Soundodger: Slowing Things Down

soundodger

Slow-motion used to be a really cool thing in games. I think it started with Max Payne’s bullet time, riding the success of the effect as seen in The Matrix. It allowed you to react to split-second decisiony moments while the rest of the game world was none-the-wiser. And then everyone did it. Even multiplayer games. It’s come to the point where slow-motion in games is included alongside the standard set of “power-ups” and “unlockables”. What was once a selling point based on inclusion alone has become a bullet point on the back of a box no one reads anymore.

So on that note, Soundodger has slow-motion in it.

You can actually use the slow-motion ability as long and as often as you want. However, as you begin to use it, you’ll quickly realize that it shouldn’t be used very much, if at all. Where most games will give you small tastes of slow-motion to enhance the experience, Soundodger presents you with the cold truth that slow-motion isn’t that great.

The game is one part dodging, one part observation, and two parts patience. Determination is also a factor, but not required. When you use slow-motion, the speed of the game is reduced to 10%. Things move so slowly it can’t be considered dodging anymore. When things slow down, playing a level goes from excitement and promise to casual and doable. That’s not to say it’s a worthless and demeaning power. Oh no.

If there’s a tricky section that diminishes your confidence in execution, slow-motion is just the right training buddy to help you get through it. That’s exactly what it is – an assistant, not a replacement for your skills. And as you begin to understand the simplicity behind a complex section of a level, you will eventually wane yourself off of going slow, craving the high from unprotected hand-holdingless play.

Besides, you can only play through the game if you gain points in available levels, and you do not score points in slow-motion. That’s probably the biggest deterrent from its use. PRO TIP, though: it’s possible to use slow-motion and not get penalized in the points department. “How?” you ask? It’s all a matter of understanding how scoring works. You see, points are gained when a bullet successfully exits the arena at normal speed. This means you can get away with a little slow-motion here and there if there are no bullets about to exit the arena. Spiffy!

slow-motion in action
For those doing the math, you may think that using slow-motion on a 3-minute song would take 30 minutes to play. This is a fantastic assumption, but is also inaccurate. The game may slow down to 10%, but the music only slows down to 50%. Why the disparity in speeds? Gameplay at 50% speed is still too fast and I found 10% to be just wonderful. However, when the music was slowed to 10% it sounded like absolute garbage. It was so far removed from “music” that I wouldn’t have trouble calling it plain ole noise. So I kept the game at 10% speed and brought the music back to 50%, which happens to reduce it by 2 octaves, keeping it a bit more pleasing to the ears than the rubbish granules of audio from before.

And then the mechanic designed itself.

Suddenly, bullets were being shot 5 times faster than before, relatively speaking. This increased firing rate flooded the arena with bullets, albeit slow ones. Upon termination of slow-motion, the player is presented with a wall of (now quickly-moving) impenetrable bullets – bullets that would not have been in that formation had slow-motion not been used.

At some point in designing the game, I needed a way to limit the player’s usage of the ability: a meter? a timer? a replenishable unit of use? No, no. In separating the speed of the game from the music, my meter created itself naturally through gameplay. It’s beautiful. It’s cruel. It’s the perfect way to make you not want to use it.

So on to the real question here: “Why did you even include slow-motion if you punish the player in multiple ways for using it?

Simple: To show you how amazing you truly are, without needing any help.

You’ll do great.

You’ll dodge it all.

I believe in you.

Soundodger is coming soon.

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Soundodger: From Squares to Circles

If you’re not familiar with pretty much my favorite Flash game of all time, that game is Squares 2 by Gavin Shapiro (a name I know only because it’s in the title). I’ve written about this game before, from the angle of how it’s basically a shmup without the ability to shoot. There’s something quite special about how simple the game is, and how easily it sucks you in. Maybe it’s the pleasure of dodging things. Maybe it’s the looping Daft Punk sample. Regardless, I fell in love over ten years ago. That’s likely when the seed for Soundodger was first planted.

In college, when I was in between render passes for my senior thesis (i.e. staring at a progress bar for 10 minutes at a time), I decided to make some small experiments in Flash. One of those was a game I shamelessly called Squares 3 (video above). It was pretty similar to 2, except I wanted the bullets to have more of a connection with the music itself. Since squares appeared from the edges in Squares 2, I simply “zoomed out” to show who/what was shooting at you. This became a train of enemies that slowly traveled around the perimeter of the playspace, shooting inwards to the beat of the music (a looping sample by MF Doom).

Taking the place of slow-motion in Squares 2, collecting 16 blue circles would put the game into a slower pace, allowing your aura to “eat” all of the bullets on screen. This would be the only way to score points, encouraging a score-chaser to wait for a full screen of bullets before collecting the 16th circle.

At some point between then and now, I became obsessed with street dance. Most of my attention was set on French identical twin brother duo Les Twins, who I had the pleasure of seeing in person last year. That flame was enough to fuel my interest in revisiting Squares 3 – designing a game about dance.

I removed item collection and focused solely on movement through space (i.e. dance), asking the player to merely move through the music. A looping sample would not do anymore, so I enlisted the help of a bunch of talented people (blog post here). Lastly, I made the arena circular instead of square, mostly because it’s easier to program, but also because it’s similar to a record playing.

And the rest is history. Well, it’s kind of still in progress. Soundodger is nearing completion, so you’ll be able to dodge the music soon enough!

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Soundodger: The Experimental Gameplay Workshop

ign_sm

Soundodger had a great debut at GDC this year. It was the first time I ever showed it publicly, to more than a handful of friends at a time. I’d say about 5 months had gone by since I started it, my dog having the most exposure to it other than myself.

It was shown first at a press mixer at IGN, where it had a great reception behind closed doors. One guy sat down, picked the hardest level, and cleared it on his first try. I started complimenting his skills until he introduced himself as an employee at Q-Games, the company known for making quirky shooters for PSN and a few StarFox games. Cool guy. I also met one of the Indie Statik guys there, who has written up a beautiful preview of the game.

But onto The Experimental Gameplay Workshop, a 2 hour+ panel at GDC that people have generally found to be their highlight of the event. The line was forming over an hour in advance outside the room, anticipation certainly building. I had gone through numerous revisions of my 5 minute presentation, deciding to have the always lovely Chelsea play the game while I talk about how it came to be. After all, she was the most experienced in the game other than me and even helped with color schemes.

The entire panel was just amazing. I would have usually been really nervous leading up to the part where I talked (about 1.5 hours in), but I was just enjoying all of the games and forgot about fears. Then I got on stage and stared at a thousand people. There were plenty of technical problems and I went overtime, but that doesn’t matter.

There was a moment in my presentation. I stopped talking. I let the game speak for itself. Dubstep was playing. The beat dropped. The game stuttered in sync with the music. And the crowd of one thousand people began applauding and cheering. It was magical, I tell you. I don’t know if you’ve worked on something in silence for months at a time, only to have it received positively by a sea of strangers, but it’s a feeling I’ll never forget.

Here are some Vines from the event, captured from the audience during my presentation:

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Soundodger: Meet The Artists

musicAs soon as I realized a game like Soundodger would need a lot of original music, it became clear I would greatly benefit from the help of others. I mean, I could have created all of the music myself, but that would either have taken forever or ended up being a shorter selection of songs. Plus, I don’t consider myself that great at producing, fearing all of the songs would basically sound the same (see BasketBelle).

So one day I made a wish list of my dream team – the amazing people who, if combined, would create a dynamic and memorable soundtrack. The list specifically sought out those I’ve either met in person or have chatted with through this web thing, so there was some level of confidence they would all at least read my proposal. I pitched it as collaborative design – they on their instruments, and I on mine.

Lo and behold, pretty much everyone agreed (save for one person who is simply too busy. Your musical touch will be missed, but I look forward to what you come up with next)! I sent an early prototype of the game to everyone on board to best give them an idea of what they’d be crafting their music around.

They did their best to complement the design, while I designed to complement their sounds. The only limitation I gave was for the songs to be close to 3:00 min in length. Other than that, they were free to dream up anything to their hearts’ content. Some asked me if they could do what made them happy instead of what they’re used to making for others. Others asked me about making something different. Everyone was experimenting, not just myself. I think it turned out pretty great, to be honest.

Here is the official list of artists featured in the web version of Soundodger! Note that this is the artist list for the web version, releasing first. The desktop version will be bigger and better in all regards, including artist lineup, so stay tuned for that!

Some of these folks are good friends, some I kind of know from that one place that one time, and one of them is me. Some are professionals; some create music on the side. Some had never produced music for a game; some are veterans. But we all came together to craft an interactive album. An album of bullets that spray at you. That you have to dodge.

Soundodger. Coming soon.

Love, Bean

PS Here’s the teaser in case you missed it before.

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Announcing: Soundodger!

Greetings, all! What an exciting and silent five months it’s been since I last told you anything. I think it’s time to change that. Allow me to introduce my next big thing…

soundodger

That’s right, Soundodger! It’s a game that’s a little different from what I’ve recently been known to create, but it’s something I’ve been excited about for years. I had been struggling a bit with my game Blind and took a break to prototype an idea I had years ago. That prototype ended up having too much potential, and so I journeyed down that path, bringing us to where we are today. And since you all know I didn’t just come here to talk, here’s the first public glimpse of the game in motion (and some music!)

And now a bit about the game. Simply put, Soundodger is a game about moving through music. Every level is a song. And every song is choreographed to allow patterns of shapes to flood the screen, most of which are aimed in your general direction. All you have to do is dodge them. It’s like a dance, except you’re a slave to the music.

Speaking of music, the significance of audio in this project led me to ask musicians around the world to help out, and the response has been absolutely wonderful. I couldn’t have made this game without them. There would be too many levels and I can only create one kind of sound. So to have them on board has been super exciting. I can’t reveal the roster just yet as I’m still finalizing the exact playlist of tracks, but I assure you there is a wide range of genres and technique going on throughout the game. A little something for everyone. Though I will say the music in the trailer was created for the game by the talented Mike Forst.

More info soon to come!

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Blind Is A Thing I’m Making

After I finished Alone in the Light with Chelsea, I started work on my next solo project, codenamed Blind. It’s a game I’d been thinking about all year, but didn’t want to start on until I finished BasketBelle. To put it briefly, it’s a game about traversing a world in which very few visual cues reliably inform you of impending danger, forcing the player to really listen to what’s going on, and to possibly use some instinct along the way.

And you play as a blind woman. But you can see, as a player (presumably). So you’re kind of helping her when you can, and she helps you when she can. It’s an odd exchange.

Blind is currently in an advanced prototype form and is coming along nicely. I’ve been going about development a bit differently this time, showing it to fresh eyes as early as possible. I’ve gotten lots of reactions across the board, conflicting suggestions included, though everyone seemed to enjoy what they saw and heard (and hopefully weren’t just being nice). It’s come a long way very rapidly, especially since I’m not used to designing something like this, at least in my head. It’s surprising how much you can learn from a couple days of prototyping a game versus merely thinking about it for 8 months.

The game’s definitely not going to be as big as BasketBelle, so I’m investigating the proper route to take this thing once it’s completed. I’d love to just put it on my website without ads, but if I did I wouldn’t be able to stay an indie developer for much longer thereafter. I have a few options at the moment, but it’s a matter of figuring out which one will provide the best outcome for everyone.

…Also,

Despite everything I just said, I’m actually not working on Blind, instead focusing on various other little projects at the moment in an effort to keep the mind fresh and to figure out just what it is I’d like to be making in the future.

So there’s that.

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BasketBelle 50% Off! (and on Greenlight)

In celebration of IndieCade week, BasketBelle is currently 50% off at $2.49!

Included with the game, as always:
- Full version of BasketBelle (Win, Mac, + Flash)
- Full Soundtrack with Bonus Tracks + Album Art
- Sketchbook PDF with Developer Liner Notes
- Access to a Making Of Featurette (here you go)
- Free Updates For Life!

Click here to see the trailer!

For those just joining in, BasketBelle is a 2D experimental side-scrolling basketball platformer (woah). Each Chapter of the game utilizes the idea and mechanics of basketball in a different way. In some Chapters you may be dribbling inside of a weird purple creature; in others you may be dunking in the clouds (and likely will). It’s a bit different from what you may have played before, but it certainly falls in line with the other narrative-focused experimental games I’ve made over the last few years.

BasketBelle is also currently drifting around in Steam Greenlight, waiting for enough community support to blossom into availability. If you have a moment to spare, I would appreciate some Yes-voting to help push the game into a green-colored spotlight. If you already own the game, you’ll get a free Steam key, should BasketBelle become available on Steam!

Lastly, the game has recently been updated to fix a couple bugs and tweak a few issues with enemies and menus. I think I’ve eliminated all of the issues players have pointed out, so thanks to everyone who’s helped me improve things!

Once again, thanks to everyone who’s helped support me, my work, the world of independent development, and the future of gaming as we know it! I appreciate anyone taking a moment out of their lives to either spread the word or enjoy the work I’ve been doing. Supporting me through my games literally allows me to continue doing what I love, so, thanks. And Happy Dunking.

-Bean

 

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Alone in the Light

Click To Play!

Greetings! If you were wondering what I’ve been up to for the two months after BasketBelle launched, I was mostly preoccupied with working on a game called Alone in the Light. Originally starting out on iPad, the original game’s team dissolved rather quickly, so I stepped in to help out the always lovely Chelsea Howe and get this game finished.

Since this was going to be built from scratch in Flash, I took this opportunity to learn AS3, therein introducing various fistshakings and lamentations into the night as my brain fought to preserve 10+ years of AS1 knowledge. Though I certainly learned a lot, most of it was just figuring out what changed and how to type it correctly. I don’t think I made use of anything special about AS3, though there used to be a sweet water ripple effect when you were underwater (it caused too much slowdown, so it’s out :/ ).

Speaking of effects, almost all of the art in the game was done by Kim Koskamp, but luckily all of the effects were missing, which is my favorite part. There are subtleties all around the world, right down to the wisps of snowfur that flake off of the bear as he idles in the wind. The splash that appears when you jump into the water is a natural evolution of the splashes and bubbles I’ve previously played with in [Together] and …But That Was Yesterday].

Despite not using any new tech, I did figure out how to pull off some nifty effects, such as having an entirely art-based looping world provide collision and visuals consistently. Most large-world sidescrolling games use tiles for efficiency, but I wanted something more organic. Plus, the art was already done and was all slopey, so this was the ideal way to go. The fun part about art-based collision is that you literally just draw shapes in Flash and can immediately see how they flow into each other, with the ability to test them out in-game within seconds. This unfortunately also required a fair amount of tweaking, and it’s certainly not perfect even now. Below is what all the layers of the game look like in Flash:

Since Chelsea and I have a history of working on games together (starting with how we met!), we shared design ideas about how to translate a game and its mechanics from a touch-based device to keyboard only. It was pretty fun to figure out, though a bunch of cool things had to be let go. Regardless, I think it turned out pretty interesting in how the world and story are presented to the player in a unique order, based on where they end up going.

The game is free, takes like 10 minutes to play, and plays right out of the browser. If you haven’t played yet, why not go and do that right now? When you’re done, go ahead and read up more on the game from Chelsea’s perspective.

P.S. If you want BasketBelle on Steam, I would appreciate getting an upvote! Thanks! :D

 

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BasketBelle: The Making Of, Out on Desura, Sales Data, More!

Note: This Making Of featurette for BasketBelle contains quite a few spoilers.

Desura Digital Distribution

Greetings, All! It’s been one month since BasketBelle was released to the world. In celebration (or rather as perfect timing), the game is now available for purchase on the Desura Digital Distribution platform (click that button above!). I know a bunch of people have expressed their patience in waiting for the game to come to a distribution platform, so this is my way of showing that I’m listening. For those who only live by Steam, I understand. However, I won’t be pitching the game to them until their Greenlight system is launched sometime later this month (or within the next 10 years, knowing Valve), so I may need your help in the near future. And as always, you can still purchase directly from me if you’re feeling old fashioned.

So, onto the fun stuff!

I haven’t really sold any of my games before. Sure, I’ve had some games available in Flash portals in the past; others received monetary prizes for placing highly in competitions; but I’ve never had to take things seriously before. Not like this. Before BasketBelle, I made games for fun. That hasn’t actually changed, but now that I require money to continue living, I also need to convince people that buying my game is worth it. And to be honest, I started working on the game not intending to sell it.

However, as I slowly learned that I would be going fulltime indie, the moment came when I had to start thinking in terms of making a sale. The game was far enough in development that it would be silly to remake it or add unnecessary side quests that had nothing to do with the core of the game. Instead, I set the price moderately low and included a bunch of bonus material I figured customers would enjoy: the full soundtrack + bonus tracks, a digital sketchbook featuring all concept art + notes, and access to a making of featurette. I say “access to” because the video is hosted online to reduce download time. I’ve given customers access to the video for weeks, so I assume they won’t mind me posting it here (at the beginning of this post).

Without much of a marketing background, I did as much as I could, learning plenty along the way. A press kit was made and sent out to dozens of journalists/friends across the Web. I made sure to blurb about it for a week on Twitter, Facebook, this blog. I gave out dozens of review codes to websites large and tiny, most having posted their review by now. I made a Facebook page, too.

So how has the game sold so far?
To save you the trouble, that’s 121 units, 15 of which were given out for press and giveaways. About half of the purchased units were for the minimum $4.99, while everyone else went a little higher (some going much higher). All in all, that brings total revenue to just under one month’s rent.

As I’ve said before, I included a “generous donation mode” because people asked in the past how they could support me, and this method would allow those with kind hearts to receive something in return. Seriously though, thank you to everyone who has helped support me by buying BasketBelle. Everyone. Thanks to everyone who reviewed, posted videos, tweeted, e-mailed me, and otherwise helped me get where I am today.

It takes guts to decide to drop 5 dollars on something that could be a disappointment. It takes even more to charge money for fans and strangers to play this game, knowing only 121 pairs of eyes have seen it so far, knowing my past free games have been seen by millions.

I have lots of projects planned for the future, though I don’t know how the future will unfold. I don’t know if I’ll be able to keep working on them, or if I’ll have to return to a cubicle one day. The one thing I do know is that I have no interest in making games in the best interest of my wallet. I only want to make the games I want to make. And that’s precisely what I’m going to do.

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BasketBelle: OUT NOW


Ladies and gentlemen! Boys and girls! Purple… blobs? I’m proud to finally announce that BasketBelle, my first game released as an independent developer, has just been launched and is available right now!

Everything you need to know is available from the official page at BasketBelle.net, so head on over there for all the details!

Alternatively, you can click this pink basketball to be taken directly to the store page:

BasketBelle is priced at $4.99, and comes with not only the game, but the full soundtrack and concept art + liner notes as well. Customers will also get access to a special making of featurette and free updates for life, so I would like to think that this purchase is totally worth your while. :]

You may note that there is a pricing option in the store to pay more than $4.99, if you so desire. I’ve had people ask me if there was any way to donate or assist me in continuing to develop games, and I used to politely turn them down. However, as I have no steady income anymore, a little generosity will go a long way, and I am greatly appreciative of each person who makes the decision to purchase my game and support me. Plus, this way you get a bunch of goodies when donating, so everybody wins! :D

A lot of love [and cardboard] went into creating this project, but I couldn’t have gotten here without the help of countless family, friends, strangers, business tycoons, doubters, and naysayers along the way. So, from the bottom of my little heart, thank you all. I honestly could not have done this without you.

♥.

Happy Dunking,
-Bean

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