If you remember last month’s blog post about an upcoming patch to Where Shadows Slumber, and you’ve been eagerly awaiting it since then, I have good news for you. The wait is finally over! Kind of… for some of you!
The patch is coming to iOS later this week once it makes it’s way through Apple’s approval process.
While we have no plans to add more puzzles to the game (a frequent request from fans of the game) we’ll obviously continue to support the game via bugfixes and quality of life improvements as we see fit. Thanks for all the helpful feedback over the past few months on that end!
Stay tuned to this page for more announcements regarding Where Shadows Slumber. While we don’t have anything concrete to announce just yet, a cool experiment is in progress…
What’s Where Shadows Slumber?
I always assume that I’m writing these posts for an audience that reads them regularly, but if you just found out about our game because of this post… welcome! Where Shadows Slumber is a mobile puzzle adventure game for iOS and Android. As the name implies, the driving force of the game’s puzzles center on the shadows your character casts from his bright handheld lantern.
Incidentally, this GIF is slightly out of date now that Patch 1.0.10 is out…
As these shadows move across the landscape of the environment, they can cause objects to appear and disappear from reality. These changes can happen to entire sections of the puzzle or tiny pieces of a single pathway. Shadows from two different objects may have two different effects on the level. Your character’s position matters since Obe is holding the light – he’s more than just a passenger meant to be carted from point A to point B. Where Shadows Slumber encourages outside-the-box thinking, exploration, and puzzle solving!
Try the new-and-improved version of the game at the links below:
Where Shadows Slumber will be returning to the Connecticut Convention Center in Hartford, CT this September for the RetroWorld Expo!
Here’s their description of the event:
RetroWorld Expo (RWX) is an annual convention that encompasses all things video games, music and tabletop gaming. The event will be held on September 28 & 29 at the Connecticut Convention Center in Hartford, CT.
Returning for it’s 5th year, RWX is known for its massive marketplace, expansive gaming tournaments, free play arcade and gaming area, live video game music and Youtube and industry guests and panels. Our marketplace has over 80 vendors selling video games, crafts, artwork and much more!
Children ages 10 and under free with a paid ticket purchase
(Paid parking available at the garage attached to the Connecticut Convention Center)
All tickets are non-refundable. If you have any questions please email firstname.lastname@example.org
You can purchase tickets here and RSVP on Facebook here.
I had a blast at ConnectiCon last weekend, so I’m excited to return to Hartford with Where Shadows Slumber! If you live in the area or you’re attending RetroWorld Expo, let me know ahead of time. Spaces haven’t been assigned just yet, but I’m sure we’ll be in some kind of indie games section.
Feast your eyes upon it and cower in fear, plebians!
In all seriousness, the entire Where Shadows Slumber team would like to extend warm thanks toward the CT FIG team for this wonderful prize. Thank you for selecting us to show off at CT FIG, and thanks to the judges for recognizing our work!
Where Shadows Slumber, available now on iOS and Android, is certainly innovative. It may be similar to other games in style and tone, but it’s impossible to find another game that uses shadows the way we do. (We dare you to try! Helsing’s Fire doesn’t count.) If you know of another game that uses our mechanics and was published to the market prior to our 2016 demo, let me know in the comments!
Below you’ll find my scattered thoughts on the show, and some photos of the event. Thanks for reading! [^_^ ]
Shots and Thoughts
This show was less busy than last month’s TooManyGames. I suspect it’s because the Hartford Convention Center was divided into two Halls, A and B: A was for Connecticon, and B was for CT FIG. The divide is a bit strange, and I kept wishing more people would come over from that side during the weekend. But I understand CT FIG is still growing – the last time I went to this show, it was held in a board game shop in Newington!
I conducted 100 demos with people during the weekend, which led to 11 confirmed downloads, mainly on Android. I also think I’m going to switch from giving cards away free to giving pins away for free. People REALLY love those cards (obviously, because they have screenshots from the game on them!).
The setup, above. This is the first time I’ve shown off Where Shadows Slumber using a round table. (CT FIG began as a tabletop show and I was only 1 of 8 digital titles at the show!) I actually really liked that. It made way more sense than having an awkward rectangle table. Keep note, showrunners!
Everyone loved the game! That one guy on the right was at the table for nearly four hours on Saturday [o_o ] He beat EVERY puzzle! (And found a few issues… they’ll be fixed once the big July patch launches later this month.)
An intimate award ceremony, held after the show ended on Sunday.
Last but not least, shout-out to my boothmate Promote Pluto who has an adorable card game / webcomic about restoring Pluto to it’s former glory as a planet. So cute!
We can’t wait to see how CT FIG grows over the next year!
Last week I had the pleasure of visiting London for the Indie Prize contest at Casual Connect Europe! (If you want my thoughts on the show itself, you can check out the previous blog post on this feed here.) This post is exclusively a roundup of some of my favorite games from the show, regardless of who won the actual Indie Prize contest.
Don’t feel bad if you’re not on this list, I only got the chance to play a few games out of all the ones there! Plus there are still some on my list for later, like Holly’s Home Design. You didn’t think I’d forget about you Holly, did you?
Number #3 on this list will shock you!
Morkredd by Hyper Games
Morkredd instantly caught my eye because the aesthetic looks like our game Where Shadows Slumber, and I just had to know what the mechanics are. Whenever I see another game that uses shadows, my gut reaction is “Did they copy us? Did we copy them? What is this game?!”
Well it turns out no one copied anyone! Morkredd is a co-op game for Nintendo Switch where you play as little shadow dudes. If your character ever falls into the inky-black shadows, he dies and the group loses. This forces a restart. It’s tricky, because you don’t normally pay attention to the shadows being cast by yourself and other objects. (I finally understand the initial frustration everyone has when they first play our game!)
I don’t think Morkredd (which is Norwegian for “afraid of the dark”) is available for the Nintendo Switch yet, but you can follow their progress here.
Unbroken Soul by Oscar Ruiz
Although I didn’t get to play Oscar’s game too much, I appreciate how:
It looks like Dead Cells on a phone
Oscar is making use of this ridiculous, awesome control rig
Yes, that’s an iPhone you see in the image below. I have no idea what the controller rig is called, but it’s really cool. (No, you don’t need it to play – but you probably need it to be good.) Gameplay video below:
Oscar has had a lot of success in the indie space already, so it was good talking with him. I wish him luck on Unbroken Soul!
Hellrider 3 by Andrey Chernyshov
Andrey has a really sleek looking motorcycle game that’s the third in the series. The first two were pretty different, so I’m assuming this is the kind of gameplay he’s always wanted for Hellrider and he finally made the game he was dreaming about. It’s amazing what people can make for mobile devices these days! Check it out:
I really love the art style for this game. Everything fits together so well in a cartoony, low-poly indie way. This game is not available to the public yet, but he has all of his current releases available on his website here.
Pico Tanks by Panda Arcade
Not only is Pico Tanks an impressive online mobile game with cute art and fun gameplay, their setup at the Indie Prize was incredible! Look at the effort they put into this display. Indie Prize gave us the smallest amount of space I’ve ever had at a show – essentially just 1/2 of a table and 1 chair. Using that limitation, Panda Arcade created a themed display that blocks out other competing games from taking up your attention, and invites you into the space. I’m impressed… now I just need to ask them how they did it!
I’m definitely taking notes for future Where Shadows Slumber shows…
Honorable Mention: Last Pirate
Finally, this pirate game was a little odd and I’m not really sure what was going on, but his setup was pretty good. A pirate pistol, a box of gold coins, and plenty of signs – honorable mention for you, pirate game! Last Pirate is a survival game where you’re stuck on a deserted island, forced to survive using only your rusty hook-hand and your wits. (The developer showed me the game and chopped down a tree with his hook, then got killed by a wild boar. 10/10 would be a pirate again)
The pirate’s life for me! Check it out on the Google Play store, it has a ton of downloads so far.
I just returned from a trip to AwesomeCon in Washington D.C.! It’s my second time at the convention – the previous trip was in 2017. Since our game was still in development then, the theme for this past week’s marketing has been “blasts from the past.” I had a lot of fun with that and plan to do quite a bit more. It’s always shocking to see what the game looked like before it was ready for primetime…
AwesomeCon is a D.C. based comic convention held in the Walter E. Washinton Convention Center. As for the show itself, I’m very glad I went – mostly because the crew that invited us runs MAGFest’s Indie Videogame Showcase, and they footed the bill for space. It was very generous of them to invite us, and I always take the opportunity to do shows like that. It cuts down on the cost of showcasing tremendously. For this one, I only had to pay the cost of an AirBnB, gasoline, and tolls to D.C. from Hoboken.
The audience wasn’t there exclusively for games – in fact, many people playing the game had to suddenly leave in order to make it to some signing or another scheduled event. But for those that stayed and really toured the arcade area, I felt a real sense of admiration for the indies and their games. It was a good group of people! Many of them even purchased the game right in front of me. On Saturday morning, one woman literally bought it because I said there were no micro transactions in the game, and she said she wanted to support our team [^_^ ]!
The album of images from the Awesome Arcade can be found on Facebook right here. Enjoy them!
Costs vs. Rewards
It’s so hard to quantify whether or not these shows are “worth it,” but that’s what everybody always asks. Was it worth it? How many sales did you get? How much money did you make? Does that make sense given the 3 or 4 business days it took to do the show? Does that make sense given the money spent to get there?
I won’t try to quantify things like (1) meeting other indies (2) getting the game in front of people who don’t yet buy it, but still might (3) having a banner up that people see out of the corner of their eye, subconsciously reinforcing the product in their mind (4) doing the MIVS crew a solid by adding another game to their arcade (5) giving attendees a fun thing to do for a few minutes, etc. But what can you quantify?
Well I did something different this time, and actually counted the number of “plays” I witnessed while I was running the booth. I defined a play as “they sat down, played past the first 3 Levels, and I gave them the convention spiel.” Here’s the numbers:
Total plays by day
Friday (11 am – 7 pm)
Saturday (10 am – 6 pm)
Sunday (10 am – 4 pm)
Total plays by device
Fire HD 8
So, over the course of 3 days at a cost of around $300.00, I personally introduced Where Shadows Slumber to 123 people. Even if all of those people purchased the game, the trip wouldn’t really pay for itself.
This isn’t an indictment of AwesomeCon, just something I’m going to start doing now to sate my own curiosity. I love going to shows, and I would return to AwesomeCon in a heartbeat. But they always tend to feel more impactful than they probably are. At the end of the day, my duty to the developers who built this game (as well as my duty to the studio itself) is to get the biggest bottom line we can each quarter. So this gives me a new goal for internet advertising and social media use: beat that time/cost return on investment!
Check Out Crescendo!
One of my favorite games at the Awesome Arcade happened to be on the next table over, Crescendo. I had never heard of it before, and without something like the Awesome Arcade it’s unlikely I ever would have. But the developer, Nate Largo, is very talented and he’s created something really polished and impressive. It’s a rhythm-based stealth platformer where you have to march in tune with the beat so that sound-sensitive laser robots don’t shoot your character’s face off. Check out his free demo here!
What’s That Strange iPad With a Keyboard?
This con was also special as it marks the first public test of a computer version of Where Shadows Slumber. Though we haven’t really announced it publicly yet or decided on a date, if you’ve spoken with us in the past few months we’ve probably discussed it.
Stay tuned for more news about that, and thanks again to Lexi and the MIVS crew for inviting us to D.C. for a great time!
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 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.
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 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.
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 [^_^ ]!
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:
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.
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.
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.