Saturday, 21 November 2015

Great times with GA-MA-YO and Newgrounds

It's been a busy couple of weeks for us! Not only have we been busy preparing a new build of the game that included some handy hints to help  players navigate around our massive galaxy, we then decided to upload the latest build to Newgrounds and to our surprise they put it on the front page.


A huge thanks to however it was at Newgrounds that saw something in our game and put it up there. I had visions of the game getting 20,000 hits in a few days and it all blowing up. However it didn't set the world a blaze. The views came in thick and fast for a while  but it never really took off like i had hoped. Probably the main reason was that it was not anywhere near finished. But we wanted to test the waters, see if people where interested in the concept and all in all I think we had a positive response.

If you're interested to check out the latest build of Vanishing Point check it out here


We also took part in the awesome Ga-Ma-Yo in Leeds, an event that draws game makers from Yorkshire together for an awesome night of drinking and showing of our latest games. The event was a real success and the best event we have taken Vanishing Point to. We met a bunch of great people and had fun trying out everyone's games. cant wait 'till the next one!

Wednesday, 4 November 2015

Game City 2015


Recently we took part in Game City 2015 at the National Arcade Museum, it was great (and scary) to finally show our game to the public for the first time. One of the main advantages of showing our game at events like Game City is that we can get direct feedback from the people who play our game. It's a little nerveracking standing over people's shoulders as they play. We didn't have time to implement a tutorial, so it was necessary for us to explain the game to people as they played. This was exhausting but gave us the opportunity to chat one on one with people and hear what they have to say about our game.


It was a little frustrating having to explain to people all the features that are not in the game, We didn't have any of the psychological effects for the crew which is a more interesting aspect of the game. we also didn't have time to add the fire effects or the breach and we only had one way to die implemented. We decided to make the build we did have as stable as possible instead of adding loads of features that would have inevitably crashed the game. This turned out to be a good decision as we didnt have many crashes during the event and people where able to play for as long as they wanted. We had one young man play for nearly 2 hours on his epic quest to the centre of the galaxy.