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?
Bidding ended last week, and the game is now LIVE on GamesButler.com. Big thanks to Dom for the sponsorship, quick payment, and quick add to his site.
And, of course, if you need help… here’s the walkthrough. But be warned, you may accidentally see the solutions to levels other than the one you want.
Finally have my desktop set up in Philly. Thankfully, nothing important broke. Just 2 bookshelves and a table. We’re also missing a box, but not sure what’s in it.
Bidding should close on Ditloid in the next week.
Have a few other small games in the design phase that should start being made this month. A satire game that will be kinda similar to Take Something Literally, a 1-screen platformer, and a upgrade-distance type game.
This also means that my walkthroughs will return to their 100% quality, as opposed to the 80-85% quality (my terms) that I was getting from Whorli’s laptop.
My first game is up for bid on FlashGameLicense.com (FGL). Ditloid is a word-based logic puzzle game where you are given a number and the 1st letter of each of the words in the problem, then you have to deduce what the puzzle is. Such as 60 S in a M would be 60 seconds in a minute. The game features 100 levels spread across 3 difficulties. There are 2 forms of in-game hints, plus a walkthrough. All 100 levels are open from the start, and you can freely skip from 1 to the next. The game IS hard; it’s not something you’re going to complete in 1 sitting… it’s a game where you take a few puzzles with you, and maybe the answer to one of them pops into your head 3 hours later with a sense of “ooooh! nice.” and accomplishment.
Anyway, hopefully it sells for some good money. Krayz did a great job on the programming and dealing with my never-ending list of bugs and changes.
Since tons of people want to know about FFR… I got an email from Synth last night that he was indisposed and would hopefully have the site up by Monday. So we’ll see.
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.
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
Last summer I was planning on working on a point and click game, but gave up on it because I wasn’t a big fan of the script that I was writing and where it was going. However, recently, many different people have brought up the point that I have some extra time available and should consider making games, in addition to my other stuff. A few days ago in Impossible is Nothing (our Kong chatroom), we were discussing box2d games and how they make lots of money without having much in the way of original content. So I jokingly shot out the first idea that popped into my head for a funny box2d game. Add in a few hours of planning and refining the concept, and I now have my first game under way.
I’m still searching for an artist, but my buddy Krayz will be doing the programming for the game, and I’ll be hiring someone for a custom audio track or two as well. This game is going to be a test, all around. Do I like being in charge and designing my own games? Is the profit worth the time investment? How much time will I need to invest? Should I do my own level design, or outsource that too? Lots and lots of questions, and hopefully they can be answered in the next 4-6 weeks without me losing money. :)
I don’t want to do an open development, because this is my first project. I want to get it right and focus on it and not have to worry about blogging about it. However, I’ll give updates here and there. I’ve run the concept by a few people… both industry and family, and after refinement it’s gotten positive responses. So if I do a good job on the design, it should do well. The one thing I know is that this project won’t be scrapped like the point and click. This game IS getting made.