Enjoy These 16 Awesome Blasts From Our Past

Since AwesomeCon 2019 is in just a few days, I wanted to do something different this week for our Tuesday blog post. This isn’t really an article – instead, it’s an awesome gallery of images comparing Where Shadows Slumber 2019 to Where Shadows Slumber 2017. The 2017 images are from the last time we went to AwesomeCon, which you can see in their original form in this ancient blog post.

These pictures are old! This is back when our character was essentially a bald Wii Fit Trainer with a lantern. For each set below, the top image is from 2017 and the bottom is ripped from the game as it is now on the App Store. If you haven’t purchased the game yet, please do so before reading the article. Otherwise, enjoy a trip down memory lane!


The Forest

The AwesomeCon 2019 build had an entirely different first Level, which proved to be just too much for testers. It was replaced with the walking tutorial below, which is now the game’s initial level.

On the other side, the second Level hardly changed. We did shorten the second rotating bridge to add another small puzzle, where players have to rotate the bridge while Obe is standing on it. The previous iteration just had two bridges with three blocks each.

This Level impressed us and didn’t really need that much alteration.

The Jail

I kind of prefer the old model I used for light towers here. It was more obvious what was happening. I regret covering the fireplace inside the tower so much…

This Level is so old, it was in our 2016 demo. We were pretty sure it would get into the game as is, it just needed an artistic makeover.

This Level didn’t change, but it probably should have. Those spinning draggables still give people a lot of trouble. Expect them to change in a future update!

Look at that old button! Circles were too hi-poly. We made this much more symmetrical, to my delight. It’s also now the fifth puzzle in the Jail instead of the fourth, though Jack and I discussed rearranging the order again in a future update. Stay tuned…

As I mentioned above, this is now the fourth Level in the Jail. Notice how the orientation changed entirely! I wasn’t happy with where those doors at the end led. Looking back now, I think the old design made it more obvious what you’re trying to do. Too late now… [<_< ]

The River

The big change in “Docks” is that the goal space was moved much further down the screen so that I could hide it and say that Obe was taking a different exit out of the Level. In the 2017 version, Obe lands on a magical square and the Level just ends, but it isn’t clear where he actually goes or how that gets him to the next Level. An old concept we had for this World was that Obe was trying to get his raft past a series of locks in the River, which we abandoned due to the difficulty of making it work across multiple Levels.

Another Level where we shortened a bridge from two spaces to three in order to prevent unwanted behavior from the Walker.

In this puzzle, the Walker actually used to be on the same pathways as Obe. He eventually ended up getting in your way more often than not, so we put him all the way at the top of the screen in his own private hell.

This Level went through too many changes to show in just this image, but one of them is obvious. The goal space moved higher on the screen and required you to get past yet another timing / Walker / shadow / bridge puzzle.

The Aqueduct

We knew this would be the second puzzle in the Aqueduct, meaning that our first Level was probably still in production and not ready for testing. This Level underwent a big change in orientation, as you can see from the position of Obe and the button below.

This Level lost some unnecessary blocks in Obe’s path as we streamlined it. You can see here that buttons didn’t have the functionality of being pressed down yet, as Obe’s legs are piercing through the ugly button as if it was a huge block of yellow Jell-O.

I need to explain this because it isn’t obvious from the images below, but in the 2017 version of this Level you could drag the torus whenever you wanted! (Hence, why it is slightly askew in the top image but perfectly aligned in the bottom one.) That change was made to make the puzzle more challenging.

I was never a fan of the crazy colors on this Level, but I ended up adding even more to the final version so that players could tell what was going on with the shadows. Note that we added the functionality for draggables to “go dark” when you aren’t allowed to drag them.


See You Soon!

Thanks so much for checking this blog out. It’s awesome to look back in time at how far the game has come now that it’s finished. I hope to see you this weekend for AwesomeCon 2019 [^_^ ]!

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Where Shadows Slumber is now available for purchase on the App Store, Google Play, and the Amazon App Store!

Find out more about our game at WhereShadowsSlumber.com, ask us on Twitter (@GameRevenant), Facebookitch.io, 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 Triumphant Return to AwesomeCon

Are you going to be in Washington D.C. next weekend? The Where Shadows Slumber Global Tour™ continues with a trip to AwesomeCon 2019. The lovely organizers of MAGFest’s Indie Videogame Showcase were nice enough to invite us to AwesomeCon once again. Why is it a triumphant return, you ask?

The last time I went to AwesomeCon, our game was still in development. Returning again reminds me of a few blast-from-the-past AwesomeCon moments, like this dorky video I took at the show:

Day 1 of AwesomeCon begins any minute now… I’m eager to show people the Alpha Version of “Where Shadows Slumber”!

And this crazy blog post I wrote upon returning from AwesomeCon:

What We Learned From Testing At AwesomeCon 2017

Look at those screenshots! The game was so early in development just two years ago, I can hardly believe it. We were still testing a lot of those designs and none of the art looked good yet.

This entire first Level was eventually thrown in the garbage!

I hope you enjoy that quick trip down memory lane. If you’re new to the blog, keep reading – our archive is full of embarrassing Where Shadows Slumber history like that.

AwesomeCon 2017 attendees testing the old alpha version of the game.

Most importantly, if you’re going to be in Washington D.C. next weekend, we can’t hang out because you need a badge to get into AwesomeCon. But if you’re at AwesomeCon next weekend, stop by the table and say hello! We have the full version of Where Shadows Slumber for you to play, and you can ask me war stories about the game’s development.

Here we come, Washington D.C.!!

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Where Shadows Slumber is now available for purchase on the App Store, Google Play, and the Amazon App Store!

Find out more about our game at WhereShadowsSlumber.com, ask us on Twitter (@GameRevenant), Facebookitch.io, 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.

PAX East 2019 Recap

The show was a full week ago, but PAX East seems like yesterday! Jack and I are still exhausted from our travels to Boston, but I didn’t want to let too much time pass without recording our thoughts on the trip.


Day 0: The PREGAMER Show

This year’s PAX began differently than in recent years. I’ve never made it up to Boston a day early for Playcrafting’s PREGAMER party, but I’m glad I went for it this year. (The regular fee was included with our booth) Dan got a bar at the convention center hotel and covered the whole room in indie games! It was a nice way to start the show – essentially like a Spring Play esque Playcrafting event in a different city, the night before PAX East!

My strategy was to leave the iPad playing our trailer, and put our sweet MOO cards out to attract people over.

Your setup is pretty simple – two bar tables pushed together with a chair for each one, and a power strip behind you. I was next to an adult party card game (similar to Cards Against Humanity) so I don’t think the games are sorted into categories, it’s kind of a free for all. The event had a lot of people in it, but not too much traffic – meaning that I didn’t see too many people at the table as the night went on. Maybe that’s my fault for not bringing my cool Where Shadows Slumber banner? In any event, the people that played it really enjoyed it. One dude even bought it in front of me!

I got to chat with some young developers who are basically where Jack and I were at two years ago – they just graduated college and have a beautiful demo of a promising indie game, with a lot of work ahead of them.

(This wasn’t taken at PREGAMER, it’s just a sweet photo)

Next year, if you’re going to be in town for PAX anyway, you ought to at least show up to the party before the real convention begins! Also, if you happen to be at PAX but you couldn’t get a booth, this is a nice way to still represent your game and maybe get some media attention before the news storm hits.

Days 1 and 2: Showtime!

When the show began in earnest, I was shocked at how busy the event was from the moment it started. In recent years, Thursday has been a terribly slow day. Almost one of those days that makes you say “man, why does PAX even start on a Thursday anyway?” But this year Thursday felt more like a Friday, which was great!

It’s hard to quantify crowd sizes. Every year, Where Shadows Slumber has been at different spots on the show floor. (PAX East Indie Showcase in 2017, Indie MiniBooth in 2018, now Playcrafting in 2019) You don’t just want “a lot of people at the show”, but rather “a lot of people who come to your table excited about your game, eager to engage.” It would do us no good if 1,000,000 people came to PAX East but only cared about Roblox.

I can’t put it into hard numbers, but we felt busy all through the show. Tons of people remembered the game from last year’s spot at the Indie MiniBooth. A few diehards remembered the demo days, which is always heartening. And we bumped into some old friends from Stevens, too! There’s a suprising amount of them that either live in Boston or make the journey north just for PAX. The more of these shows I do, the more I look forward to just making connections with devs, industry people, journalists and old pals.

Our placement at the Playcrafting booth was perfect, too! We were facing out toward the aisle near a corner, with nothing in front of us. And since we were next to the Bose AR-cade (also run by Dan) we got a lot of spillover traffic from them, too. Jack joined the fun Thursday night, which was just in time, because I was already feeling tired. PAX East is a marathon, not a sprint!

Left to right: Jack Kelly, Kati Nawrocki, Adriano Valle, and Dan Butchko.
(I took this from the podium!)

Day 3: How Our Panel Went

Before we even had a booth at PAX East, I took the liberty of submitting a few panel ideas to the show just so we could talk about Where Shadows Slumber. This would be a special PAX, since it’s the first time our game is available on the market for sale instead of just as a demo or beta download. Some of my more selfish ideas didn’t fly, such as an entire 1 hour lecture on the greatness of our game, how beautiful it is, and how handsome the developers are. However, our panel “How Much Do Premium Games Make” was accepted!

It was scheduled for 1:30 pm on Day 3, Saturday. We didn’t get to pick the time, and I wouldn’t normally miss the busiest time of the show to do a panel, but we ended up getting a great crowd! Here’s a shot I took from the podium of them coming in:

Like lambs to the slaughter!

The panel was a fantastic success! Jack and I were joined by Dan Butchko of Playcrafting, Kati Nawrocki of Dots, and Adriano Valle of OrcPunk. (Though, to be honest, I know all of them through Playcrafting!) It was a frank and honest conversation about how difficult it is to be a premium indie game in a crowded marketplace. We talked about changes in consumer patterns, and new business models that can appeal to today’s phone gamer. The short version is that free-to-play isn’t just a “good idea” – it’s a requirement on mobile. Or… don’t focus so much on your game making money!

A line of questions… for us?!

I want to thank our fellow panelists, everyone who came to the panel, those who asked questions, and Matt our theater manager for making the event so successful! We’ve all leveled up and become “game devs who do panels sometimes” which I’m sure is just a few steps from “game devs who are incredibly successful and happy.” So close!

BONUS: I think Night 3 was when we got to try an awesome party bluffing game called Pluck Off! that is still in development. It’s a card game, so don’t expect to see it at too many video game events in the future, but if you can get a print & play it’s totally worth it. (Warning: don’t play with Jack, he’ll destroy your face)

Day 4: An Exhausted Success!

By the time Day 4 rolled around, I had basically checked out and spent most of the day collapsed in a chair in the back of the booth. This ended up being a mistake, as I actually missed a lot of people who planned to stop by the table but hadn’t scheduled a time. (Sorry people!)

We can call the weekend a success though, because we nudged so many people to buy & review our game that it brought our Apple rating up from a 4.4 to a 4.5! This may seem insignificant, but it brings us past the threshold that Apple uses when deciding which games to feature. Some games, like our muse Monument Valley, are featured at least once a week. If we climb the ranks, Apple might give us at least a feature every month. Bring on the Today tab, boys!

Me during day 4 of PAX East (Dramatization)

I don’t know about Jack, but I’m still recuperating from the weekend. I have no idea how some devs did three shows back to back in March… (This is the SXSW / GDC / PAX East Trifecta, sometimes called March Madness or dying.) I’m hoping to get back on the wagon soon though, because we have a lot of little changes to make to the build in response to your wonderful feedback. Jack and I spent the entirety of our 4 hour drive back to Hoboken planning what we can do in the short & long term to improve Where Shadows Slumber. I’m excited to put the plan into action!

Thank you to everyone who visited our table, bought our game, gave us a review, or attended our panel! You helped make a good PAX great. Wish us luck finding the energy to keep going!

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Where Shadows Slumber is now available for purchase on the App Store, Google Play, and the Amazon App Store!

Find out more about our game at WhereShadowsSlumber.com, ask us on Twitter (@GameRevenant), Facebookitch.io, 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 2019

Sup peeps! You may have noticed that I haven’t written a blog post for a while, but this week is different! This past weekend was MAGFest 2019, and, as Frank mentioned last week, he was unable to come. Since I ended up flying solo for this show, it only makes sense for me to touch base to talk about it!

MAGFest, and MIVS in particular, is always awesome, but this year was a little different. Frank and I usually drive down together, man the booth together, and basically work together on anything that needs to be done. With someone else there, it doesn’t seem that daunting, but it’s a pretty big task to take on alone – I feel bad for all of the conventions I’m unable to attend that Frank manages alone!

 

So It Begins…

After getting up at 4 am to catch my bus down to Maryland, I set up shop in the MIVS showroom. People started filtering in, and the convention had well and truly begun!

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Come play Where Shadows Slumber!

The first thing I noticed was that it felt like fewer people were coming over to the Where Shadows Slumber booth. At first I attributed this to the fact that it was the first day of the show, but it ended up being a theme throughout the weekend. I quickly figured out what it was – because I had taken the bus down, I didn’t have room to bring everything we normally bring to shows, including our banner. Without it, the biggest piece of marketing on the table is no larger than a normal piece of paper. Because of our unique art style, actually seeing a screenshot of the game is what makes people approach the booth – since there wasn’t anything large showcasing the art, a lot fewer people decided to engage. A lot of fellow indies at these shows lament about how hard it is to showcase a mobile game, but this was the first time that I really felt it.

That was made a little more sour by the fact that the game next to us, One Step From Eden, was really awesome, and their booth showcased it very well. People were crowding in front of it, which was both a blessing and a curse – sometimes people waiting for a turn to play would trickle over and play Where Shadows Slumber, but other times the crowd would spill over and block the view of our booth. Of course, I would never begrudge them for it – they’re fellow indies, and they managed to make a great game that people love, so I’m glad they got so much attention!

That small speed bump aside, the show was pretty awesome. Our player to bug ratio was the highest it’s ever been, almost everyone who sat down and gave the game a chance ended up loving it, and we actually had a few people buy the game on the spot, which was a new (and really awesome) experience. Overall, it’s this fact that made this weekend, and pretty much all of the shows we go to, worth it – people love the game.

bookstore

Image credit: xkcd.com

In fact, for the first time, someone came up to the booth, started playing the game, and ended up actually beating it. To be fair, she played about half of it on Friday and picked up where she left off on Saturday, but it’s still quite an achievement. Any slight annoyance I might have felt about someone playing the entire game without buying it was salved when she brought not one, or two, but three more people over to the booth to come play her favorite game of the weekend. In fact, on Sunday, before I left, she stopped by again and asked if she could have some extra buttons and cards, so she could give them to more people. I either didn’t catch her name, or I forgot it, but thanks for your help, kind stranger!

 

Lonesome Jack

When Frank found out he couldn’t come this past weekend, I knew immediately that I would still be attending; MAGFest is too big a show to give up. The reality of it – running a 4-day show by myself – didn’t hit me until I sat down to do it on Thursday morning. It really wasn’t too bad – I’ve given the Where Shadows Slumbers pitch a thousand times at this point – but there are a lot of logistics involved in these shows (making sure devices are charged, answering people’s questions, enticing passers-by to come and play, etc.) that get a lot easier when there are multiple people at the booth. One of the biggest differences was that I couldn’t really leave to get food or hit the bathroom, because there would be no one to watch the booth!

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Day 3: Look at this guy, all ready to help out

After a somewhat lonely Thursday and Friday, I decided to call in reinforcements. A friend of mine from the area was free on Saturday, and we had an extra ticket to the show for Frank, so he offered to come in and help out. Even though he didn’t have any experience running a booth, and had only played the first few levels of the game it was a huge help! After watching me talk to the first few people who showed up, he knew enough of the sales pitch to handle a newcomer if I was already in conversation with another player. In fact, just having someone there to talk to during the downtime made the day run a lot more smoothly.

I also want to throw a shoutout to Brian Intile and the team from Touhou Microgame, whose booth was immediately behind ours. We actually know them in real life, so it was fortunate that they were set up so close to us – in the stretches when neither of us had too many people to talk to, we could chat, or play each others’ games, or watch each others’ booths. Their game is also awesome (moreso if you’re invested in the Touhou Project), so if you get a chance, give it a shot!

 

Bugs and Improvements

One of the biggest differences between a show before the release of a game and one after is how we can handle things like bugs. When we’re still squarely in development, a lot of things tend to be in flux. At a lot of the shows we’ve been to previously, a bug would come up, and our reactions would fall into a couple of camps:

  • That bug’s fixed in a more recent version.
  • That bug will be fixed when we make some change that we’re planning on making.
  • That bug has something to do with X, which we’re gonna update soon, so it’ll probably end up being fixed.
  • We know about that bug, and we’re gonna fix it as soon as we get a chance!
  • I’ve never seen that bug before – if we can reproduce it, we’ll try to fix it if there’s time!

A lot of these cases have a decent amount of guesswork, and the majority of them don’t actually involve going home and fixing the bug directly.

Once the game is actually released, however, it’s a different story. There’s really only one camp that the bug can fall into:

  • We didn’t know about that bug, but we’ll fix it as soon as we get back!

Since there aren’t any big changes forthcoming, and there’s not a huge amount of work that we’re doing day-to-day, it’s a lot easier for us to figure out what’s causing the bug, we know our fix isn’t going to be invalidated by a future change, and we have more time to actually fix it! With that mindset, I kept a list of all of the bugs that I saw over the weekend (along with any places where the level and/or visual design could be improved), and I’m gonna start heading back into the code and fixing them! Fortunately, none of them were game-breaking or heavily impactful, so we don’t have to rush out a new build.

 

In Summary

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Players love Where Shadows Slumber!

All in all, MAGFest was a great show, even if I was the only one of us who was able to enjoy it. It’s well-run, and it has a good crowd – I was glad that we were accepted to the Indie Videogame Showcase, and I would totally recommend that any other indies give it a shot for 2020!

 

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Where Shadows Slumber is now available for purchase on the App Store, Google Play, and the Amazon App Store!

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

Jack Kelly is the head developer and designer for Where Shadows Slumber.