For those of you who are super nerdy flash gamers like myself, subscribed to the mailing lists of 20 different developers, you’ll know that the 4th (5th?) chapter of the Reemus saga is finished. If you aren’t, well, now you know. Currently, the game is only available to those who have pre-ordered ClickShake’s (the merger of Zeebarf and EntropicOrder into 1 entity) upcoming downloadable, stand-alone Reemus adventure. It will become available to all ClickShake members (membership is free) 2 weeks prior to Ballad’s release… and then virally distributed along with Ballads. Basically, ClickShake is using Chp4 to promote and sell Ballads and doing the whole self-sponsorship route. It’s a pretty big gamble and risk (they’ve spent 5+ months on these 2 games already), but will hopefully pay off in spades.
I’ve been asked not to spoil the plot of Beastly Blackhole of Bureaucracy… but you can expect a fairly long Reemus adventure. The game is done in a mini-quest fashion, with each one being self-contained to an area (it reminded me of Another Small Favor). There are 5 mini-quests and then an ending scene with 3 different endings. As you would expect with any Zeebarf game, the art is fantastic. The music completely sets the mood. And the back and forth dialogue between Reemus, Liam, and various NPCs is fun and comical. Oh yeah… did I mention a giant beetle, a sheep, clowns, and potatomen? Only one of the puzzles will have you doing assorted trial and error, and even then, the dialogue is ever-pushing you in the right direction. Overall, this chapter is great fun and an excellent new chapter in the Reemus saga. Everyone should pre-order Ballads to play it today AND support a great indie dev team.
Monday started with 7am polka. Not too bad of a way to start a day, all things considered. However, we apparently forgot to turn on the heat in the room… and I was a frozen Tassicle. I finally got out to bed around 7:40, showered, and we were off for some breakfast sandwiches at 8am.
Yummies consumed, we hailed a cab and reached FGS by about 8:45. Check in, free t-shirt and other goodies, and we quickly entered the main room to catch the end of Jameson’s (CEO of Mochi) opening remarks.
I’ll save my commentary about FGS for a 3rd post, and stick to narration for this post. For the 9:00 session, I went downstairs to the “dev room” and listened to stories about the making of Canabalt and how Nitrome went from barely being able to eat Ramen to having an office of 10 people. At 10, I went back upstairs for a panel on about microtransactions by owners of MTX platforms. The 11:00 hour was a “state of Adobe” presentation, and since that was highly technical and of no use to me, I used that time to network in the hallway. I talked to tons of people, including Zeebarf, Crazy Jay from MaxGames, John from CrazyMonkeyGames, Lars from King, and many, many others.
After that was lunch, which was some uber-fancy box lunch nonsense that made Simple Tass cry. I sat with ConArtist and his Aussie possie, and we chatted about a bunch of interesting stuff. Towards the end of lunch, I moved to the “Kongregate” table, and met AlisonClaire, Ducklette, and a few other newer staffers who I hadn’t met before; Greg Weir was also at the table and 2 gentlement from EA Games. My position as someone who never will be made a mod on Kong was affirmed many times over. My dreams are officially ruined. Lol.
The 2nd annual Mochis followed lunch, and some cool games won awards… including Sacred Seasons. Had Jamie told me that they won (winners knew ahead of time), I could have accepted the award for them. Given I’m a mod in the game and whatnot. Oh well. Also, Mechanarium has some crazy sexy art.
2:00 and 3:00 were 2 more panels about making money… one by devs who made craptons of money by not going the sponsorship route, and one by sponsors pleading for devs to get their games sponsored. Greg was one of the speakers on the sponsorhip panel (moderated by another one of my Polish panel members, Jared Riley… ) and totally kicked ass. 4:00 brought a short break, which was filled with more networking, mostly with Andrew Sega (who made Mytheria, amongst other things).
The final session I attended was by Sean Cooper, and made no sense to me… but many devs said it was brilliant. So I’ll assume it was. With the end of the summit was the start of the after party. Buses were provided to transport us from one location to the other, and I spent my time talking with a man named Lee from Adobe who either made Flash Player or updates it. Basically, he’s really cool and seemed to be interested in my little niche market.
1 paragraph summary of the after party: Zynga failed horriby at planning it. Full rant in FGS post. However, I did manage 2+ hours of hardcore networking, although I’m not sure how many of the people I talked with will actually have any benefit from working with me. Except Martine from Spil and the 2 fine Fins from Frosmo. Also, I “may” have changed Greg Weir’s opinion in regards to in-game walkthroughs. I am a master wordsmith!
Most of the cool people left the after party around 7 or 7:30, while I stayed til about 8:30. At which time, I joined the cool people 1 block over at what i’ll refer to as the after after party. This group included the guys from Armor, ConArtist, the Hero Interactive folks, Greg and Alison, John from CMG, Zeebarf and EntropicOrder, a random dev who made a bunch of games I’d never heard of… and then cameos by Sean Cooper, the Nitrome guys, the Thing-Thing guy, and a few others that I can’t recall. This party wound up breaking up around 12:30. At which point we walked home, slightly in the wrong direction because Greg and Alison suck at direction giving, set my alarm for 4:30, and fell asleep.
by Tass on Feb.19, 2010, under ArcadeTown, armor games, BubbleBox, Candystand, Flash, Game, jmtb02, Joey Betz, kongregate, newgrounds, NinjaKiwi, NotDoppler, Pastel Games, Statistics, youtube, Zeebarf
I spent some time on 2/17/10 compiling a spreadsheet of my top 100 videos, their aprox viewcount (rounded down to closest 1000), sponsor, developer, and whether the video was featured in-game or not. From there, I tabulated the top sponsors and the top developers (only calculated devs with 3+ videos in top 100, unless they have 800k+ views).
I have 450+ total videos, so this is less than 25% of my total videos… but these 100 account for over 22 million of my 27+ million views, so they are a fairly accurate representation of the whole. Obviously, the farther down the list you look, the less accurate it is (like LegitGames having 1 video on there, but they have 2 others that just missed the cut).
Any questions or additional data you guys would like to see? I did not include the raw list of top 100, nor did I do any analysis of in-game vs not in-game. And TITOL2 is not counted in this list for Armor or jmtb.
So, over the years, I’ve had an idea or two for a game. I’m not a developer. I also do not consider myself a good writer. Oh yeah, I really don’t enjoy level design that much. Because of this, I haven’t put much thought into taking any idea of mine and going forward with it. Until recently.
I was talking with Krayz, a good kid who I’ve become friendly with through Kongregate and FFR, about random game designs, and I happened to mention 1 concept 2-3 times… and he kinda went with it, saying that he could program it up. Which then put me on the spot to actually work on the hard parts… like plot and puzzles.
Since then, I’ve written the 1st half of the game, and have a good idea how it’ll play out. It won’t be very long, and it won’t be that hard. But it’ll be a little unique, and hopefully quite funny. The protagonist is a bit like Cyclops… he shoots lasers out of his eyes. You’ll have to wait a bit for more details than that. I’ll also mention that deep down, it’s a point and click adventure, and my mind hopes that it resembles Zeebarf’s games in terms of gameplay (it sure as hell won’t match in graphics though, sorry Krayz).
New Zeebarf point and click adventure, the 2nd adventure in the Favor world.
If you need any help:
The 4th game in the Reemus series. Starts to tie things in between The Visitor and the Reemus games, and leads well into the 4th game. Sadly, the puzzles themselves are a bit lacking in the quality and difficulty that we’ve come to expect from Zeebarf. Play it on Newgrounds!
Path of Least Resistance (the Path where Liam frees the bug by using the 4 bees):
Path of Aggression (the Path where Reemus kills the bug by cutting down the tree):