Author Archives: admin

Hello Trello

RSH_TrelloI am extremely resistant to change and anything that reflects ongoing documentation but I have to concede that Trello has been a valuable tool for organising workflow and generally being used as a living GDD.

(We didn’t even get paid to plug it!)

 

RSH – Rats!

rats

Rats are known for their keen elizabethan fashion sense as well as their fondness for videogame villainy. I wonder if adding a codpiece to our red barrels will make them less cliche?

RSH – Shapespeare!

 

Shakey is now fully realised in 3D form. He’s textured in a very simple way (the model itself defines areas where I just slap on large swathes of bold colour). In combination with toony / high contrast lights I think it’s going to look quite effective (though not quite as unique as when we first started playing with it as a look)

shakes

RSH – Hero numero uno

RSH_shakey

Just about ready to start building a protagonist for the game and we’re sticking with old Shakespeare for our first hero. When people ask me why I’ve portrayed Britain’s most beloved and well known playwright as a gun toting rebel with neon pink shades and golden codpiece I always say the same thing “Because he’s Bard”

(No-one has ever asked me that question)

Ovoid – launched!

So that Flappy Bird thing happened in early 2014 and we, along with a million other developers, downed tools for a week and thought “can we write a simple, yet awesome, one button game in a week?”

 

Space Flange” was conceived, here’s our initial design:

 

blog_space_flange

 

And we did, we made a game called Orbit – this is how it looked in about two days:

 

blog_orbit_0

 

Another week of polish and the finished game started to look like this:

 

blog_orbit_1

 

 

We were pretty happy with the core mechanic – simple but really tough to master gameplay, play sessions were maybe 60 seconds long, seemed like the sweet spot for a mobile game. We showed it to a few friends, even got it in front of some Apple people who said they liked the look of it. We decided against ads and iaps, so thought we’d put it out for 69p, see what happened. Answer – not a lot, we had a total of 29 sales.

 

We moved on, but always felt that it had been a total failure – money aside, only a couple dozen people got to see the game. And though it took a week to write, a few more weeks had gone into polishing, tweaking, marketing assets, you know how it goes. So we kept talking about putting it out again, on Google as well as Apple. And for free – no IAPs and no Ads, they just totally messed with the one-more-quick-game-flow of the experience. And you need a LOT of downloads before you make money, right? So … let’s just put it out, with a small “buy the devs a coffee” button, and see what happens.

 

More detail on our product page here : http://www.mewestudios.com/ovoid

 

More info to follow!

 

PRESSKIT

Ovoid is a soothing score based game with that perfect one more go feel. Wait for the optimal moment to begin your orbit of one of the planetoids, press and hold anywhere and off you go. How many orbits can you complete?

  • Simple, one touch play mechanic
  • Sharp, clean visual aesthetic
  • Perfectly pitched aural soundscape
  • One more go addictiveness
app-store
app-store
app-store

 
 

ovoid_product

RSH – Early level concept

Hamlet concept

Starting to flesh out our first level. Some (very “bish bosh”) research into Hamlet has led me to this rough small village/wooden graveyard concept. Naturally I couldn’t pass up the opportunity to interpret the word Hamlet in this way. The plants and flowers are direct references to those used symbolically in the play. (Which really helps to add a splash of colour thankfully)

I think its primary themes are going to be corruption and madness (which will boil down to status effects like poison/confusion). The odd butterfly ear thing is another enemy concept referencing how Claudius poisons King Hamlet, this is especially pleasing to me because it’s also then an indirect reference to the awesome animator Jan Svankmajer (who’s name I evidently can’t spell without the internet)

Real Super Heroes – Concept baddies

 

baddie concept

Here’s some early concept work on some (weird) enemy designs. We’re aiming to build this new title as a simple one level demo initially. So these badboys and girls have all emerged from our initial player character of Shakespeare.

It started with the idea of basing the level around “Hamlet” and being the tedious pun obsessive I am that naturally led to anthropomorphic animal characters (or in this specific case, actors wearing large animal head masks)

Week 2

Heroes & Zombies

Two friends on a day out, and just as things might be heating up between them, zombies appear.  Zombies ruin everything.

  • great twin stick shooter action
  • guns galore!
  • exploding zombie brains everywhere!
  • colours! sounds!
Week 2

Week 2