Category «Festivals»

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

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!

The Golden Sparrow – Der Goldene Spatz 2014

GoldenerSpatz


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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