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bpb game jam 2018: Hugs & Kisses

Just like in 2016, we were invited to a local game jam in Remscheid, Germany, hosted by the bpb (the German Federal Center for Political Education) to make a political statements through game concepts and prototypes. As such, the theme was a bit different than the usual jams: "Discimination, ostracism, radicalization".

Our own entry is a bit more game-y then we would have wanted; but after not being able to find a more meaningful idea (and message) for nearly half a day, we went with one of the earliest concepts we had. So we created a 2-player co-op game about cats and dogs, and about working together to keep all the citizens happy. We called it Hugs & Kisses.

The world map is divided in three zones. The dogs' zone (blue), the cats' zone (red) and the neutral zone between them. In the dog country are mostly dogs and only a few cats, and vice-versa. The neutral zone has both species equally. The gameplay is simple (and inspired by Overcooked): you have to feed the cats and dogs in your country, otherwise they get unhappy. So if there's a cat in cat land craving for fish, the cat player goes to the fish spawning point and carries the fish to the hungry cat.

Only when there is a cat in dog land asking for fish it gets interesting, because a player cannot enter the other player's zone, so they have to work together and trade the fishes and bones with each other by throwing them around.

bpb game jam 2018 - Hugs & Kisses

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And sometimes, a community member gets sad and needs to be hugged. <3

In any case, should the needs of a citizen get ignored for too long, they become mad - i.e. they explode and take parts of the level geometry with them. Discrimination has a fatal impact in this case indeed.

You can try our little jam game on itch.io (Windows only). It's best played with two gamepads, but keyboard is fine too. Be aware that it really is a prototype, so there is no real lose or win condition. But see if you can beat the game without anybody blowing up!

By the way, if you are interested in the development of games, you might want to read a short article about Hugs & Kisses on my own blog - it mostly describes the process of creating the level for the game.

Of course it was also very nice to meet many teams from all over Germany and Austria at the jam, seeing their games come to existence during the three days, and of course having a good time together. If you want to find out more about them and their games (and speak a bit of German), click your way through the bpb game jam wiki and have a look at their projects!

MDR coverage and news from Behind Stars

The German regional TV and radio station MDR paid us a visit some weeks ago. They did a portrait about Rat King and Jana, as the next generation in art and design. It's a really amazing combination of audio (in german only), video, photos and Ludwig's music! Have a look! Thanks to Hanna Romanowsky from MDR for this amazing piece!

The picture is taken from the MDR pageflow, by Hanna Romanowsky.

Besides getting cool portraits we still refine the look of  Behind Stars and Under Hills - our new, bigger project. We work a lot on lighting, got rid of the pixel shader and added some sweet effects. But Friedrich is also is working on the editors to make more design and interaction possible for us. We still improve the gameplay, to have something neat to show to possible publishing partners.

Rat King at the Gamescom 2017

In the last full week of August we not only visited the Gamescom, which is the biggest gaming convention in Europe - we actually went there to showcase our current project, Behind Stars and Under Hills, at the Indie Arena Booth. As Jana is part of the orga team of this 'convention within the convention' we took the opportunity to present the game on 9m² and get some feedback by gamers. (Of course, the 'game' itself still is a prototype, co-funded by the Creative Europe Programme of the European Union and the Mitteldeutsche Medienförderung.)

Behind Stars and Under Hills is very much pre-alpha (which means nothing is set in stone, everything is a placeholder, and anything can change) and won't be finished for at least a year. But it's important to let people see and feel a project early enough, so you don't develop a game eventually nobody wants to play. This is why this time, in contrast to our Gamescom presence 3 years ago (with TRI), we offered sheets of paper and felt-tip pens so players could write down their feedback. Quite an impressive amount of colorful text was produced this way, filled with criticism, wishes and comments.

So, to say it loud and clear: thanks to all our players! While for me just standing around and talking all the time quickly became tiring, and the whole experience was stressful and even annoying sometimes (thanks to loud presentations by some hardware vendor, offering t-shirts to the cheering masses), meeting so many cool, polite and interested gamers was a blast and made up for any inconveniences. Personally I was a bit surprised that most visitors of our booth were delighted by the design of our game and of the dialogs. To be honest, I expected people to be less patient - but here it shows the benefit of being part of a site dedicated to indies only, as the expectations of the visitors coming by are different.

During the five days of Gamescom the most common gripes with the game were the lack of a button for sprinting and a missing (auto-)map. Of course we already planned some kind of map, but are not sure yet how to implement it exactly. We'd like some kind of 'cartography skill', to make the maps more meaningful and part of the gameplay. Or maybe we'll just distribute hand-drawn maps in the game's world, to support the lore and the immersion.

On the other hand, sprinting is a different thing. We never planned to have it, as we actually want to make a "slower" game with a certain atmosphere to convey. (If you remember the development of TRI, you will feel like having a deja vu.) And maybe such a sprint mechanic could even lead to new problems especially for people with short attention spans, where they wouldn't process the environment anymore and just rush through, and find their way even less. So it's possible not the lack of running is the problem, but the amount of backtracking (e.g. having to go back to familiar place because of a quest with an NPC there). Maybe having a map already fixes this particular problem; thus adding maps has a higher priority for us. In any case, something like teleporters between the levels (anchored in the background story) are definitely planned.

A bug found during the gamescom: sometimes an NPC can stand on their head

I regret a bit that I wasn't able (physically and mentally) to play some of the other games, not even at the Indie Arena Booth. Behind Stars and Under Hills is so unfinished, fragile even, that I couldn't bear leaving it alone to the masses for too long. I mean, it was the first time the game was playable for the public!

But of course it never really was alone, as we had help by our wonderful volunteers - here's a shoutout to Björn, Jacky, Ludwig and Max! Not only did they explain the game to interested bystanders and answered questions, or helped players who got stuck, they also handed out flyers and made the whole experience much less of a hassle than it could've been. Here's hoping the Gamescom, loud and chaotic as it was, has been a wonderfully crazy experience for them, too.

Our next plans are to develop Behind Stars and Under Hills further of course, and refine it a bit - for example, the whole storyline still is too hazy so we need to work on it a lot more. More gameplay has to be implemented, more characters created, more levels built... Also coming up is the Poznan Game Arena in October, but it's much too soon, i.e. that we probably won't have much new to show. Still, if you happen to be around, come by and try to find crazy old Willard in our small game demo!

That's all, folks!