Where Shadows Slumber at PAX 2018’s Indie Minibooth

I’ve just returned from an exhausting trip to Boston for PAX East, where I had the pleasure of demoing Where Shadows Slumber at the Indie Megabooth. In this blog post, I’ll briefly describe what the application process was like, how the show went, and my thoughts on the whole setup.

 


 

 

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Applying to the Indie Minibooth

Those who have followed our development for the past year may remember that we went to PAX East last year, as part of the Indie Showcase for 2017. It was an honor to be included in that amazing contest! Reading that old blog post is funny, because it shows you just how far we’ve come in the past year. At that time, the cutscene in our demo hadn’t even been animated yet! (Which is completely my fault, lol) It’s amazing to think that now, a year later, the game is nearly complete.

Anyway, we knew we wanted to return to Boston because the crowd at PAX East is huge, but we had a predicament. How do you get an affordable spot at the show? We didn’t want to be relegated to the fringes of the expo hall, which is where they usually place you when you buy a booth on your own. We obviously couldn’t be accepted into the Indie Showcase a second time, (although we are totally going to try for PAX West’s competition) so what were our options?

We heard about the Indie Megabooth because of last year’s PAX – they were right near us, and the space was impressive. We decided to apply via their website, and on November 6th, 2017 we submitted our application for their booth at PAX East 2018 and GDC 2018. The application was essentially a pitch for the game, complete with images, video, and a build their judges could play.

Although we were denied for GDC 2018, we got an email on February 1st of this year notifying us that we were accepted and we needed to reply as soon as possible. We paid the $1,200 fee toward the end of the month, which covered everything from booth space, shelving, promotion, and electricity at the show. All of this was very secretive, which is why we didn’t mention it on this blog or on social media. They wanted the roll-out to be all in unison, so they told developers not to spill the beans that they had been accepted.

I decided that since the space around the Minibooth was so limited, it wasn’t worth bringing a ton of stuff in my car. Instead, I took the train up to Boston on Friday and began to set up for the show!

 

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The Setup

The setup for the Minibooth is a vertical kiosk with a table, and a monitor on top. Our setup looked like the image above: just enough room for mobile devices, Where Shadows Slumber pins, and drop cards. The monitor was playing a 10 minute looping video reel I created prior to the show.

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Here we are on Friday night, setting up for the weekend. Minibooth was created to be a more affordable way to attend events, so it’s set up in kind of a strange way. The Minibooth arcade had 10 games on Thursday and Friday, and then we moved in to take their spot on Friday night so we could take over for the weekend shift.

I don’t know how this is decided, but I do remember choosing our preferred days on the application form. Personally, I think the weekend spot is way better and I do sort of feel bad for the Thursday/Friday crew. But I guess the logic is that Thursday and Sunday are both slow, and Friday and Saturday are both crazy, so everyone gets one of each. I feel like we got really solid traffic on both days, but Sunday definitely died out at around 3 pm. Hopefully everyone got their moneys worth!

 

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They Threw Us A Party!

This was a nice perk that I didn’t even expect, but there was an Indie Megabooth mixer just a few blocks from the convention center on Friday night. The timing worked out well, since both Minibooth groups were in town at that point. I still kind of feel like an outsider at these events, so I can’t pretend I did a whole lot of “networking” – still, I appreciate the effort to get a nerd like me out of his shell! There was even free food and an open bar. What more can you ask for? [ ^_^]

 

 

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Let The Show Begin!

The two days of the Minibooth were exhausting, in a good way. Standing on your feet for 8 hours straight two days in a row is not exactly what I’m used to as a nerdy computer artist. But it was for a good purpose! The traffic during these PAX shows is always really consistent. There was never a dull moment, which is exactly what you want. This is probably due to the good reputation of the Indie Megabooth, but it also didn’t hurt that the Megabooth is in the center of the giant convention hall next to two giant avenues. We never felt “out of the way” or like we were in an obscure part of the space.

No one found any errors that we didn’t already encounter at SXSW, since we brought the same build. (The shows were too close together to worry about rebuilding) I also made a point to not really ask for feedback, and instead pitched the demo, our beta, and this blog. It’s good to know going into a show what you’re looking to get out of it. This one was purely about promotion.

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(Chris put a grip tape line down between our booths because the crowd was out of control!)

These shelves were super useful, because the customers couldn’t see them and they made good use of the limited space. I might buy some for Game Revenant to use during future shows. Typically when we go to conventions, Jack is the Charger Master and we’re constantly rotating a few devices between a few limited charging stations. (At SXSW, we actually used the MacBook as just a power brick LOL) I was nervous about handling this show on my own at first. However, having power provided for us – along with my power strip and these shelves – made it a breeze! The devices were always topped off and no one had to be turned away.

 

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It’s Over!

Overall, the Indie Minibooth seemed like a great investment of time and money, and I highly recommend it. (I even recommended it to other developers while I was at the show!) The caveat is that it will cost you a non-trival amount of money to secure the Minibooth spot and get a hotel, so plan accordingly. If you want your indie game to succeed, you need to take a financial risk like this eventually.

If you found out about this blog because you met me at the Indie Minibooth, welcome! Take a journey backward through time and check out all of our other posts. We’ve been posting a blog every week for over a year, so if you’re curious about anything related to this game, chances are good that we’ve covered it in-depth already. It also goes without saying that official announcements about the game’s release date will be posted to this feed, so be sure to smash that follow button if you have a WordPress account.

Hope to see you all next year at PAX 2019!

 

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Thanks for reading this blog! Stay tuned for more updates and announcements related to Where Shadows Slumber. You can find out more about our game at WhereShadowsSlumber.com, ask us on Twitter (@GameRevenant), Facebookitch.io, or Twitch, and feel free to email us directly at contact@GameRevenant.com.

Frank DiCola is the founder of Game Revenant and the artist for Where Shadows Slumber.

Easter: SXSW Feedback, Release Date, and More!

Hey everyone! We have a new Easter tradition at Game Revenant, where we go over some of the feedback Jack and I received when we were at the South By Southwest music festival earlier this month.

Overall, the reception to the game was really positive – but we’ve been trying to iterate quickly on some of the ideas you guys have been giving us. So without further ado, here’s the top three pieces of feedback we received at the show, and our responses!

 

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Feedback #1: The Stakes Are Too Low

Jack and I envisioned Where Shadows Slumber as a relaxing puzzle game made in the mold of mobile classics like Monument ValleyLara Croft: GO, and Valley of War Adventure Run. Because of that, there are no enemies in the game, or any way for Obe (the protagonist) to die. We didn’t want you to have to restart a puzzle in the middle of a Level just because you couldn’t react to something in time. In the image above, this Walker won’t damage or hurt Obe because he’s just there to serve as an obstacle in the puzzle.

However, our fans have made their voices heard loud and clear: the stakes are too low in our game! There is no tension. There is no excitement. There needs to be violence. There needs to be a way for Obe to die. With precious few months of development time remaining, we are dedicating considerable resources to this piece of feedback. Our response?

Response #1: Obe Can Die In Terrible, Confusing Ways!

Now, thanks to some quick redesigning and a few late nights programming, Obe can die randomly in the middle of gameplay if he steps on Death Spikes. (Development name, subject to change) Here’s what they look like in-game:

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“How will I ever get past this important intersection?”

One of our more controversial ideas is Secret Death Spikes. The idea is that they’ll be scattered all over the map, so the player doesn’t know where they are. Then, when a Player steps on one, Obe’s flesh is ripped apart and his head is sent flying:

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That’s how they gecha…

We’ll push this build out to our internal testing group and see what they think! Now, you might be wondering what happens when you die. Philosophers have been trying to sort that one out for millennia! But in Where Shadows Slumber, you’ll lose one of your precious lives and restart the Level.

How do you get more lives? Read on!

 

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Feedback #2: This Game Won’t Make Money

Jack and I also envisioned Where Shadows Slumber as a straight-up pay-once premium title that doesn’t utilize any exploitative monetization schemes to bilk people out of their hard earned cash. Our belief was that if we were very honest with the community, they would reward us by purchasing the game at a fair market price and leaving a positive review on the App Store.

The feedback from the community has been monolithic: don’t do this! Trusting people to seek out fair trades in the marketplace is a fool’s errand. People are morons! Obviously they’ll never pay for a thing when they could not pay for a not thing. It’s so obvious!

Response #2: Loot Boxes Will Make Money!

We’ve become convinced that the premium model is no longer viable, and that modified premium models (such as a try-before-you-buy model) are not viable either. The people have spoken: they want free games with micro-transactions, in-game advertisements, and timers! 2018 is here, and we dare not defy the calendar year.

“Our goal is to make sure people can pay enough money to basically not even have to play the game.”

For this reason, shiny loot boxes are being added into the game and Where Shadows Slumber is officially going free-to-play! Loot boxes can be earned in-game by logging in once per financial quarter, but they can also be purchased via the main menu if you’re in a hurry! Inside every shiny loot box, you’ll have a chance to get an array of dizzying prizes. Just look at all of the cosmetic skins you can equip Obe with:

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Left to right: Classic Obe, Spanish Inquisition Obe, Breath of the Wild Obe, ISIS Obe

But we won’t stop at just cosmetic items. Loot boxes aren’t fun unless they have a satisfying, tangible effect on the virtual world. We’re partnering with Electronic Arts to bring their popular Star Card system from Star Wars: Battlefront II into Where Shadows Slumber! People just can’t stop talking about about about about about about about these Star Cards. That’s how fun & satisfying they are!

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Actual percentages included above, pursuant to Line 3 of Section 15 of the Unlawful Internet Gambling Enforcement Act of 2006

Star Cards in Where Shadows Slumber will allow you to power up Obe to make him the incredible puzzle-action hero of your dreams. If you don’t get a Star Card from a loot box, don’t feel bad! You can use the colorful Shadow Dust you’ve stockpiled to upgrade your Star Cards. Powerups include running faster, more lives-per-day, auto-skipping Levels, auto-skipping cutscenes, auto-skipping the credits, and even giving Obe a gun during cutscenes!

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“Go ahead. Make my day.”

Why lootboxes, you ask? Here’s a quote from Jackson H. Kelly, our Chief Monetization Officer: “Our goal is to make sure people can pay enough money to basically not even have to play the game. We want to take the stressful, mentally challenging experience of solving a puzzle, and turn that into a swift, painless transaction.”

When asked what could justify such a sudden change, he said “People like paying for things at a cash register more than they enjoy playing games, so we’re going to encourage that.”

EA could not be reached for a statement.

 

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Feedback #3: Why Isn’t The Game Done Yet?

Jack and I also envisioned Where Shadows Slumber being released on the App Store and Google Play sometime during our lifetimes. However, due to the time constraints placed on this lil’ indie team (not to mention all of these exciting changes) we have not been able to get the game out the door just yet. However, fans are understandably frustrated. (see above) They want a release date to be announced! Today, I am proud to announce the date Where Shadows Slumber will be available for purchase on the App Store…

Answer #3: We’re Launching On Nov. 24th, 2067!

Just imagine. 2067. The “future” – at least, that’s what they used to call it. Now they just call it The Rinks. A beautiful array of orange cyber leaves crunch under your cyber boots as you walk down the idyllic cybewalk to the home you grew up in. Some punk kids skate by, chatting in a language that’s a mix of English, North Korean, and Blockchain. You walk through the front door (literally) to find your “family” huddled around a cyber television, tuned to the color of a dead sky. It’s Thanksgiving Day, 2067. What will you talk about with the androids that replaced your family? The ongoing war between Earth and Mars? The debate over the effectiveness of flying autonomous self-driving cars vs. self-automating driving flyers?

Never fear – there’s a brand new game available on the App Store called Where Shadows Slumber that you can download free of charge! Running on sleek, state-of-the-fifty-years-ago technology, Where Shadows Slumber is a free-to-play lootbox collecting game where one wrong move will rip the flesh from your cyber, cyber bones.* We hope you enjoy playing it as much as we enjoyed spending our entire lives creating it!

*Puzzles sold separately

 

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Got More Feedback?

Jack and I are suckers for feedback. We just love hearing it! We just can’t get enough of your sweet, sweet, comments, haha, ha. My multiple chins and I are standing by, ready and willing to answer any and all emails, tweets, and creepy text messages you send me. Rest assured that if you contact Game Revenant with some feedback about Where Shadows Slumber, I will do my best to respond in 1-2 business years.

Thanks for reading this special edition of the blog, and Happy Easter by some strange coincidence!

 

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Happy March 32nd, ya filthy animal. Our regular blog posts will resume on Tuesdays, as always. You can find out more about our game at WhereShadowsSlumber.com, ask us on Twitter (@GameRevenant), Facebookitch.io, or Twitch, and feel free to email us directly at contact@GameRevenant.com.

Frank DiCola is the founder of Game Revenant and the artist for Where Shadows Slumber.

Help Us Test Where Shadows Slumber!

Hello everyone!

This week’s blog post is a quick announcement to let everyone know that the South By Southwest (SXSW) build of Where Shadows Slumber is available for testing. We brought 13 Levels to SXSW last weekend, and now you can play them on your phone!

(Do you want to join our open beta? Android users can sign up on their own by going to our Google Beta page. However, iOS users should email me at contact@GameRevenant.com to be added to our list!)

 

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What’s New In This Build

If you tested our previous build, you played the first 13 Levels of the game. The Worlds we showed off were the Forest, the Jail, and the River – in that order! This time, we took the River out (I’ve been working on it all week) and replaced it with the City. The City is actually World 4, so if you notice a spike in difficulty, that’s why. Like last time, this build is 13 Levels, with the 5 City Levels at the end. The first 8 will be the same. Sorry about that! Testing isn’t all glitz and glamour – sometimes it’s about playing the same thing over and over again until you find every last bug.

The City World is really cool – as you can see in the images posted here, it’s an impoverished desert city under heavy guard. The shadows from Obe’s lantern cascade over crumbling walls and the silhouettes of soldiers as you make your way to a palace on top of the city. All the while, a sandstorm is raging and Obe’s clothing flaps furiously in the breeze.

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There’s one more surprise – we have cutscene animations now! They don’t have sound just yet, so your phone isn’t broken. (Don’t put that in the survey, we know already!) You’ll see both cutscenes right after you beat the third Level. There’s two in a row, for story purposes. Sorry about that. This won’t happen too often, but sometimes the story requires a climax at the end of one World followed by a brief intro to another.

There won’t be too many more beta tests, so please take this opportunity to download the build and try it out before we remove it from the store. To prevent people from getting full copies of the game or getting the experience spoiled, we may not release the full game to our open beta audience. Please test it and give us your feedback!

 

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“Which one of you is ‘Grongus’?”

What We’re Looking For

Please fill out the survey for this build! You can find it here, as a Google Form. Answer all of the required questions and as many of the optional ones as you have time for. We go through this feedback in detail as a time and it really helps us.

There are plenty of bugs we already found at SXSW, and we’re sure you’ll experience them too. Thanks for testing!

SURVEY LINK: https://goo.gl/forms/fkQHZBtnPnR8boWL2

 

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Thanks for testing our game! Feel free to share your thoughts on the most recent build in the Comments section. You can find out more about our game at WhereShadowsSlumber.com, ask us on Twitter (@GameRevenant), Facebookitch.io, or Twitch, and feel free to email us directly at contact@GameRevenant.com.

Frank DiCola is the founder of Game Revenant and the artist for Where Shadows Slumber.

Slumber by Southwest (SXSW)

Jack and I have just returned from our first trip to the South By Southwest Music Festival (SXSW), a week-long party that consumes the city of Austin, Texas every year around this time. Although “South By” lasts a full week, we were only in town for the SXSW Gaming part of the festival, which ran from Thursday, March 15th to Saturday, March 17th.

According to pretty much everyone we met, the gaming portion has really grown over the past five years. SXSW didn’t have a gaming section of the show for a long time, but recently it’s gotten so large that they had to put us in the Austin Convention Center just to hold all the video games!

I’ve been to Austin once before, when I went to Unite 2017. I was happy to return! The food is hearty, the locals are friendly, the weather is summery, and seeing hundreds of thousands of people flood into Austin was truly a marvel to behold. But how did it stack up as a gaming convention?

 

 

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High Traffic, High Engagement, No “Crowding”

SXSW might be the best show we’ve been to so far in terms of crowd size and crowd management. Let me explain…

One way a show can go wrong is if there aren’t enough people. When we went to Gameacon 2016 in Atlantic City (back when we launched our free Demo), we encountered this problem. If there aren’t enough people at a show, you end up sitting at a table bored for extended periods of time.

Another way a show can go wrong is if there are too many people! This isn’t really terrible, but it does make things hectic. I remember last year’s PAX East showcase being insane. It becomes a madhouse, trying to hand out iPads to everyone, charge every device, give everyone the pitch in a loud convention hall, and give out business cards. In other words, you want a table full of people playing your game without the excessive crowd traffic.

That’s where SXSW Gaming really excelled. From the time the show opened at noon on a Thursday, there were people in the hall playing our game at the table. Yes, you read that correctly – noon on a Thursday. I’ve never seen a show pull people in right away like that, and I assume it’s because SXSW is such a dominating event that people take off from work and see everything the festival has to offer.

The icing on the cake was that since Jack and I were selected for the Gamer’s Voice portion of SXSW Gaming, they gave us two free 3-day pass wristbands for us to give to our friends. How thoughtful! The staff was wonderful, and the experience of exhibiting at the show was effortless. We thoroughly enjoyed every part of the experience.

 

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Gamer’s Voice at the SXSW Gaming Awards

They did something really unique at SXSW that I haven’t seen at too many other conventions. During the three days of gaming, con-goers could vote for their favorite indie video games on iPads strewn about the show floor. Instead of the way these things usually work, where an academy of faceless judges votes on their favorite games, the idea was to create a “Gamer’s Voice” award for the various categories: mobile, tabletop, VR and PC/console. After three days of voting, the winner was announced at a ritzy award show Saturday evening.

These kinds of events are perfect for us since we don’t have a ton of money for booth fees. We applied to this contest back in December of 2017, and I think the entry fee was $50 or something trivial. Then we were selected to attend the show and given a 10 x 10 space on the show floor, as well as two Platinum badges which run $1,650 a pop. So it’s almost like we won $5,000 if you add together the cash value of all of these things [ 0_0]!

I love the idea of Gamer’s Voice, although Jack and I were a bit unprepared for the voting process. The attendees seemed a bit unprepared too, since most of them didn’t realize there was a competition going on. The whole thing seemed like an odd test of our political “get out the vote” skill rather than a focus on the quality of our game. We tried everything we could, including bribing people and busing in voters from out of town, but we didn’t win! You can watch the recorded stream here.

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Stu and Paulette Denman accepting the award for Gamer’s Voice: Mobile!

At the award show on Saturday night, our friends at Pine Street Codeworks, Stu and Paulette Denman, took home the grand prize! Congratulations to them and their team for their work on Tiny Bubbles. They deserved the award – Tiny Bubbles is a very pretty game, it’s super polished, and the mechanics are very creative! The game launches on iOS in a little over a month, so go check them out and support our indie brethren! This also marks the second time so far that Where Shadows Slumber has lost to Tiny Bubbles in direct competition, so we have a new rival! The results of the award show can be seen here.

 

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Sweet Rave Parties!

As guests of SXSW, we were always invited to their crazy parties. We had to skip out on the Thursday night party they threw for the gaming exhibitors because we were so exhausted from our travels. But we were happy to go to the SXSW Gaming Awards, as well as the afterparty.

It felt so weird being in the audience of the SXSW Gaming Awards. It finally hit me that I was a part of the same award ceremony where they were handing out awards to games like PlayerUnknown’s Battlegrounds and The Legend of Zelda: Breath of the Wild. I’ve attended these before as an audience member, like when I was at GDC last year and watched the IGF awards. But now Where Shadows Slumber was actually one of the games in the running, so I was a participant rather than a spectator. What a rush!

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This isn’t a photo – it’s the book cover from my upcoming cyberpunk RPG system.

After the show, our indie enclave congratulated the Tiny Bubbles team and decided to all go out for dinner together. Then we went to the last SXSW party of the whole festival, which was a gaming rave they threw in this outdoor club called The Belmont. They had this crazy DJ system called WaveVR where someone was on stage mixing the music in virtual reality.

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Left to right: Frank DiCola, Jack Kelly, Jai Bunnag, Paulette & Stu Denman, Mattis Folkestad

It was fun hanging out with our fellow indies, watching Jack’s sweet dance moves, and chugging refreshing Waterloo™ watermelon sparkling water. 10/10, would go again! We hope to see this crew again sometime soon.

 

 

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Post-Show Slump

I have no idea how Jack had the strength to actually go to work on Monday. I spent most of the day suffering from a post-Austin hangover, sifting through the pictures that went into our Facebook album. Regrouping after these shows is always the hardest part. I’ve been reflecting on a few reasons why that may be the case…

  • We met a bunch of cool indie people, but we have no idea when we will see them again.
  • We’re super pumped from the hype of the show, so going back to drudge work is a bit depressing.
  • Lots of people gave us good feedback on our build, so I’m torn between fixing that stuff or moving on to finishing the rest of the game.
  • We also promised we’d send out this build over TestFlight and Google BETA, but it still has a bunch of the same errors that it had at SXSW.

The worst part is that since PAX East 2018 is right around the corner, I’m going right back into “ramp up for a show!” mode. Hopefully I get some meaningful progress on the art done in the next few weeks! Preparing for shows always makes me anxious.

Feel free to send in your “post-show slump” advice in the comments below or on Twitter! We could use the pick-me-up. Thanks for reading this blog post about our travels to SXSW – if this looks like your idea of a fun time, signups for SXSW 2019 have already opened up to the general public!

Being invited to the show was a great honor, and the traffic at the show was great. This is a show that I hope we can return to one day, once the game is released. If we make enough money from the game to return to Austin for SXSW, I think it would be a good investment. If you are in indie and you can make it to Austin next year, I strongly recommend that you apply for Gamer’s Voice as well.

 

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Thanks for reading our business trip blog! You can find out more about our game at WhereShadowsSlumber.com, ask us on Twitter (@GameRevenant), Facebookitch.io, or Twitch, and feel free to email us directly at contact@GameRevenant.com.

Frank DiCola is the founder of Game Revenant and the artist for Where Shadows Slumber.

 

 

 

MAGFest 2018 – The Bomb Cyclone

If you are reading this, you are one of the few survivors of the worst winter storm to hit the east coast since the formation of Earth as a planet. Welcome to the Winter Storm Grayson resistance. We were able to get the Internet uplink working, but only for a few minutes. Just enough time to tell you how MAGFest 2018 was!

 

Setting Up The Bomb

To be honest, I did not encounter anything more than snow flurries and severe cold over the weekend. I drove down on Wednesday afternoon, which was before the storm hit. Also, the beautiful Gaylord Hotel located along the scenic National Harbor was more inland than I realized. We weren’t even close to the the Maryland coastline! Sure, the river froze, but we didn’t get any snow at all.

When I got to the hotel, I was greeted by a bubbly Magfest banner welcoming “Adventurers and Dreamers.” (I’m not sure which one Jack and I count as…) The MIVS banner shown above was proudly displayed in Hall C where all the indies were, and gives you a good idea of what that section is like. I love that they have this. I can’t tell you how much it means to us that we got a free booth at a show like MAGFest!

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By Wednesday evening, the Where Shadows Slumber booth was set up and ready to go. It was pretty painless, and everyone loved the sweet GreatMats foam flooring we had from last year. This post is sponsored by GreatMats. Have you gotten your GreatMats GreatMat today? I stole the idea to include table lamps from the Mushroom 11 team, who used it to great effect a few years back at a Sheep’s Meow event at the NYU Game Center. It wasn’t anything special, but the booth got the job done. Other people had crazy stuff like tents and massive posters. Maybe next year, when the game is for sale, we’ll go to town on the booth. I never really plan this out, I always wing it. But I bet if Jack and I sat down and asked ourselves “what experience do we want people to have with our game at our booth?” we could come up with something really cool.

 

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The Madness Begins!

Wednesday was the calm before the storm. Not Winter Storm Grayson – Winter Storm “Tons of People Dancing In The Gaylord.” By Thursday, the party had officially begun. They put us in the official hotel this year, which meant I had plenty of time to capture the insanity. If there were any normal, well-adjusted people staying in the hotel these past four days, they must have been terribly confused.

The show ran from Thursday to Sunday, with a pretty stable crowd of people all four days. Sunday surprised me actually – I don’t remember the short time-frame of Sunday being quite so busy last year. I had people at the table until after 2 pm on Sunday, which is when everything shuts down.

The build Jack prepared included the game’s first World (The Forest), then World 3 (The Aqueduct) and finally World 5 (The Hills). We wanted to jump around to get some feedback on parts of the game we haven’t shown off as much. I’ve seen tons of people play World 1 (The Jail) and World 2 (The River) at this point. And since I haven’t gone back to polish those yet, it would have been more of the same feedback.

The response to this build was overwhelmingly positive. People loved the new audio, although it was hard to hear in the crowded MAGFest hall. They commented on how beautiful the art style was, and how the game was more challenging than last year’s Demo. The critiques they had were generally about the game chugging along on the Amazon HD 8 devices (one Level has a ton of lights) and other things that were hard to quantify, like the way that draggable objects “feel.” It’s hard to know exactly what players want when they say stuff like that, but that’s what the final months of a project are all about – tweaking the small stuff.

 

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There Was Plenty of Indie Time

I’ve made a conscious effort during these shows to try to spend as much time with other developers as I do with customers. After seeing the same faces show after show, it’s a little embarrassing to not get to know them. I’m pretty shy… and there’s always a ton of stuff to do at these shows. But it’s important to make an effort to join the game industry and treat it like a community.

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SWEET RAVE PARTIES!

The MIVS crew threw a party for all of the game developers and staff on Friday night. We got to see the crazy penthouse nightclub that the Gaylord Hotel has up on the 18th floor. I don’t go to a lot of nightclubs, so I was easily amused at the pretty rainbow lights and stellar view of National Harbor. It was coooool, man!

After meeting up with some NYC-based indie devs, we went to a crazy Power Glove concert. Note to self: keep earplugs on hand for this sort of thing. Power Glove plays heavy death metal renditions of classic video game themes. It was the most MAGFest thing I’ve seen at MAGFest.

 

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Swing and a Miss!

Sadly, although they handed out MIVSy awards to the developers on Saturday evening, Where Shadows Slumber did not receive any accolades. In our defense, we only brought a few in-development Levels from the final game. Other teams brought their final “ready-to-purchase” games and put their best foot forward. Just like last year when we brought our Demo, you can’t expect to win an award for something you haven’t finished yet. It wouldn’t be fair!

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But it still stings a little bit – that’s the downside of the development route I took us on. There’s a ton of time we spend at festivals showing off our flaws and weaknesses, because we want feedback. It’s going to make the final game better, but it can be exhausting listening to the same comments for four days straight. I just hope that once the game “goes gold,” it will receive the recognition it deserves. Do I hear #2018GameOfTheYear?

I’m home now. Sadly, I had to run the table alone this past weekend – Jack was planning on coming, but had to stay home unexpectedly for personal reasons. He’ll explain everything next week in a really important blog post. Sorry to be a tease, but this is something we’ve known about for a while but have not made public. It’s his story to tell, so I won’t go into it. Please stay tuned for next week’s blog for more details.

Thanks again to the wonderful MIVS staff for inviting us to return and providing such a great opportunity! We hope to return for many more years to come, whether it’s to sell Where Shadows Slumber or get some feedback on a future project. Rock on, everybody!

 

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That’s all for MAGFest! Please leave a comment to let us know you’re not a Russian Twitter bot scanning this page for mercenary purposes. You can find out more about our game at WhereShadowsSlumber.com, ask us on Twitter @GameRevenant or Facebook, and feel free to email us directly at contact@GameRevenant.com.

Frank DiCola is the founder of Game Revenant and the artist for Where Shadows Slumber.

Ask Us Anything on #AMAFeed!

Over the weekend, Mandy from AMAfeed reached out to us via email and invited us to host an AMA using their service. This blog post contains all the details you’ll need to know if you want to participate!

But first, for those of you unfamiliar with the acronym ‘AMA’…

 

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A verification photo of the AMA in progress.

What The Heck Is An ‘AMA’?

The acronym AMA stands for “Ask Me Anything.” It’s a time honored tradition on the web that goes back to the days of AOL and message boards, where users would open themselves up to any line of questioning for a short period of time. The practice has gained recent popularity on the website Reddit, where even Barack Obama hosted one of these events during his tenure as President of the United States.

These tend to be accompanied by some kind of verification photo (see above) to prove that the person is who they say they are. It’s unfortunately very common for people to pretend to be Morgan Freeman when they are in fact not Morgan Freeman. The good thing is, we’re too small to even get copy-catted. It’s definitely us!

We always answer your fan emails and Twitter messages. But the purpose of hosting one of these AMA events is to take questions en masse for a few days and also advertise the game to complete strangers. As the name implies, you can ask us anything – the only questions we will refuse to answer are those that would cause us to break a contractual Non-Disclosure Agreement.

 

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How Does This Work At #AMAfeed?

Our AMA can be found at this link. In order to ask us a question, you’ll either need to make an account with #AMAfeed or connect an existing social media account. Personally, I prefer not to make accounts with websites like this that I may not use too often. I just connected the Game Revenant Twitter account to #AMAfeed and it’s worked just fine so far.

You can ask whatever you want, whenever you want, and I will answer. However, my answers will not appear until Wednesday, December 20th at 3:00 pm when this thing officially launches. It’s cool – they give the hosts a grace period of 48 hours to answer questions so that it’s not overwhelming. When Morgan Freeman did one of these, he was getting at least 100 questions every hour. (But was that truly Morgan Freeman?)

This event will end on December 24th at 3:00 pm since I won’t be available to answer questions during Christmas anyway.

 

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What’s Next?

The Where Shadows Slumber team looks forward to your interesting questions! See you on #AMAfeed…

And stay tuned for our April 1st #AMAfeed post, where we’ll be pretending to be award-winning actor Morgan Freeman!

 

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Don’t read this bottom thing! Ask us a question on #AMAfeed! You can find out more about our game at WhereShadowsSlumber.com, ask us on Twitter (@GameRevenant), Facebookitch.io, or Twitch, and feel free to email us directly at contact@GameRevenant.com.

Frank DiCola is the founder of Game Revenant and the artist for Where Shadows Slumber.

The Last Mobile Games Forum Ever!

Last week I went to Seattle for the Global Mobile Games Forum. It was my first time going to the event and I didn’t really know what to expect. It’s also the last MGF ever, but we’ll talk more about that later. Read on!

 

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Suddenly, Mobile Games Forum!

Originally, I wasn’t planning on going to the MGF. Usually I know which conventions I’m going to travel to, and I plan it out way in advance. With this show however, I was notified of it by a Mysterious Unnamed Person who was also going. He told me to check it out.

So I looked at their website, which didn’t have a ton of info, but it had a link to download an information packet. I put in my detailed info (email address, phone number, job title) and got the PDF. To my utter shock, I then received this message on LinkedIn from a woman named Louise Gibson-Bolton.

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This is a first – being invited to an expo for downloading a packet?

I assume she was monitoring the downloads and looking for more people for this show. I asked her what the catch was – no catch! They just wanted more people, especially developers, to come to Seattle.

Immediately, I was super suspicious of this. Who does that? Who invites a no-name developer like me to a show? What do the tickets normally cost? Did anyone else get this red carpet treatment?

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My decision – stay at the Belltown Inn. It was quite nice, and just three blocks from the expo.

I couldn’t say no to that offer! In addition to the free pass to the show, I was also going to be in Idaho the weekend before the MGF to attend the wedding of a close family friend. That meant travel was already paid for on the way over – I just needed to get a hotel quickly and then pay for a plane ticket home. Why not stay in Seattle and see what the MGF had to offer?

 

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Louise Gibson-Bolton Vanishes

During the opening keynote on the first day, the crowd got two unexpected pieces of news about the Mobile Games Forum. First, it has a new director named George Osborn (pictured above) who has worked on this show previously and is now in charge. Second, the show is being rebranded as Gamesforum, making this the last true Mobile Games Forum ever. The idea is to branch out into other platforms besides mobile, especially since many games are going multi-platform these days.

Louise, the woman who invited me, was nowhere to be found! I never got the chance to properly thank her. I gather that she must have been fired or forced out of the organization, because I can’t imagine why someone would quit in the weeks leading up to a really important show. Don’t quote me on that, though. The official line is “she’s since moved on.”

The reason I’m harping on all this is because there are some parts of MGF that were really disorganized, and some parts I loved. I choose to believe that the worst parts of this convention were due to team politics and shifts in management. My hope is that the new director can improve on this show and take Gamesforum in a better direction.

 

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Talk About The Convention, Frank

Please don’t assume that these blog posts are narcissistic bragging about my world travels. My goal here is always to give people a warning about what they’re getting into when they buy plane tickets and fly across the country to go to an expo. If you’re not an industry veteran, you’re like Jack and I – we never know what to expect and money does not come easily. Here’s my honest accounting of what the show offers and what needs improvement. I don’t score these shows, I just leave it to you to make a judgment.

 

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Sponsored Talks Are Dry and Fruitless

This might ruffle some feathers, but one thing I hope Gamesforum changes is relying on sponsored talks by companies. Not all of these were bad! I caught the last half of the EA Plants Vs. Zombies talk on the second day, and it had some interesting revelations about how they retain players.

But for the most part, the smaller the company, the more useless the talk. These minor players are clearly just trying to sell you something (“Buy Appodeal!”) and they don’t have enough experience to give you case studies you can apply to your own game. It’s really just a sales pitch disguised as a talk. Pass on these whenever you can. The Appodeal one in particular was just this dude reading from slides, and I still don’t really know what their business does. Because they were the main sponsor, this talk came right after a keynote by a woman from Minecraft. Sadly, MGF had a lot of “Appodeal” talks!

 

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The Panels Were Better

I actually really enjoyed a few of the panels at this show. They sat industry veterans down and just asked them candid questions about their business. The Mobile Games Forum is hyper focused on finance and marketing, so it’s not like the Games Developer’s Conference. You won’t find any info about how to make artwork, or music, or program – but you will get insights into developing business models and doing business overseas.

The panel pictured above was all about doing business in China. I always love hearing about other cultures – especially Chinese culture, because their government has a ton of crazy rules and restrictions keeping you from just putting whatever you want on the App Store. I’ll give you a quick one, it’s the most insane thing revealed by Hu Ning of iDreamSky about publishing games in China. Apparently, when you submit your game to the Chinese government for approval, you don’t send them a digital file. You send them a phone with the game installed on it! The rest of the panel was very illuminating!

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Some panels gave me a wake-up call. There was one panel about cloud-gaming that started with the blunt question: “are premium games dead?” Their conclusion: yes – premium is just 7% of the market at this point, and it’s shrinking. Yikes! Now, this panel was kind of just an advertisement for Hatch, which essentially markets itself as a Netflix for mobile games. But it also had a ton of depressing insights from developers like Ryan Payton, who told the audience a sad tale about how République was a financial failure despite releasing as a premium, episodic title with the full backing of Apple’s marketing team.

We’re not changing the business model of Where Shadows Slumber just because I got frighted at a panel. But we may be more open to experimenting on some platforms, especially Android, where premium doesn’t do well anyway. I never want to do ads or some kind of energy-store though, so don’t worry. (We even made an April Fool’s Day joke about that…)

 

The Food: Excellent

We never wanted for food at this show. Look at that menu! They had breakfast and lunch buffets, and even a snack bar around 4 pm when things were dying down. When I say a snack bar, I mean a literal buffet of candy. If that’s not worth the price of admission, I don’t know what is. This probably has more to do with the choice of venue, but hey – it’s a good choice and it should be noted.

 

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Go Home “Meet The Publishers,” You’re Drunk!

One of the messiest experience was the Meet The Publishers event. If you’ve been to publisher “speed dating,” you know what to expect: the publishers all have their own tables, and developers take turns making their way through the room in an orderly fashion pitching their game. Everyone has 5 minutes with each publisher, a bell rings, and it’s time to hand them your business card and move on.

Meet The Publishers at MGF was not like that at all. The publishers had their own tables, but there was no way of organizing the developers. George told everyone to kind of just find someone to talk to and go up to them. Developers often pitched their game with other developers right there. It wasn’t clear how much time each developer got, and George didn’t have a megaphone or a bell to ring when five minutes were up. Instead, he had to just shout over the din of the crowd when it was time to move on.

Some of the Publishers I talked to afterward were pretty angry about this. They wanted to see games, but since it was so disorganized apparently non-developers were going into the room and pitching to them. (“Buy Appodeal!”) George had to explain to these guys that this wasn’t the purpose of the event, but I can’t quite blame them for taking the opportunity. I kind of felt alienated since most publishers were looking for freemium games, and I got brushed aside by all but one.

We’re not seriously considering getting a publisher (except for China!) but I would have appreciated their feedback. Maybe I should just stop going to publisher speed-dating since we decided we’ll handle the global roll-out on our own…

 

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Adrian had a particularly impressive setup for Meow Wars.

Amazon Developer Showcase

I thought it was great that there were some actual games being featured at the show in the main hall! You could walk right up and play them, or talk with the developers. Or both! At a strictly business conference like this, sometimes it’s easy to forget that we’re publishing games, not virtual slot machines. There weren’t many, though – I think it was just Meow Wars, Cat Date, Tiny Bubbles, Tumblestone, and one other whose name escapes me. This section probably should have been larger.

 

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Marketplace

Nothing really appealed to me in the marketplace, which was a separate room where companies set up tables to sell their products. This would probably be more appealing if there were games here – or if the products were designed for a premium title. But, understandably, there were a lot of ad networks in this section.

PornHub had a table (not pictured) which I find extremely distasteful. There were no kids at this conference, but even so, it’s important to have standards about who you invite. I think the MGF can get by without PornHub’s $2,000 table fee, and I recommend they be more stringent about who is allowed to showcase at their events. If they want, I’ll pay them not to include PornHub and other such companies. This is hardly the place for a preachy article about how sex trafficking thrives on the porn industry, so I’ll move on and let you Google that on your own. Needless to say, I found that disturbing and I didn’t spend much time in this room.

 

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New Friends, and a Virtual Reality Party

Shows like this are great for meeting people! We had a great time going out for drinks and dinner before the official MGF party. This is probably the best reason to go to a conference like this, because you never know who you’ll meet – or where they’ll be working in 3 years. It’s a small industry, and everyone knows each other. So you have to make sure you’re part of “everyone!”

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This was pretty cool, too: the official party of the show had a few VR stations by this company Portal. They were showcasing mini-demos like the Star Wars VR experience, and larger titles like Valve’s The Lab. This is kind of where VR shines, honestly – a fun arcade experience where the expense is handled by someone else, and you have fun while looking goofy in front of your friends.

It was also probably not great that the party happened the night before the game pitching contest. Speaking of which…

 

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The Game Dev Showdown

There was a contest at the MGF to pitch your game in front of 5 industry judges. I knew about the contest beforehand, but I didn’t try to join it before I got to the show. On Tuesday, I just said “screw it” and went for it. They mentioned during the opening ceremony that there were two drop outs and I asked Anna if I could join. She told me I’d need a PowerPoint Presentation and a pitch ready to go by 1 pm the next day. I said “count me in!” and got the very last slot in the contest.

I was up until 2:30 am on Tuesday night, but I got it done! There were six games in all, many of whom were on display in the main hall of the expo center as part of the Amazon Developer Showcase. My pitch went quite well, and I got to use a clicker for the first time in my life. Afterward, people commented on how impressed they were with my polished delivery, especially considering I only had a day to prepare. I don’t mean to sound self-centered, but this is one area where I can claim some significance. I’ve done performing arts since 6th grade, and even some improv in college. It’s not a useless skill. My competitors were nervous, and for many this was their first pitch ever. Jack and I both did a bunch of acting at Stevens, and it’s a skill that stays with you – just watch his impromptu interview for PAX East if you need proof of that!

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Image Credit: Dean Takahashi of VentureBeat

You can see us lined up nervously on stage as we await the announcement. The winner was… Tiny Bubbles! It’s a polished puzzle game by Stu Denman, and it deserved to win. He went first and had a bunch of tech issues that weren’t his fault, so I was hoping they wouldn’t count that against him. Then he wowed the audience with his crazy bubble simulation physics, as well as a touching story of how his grandfather inspired the game’s design. Well done! (Thanks to Dean Takahashi of VentureBeat, one of the judges, for the photo above that was used in his article about Tiny Bubbles) Check out the Unreleased Google Beta for that game here, it’s awesome!

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Where Shadows Slumber won 2nd place (runner-up) in this contest, and they gave me a whole bunch of Amazon goodies! Pictured above is two Fire HD 8’s a Kindle Fire tablet, and an Amazon Fire TV. They also said that both winners would get a feature spot on Amazon’s App Store when we launch!

I was a little stunned when they announced this at the end of the second day. I had done it again – just like when I muscled my way into the Big Indie Pitch at GDC earlier this year – I won a pitching contest just by randomly entering at the last minute! Afterward, George congratulated me on my 2nd place win – not just because he liked the game, but because in his words “you stepped up.” If there’s anything to take from this article, that’s it. So much of success is about showing up, volunteering, and taking risks!

 

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Don’t Give Up On Gamesforum!

The Mobile Games Forum was a bit messy at times – but it’s over now. From here on out, it’s Gamesforum. Under the direction of George Osborn and Anna Bashall, I have confidence in the future of this conference. It seems like previous leaders put them in a horrible spot, where they had to run a conference on their own at the last second. I don’t envy anyone in their position.

With more time to plan and do things their way, I’m sure future expos will be even better. Hopefully they heed my advice about the corporate sponsorship and try to make talks more relevant even if they are disguised sales pitches. (“Buy Appodeal!”)

This team is based in the United Kingdom, so their next show is over there. I can’t make it to London for the first inaugural Gamesforum in January, but when they return to the United States I’ll look them up! Maybe I can persuade them to come to the east coast? (Psst, it’s a shorter flight for you guys!) In any event, I wish them the best of luck and I’d like to thank them for incredible opportunity!

 

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You can find out more about our game at WhereShadowsSlumber.com, ask us on Twitter (@GameRevenant), Facebookitch.io, or Twitch, and feel free to email us directly at contact@GameRevenant.com.

Frank DiCola is the founder of Game Revenant and the artist for Where Shadows Slumber.