The Schick Hydro Indie Game Jam

Last week Schick Hydro partnered with Playcrafting to put on a indie game jam at Simple Machine in New York City. The planning and announcement for this jam was confidential until a little ago, so I could not talk about till recently.

We came up with a cool game called Calkarious.

Calkarious is a cooperative top-down shooter where two players must defend a powerful brain coral under constant siege by bioluminescent creatures.

Calk1

Set inside a massive sphere of water in deep space –– Calkarious
involves rapid decision making and quick maneuvers as players struggle
against 6 different colored enemies.

Calk2

Each enemy can only be killed by a shot matching its own color, and players
will need to constantly switch up their attacks to survive.

GFT+PC

A third player can even take control of the brain coral itself (with the mouse), and
change its color to absorb similarly colored enemies. Absorb enough
enemies, and you’ll be able to release a devastating pulse attack.

GFT+PC

The brain coral can only take three hits before it is destroyed. Players need to work
together to defend this magnificent coral for as long as possible and
achieve the highest score.

e44xxR

The team for this game jam comprised a group of rockstars game designers and developers! Our team consisted of three of Eos Interactive’s team members Jose, Bobby and John. We also had a the VR game design rockstar behind Paulo’s Wing , Kevin Harper. Last but not least, the last member of the team was me.

One the most interesting constraints we had for the game jam was getting our content to work inside of an arcade cabinet. The arcade cabnet was called Polycade and it was made for creating custom games on a custom cabinet.

lucy-molly

We wanted to use every button in the arcade cabinet for our game.

Polycontrols Our goal of utilizing every button led us to the game mechanic of shooting enemies with the corresponding color and moving the brain coral with the ball on the arcade cabinet to get the brain coral out of danger.

 

Calkarious is free to play today on itch and will be available to play in an arcade cabinet, the best way to play it, on December 15th a Playcrafting’s 2017 Bit Awards.

Screen Shot 2017-11-26 at 3.13.20 PM

Come root on my first VR project Don’t Look Away for the Bit Awards.

Any who this past weekend was fun but I cannot wait to return to Museum Multiverse, my VR puzzle platforming epic! I have had so many cool things to show everyone about the game soon!

Advertisements

Showing Museum Multiverse to the World!

screen_1080x650_proj_vision

This pass weekend I was able to show Museum Multiverse and my other projects to New York City at Microsoft HQ. The event was part of Playcrafting‘s Halloween Expo, An event with over 150 indie games and over 1,200 attendees. Now thats a lot of the play-testers.

halloweenexpo2016header

I was with my team for the expo, so we were able to get a big room for our projects. The projects that are out, Don’t Look Away and Witchualistic and our projects in development, Museum Multiverse and The Take.

I got over a hundred play-testers to tryout Museum Multiverse along and got valuable feedback from the experience.

Here is what I learned.

  1. My first major puzzle is still too hard for a lot of players.

Screen Shot 2017-09-11 at 11.47.46 PMI had to give a lot of hints to people for my light reflection puzzle. This means I should have another puzzle to leading up to this more complex challenge. I have created a easier puzzle before this challenge in order to help the player understand what to do in the room players had trouble in. I got this advice from one of my friend who made a hit game called LineLight, Brett Taylor. He recommended that I should strip away the noise from the puzzle which will help the player understand the mechanic, so I came up with this:
Screen Shot 2017-11-01 at 10.44.46 PM This is a cleaner noise free puzzle which would give the player the understanding of the light mechanic.

     2. Players loved the 2D section but the controls need improvement.

giphy (4) Jumping and landing is slippery in 2D. I think I can fine tune some Unity parameters to fix this problem.

    3. I still have a lot of work to do!

There is so much to do, but this is exciting! Everyone enjoyed the project and some people even came back to play the experience again!

I will continue to update you all on my progress on Museum Multiverse stay tuned on twitter, facebook, and on the site.

See you in VR!
GearVRScreen