Tag «gamescom»

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.

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

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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!

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Tschüß, bis nächstes Jahr!

Gamescom – Day 2 – The mess(e)

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After getting in touch with little game booths and crowded places at the Notgames Fest on Tuesday, we felt ready to check out the gamescom. Luckily Wednesday is Trade Visitors Day, so everything is just half-crowded, but totally set-up for the big mayhem to start.

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The first thing we headed for was the CD Project Red booth in the business area. Most business booths are super boring, have food and drinks for the press, no booth babes and are seldomly crowded. The CDPR's booth was full of people that were interested in their upcoming projects. GOG.com's Trevor Longino was there handing out t-shirts with a raising fist claiming the DRM-free revolution. And there was a Witcher boardgame, that looked quite nice. But no game to play, nope.

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Another booth we visited with great interest was the Indie Megabooth booth. Kelly Wallick talked about their epic project to make Indie games more visible and to bring them to tradeshows like PAX or gamescom. We met Zoii (Global Game Jam, Playful Arts Festival, Women in Games NL), Jonatan Van Hove brought his suitcase arcade with the multiplayer WTF-game 'Go Nuts!' and Sos Sosowski arranged his hairspray and Achtung! Arcade. When you have a game or any interest in indie games, go there. I bet you will meet someone interesting.

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The Iran was there, too. And brought us games where you have to chase your nose! Or MMO cockfight games. But seriously, I regret that we didn't have much time to check out this booth more closely.

After leaving the business area we went straight to the German IndieArena Booth, assembled by Oliver Eberlei from Hammerlabs Games. In a short amount of time he achieved to get contacts, indies, material, computers and all the stuff necessary to present a great collection of games.

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Thomas Schulze, whose game I'm currently playing, showed us his monitor with the special foliage he needed to keep his game Splatter (word!) from the eyes of children.

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You can also play Beatbuddy by Threaks there. An underwater platformer where you play in the rhythm of the music with a fantastic art style and a cute character. They even have a human sized mascot!

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Talk to Sebastian Mittag and Mareike Ottrand from Studio Fizbin about their adventure The Inner World.

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Or meet Thomas Bedenk and his team Brightside Games, who work on a game with many indie characters you might know.

If you want to see the ten ambassadors of the German Indie scene, go to Hall 9, Booth A-045 and feel the bright, fresh wind of German indie spirit.

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A picture of a nice dog. I asked the booth babe to step aside for the image. She didn't look pleased.

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Yes, we had press material.

After getting deaf through the booth next to the IndieArena we seek a more peaceful place and found it in Hall 10. Our friends from Leipzig prepared together with a lot of other retro enthusiasts a huge area of exhibitions, retro consoles, games, relaxing spaces and more interesting stuff than you will ever find it in any other booth.

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The yellow wall is a German 80s kid's room. OMG, look at this stuff!

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Some steps further you can play the analog version of Pacman – the Whacky Wit boardgame. Norman Sommer created this beautiful-looking, wooden boardgame. It even sounds awesome when you reset the pills! We played one session and talked about the process of making such a game. Norman made this game for an computer-enthusiastic friend in hospital, so they could play things together there. Now he got quite famous with this luxury boardgame for collectors.

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Thomas Köhre from the Haus der Computerspiele (House of Computergames) introduced us to the most ugly, strange, shitty game covers exhibition. We should make a jam just from these packages.

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In the same area we found game schools, cosplayers, the German Bundeswehr (if you like head shots, you should get hired there!) and case modders (the theme is 'Steam Punk').

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That the OUYA is only one of many companies starting to be a competitor on the console market was something we recognized even more at the gamescom. There is the Pandora (you may find the creators in the retro area), UNU (by a German company) and the BOYO. The UNU was most interesting, because of its access to the Google Play store. The docking station will be delivered with a remote (quite similar to the Wii remote, but without the Gyro) and in the game version a controller is added as well. The UNU company is planning an own shop as well.

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Another trend that was very visible at the gamescom are games that enable the player to be more creative. At Microsoft's booth you can see presentations and playable versions of Project Spark. With this tool you can create a 3D-world by adding and removing material, like working with clay. Afterwards you can paint the stuff with prepared grass, rock, ice or desert textures and add props like trees, rocks, plants and enemies. This is just the edit mode. In play mode you can add a character and walk through your newly built level. With a very basic and easy programming tool you can add behavior to your character. The whole tool looks like a polished and more user-friendly successor of Kodu.

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katzenohren

And for those who already have the boob pads, check out for the brain wave controlled cat ears. Hooray for technology!

Alright gamescom. We leave now. See you next year, probably with more to TRI.

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