Mommy's Best Games, Inc. is an independent game developer founded in 2007. Our seventh game, currently in development, is Pig Eat Ball on which we started working in 2013. This is behind the scenes thoughts about game development and marketing.


Thursday, August 11, 2016

No Pig's Sky

I'd like to introduce you to our upcoming game.

Pig Eat Ball is a science-fiction game set in a finite, carefully-designed galaxy.
Every object in the game was placed by our team, intentionally, with purpose. Every pixel, every sound effect, every gameplay mechanic was made with the sole intention of making the best action-adventure game about barfing ever dreamed.

A Truly Barfy Universe

Whether a distant ball or a pillbug playing tennis on the horizon, you can barf on it.
Barf on balls. Barf on walls. Barf on pillbugs. Barf on floors. The galaxy is yours to soil.

Unique is Playing Things You've Never Played Before 

Eat dozens of balls. Grow fat. Barf your guts out. Slurp it back up.
Dodge sizzling frying pans. Race space pigs to make sandwiches.
Battle Accordion Centipedes. Break toilets. Get pillbugs drunk.

Compete in the Royal Games

With every level, in every space station, you are vulnerable. Vulnerable to losing your future. You must win the Royal Games or your crack-pot, cake-headed father will force you into marriage. But you can choose. You can choose to barf your way to freedom.

The Team

Pig Eat Ball is being developed by Mommy's Best Games, a tiny indie studio in Indiana, USA. We previously made Shoot 1UP and Serious Sam DD XXL, but now we're casting our eyes to the toilet.


Pig Eat Ball is coming in 2017. Follow us on Twitter, and on the game's Official Facebook page.
Get ready to pig out.

Friday, July 22, 2016

Is Pokemon GO the Donald Trump of Games?

Yes, Pokemon GO is great, we play it with the kids and they love it.

Now then... 
It's interesting that any "how to" guides on game development and PR are pretty much defied by this game or could be by any really high profile product.
It did so many things wrong at launch and it just didn't matter. 
Is Pokemon GO the Donald Trump of games?

It had a terrible launch with servers down constantly, activation emails not returned from the Pokemon Trainer site over the course of a week, a fuzzy launch date with relatively little awareness built for such a big brand, no tutorial in the game, the software hangs frequently, and there are bugs everywhere (and not the kind of bugs you're supposed to catch). There are so many problems most small indie devs work hard to eliminate, but here were ignored by players or happening in full sight.
I've been working on our current game, Pig Eat Ball, for over 3 years, and for instance, I just spent 2 weeks further polishing the menu transitions and fixing tiny bugs in the music player. These details matter for an indie dev's games and reputation, but what about for the launch with a giant brand?

What does this tell us? These things don't matter? Or is it simply the strength of a brand? Or that if you get your core idea correct (catch Pokemon in 'real life'), it's all fine? I don't know. The dev in me is bitter and angry that the "normal rules don't apply here", but it's hard to deny all the positive outcomes of the game even in its current, half-complete state. Regardless, whatever you do, don't use the Pokemon GO launch as a model of how to release your own game, because it simply doesn't apply.

Thursday, May 26, 2016

Pig Eat Ball, May Update

We're getting ready for E3!

Yes, I'll be taking Pig Eat Ball to E3 to show the game off to publishers and platform holders.
Since we'll be demoing the game soon at E3, recent work has been about "first impressions".

Andrew Curry, our level builder has been working to perfect the first levels of the game, as those first few minutes are the most important with any new players.

Talk to the Clam... to see some action!
In the game, the player completes sets of action levels. If they complete a set of action levels, they get a Pearl, and this Pearl is used to unlock new areas and eventually complete the story in Adventure mode (think the Stars in Super Mario Galaxy).
A set of levels is controlled by a Royal Clam. So the first Clam in the game, has three levels. Those three levels have been tricky to perfect! And actually it started out as five levels and then four levels.. but I think now that three levels in a row is the perfect amount of playing time to introduce players.

Matthew Barnes, one of our programmers, has been working on some new gameplay elements, including a working shower.

Barfies come in ,but leave sparkling clean!

What does the shower do? It cleans off the barf of course! :)

John Meister, head of Super Soul Studios, in nearby Lexington Kentucky, has been working on integrating the new controller remapping system. John was previously using the system called "InControl", but has settled on another controller solution called "Rewired" from the Unity Asset store.

So many collisions to deal with...
And I've been working on optimizations. Without giving away too much, let's just say that thousands of chunks of barf can be spewing in the game. And that's interactive barf--not just simple particle effects! Add to that tons of balls and dozens of pillbug enemies with complicated AI which could be running around as well--with that all happening, on some of our laptops, we noticed the game was starting to get slow. So I've spent the last few weeks, trying to eliminate unnecessary collision calls, and figuring out tricks to avoid comparing so many objects together, or other ways to save processor time. The good news is--things are speeding up!

Alright, E3 is June 14-16th, wish me luck!

Wednesday, April 27, 2016

Pig Eat Ball, April Update

Pig Eat Ball, our upcoming action-puzzle game about getting fat and barfing, is still coming along nicely.
Here's what the team has been up to recently.

Andrew Curry is the lead level designer and level builder for the game.  He's been on the project for several years and has designed several hundred levels in the game and there's still more to go!
He's been recently working on the giant overworld levels. Here's just one sub-area of World 1, the "Outer Courts".

Area 1, World 1. View from the level editor
Matthew Barnes has been programming on the game with me for several years as well. Initially he was coding on the level editor, but is now working on gameplay objects. He's been working on a ceiling-type object that you can drive underneath, and the object fades out so you can see the gameplay below.
A view of the ceiling tiles from the built-in level editor.

Here is Princess Bow, moving underneath the tiles, and you can see the nice fade.
Bentley Usher is an intern on the project for this Spring. He's been tasked to do some gameplay code for the various Disguises that your player character can wear. I've done the art, and Bentley is adding the "Pros" and "Cons" code to the Disguises.
After you get a new Disguise, you can see what abilities it has.

Here's Princess Bow in a test level, with several Disguises in the works.
And I've been reworking the World 1 boss. I had a boss in place originally and he was fun and all, but not crazy enough. So the previous boss has been moved to a 'mini-boss' status for World 1 :)
This is very early, and the art is only roughed in and will improve. But here's a peek:
He's pretty scary to play against!
Pig Eat Ball has been Greenlit for sale on Steam.
The current plan is to have Pig Eat Ball go into Steam Early Access in a month or two.
Or you can pre-order the game at the link below, and get a build to play now. This will let you see our changes even sooner, and actually play it as we build it!

We plan to release the final version of the game some time in 2016.

Wednesday, March 2, 2016

How to Show Your Game at a Non-Gaming Expo

In addition to the big shows like PAX and GDC, Mommy's Best Games has shown our games at some very small events. Comic Cons, Pinball Expos, Table-Top shows, Coding events, you may have some of these different events in your area that might let you show games there. In fact, this weekend is the Louisville Arcade Expo, a very fun show we've been showing at for several years.
With that in mind, here are some tips for showing at an event that *does not* feature recently-made video games as the main attraction!

My lovely wife showing our iOS game "Finger Derpy" at the KY Science Center

Free Play

The games are free to try out! You're offering free demos!
You know that, but for the general public tugging their kids through the busy show, everything else is vendor tables. And vendor tables means *things cost money*. It's weird in their minds to come across a booth that let's you play games for free. Some people don't know this. The easiest thing we've found, in addition to simply saying the games are free play, is putting up a simple  'FREE PLAY" sign on a sheet of paper. Obviously, you can get fancier than that if you want.
(If your expo is organized enough to have all the indie games together, clearly marked, you may not need this, so that's cool! )


Be nice when showing your game, and understand lots of people there are probably not 'hardcore' and may possibly be put off by your game. Don't take it personally about your game--you are simply getting a very large slice of the general public at non-gaming shows.
Don't be surprised if you get some kids playing, but the Mom or Dad does not want to play. If you have chairs, offer them a seat while the kids play and they may be more interested in your game!

A family getting into our Steam game "Shoot 1UP" at the Louisville Mini-Maker Fair

Xbox 360 guide button

If you use Xbox 360 controllers and have Steam running, and a user accidentally holds the Guide button it will stop your game and bring up Big Picture mode. This is really annoying.
Users are having a blast with your game, but may be so enamored that they don't notice they are holding the wrong button to do something. It may seem obvious "Just don't hold that button" but for some reason Valve has not released a simple option to disable BP mode for the Guide button.

The easiest fix is to not have Steam running. Have a DRM-free version of your game without running Steam. There are also Steam community threads in which people are trying to figure out workarounds to it.

Locally-Made, Recently-Made

A lot of regular folks are still coming around to the idea that video games are being made in their own backyard! They may be pretty surprised to learn that you are developing games there. Take some time to explain the cool thing to them and if they express interest in game development, mention your local development support group! Here in Louisville, it's Louisville Makes Games.

The other thing we've noticed is a lot of these shows will have Super Smash Bros or Mario Kart or some other tournament running at the event. That's some tough competition to show your game against! The important thing is to communicate that you are personally making the game they are playing now, and it was made recently--not by a huge, well-funded company (such as Nintendo).

The MBG booth at the Louisville Arcade Expo 2015, with our upcoming "Pig Eat Ball".

Expo Experience

Most of the regular expo moves still apply here. For example, if you want people to remember your game's name tomorrow, print cards and hand them out! You can get 500 custom cards for under $20 at GotPrint, or basically for free if you print them on a 8.5"x11" sheet and cut out a few dozen by hand (or on stock paper). Remember to mention your release date and platform if you have one. And of course take extra cords, connectors, monitors, tape, sanitizer, drinks, signs, snacks, and controllers for backup and any other booths that need help!