You Monster Results and Progress!

Typed post mortem and then realized I’d already written one…

Whatsup everyone! The GMC Jam 5 is officially over and the results are out!

We placed….

11th! Again!

I’m both happy and sad. Happy, because we didn’t do any worse, sad because we didn’t do any better. Although there were more entries this time, and we got 3 first place votes, so I guess I can be satisfied about that.

I can definitely say I learned something from this Jam: Don’t make really really complex games and a shit tutorial

What do I mean? Watch this video by Raocow (casually plugging, by the way)


That’s probably what killed our game’s chances. We got some people who totally understood the game and the rest who didn’t get it at all.  Next time, we’ll be sure to avoid making that mistake.

So what comes next, you ask? Well, I’m working on updating You Monster as a bit of a side-project. If I’m not lazy, I’ll get the update out tomorrow or the next day. In the mean time, have some pretty screenshots of version 2:

As you can see, I went overboard and added some weather effects into the game. Why not!

More on Ascension coming soon, don’t worry. We’re making some nice progress and you’ll see some more screenshots soon. I might pick up that Screenshot Saturday thing, we’ll see.



Ascension Phase Two (WOO)

Attempting to make posts more visual, brace yourselves.

An interesting fun fact for everyone: We’ve been working on Ascension (on and off, of course) for 10 months now. Considering the fact that we’re all just highschool know-it-alls, that’s quite the accomplishment. Or at least I think so. I’m really proud of what we’ve been able to create in that time, and while there are things I wish I’d done better, I can’t beat myself down for not being perfect.

Around October of 2011, we released the Ascension Demo to ye old internet to see what people liked and didn’t like. The response was overwhelmingly positive, and motivated us to create a finished product that would improve on the complaints while keeping the fear. Not an easy task, but well worth the effort.

For the past 3 months or so, we’ve been doing two things:

1. We’ve been fixing the issues people had with the demo. Things like the HUD being confusing, the game being too dark.

2. We’ve been boxing out the full game. The screenshots you’re seeing are of parts of the game that are more complete than the rest. Most of the levels we have developed right now are empty and boring. We’re doing this so that starting this week, we can work on the storyline and atmosphere without worrying about any programming issues.

This is the first project we’ve had to do something like this; all our other games were small enough to not need proper planning. It’ll all pay off, though. This is gearing up to be our best game EVER!!!

As of midday Saturday (Feb. 4th), we’ve finished boxing out the game. The skeleton is in place, and now it’s time for the fun stuff.

What are we going to do now? Well, our first step is to finalize the story and write the script. Once we have that done, we can use it as a basis for the game’s atmosphere, pacing and gameplay. There are a few design issues we have yet to puzzle out, like combat, but in order to test then properly we need to build an environment where they can be tested.

If I had to guess, I’d say we should have this phase finished in two to three months, less if we stay as motivated as we are now. After that, only two things remain: testing and polish.

(Illuminated here is the fantastic portrait of Atty, drawn by Tangleworm)

As always, I’ll keep you guys closely updated with our progress. We’re going to (hopefully) be moving quickly from this point on, and our progress will actually be somewhat visual, so I’ll have a lot to show off on the blog.

Exciting times are abound, comrades. See you soon!



PS: Our Twitter is lonely, follow us and join the everlasting party!


You Monster Post Mortem

Good evening, mentlegen and dalies.

If you’ve been following along, you’ll know that Tangleworm and I spent this past weekend working on a game for the GMC Game Jam #5. If you haven’t been following along… now you know.

We decided kind of last moment to join this jam. I hadn’t worked on a jam for a whole month (horrors) and I wanted to put together something fun and not-Ascension-related. Tangleworm showed interest in helping out this time around, and we put some sparse plans together. As per usual.

We were all online when the theme was announced, the theme being facade. Worthington was around for the original discussions on Friday afternoon, and the three of us came up with a fantastic concept:

-It’s a world map game akin to something like Risk/Civilization

-Your goal is to conquer the world without angering any other nations, using bribery and, well, facades

-Random world events will occur each turn

-Nations will respond to actions taken against/with other countries (eg. you conquer a nation, its trading partners will be mad)


We all liked the idea (still do), but after about 4 hours of working I came to a bit of an obvious realization. There was no way we were getting this done in 72 hours. Period.

SO, we ditched the idea around midnight and went to sleep promising to come up with something more reasonable. Woke up the next morning with a pretty neat idea. I pitched it to Tangleworm who agreed that it was totally radical and we got to work.

Cue montage of about 18 hours, interrupted by two work shifts and then school. It was a 72 hour jam, but we were only able to utilize about 20 hours total. Not an optimal situation, but we wanted to jam and being at a disadvantage wasn’t going to stop us. Probably.

Anyways, we got working and slowly got the game into a presentable condition. There was a point on Saturday night when I was having serious doubts about the game, but we pulled it off and finished what I think is a pretty damn good game, considering the time we had to work on it. It seems like a handful of people in the GMC agree with us, because we presently have 3 first place votes and a possibility of winning. It’s exciting, but it’s more of a motivational thing than a “omg we get prizes lol!” I like to know that our efforts paid off and that people do indeed enjoy what we make.

We’re considering working more on You Monster once Ascension is finished; only time will tell with that one. I’ll let you all know how we fare in the voting (ends on the 10th).

If you’re interested in checking out the game for yourself, you can download it RIGHT HERE. I strongly advise that you read the tutorial (directly below this post) before playing. Seriously. Do it.


See you all soon!