Mommy's Best Games, Inc. is a small, private game developer founded in 2007. Our current game in development is Pig Eat Ball. This is behind the scenes thoughts about game development and marketing.
Feel free to contact me if you need more game information!
Friday, July 22, 2016
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
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!|
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...|
Alright, E3 is June 14-16th, wish me luck!
Wednesday, April 27, 2016
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|
|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.|
|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.|
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!|
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
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 PlayThe 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! )
Non-GamersBe 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 buttonIf 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-MadeA 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 ExperienceMost 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!
Tuesday, February 16, 2016
Doubly NominatedFinger Derpy, has been nominated, in *two* categories, for an International Mobile Game Award! The 12th IMGA competition recently announced the nominations, and your favorite drunken-horse-racing game is up for "Best Multiplayer Game" and "Guilty Pleasure"!
|Finger Derpy nominated for Guilty Pleasure|
|Finger Derpy for Best Multiplayer!|
That's where YOU come in. Yes, YOU!
Do you like Mommy's Best Games? And/Or do you like video game development in Indiana/Kentucky? Then please vote for Finger Derpy!
Winning awards helps us with future and current projects. It will help Finger Derpy continue to succeed, which feeds our future games.
Finger Derpy is a game made in the Louisville area, and it features the city of Louisville!
The game is really well received and we love that people enjoy it. To see it nominated out of thousands of games is certainly exciting. But to have it confirmed with the award would seal the deal.
I ask you, I implore you, please take 5 minutes of your time to help our very tiny, indie team win this international game award.
How to Vote for Finger DerpyHere's where to vote:
It takes a few steps, but that means each vote is even more valuable.
You do have to register an account and confirm it and all, but then you can vote with one click.
When you register, and it asks you what "You Are" just pick "A fan of IMGA!"
The odd part is you only get to vote for *one game* in any/all categories! So make it count.
Please vote for Finger Derpy in the Best Guilty Pleasure category!
This is not a situation of "vote early and often".
You get one vote, it's very quick once you register, and it really, really helps us.
Thank you very much, I really appreciate it.