Guacamelee & Year Walk

by

I believe that Guacamelee for PSN was made specifically for me. Samurai Jack’s artwork, Smash Brothers’ combat, Metroid’s exploration, and a Mexican theme. I. Loved. This. Game. Download it on your Playstation 3, or at least enjoy the soundtrack and dream about what could have been.

On the iOS space, Year Walk (universal app) is the most recent game to catch my attention. I know it’s been out a while… I’m usually late to these parties. As you can gather from the trailer, it’s a super-atmospheric, dark, exploratory, puzzle game. I’ll admit I had to look some puzzle solutions up, because the designers expected me to be much more clever and patient than I actually am. I think the highlight for me came after I reached the end, because that’s when I started digging through their companion app (which is like a mini encyclopedia for the game) to make sense of what just happened. It’s a neat structure, the whole two-app thing, but it sort of hides the story away outside of the game, and I don’t know if I’m in love with that. All things considered, it engages your brain muscles and gives you lots of neat stuff to look at. Well worth picking up.

Categories: News

Early Backgrounds

by

backgroundsTtL2

These barren screens are early background concepts for a likely iPad version. The arena would be scaled between devices, so you can compete with your friends even if you don’t have the same iThing. Can you tell I was playing DmC when I came up with this Code Red concept? Code Red in Tilt to Live is hard mode, so I really like the idea of making it sort of a Limbo/Silent Hill Otherworld version of Classic Mode.

Weapon Idea

by

From a recent meeting: “You shatter the weapon orb and freeze time. Your bomb will detonate in 30 minutes, or for 99¢ it could explode right now!” Tilt to Live 2 is not planned to be a free to play game.

We’re in the weapon R&D phase as I write this, mocking up as many ideas as possible to see what sticks. I’d forgotten how fun Tilt to Live brainstorming sessions are. In a universe of abstract shapes and “burnicades”, almost any crazy thing you can think of fits.

You Were Warned

by

youWereWarned

Before there was Outwitters, there were fairly specific sequel plans. Restart the original Tilt to Live enough times and you’ll stumble upon this very old teaser.

‘Wah-Kapooian’ Is Now A Word

by

Outwitters fan and illustrator Seth Rutledge has developed some pretty sweet concepts for his own Wah-Kapooian Outwitters dream team. Check out the full post on his blog.

Categories: Fan Stuff, Outwitters

Outwitters: A Post Mortem

by

“Post mortem” is a game industry thing, reflecting on a project for our own benefit (to learn from our mistakes and successes), and for anyone that might try to follow in our footsteps. Production for Outwitters has been suspended, but servers and season support will continue for as long as there are players to spend the wits. The forums will always be around to find active teammates and opponents.

This is being written by Adam, the artist half of OML, and doesn’t necessarily reflect Alex’s experiences making Outwitters. I’m responsible for artwork, and we collaborate on the business and game design decisions.

What Went Right

As the first prototypes for Outwitters were being assembled, we had never balanced a competitive multiplayer game. I had never done real character animation for games before. I hadn’t done digital painting since high school, and I didn’t have much in the way of level design experience.

In the roughly 1 year and 10 months we worked on this game I tried all of these things, scrapped the work, and redid it until it felt right (or we ran out of time). Looking at the project in terms of what I was capable of when we started versus what I can do now, Outwitters was an amazing learning experience. We really challenged ourselves and got outside of our comfort zone, and I think that paid off.

The stated goal of the project was to create a turn-based strategy game for everyone. It started as sort of a reaction to strategy games I thought were too complex to get into. I think Outwitters is easy enough to pick up, and we’ve had a fantastic fan community that’s really taken to it. But there is one caveat:

What Went Wrong

When you set out to make a “strategy game for everyone”, that includes people who don’t like strategy games. While working with some of our testers, we learned that these people don’t like them on a molecular level. They do not want to play your turn-based strategy game, no matter how cute your bears are. So catering game design decisions to them, like keeping teams the same except for one unit, was probably misguided.

A bigger problem, financially, was that Outwitters took a really long time to make.

After release, I remember Alex wondering at what point we would break even. How do we even calculate that? We wrote it off at first; we’re a small company with no office, so our games must only cost sound effects money and the occasional equipment purchase. Then it occurred to us that if we need this much in salary to feed our faces and X to run the company each month then, gasp, our time has value! It sounds crazy, but only now do we know what a month of game production costs us. And Outwitters cost many months to make.

The rationale behind our business model was something like “it’s multiplayer, so we need lots of people playing” and “freemium seems to be working well for other companies.” There was definitely a dash of “we can do it without getting all shady with ads and timers.” Not much thought was put into pricing, conversion rates, or how many users we’d need to break even; because that had never really been a problem for us before. We didn’t understand what made the freemium business model work. I’m glad that we learned something about the business side of game development, and we’re still very much alive, but it was an expensive lesson.

Categories: News, Outwitters

Leftovers

by

Having moved out of content production for Outwitters (no more new teams/map themes, but we’re still looking out for balance and bugs), I thought it’d be nice to at least show off some of the leftover race concepts. They’d have been redrawn for the actual game, but I’m still pretty fond of a lot of these designs. Maybe you’ll see some of them crop up in a future game. I’m especially proud of the ice pig.

bestlaidplans

Categories: Bonus Features, Outwitters

We’re in Production

by

ttl2

Very early in production, but still excited to announce our next project: Tilt to Live 2: Redonkulous. Be sure to sign up for our mailing list for an email reminder when the game’s released, and stick with this blog to follow our journey back into the realm of arrow-on-dot violence.

Outwitters 1.6.2: The Better Bramble Initiative

by

Outwitters 1.6.2 is on the way! Hearing all of your feedback, we prioritized getting this patch out ASAP. It’s working its way through Apple’s approval process to WEED out some Bramble-related issues. That pun was intentional and I don’t have to apologize to anybody if I don’t want to.

Back by popular demand: Bramble thorns will return to 2hp, but still have the ability to attack and retreat. The nasty Bramble replay bug that’s been ending your replays prematurely is also fixed. We really appreciate your patience with this, and apologize for the issues with 1.6.1. I can assure you this update will be 0.0.1 better.

Categories: Outwitters

Outwitters 1.6.1 Update and Bramble

by

Outwitters 1.6.1 is out! Players are loving the new maps with the release of the 2nd gen maps in our previous update. Then they realized the new maps weren’t coming up in league play. Oops! This update fixes that. The new map pack should now start appearing in league matches.

On the topic of the recent Bramble buff, we’ve been listening to feedback and watching match outcomes in aggregate. With most drastic changes to unit abilities or gameplay rules,  we see a slight upswing in favor of the new ability as players are typically faster at learning how to use the ability offensively than they are at defending against it. Defensive strategies tend to lag behind any metagame changes as players slowly adapt new tactics and let go of old ones that no longer work. While we do think the new Bramble is strong, we aren’t 100% sure if it is broken or a matter of the metagame lagging behind. We would like for the Bramble change to run it’s course through this weekend, and come next week we’ll look at the data and feedback and adjust from there. We do appreciate our player’s patience and support as we work towards a more balanced game!

Categories: News, Outwitters