JayIsGames is a fairly well known site that specializes in reviews of indie games… flash, downloadable, mobile, even unity and html5. Each year, they compile lists of the top 20 or so games in each category for the year and allow their users to vote on their favorites. This year, in the category of Puzzle Platformer, This Is The Only Level 3 was voted #1 out of a group of 17 awesome games.
So thanks to Jay, his staff, and all his users for liking TITOL3! And mad love to John Cooney for allowing me to be part of the development.
For the past 2-3 months, John and I have been going back and forth about whether or not to make a TITOL3. 3 weeks ago, the project was greenlighted and we dove right in. It was a very different experience than TITOL2 for 2 big, related reasons: I had 0 lead time to start coming up with stage ideas and John and I didn’t meet up to spend a day doing nothing but setting the 30 stages, their names, their orders, how they’d work, etc. On TITOL2, I had spent about 6 weeks coming up with ideas and then John and I spent day 1 of development solidifying the core of the game. For TITOL3, it was mostly off the cuff… yes, I had 5 or so ideas that had been floating around in my mind, but most of it was done on the spot, with John giving a, “Hey. We’re working on this. We have 2 weeks. GO!”
Anyway, 3 weeks later, the game is now live on Armor. SO PLAY IT!
This version of the game has ditched the button and gone with a switch. Elephant now poops pastries (ala AU2). And there are 4 teleporting doors located throughout the level. Not to mention a return of the velociraptor, FML mode, and Hyper mode… plus a new Invisible mode.
Can you beat my speedrun time of 2:57.97?
Been way too long since I posted… so here’s at least a quickie.
I had submitted a panel proposal to speak at last year’s FGS, but was turned down. The same proposal was submitted for this year, and was accepted. FGS was this past Sunday. I spoke, along with my friends Jared Riley of Hero Interactive, Dan Stradwick of Monster’s Den fame, and Alex Shen from Mochi Media. Moderated by John Cooney of Armor Games.
You can watch the hour-long panel here, thanks to Adobe. I make some interesting commentary.
Colin Cupp from Mochi Media emailed last week about doing a guest blog on MochiLand. Now since I love feeling needed and important… and any excuse to get my name out to other communities in the industry is a plus… I readily agreed. After a bit of back and forth on the topic, I got to work on some simple game polish tips for developers. When you read the article, I’m sure you’ll think to yourself that I’m retarded and everything I said was common sense… and you’d be right. However, game polish IS common sense. That’s all it is, logical thought about a game after it’s almost entirely finished (like packing for vacation, then running through a checklist in your head to figure out what you forgot… because you KNOW you forgot something).
Anyway, check out the article and let me know what you think.
I’m starting to get worried. All our stuff is leaving on a big truck on the 22nd. Need my desktop back before then, if only so we can get it on the truck. Don’t want to have to shell out hundreds of bucks in shipping.
Developing 2 small games in addition to the big one. One should be finished the week… it’s a popular type of word/logic puzzle, but I’ve never seen it ported to flash. So I’m doing it, and slapping 100 puzzles in it. Doubt it’ll do that well… but it’s the type of game I’d enjoy playing, so that’s why it’s being made.
The other is another satire game with Benologist. It’ll be less “omg complete joke” and more of obvious satire but still fun to play / challenging puzzles. Most of the puzzles are done… need to write the script still. And Beno is busy until July (as I am, sort of, with the move)… so that game will be made in early July.
Over the weekend, I had my 4th video hit 1 million views. This is the first video to hit 1+ mil that is not a fully self-contained walkthrough; instead, it is 50% of my Wake the Royalty walkthrough. The other half has 944k views and should hit 1 million sometime this summer.
Recently, the total viewcount on YouTube has been lagging. It seems to only update every few days. So I’ve been tracking my viewcount through TubeMogel instead, which is not QUITE as accurate on the short-term, but is fairly damn accurate long-term. All TubeMogel does is take a snapshot of the viewcount on each video at midnight, then sums them all together for your account total. This is dependent on YouTube updating the counts, which is why it’s often off in the short-term… but it evens out to be only a very small margin of error in the long-term. That explanation aside, My viewcount on TubeMogel as of Midnight this morning was 39,950,000… which means sometime today I hit 40 million total views. Yay!
My desktop is still in the shop, for exactly 1 week now. Going to call tomorrow to see what’s going on. Tass is starting to get the DTs from sexy computer withdraw. Sadly, I’m going to have to be without my desktop again in 2 weeks. The moving truck is taking all our stuff on June 22nd, and is not expected to arrive in Philly until June 29th. That means 1 more full week with the craptop. *sigh*.
Oh… and in other news. My big game project has basically been on hold the past week because of the desktop issue. Which sucks. Probably won’t hit FGL until July at this rate. However, I’m designing another quick satirical game with Benologist; but because of both of us being busy this month, that won’t see the light of day until July either.
My Game is progressing. Getting the art coordinated is proving to be quite challenging, and a slow process. Hard to judge how the programming is going, but I’m being assured that it’s mostly done. Custom music is also progressing slowly.
I’ve been talking to Synth a decent bit recently, and we’re looking at a June 18th re-launch of the site. Synth believes that all data will be recovered.
Walkthroughs are continuing, steadily. My daily views seem to be constant above 80k/day, which is good. Would be nice if I could get that up over 100k.
Was offered some level design work on Crush the Castle 2, which I accepted initially… but after about an hour working on it, it was pretty clear that my cbf level outweighs the offered cash. Those castles are just so damn intricate. So many small details to them. Instead, I wrote up some general level ideas that hopefully will be useful to Joey.
Life is moving quickly. Less than 1 month until all my stuff gets shipped back east, and 1 month until we fly away from LA. Will have to start packing shortly. We have a new kitten, which complicates the move a bit… but Whorli just can’t say no to kittens.
So, the initial response to the game has been quite divided, which is what we expected. There are those who think it’s funny and like it and those who don’t and don’t. Very, very little middle ground. As a result, it did ok on Kong (and got a pity badge from Greg), but has seen very little early pickup from distribution. More on that aspect of the game’s success will be known in a week or two.
What interests me so much is that the walkthrough has been viewed over 21,000 times. It’s not like the game is hard, at all. Not even remotely. Yet 21,000 views. I’m quite shocked by this, and don’t really know what to attribute it to. I understand that there have been 74,000 clicks on the walkthrough link… but that makes a bit more sense, given there is an achievement for it; but for 30% of those clickers to view it? Either they really like me or they are dumber than I thought. Not sure which is better.
Last Friday in the FGL (Flash Game License) chat, a few of us were talking about random game ideas, and the chat clown Benologist (Ben Lowry) gave one idea that I thought we could make into a game. 3 days late, we have a finished game… he did the programming and art, I did the design and QA. It’s a metagame about game commenters. We think it’s pretty funny.
Play Great Game! 1/5 on Kongregate and rate it 5/5 you like it. <3
My full team is now assembled. As mentioned, Krayz is on programming. Now on board… Kfosh for art and KgZ for music. Kfosh’s art is absolutely perfect for what I’m looking for. As soon as I saw his portfolio, I knew he was the artist for this game. And KgZ… well, James is just a really talented kid who I try to help (and benefit from) as often as I can. He’s my go-to guy when I need to replace in-game audio with something else. Anyway, his usual jazzy style isn’t what this game will feel like, but I’m quite confident in his talent and ability to create something awesome for the game.
Maybe in the coming weeks I’ll reveal the name, so that I can stop calling it “the game”. But not yet.