out "early access", which had the more precise name "alpha funding", back then (or in our case even pre-alpha funding ...). I loved playing these games and seeing diamonds-in-a-rough developing into more playable and polished games with every update.

I analysed everything I found out about these alphas and wrote down The pros and cons of making a game alpha. At the same time we decided to jump into the cold water to try this infamous new method to get early feedback and funding with TRI. The funding didn't work out, but the feedback was pretty motivating. For the first time we had feedback from players and we realized what Early Access really meant: whatever you plan your game to be, players might have their own visions or show you issues that you wouldn't have recognized without somebody playing the game that isn't you.

This version isn't available (anymore), although I wonder if this is fair, since people paid for it. And the current version doesn't look anything like the current one. So, for those of you who missed out this experience, Friedrich and I played it for you again.

Of course we also push TRI forward, instead of just looking in its past. At the moment we try to fix little nasty bugs, polish finished levels with physicalized or animated objects and smooth out puzzles or paths that people got stuck in. Have a look at some of the examples:

At the moment we also work on cutscenes, finishing monologue and story text and mentally prepare for attending the Gamescom in Cologne in August. And finishing the whole project ... somehow ... soon.

Comments Off

The Golden Sparrow – Der Goldene Spatz 2014

GoldenerSpatz

Last week we received the 'Goldener Spatz' (means 'Golden Sparrow') for TRI. The award is not only a very beautiful pipe-blown glass sparrow, but important for us for mainly one reason: the jury consisted of children only!

The children that applied and were selected for the jury position were all boys, so they were aptly called GameBoys. They were not just asked to play games and choose one among them for the award; the children also needed to be able to articulate what they like, what not, and why. Therefore we received their statement printed on the certificate together with the cute little Golden Sparrow.

GoldenerSpatz_Award

We like the idea that the Children's Media Festival does not only award movies, games and websites for children, but also let them form their own opinion. A jury so young has an interesting advantage as well: the opinions were mostly created without tactical or political decisions. They presumably didn't consider trends nor fame, but followed purely personal taste.

Maybe I interpret too much into this, but it was highly enjoyable for Friedrich to talk to them after the award ceremony in Erfurt, Germany, and hear their thoughts concerning our game TRI. We like how much they engaged with the game, developed their own ideas for what could be added and also were not too shy to criticize it.

We realized, by receiving an award made for and by children, that we should totally aim for children as an audience. Especially because TRI is challenging but non-violent, imaginative, and it triggers what most children love most: curiosity and exploration.

GoldenerSpatz_Gameboys

Photos by Florian Hohmann @hohse

Comments Off

EGX Rezzed, Amaze and Making-of part 3

Birmingham - EGX Rezzed 2014

rezzed14_01 rezzed14_02

The REZZED, including 2 days of visiting Birmingham, were a blast! The convention is full of interesting games, diverse genres, from AAA to smaller and very experimental indie titles. It was really fun and rewarding to be chosen for the nicely arranged Leftfield Collection. And to have TRI presented to young kids, families, a whole bunch of YouTubers, and curious players for the first time after two years of work was a really good feeling! Of course, meeting other devs and talking about their games was pretty cool, as well.

I really feel that I should have written more about the Rezzed, since our days in Birmingham were absolutely enjoyable and also important for us, to show the game around. But unfortunately, we take the final sprint to the release of TRI, which makes writing up all the events nearly impossible.

A Maze Berlin 2014

At least I have to mention that we visited the third edition of Germany's very international Indie Festival A Maze in April, again. Being there is always a big highlight of our year! It feels almost like coming home to the place where you belong. The A Maze is a crazy colorful exhibition with all sorts of games you might or might not imagine. From weird stuff you never fully understand, to multiplayer games you can play for hours, to pieces of art and artistic expression, students' works and polished diamonds smash hits. Not to forget workshops and talks. This festival is always so fully packed with interesting people, enlightening talks and fun games that I just get crazy, not knowing where to jump first.

amaze14_01 amaze14_02

Making-of TRI episode 3

For the lack of written blog posts we made this third episode of our making-of story. This time we talk about our first prototype and why it was scrapped, again.

We soon have some fresh news for you at the end of the month, as we're working on the Steam integration! Until then we need to give this guy here more interaction, voice and animation.

monktrajectories_web

 

Comments Off