We’re proud to present PR8, our little hero of AfterLoop.
PR8 is an utility robot, 8th generation of Progress Ready series. This little fellow is stuck in an endlessly shifting maze, and has lost contact of outside world since 1960s.
The maze is like a loop, your goal will be to help PR8 explore this massive maze containing over hundreds of different puzzles, and get it out.
We will be bringing our game AfterLoop to a wide range of devices, including Google Nexus Player and Amazon Fire TV.
This is an amazing experience for us, but it starts to get tricky when we have to adapt a touch-based inputs to a TV remote control.
SebGet the Nexus Player they said… it will be fun, they said!
Due to the nature of ROTE, it’s pretty easy to get stuck on any level.
That was the point of the game, make it as hardcore as possible to stimulate your brain and achieve this euphoric experience of beating really difficult challenges. Having a difficult game is sometimes a great thing, but mostly it’s a big flaw in the whole mobile casual game world.
For us, it happened to give a mixed effect, people who liked it went as far as they could go and those who didn’t abandoned pretty quickly.
I can understand that it’s not cool to get stuck in a game even though you want to finish it.
It might happen that you couldn’t finish only one of the levels, but you’re pretty much capable of solving the rest or you’re just simply having a bad day and still want to know the solution.
We didn’t want to leave anyone behind, so we decided to create this whole section on our website dedicated to solutions for the game, for every single level.
We’ve been working A LOT on the sequel to this hell-spawn game ROTE, adding new features, new levels, new ideas and everything that went through our minds and that were feasible.
We know that many of you liked the clean style of the whole game, but if the game ends up too clean it would look boring and repetitive – especially on big screens.
Since our goal is to publish the sequel on almost any platform we can afford releasing on, we decided it would be a pretty awesome idea to add few objects in the game… and by few I mean lots of objects! But unfortunately, this lead to some problems.
The first time that we have been to a game convention, we were asking other local indie game devs for tips on what to do and what to avoid. Unfortunately, none of them had any experience with conventions, so we had to take a leap of faith, and discover everything by ourselves.
Remember that in a game convention, there will be hundreds of Indie devs from all around the world, and only few people will win a prize, BUT anyone can be remembered… Here is few rules and tips to nail a Indie Game Convention!
As you may know, we are currently working on ROTE Revolution, which is a 3D game with an Isometric camera and a top down view. In this new version we decided to add 3d elements and sceneries to our puzzle. That idea looked cool, but little did we know that we were running straight into a wall.
Here are some tips for you, in order to avoid having the same issues as we encountered, and also how to improve the look of your game!
An excellent movie documentary “GameLoading: Rise Of The Indies” about the indie gaming community in Europe was recently presented at BIFFF ( Brussels International Fantastic Film Festival ) in Brussels, and I have to say it was fantastic !
Good news !
We’ve recompiled our game ROTE with Unity 5, which means that lots of bugs and compatibility issues are now gone. We also reduced our full version price from 2.99$ to 0.99$, because why the hell not?
Anyway, we’ve been working a lot on ROTE for iOS lately, but we ended up adding so much content that it no longer feels like the same game. So at that point we decided that instead of releasing the same old version on iOS, we would make it into a second game.
So what kind of improvements are we looking for so far?
Blog posts might’ve not been the thing for eXiin back in the days, but I’m gonna turn things around and post lots of walls of texts.
Some of them describing games progress and new fancy features we add, some of them talking about interesting things game dev things we do behind our development.
For now, I’ll do a quick Q&A to explain few things about me.