Showcasing Neon Climber
Great news! A few days ago we participated in our first showcase! Nothing big, just a local event named #GamedevHouse, but still!
It was almost a disaster at the beginning. Me and Roller arrived at place and realized, that our table just near the center crossroad. Our neighbors already installed some fancy screens, set merchandise, hung branded wallpapers, you named it. And we got..well, two notebooks (one of them was my 10-years-old MBP with battery that died right on a night before the event) with looped alpha trailer, one iphone with 2 months old build of #NeonClimber (don’t ask why), some business cards, and our silly faces. Oh, almost forgot – we were absolutely sure that no one will bother about our game, so Rol took a switch with smash bros with him.
All of a sudden, one by one, people stopped before our table, looking at trailer, asking to play. I cant really describe how joyful these moments were – when complete strangers play in your game and they liked it. Some even returned to play more. No comments.
Of course, there were bugs, known and new ones, comments, critics, suggestions, everything. But overall, people liked mechanics and visuals.
Now, we are gathering it all together. The Release is nigh, I feel it.
P.S. Many thanks to hosts of the #GamedevHouse and to everyone who tried our little game! It really matters, especially for indie devs like ourselves.
Neon Climber – first gameplay trailer
We are still:
- Alive (not that it matters, but anyway)
- Working on Neon Climber
In fact, plenty of cool new features has been added for the past half year, so we decided to make a little video to demonstrate how the game looks and feels right now. Enjoy!
Now making – Neon Climber
Another year – another game. Meet Neon Climber – our very unique runner for iOS and Android about rogue programs looking for shiny stuff in cyberspace.
…I just hope that THIS time we will make it to His Majesty Release itself.
After countless protos and genius paper ideas, now we try to focus on something reeeeally simple. And what can be simpler than a mobile runner game? So we have: Physics-based world; Experimental controls; Combo of 2D/3D art with tricky animations; Characters with unique gameplay mechanics. What could possibly go wrong with this one?
The idea came from Metroid series. See, I’ve always dreamed about making own metroid-like game, but right now we
are too lazy don’t have resources to do it. So we just took a little piece of Metroid mechanics to build a much simpler game on it – and thus, runner with walljumps has been born.
As for end of April 2018, the game is somewhere between alpha and beta stages. The core elements of art and gameplay have been set. What’s left is to add some more of everything, polish it, and call it a game.
KanobuGamesJam2017 – how it was
You know the most creative way to procrastinate over your long-run project (BYTE, in our case)? Of course, a gamejam! And then another one! And then..! Don’t worry, no one will blame you, because technically you are doing an important job – farming new experience in short terms, improving your gamedev skills and adding new ones.
So yeah, we did it again. A quite some time ago, actually: Kanobu GamesJam2017 was running from mid-March to mid-April. The theme was as dumb as usual and sounded like “No survive without physics”.
GGJ17 – how it was
According to the rules, coming to GGJ with team is pretty unwelcomed. So we were already mentally prepared to play the dramatic scene of “meeting” each other, when suddenly it turned out that the locals in timecafe GeekTime (which is a single location of GGJ in Moscow, which is a shame) has nothing against already formed bands. As a result, only a few (of about 30-40 people that made it to the Moscow GGJ) came alone, looking for a party.
And yet it moves
I guess, not many of wannabe indies think about motivation. You are on fire with your wild ideas and dreams, what could be possibly wrong? But then… you know it. The passion fades, the inner deadlines are broken, and turns out the project is far from being a piece of cake. It’s getting harder and harder to just put yourself to the project and start working. And the work itself happens rarely (and if it happens, it starts usually from “ok, where we were…ohh, shiii, I can’t even remember!”). You already know the end of stories like this, right? The bad one.
First 100 followers for BYTE!
…and just in case, here are the most convenient ways to check BYTE alpha demo right now:
BYTE alpha demo results and progress so far
Firstly, I would like to thank everyone who tried the alpha demo. When you are building a long-running game in your spare time only, the feedbacks (especially, positive ones ) from the community are your natural fuel, that helps you keep pushing forward.
BYTE goes public
Socialization on the move!
BYTE update 0.5.7: stuck-detecting and more
Aaand new version is out!
We added a couple of “user-friendly” improvements to…well, improve “friendliness” of the game:
- Firstly, the stuck-detecting system. From now on, your cyberdeck will show a warning message each time worm gets locked.
- On-screen controls reminder. Just in case you got amnesia or simply tired of reading tutorial chit-chat.
- Small fixes in level design for smoother experience (including the annoying one on Level 11 “9s Bit News Blog”)
- Lastly, many typos have been ruthlessly eliminated. For great justice!
As always, you can play up-to-date BYTE alpha demo here: dividebyzer0.com/byte