#yes this is inspired by cookie clicker.
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sunnycantaloupe · 1 month ago
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Imagine with me...
Imagine a Yuu/Reader that has a rather strange, "irrational" fear of making cookies.
Like, they can be in the same room as cookies (albeit they'll be a bit nervous), and with enough convincing and bribery they'll even eat a cookie, but making them? Themselves? Absolutely fucking not. Little in the entirety of Twisted Wonderland could get them to grab a mixing bowl to make cookies.
The funniest part? If some miracle unfortunate event somehow forces them to make cookies, and you can stop them from burning them or utterly destroying them, you will find that they are the best cookies you've ever had the honor of tasting.
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orteil42 · 1 year ago
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I've always kinda wondered, because afaik it never broke containment, but were you inspired by candy quest, the ascii web game?
if you mean candy box then yes! i'm sure i've mentioned it before but the initial version of cookie clicker was based on the lollypop-farming system in candy box.
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villagemonsters · 5 years ago
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Building a Village - Garden Variety
Hello Villagers!
We all neglect things they really shouldn't. Maybe it's a hard task you don't know how to start. Maybe it's just cleaning your room.
For me? It's the mushroom gardening hobby in Village Monsters. It's "technically" been in the game since releasing in Early Access 6 months ago, but you wouldn't know it. I've barely touched it since then and most players aren't even aware it exists.
That changes now. Let's talk gardens, and then afterward let's clean our rooms!
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Gardening
What was once Mushroom Gardening will now be known as simply Gardening. Yep, you can now cultivate all sorts of new plants beyond just fabulous fungi!
But don't expect to be planting boring crops like turnips or corn. No! Instead, you'll be growing suitably monstrous plants: man-eating pitcher plants, never-ending creeper vines, fruit that glows eerily in the dark, and yes: mushrooms.
To help you with growing all these new plants, garden management has received a complete overhaul in both look and design. Check it out:
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Each garden now has its own plot (above) that you can interact with to manage all the plants inside. From this screen you can plant new seeds, view the status of growing plants, cultivate the soil, and eventually harvest any mature plants.
You'll be able to purchase multiple plots of varying configurations, but at the start you're limited to the basic 2x2 model.
Your garden won't require a lot of attention if you only care about the basics. You may need to weed it on occasion, and cultivating it with water and fertilizer will definitely help it grow faster, but gardens are otherwise self-sufficient.
After all, gardening is meant to be a passive and relaxing hobby. Of course, there are all sorts of benefits if you want to be an active gardener - let's look at them now.
Breeding
I'm super excited to talk about the new plant breeding mechanics! That's not weird, right? You'd tell me if that was weird??
In all seriousness, I love breeding plants in video games. I'm not sure why - it's not like I have much interest in real life botany - but I always get really into it whenever it's offered. Adding this feature to my own game was a no-brainer.
In Village Monsters, getting started with plant breeding is actually super easy. You just need a male plant, a female plant, and an empty space. Nature can handle the rest!
Your experience as a gardener governs how fast plants grow and crossbreed, and in the beginning of your career it will be pretty slow; plants take several days (and in some cases longer) to grow, and new starter packs are quite expensive and sometimes hard to find.
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Don't fret, though! Gardening is designed for exponential growth, and over time a skilled gardeners can completely outpace the other hobbyists.
Hybridization
Hybrids are a very rare type of crossbreed where two plants combine to form a brand new plant.
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As you can see from the chart above, hybrid plants generally inherit the shape of the mother plant + the color / design of the father plant.
It takes a lot of skill & patience to successfully breed a hybrid; they're often considered the end goal for most gardeners. There are dozens of unique hybrid combinations, so you'll be plenty busy trying to discover them all.
The uniqueness of a hybrid makes them highly sought after, and Pishky will pay you very handsomely when you're ready to sell. Better yet, you're almost guaranteed to win any Garden Festival if you put one of these guys in your display.
Future Gardens
There are two more big features I'd like to add to gardening, but they won't make the next release (v0.70). Still, this is a dev diary, so I may as well talk about 'em.
The first feature is something I'm tentatively calling Symbiosis. The idea here is that gardening should provide benefits to all your other hobbies - and vice versa! Everything is connected.
For example, you should be able to use certain plants as bait to catch rare fish or critters. Other plants could help you see hidden treasure in the dark. Maybe domesticated critters could provide fast-growing fertilizer for your plants (don't think about this one too much.)
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It'll take some time to get it all sorted out, but you can expect this in a future update before release.
The second upcoming feature is called Mutation. Mutations will be similar to hybrids with one key difference: they are completely random! Randomized names, randomized look, randomized benefits, and so on. Procedurally generated plants!
This'll take some time, and it may even have to come in a post-launch patch. I'll keep you updated.
Hey, isn't this like -
Yes, almost certainly!
I really love playing video games, and I'm proud to wear my inspirations on my sleeves. I've borrowed tons of elements from games like Animal Crossing, Stardew Valley, even Cookie Clicker and Monster Rancher. If you recognize a gardening element from one of your favorite games then it almost surely is on purpose.
Video games rule.
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When can I play with the new gardens?
Very soon!
Everything I described above will be available in Village Monsters v0.70, which will be releasing in the next couple of weeks. Look forward to playing it then!
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doghausmtl · 6 years ago
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7 Easy Indoor Boredom Busters
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When the weather dips to uncomfortable lows and the snow never seems to stop falling, we’re not the only ones who start feeling a little restless from spending so much time indoors.
Our cats and dogs still need their mental, emotional, social, and physical needs met, even if they can’t (or won’t) go outside. So we’ve compiled a list of things to do indoors that will fulfill their needs - and keep them happy and cozy, as well!
1. Play!
Dogs and cats are social animals and need emotionally and socially stimulating interactions to feel fulfilled. When their outdoor excursions are cut short because of extreme weather, it’s up to us to fill in the role of other animals and offer them an outlet for their playful and social behaviours. 
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Some playful games that have left us laughing along with our pets include:
hide and seek: while your pet remains in a ‘stay,’ hide somewhere and call them once you’re ready (behind a door, in a closet - somewhere out of direct eyesight)
tug of war: let your pet hold a toy in their mouth while you grab on to the other end, and keep pulling until someone wins!
fetch or soccer: toss something for your cat or dog to bring back, or simply see if your pet can catch what you're rolling on the floor
tag: some pets don’t know or care what this one is about, but some of them love to be chased - or to chase you themselves! 
fishing pole: with your cat or dog’s toy on a string attached to the end of a stick, jerk the toy back and forth to elicit some hunting behaviours
2. Brain games
Engaging your dog’s or cat’s brain doesn’t have to be as complicated as it may sound: it all comes down to fulfilling their mental needs by providing new experiences, objects, places, and sensations - as we mentioned in our environmental enrichment blog.
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Try challenging your pets by encouraging them to use their head and even their senses:
interactive puzzle toys: toys or puzzle boards (like those from Nina Ottoson) give your pets something to think about 
let them sniff new objects: after bringing home groceries, packages, etc. let your pet’s curiosity guide them! Or, just leave a box on the floor; that usually does the trick.
find hidden objects or treats: while your cat or dog waits, hide toys or treats in another room or out of sight, then release them and let them find their hidden treasures
play the cup game: place a toy or treat under a cup, next to a few other of the same type, switch the cups around, and see if your pet can guess where their reward went!
snuffle mats: in a shaggy carpet or specialized snuffle mat, hide treats and let your dog or cat “snuff” them out
3. Make meals fun
Mealtime comes around every day at least once, so why not take advantage of that and turn it into an activity? Offering engagement during meals will not only slow down those cats and dogs who inhale their food in one fell swoop, but may also reinvigorate a picky dog’s or cat’s interest. Best of all, these enriching meals will tire your pets out far faster than feeding them directly out of a bowl.
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Doc & Phoebe’s Indoor Hunting Feeder stimulates your cat’s natural hunting needs!
Here are some easy ways to extend mealtime:
use slow feeders or food-dispensing toys: a Kong Wobbler or even a bowl with a few tennis balls placed on top of the food should do the trick
have your pets train for their meals: practice a few cues to slow them down and get their brains ticking
kibble scatter: on a mat or even on the floor, scatter your pet’s kibble and have them search for every piece
feed food in Kongs or other puzzle toys: stuff your washable toys with wet or raw food before feeding for an extra challenge
4. Practice your cues
Training is not only a great way to bond and practice your communication with your cat or dog, but provides a great cognitive workout that satisfies your pet’s mental needs. Spending 10 - 15 minutes a day working on cues is a quick way to use up extra energy: 15 minutes of mental work is equivalent to 1 hour of walking!
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There is no limit to what you can do to mentally stimulate your pets, but here are a few ideas to get your started:
sharpen your dog’s obedience: it’s never a bad time to practice cues like sit, down, stay, recall, and your dog’s or cat’s name
sharpen your obedience to your cat: you can never be too obedient to your cat’s needs and wants
teach your cat or dog something new: take out your clicker and teach your pet something fun!
For more inspiration, check out the four most fundamental cues we think your dogs should know.
5. Give them something to work on
There is no substitute for spending time doing something you love, and our pets feel this as well. Giving your cats and dogs ‘projects’ to work on will keep them quiet and happy for a while, but will also fulfill their biological need to chew, rip, graze, and overall, just be a cat or dog in their element.
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Some of our favourite ways to let our pets unwind - with supervision - include:
raw recreational bones: beef or bison marrow bones are a go-to favourite!
bully sticks or dehydrated chews: if these don’t last very long with your pets (yes, some cats like to eat them, too!), choose thicker and/or longer chews
stuffed Kongs and other stuffed toys: after filling your toys with food, freeze them to extend the time it takes to finish them
cat grass: leave a bowl out at all times if your cat likes to come and go on their own schedule
6. Spend some one-on-one time with them
As simple as this one sounds, time spent with your dog or cat is an activity that shouldn’t be underestimated, as it elicits feelings of love, trust, and safety in our pets. Bonding opportunities provide outlets for your pet’s social, emotional, and biological needs - and, of course, make you feel better, too!
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One-on-one time can be as short or long as you want it to be, but you can never go wrong with:
grooming your pets (as long as your cat or dog likes it!)
spending some time snuggling
giving them a massage
7. Go somewhere pet-friendly
Sometimes, your animals won’t be satisfied with staying indoors, no matter how many activities you provide for them: they want to go out and explore! 
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Monty and Jasper enjoying cookies and milk at Döghaus
Luckily, there are plenty of places that will allow just that, so long as your cat or dog is well-behaved:
some hardware stores and warehouses allow pets (ask before going)
pay a friend a visit at their home
organise a doggy play date
take a break at a doggy café
come visit us at Döghaus!
join us on Saturday, February 17th for a Pet First Aid Class, hosted by us and brought to you by Walks'N'Wags. For more information and to sign up, click here. Pets are welcome!
Last of all, leave some of your cat’s and dog’s toys accessible throughout the day so that if your pets get bored, they can choose to entertain themselves whenever they want.
And if you have a high energy dog, think about enrolling in doggy daycare or classes during the winter months to help let out some of that energy!
Keeping your dogs and cats happy indoors isn’t as hard as it sounds; all you need is a little bit of time and creativity!
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booksandtea · 6 years ago
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Since Steam summer sales are arriving soon, Tecsie decided to clean up their Steam wishlist a little bit by writing a Steam Wishlist Clean Up post which was inspired by Lia’s Down the TBR Hole book blogger meme.
I really liked this idea and asked Tecsie if I could take part too so here I am. Though with a slight difference, Tecsie managed to go through a lot more of her wishlist in one go. I already know that will not be the case for me. So you’ll likely see a few of these.
Sit back, enjoy, and browse some video games with me.
Starting Point: 170
As I missed out on posting one of these last week due to the book club announcements, I’m gonna go through 20 games this week to make up for it.
State of Decay: YOSE was something I’ve been interested in since release. It’s about surviving in a zombie apocalypse open world, and you have to build a base to keep everyone safe. I played a little of the original game on XBOX so I’d love to hop in on the remastered one.
As I’ve mentioned before I’d love to playhtrough all of the Telltale games and as I already own the other The Walking Dead ones then its only time until I get this one too.
Now two Resident Evil games! I think I’ll remove one of these as I’ve not played any RE games for a long time, as RE6 allows co-op and multiplayer its staying! Sorry RE4, we’ll see you in the future.
Okay so we’re back to 4 anime styled games, or well 3 and a pot of Mayo.
Invisible Apartment is a free to play visual novel on steam which I really enjoyed so yes I’d love to play Invisible Apartment II. Its a cyberpunk setting too which I love.
Natural – Beyond Nature – has mystery, drama, and supernatural elements too. It doesn’t match any of other games I’ve played but I’m fairly certain I’ve played through others by this creator and was a fan.
In Panty Party you play as some panties and fight other panties… Could I have just removed this from my wishlist and not posted it here? Sure. Am I gonna? No ahaha. Its one hell of a meme game and for once I actually will remove it from my wishlist.
But just because I removed one meme doesn’t mean My Name is Mayo gets the same treatement. This is another clicker game – because you can’t have enough! Remember cookie clicker, the web game? Its basically that I guess. I’m sorry its staying.
More Final Fantasy games? Phew. Okay lets try and narrow this down. I’m currently playing World of Warcraft which has a monthly sub but I’ve heard nothing but great things about FF XIV Online and honestly £9.99 for the base game isn’t bad so yes I’m keeping this for the future when I’m not paying for WoW.
FF XI: Ultimate Collection Seekers Edition is another MMO with a subscription and as I prefer the other one this one has to go, as will Lightning Returns as its the concluding chapter int he FF XIII saga and I never finished part one or two. I also think I’m gonna do it and say goodbye to FF IV wow.
Night in the Woods is a game I’ve been dying to play and is 100% a priority for me! I love the art work so much, it looks amazing.
Sonicomi seems to be about encouraging your friend on how to become a model, what type of outfits they should wear, and you focus on taking the best photographs of them! Its supposed to be one of those haha boobs and panty games but I saw a few reviews where they state if you ignore that and focus on achieveing great photographs the story is really good. I’m still very tempted by it.
Sakura Nova  and Sakura Agent, wow two Sakura games? Okay let me check them out… I’ll remove one so I can save some face. Agent is staying because the girls are cuter and it has slightly more polished art.
NieR: Automata is a priority game that I am dying for but am I gonna spend £40 on one game? HELL NO. Even if it does deserve it because its an amazing game, my limit really is £25-30
The Longest Journey is related to the previous two Dreamfall games I’ve mentioned so its staying along with them so I don’t forget about it. I also have no idea what order those games should be played in and I’m too lazy to look into it which is another reason it stays.
Watch_Dogs 2 is a surprising game to have on my wishlist because I hated the first, but I saw a lot of praise for this after its release so I’m pretty excited to one day pick this up.
FarSky is giving me Abzu vibes but with more survival aspects too it so I’m kinda into the idea of it but on closer inspection there are no achievements and no trading cards so realistically I’m unlikely to aim to complete it, bye.
Stats at the end of this post
Priority: 2 / 20 Keep: 11 / 20 Remove: 7 / 20 Steam Wishlist total: 144
We did it! I hope you like this post. Please let me know if you love any of these games or think you could be interested in any. I really enjoy doing these type of posts as I think it really shows non-gamers the wide choice of games out there because its not often I’ll play those that are big in the media.
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Steam Wishlist Clean Up (11) Since Steam summer sales are arriving soon, Tecsie decided to clean up their Steam wishlist a little bit by writing a…
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vrheadsets · 7 years ago
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Eerie Bear Games Steps Out of its Comfort Zone Creating Fruit for the Village
This week indie developer Eerie Bear Games launched its second virtual reality (VR) title, Fruit for the Village for Oculus Rift and HTC Vive. A kind of gardening strategy experience that involves players trying to feed a hungry village in a future destroyed by climate change and war, VRFocus spoke with the team via email to find out how the videogame came about and what the team are planning in the future. 
Formed by Noah Rojahn and Joe Radak in early 2014, Eerie Bears Games’ first title was Light Repair Team #4, a puzzle experience for the launch of HTC Vive in 2016. Wanting to push their own creative boundaries the pair came up with Fruit for the Village after several iterations.
“About a year ago, Ryan Evans put together the “Click Click Click” game jam on itch.io. The premise of the game jam was to create a ‘clicker’ game; games similar to something like cookie clicker, and others. At the time, Joe was thinking about making a game based on gardening or farming for VR. Game Jams are a good excuse to prototype out games, so he mashed them together to see what came out,” said Rojahn.
“The first version of the game was a basic farming game; wide open field, different types of seeds, freedom to move around and create a garden/farm however you want. Kind of like a VR Farmville. It was enjoyable, but didn’t do what we like to do with our games, which is to twist the genre onto its head. It had been done before. So, we put the game in space and added a timer that would count down that would require the player to gain a certain amount of resources in that time in prevent losing the game. Think of it like time-trial mode in racing games where you need to complete a lap in under X amount of seconds. In this case, you need to get X amount of credits in a constant number of minutes.
“In thinking about what this timer could represent in the game, we decided to it turn it into a food supply gauge. This tied into the idea of growing plants and give the player a sense of pressure to perform and reach these milestones.  Clicker games usually also fall into the genre of ‘idle’ games – relaxing games you can just [mess] around [in] and let them play themselves. The timer (food supply gauge), flips this on its head and gives it the twist that we like. (At this point, we moved away from the farm and put the game on a space station where you were growing food to send down to a super populated planet below. The milestones were your food quota. We obviously didn’t keep this idea.)
“And since this was the first time we’ve made a game like this, we decided to try more new things – layering in a story. We looked at how stories are told in VR, what roles the players play and then decided how we wanted to do that for Fruit for the Village. Is the player going fill in a premade characters shoes, or are we just going to give them little bits of their history and let them fill in the rest? We thought about the tone of the story and thought, “hey, we normally try to think comedic or optimistic things, lets try something else and just continue to move out of our comfort zone.” So we wrote a story that’s outside what we’ve normally done. Fruit for the Village has been all about pushing ourselves outside of our comfort zone. It’s there we feel that we really start to learn new things and can really create some interesting stuff. Basically Fruit for the Village is a first for us in terms of genre, gameplay, story, narrative delivery, art style and more.
“Finally, we didn’t really like the Sci-fi space aethestic so we put it back on earth, in the same region as Light Repair Team #4. There are small allusions to Light Repair Team #4, but it’s not mentioned directly outside a line or two of dialogue.”
VR has come on leaps and bounds in the last couple of years, especially when it comes to content development. Most VR studios started with something small and had to learn from their mistakes, with subsequent projects that evolved from this learning process, and Eerie Bear Games being no different: “The biggest thing was the physical limitations of both players and the VR tracking systems. Light Repair Team #4 highlighted the range of movement the player could have. In LRT4 we had a lot of places where the player would have to place things low to the ground where tracking was poor, or way up high where people who aren’t tall couldn’t reach (Noah and Joe are both 6ft+),” the team explained. “This was early on in VR, so we didn’t really consider the diversity of the physical size of players, their play space and their tracking quality. We made sure to keep that in mind with Fruit for the Village. Interactable objects are placed in a way that makes it easier for more people to reach, there’s no need to reach down on the floor, etc. We’ll be keeping an eye on this too after launch and make adjustments as needed.
“We also learned that if we want to tell a story, then we just need to tell it and not really hide it. We had a background and narrative in mind for Light Repair Team #4, but we didn’t really explain any of it. We couldn’t figure out how to do it right, let alone well. Fruit for the Village is our first attempt at telling a story and integrating the game mechanics with that story. We’re proud of how it came out.
“Game difficulty was something we learned from Light Repair Team #4. Light Repair Team #4’s curve was really shallow and never really got super difficult to figure out, we were worried that it was too hard, and so in trying to avoid that, we made it too easy. With Fruit for the Village, we did a lot of testing and literal calculations via spreadsheets, timing players to figure out what the max amount of credits they could get in any given timeframe. We then used that data to set the rate of change of the prices of objects to fit within that curve. Then we tested some more, refined, etc. etc. Fruit for the Village is much more challenging, especially starting out compared to LRT4, but we feel it is fun to master. There’s a lot of combinations that players can do with the fruit growing pots and auto growers to help hit the maximum level of profit. They’ll have to put in some work themselves too by manually “clicking” the plants to grow them.”
Going on to explain a bit more about Fruit for the Village Eerie Bear Games said: “It’s hard to really say what they’ll expect without dropping buzzworlds. We’re pretty sure that Fruit for the Village is the first (or close to the first) VR ‘clicker’ game. The story we created has two “endings” and a third “second ending” or true ending as some may call it. It’s kind of like a smaller version of Nier: Automata’s ending system (admittedly, we were inspired by it) where a choice you make can either keep you going in the game, or end the game for you right then and there. Beyond that, the endless survival mode will test you against the clock to see how long you can go before you can’t keep up with the costs of sending fruit to the village. Maybe we’ll be adding leaderboards in the future.
“For those who might be struggling or are interested in cheat codes – we do have those programmed into the game. They were originally debug commands, but we modified them to work in the game itself. We’re not sure yet how we’ll tell people what they are, but we hope that people will keep a look out for them.
“We designed the game to be intentionally vague about the player as possible. The only thing that the player sees of themselves in the game is their hands. We really tried to make everything as generic as possible when it comes to address the player. So we never call the player he or she. Additionally the players have a chance to change the skin tone of their virtual hands to a variety of skin tones to better match what they are in real life. We really tried to make sure that we aren’t putting the player into some fictitious persons elaborate life. We gave them a short backstory for narrative and say how they got into the cave and then just… let them fill in the rest themselves based on what they’re hearing from the village. The story mode is interesting and again, something that hasn’t really been done yet within VR – or if it has, we haven’t really seen it done like this.”
With both a single-player campaign and survival mode to play through Fruit for the Village has a reasonable amount of hours in it. When asked about further expansion the team said: “Yes, we do, but how much is added depends on reception of the game. As bad as that sounds, it’s just the nature of things for us right now. If we do add more content, it will probably be for the endless survival mode. I’d like to add more tools for the player to use and maybe expand the size of the cavern with different environmental effects, or something like that. Adding to the story is also being considered, but that would take a lot more work, so might not happen as often.
“We’ll also be working to refine some things in the game in order to make future updates easier to add. And will be considering adding more platform based features like achievements, trading cards, etc.
“It is our intention to bring Fruit for the Village to the Oculus Store. We originally wanted to launch Steam and Oculus Home simultaneously. Due to our small team size (All 2 of us) and very limited resources, we weren’t able to produce a Steam and Home version. We decided to move forward with Steam first, as it supports both Vive and Rift, and we had previous experience with launching on it. We don’t have a timeline for the Oculus Home Release yet, but expect it before the end of the early, probably early fall.”
As Rojahn and Radak are both focused on VR development VRFocus asked them what type of VR videogame they’d like to make or see made, to which they responded: “We’re big fans of strategy games like Civilization V and VI and Endless Space 2, so something like that would be cool to see in VR. Games like XCom, Into the Breach would also be cool. We have this kind of policy for projects where both Joe and Noah just tinker on whatever they want, and whenever one or either find a game that seems good, they push it to publishing. So maybe our next game will be an RPG, or another Light Repair Team game, or something small or big. Who knows. Joe’s a huge fan of RPG’s so it wouldn’t be surprising if he does something with those.”
On Eerie Bear Games’ website there’s mention of another VR title in development, Pulse.Beat Virus, so VRFocus found out a little more: “So Pulse.Beat Virus was a puzzle game where you would solve puzzles in a non euclidean space. We thought it was pretty clever. However! It caused discomfort in a lot of users, despite the safeguards we put in place to prevent discomfort. We believe the discomfort is caused by how the levels can fold back onto themselves and that our brains can’t seem to really process the idea of that yet when it’s presented to us in Virtual Reality. It sounds really weird, but we have to overcome the human brain before we move forward with that project. It’s not a canceled project, we just plan to return to it when we can solve the discomfort problem.”
To find out more about Fruit for the Village read VRFocus’ review. And as Eerie Bear Games continue developing for VR VRFocus will keep you updated.
from VRFocus https://ift.tt/2GIYuvE
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mysticwerewolftyrant-blog · 7 years ago
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With every of the game's 120 rooms having a strict time limit, it really is an exhilarating knowledge acquiring Dashington to the treasures. First launched back in 2013, Duet is an insanely common game on both iOS and Android, with 50 million downloads on Android alone.
7.four The Copyright Owner reserves the correct to add new functional traits, system modifications, improvements and updates to the Application. Anytime you upload a new apk with a distinct version number, you should also upload the matching as the expansion file.
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symbianosgames · 8 years ago
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The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
Hello, I’m Antonio Uribe, better known as Fáyer. I’m the Co-founder and Director of HyperBeard Games, an indie game studio based in Mexico City. The following text is a combination of an analysis and the story about the development of KleptoCats.
HyperBeard before KleptoCats
At the start of the development we weren’t in the best position. We were sad. The office had lost half of its people because the game we made before wasn’t the success we needed financially speaking, and we were a couple months away of losing the other half. All the people involved in the project thought that this was going to be the last game we made together as a team. But well, if you follow us on Twitter you know that we actually made it and we are still making games.
Where did the idea come from?
While working on the game before KleptoCats, we noticed there was a feeling of discontent towards the players of mobile games- that they only wanted free games and didn’t want to pay for quality content. With this in mind Joe and JP made a prototype as social criticism. The idea was the user would send a cat out and it would return with a random object, and the time the user had to wait would increase more and more from seconds to minutes, hours, days, weeks… The only way to make the cat come back quickly was by paying or watching an ad. I liked the concept a lot, because the objects they chose were really interesting and they caught my attention quickly. Unfortunately, The Balloons (the prior project mentioned above which failed financially) was still under development during our exploration and our boss thought the prototype was kind of silly. So, before we got to explore these ideas further we archived the prototype in our “to do” folder.
After The Balloons wasn’t the success we expected, we immediately started to work on other games. Half of the team worked on a shoot ’em up and the other half worked on a pet game with cookie clicker and world building mechanics. The whole future of the studio depended on these games. By January of 2016, only Joe, JP and me were working for the company. The boss visited us to check the progress on the pet game, which we decided had the most chance of success. The game wasn’t close to playable, the ideas were all over the place and nothing was clear. Disappointed with the state of the development he asked us if we had something that could be done before March, the official closing date of the branch. We remembered the cat idea and with a frown on his face he let us make it. After the first iterations, he was super happy with the project. I make him seem like an asshole but really he’s not so bad (he made me add this part).
Throughout HyperBeard’s history we have paused and canceled many games. This never means that the idea dies, only that it is saved for the future. The pet game was canceled at the time, but KleptoCats was influenced by it and from other games paused in the past. Alchademy, for example, took a lot of inspiration from another game that we developed years ago, mixed with a game that we are about to release soon and with the waiting mechanics of KleptoCats.
Development through iteration
In the beginning, the prototype only had the cat, several objects, and the waiting mechanic. We didn’t know where this game was going, we just started working and ideating with what we had. In three to four weeks we implemented 100 cats, 100+ objects, and the first room. We also added other mechanics like feeding, petting, the mini game, and sounds (that we did ourselves with a mic). With that we decided to soft launch in Mexico and Canada to see if people had any interest in a strange game like KleptoCats.
Thanks to that soft launch we learned a lot and found more things that players wanted in the game. In the next two weeks we added music, accessories, the possibility to change the cats’ names, displaying inactive cats in the background, GemDog, the golden cat, and the object’s descriptions. We also gave ourselves the opportunity to experiment with other ideas. We considered giving the players the ability to place the objects in the room as they wanted. We also considered having different types of cats or even other animals. At the end we decided to continue on the path we already had because it made the most sense for the current game and sometimes the benefits of the ideas didn’t make up for the time we needed to invest.
After the experimentation and the soft launch, we launched globally on March 17, 2016 on iOS and Android. We had valuable feature placement in both stores and a lot of people shared screenshots and more in their social networks. We realized even before we launched that players actually liked sharing stuff about the game.
Not everything went super smoothly, the Android feature got us a lot of attention and with that attention we were flooded with 1 star reviews because the game didn’t work on several low end devices. Those reviews put our game below the 4.0 stars threshold and it was dropped out of the feature. Lucky enough, we managed to work on some optimizations and the game returned to a good position. Now it’s a rated a very respectable 4.5.
KleptoCats’ story and fan theories
If you’re a fan of the game, you’ve probably come across some strange objects that seem to suggest that the game is somewhat more complex than it seems. KleptoCats has a story that is developed while collecting objects. Due to the randomness of the order you may collect the objects, some users may discover it sooner or but for others, it may take a while. The object that makes it very obvious that something is strange, is the mirror.
While we were developing the game, JP (the lead artist) had thought it was a good idea to put a mirror in the center of the room and draw someone tied to a chair in the reflection. That was the origin of the back story. The idea is that the character who is tied up in the mirror, IS the “player” in a certain way. That player is also the voice that describes objects and is the one who experiences what happens in the game. Something that makes the mystery more interesting is that the reflection is only seen when the object is placed. It’s not shown in the catalog and its description says “nothing to see here, just a regular mirror.”
From there we developed the story into the game and added many more objects that took the story to another level, ending with the secret codes hidden in each of the first 4 rooms that, when entered into the safe, open a special secret level for really dedicated fans.
Because of this secrecy, and the way it unfolds differently for each person depending on what objects you find, there are many fans who developed theories about what was going on. A simple Google search reveals several videos, images, and posts with theories. On our side, to keep the lore going, we decided to make a comic that gives a bit more information.
The weirdness of an idle mechanic and the mobile game dev scene
KleptoCats is weird on several levels, but the weirdest thing, by far, is the wait mechanics on which the whole game is based. Most game design strategies are meant to keep your players happy and make them play a lot. In our game we try to have them interested a couple of minutes and then let them leave because there is nothing else to do. The game was designed like a small window to a strange world. Although we make money from the little patience that some players have, we always recommend to wait instead of rushing to find everything.
We didn’t invent the waiting mechanic and we were definitely not the first ones to make an idle collection game with cats (there is Neko Atsume). At first we were criticized for having stolen this other game but, if analyzed, the games are very different. Yes, both have cats, collections and idle mechanics, but how they are played and the purpose of each are very different. I think fans knew to differentiate and appreciate each one for its unique ways.
I think the comparisons happened because both are mobile games, an area of the gaming industry that is not well received. Gamers say that mobile games are not real games, the video game press rarely talks about them, and platform users think that we are only interested in money. Mobile game developers never get respect, and the few times a mobile game catches the attention of the world or the press is because it is making a lot of money. Nobody sees mobile games like the games on console or PC.
The mobile market is a complicated platform. Not only do we get little respect in the industry, we also have to find a way to make money in an ecosystem that refuses to pay and is saturated with free high quality options such as Supercell, King and in recent months Nintendo with IPs like Pokémon and Mario. This topic could be explored even further but for now I do not want to get too distracted.
Passing along to other teammates and combatting momentum
HyperBeard is a small team, when we started KleptoCats we were only 3 people, and now we are 7. The project started with Joe (programmer), JP (artist) and me helping with everything else that was necessary. This team developed the game to the third room. From there we hired a couple more people to add more details and eventually take control of the project. Mario, Marms, and Kyu developed the game from the 4th to the 6th room. The 7th (and those that follow) are currently being developed in collaboration with another branch of the company that owns HyperBeard. Even though to our standards KleptoCats was a success, after months of work and trying to do something new, we found trying to continue the project got tiresome. That’s why we decided after months of working, it was a good idea for the original team to move onto other things while the new members could take it and give it a fresh and different vision. After a month with the new core team, we again decided that it was better to take it to other people. We discovered that it is better to cycle development teams so that it does not feel monotonous and that others can adapt part of their tastes and cultures to the game.
For games like KleptoCats content is very important, it ensures that the app stores pay attention to the game and players stick around and invest in it. Even more important than the content is the people who are working on it, you have to maintain a high morale and also keep the interest of the creators for the project. If you get to lose interest the game will suffer the absence of creativity. That’s why we decided to cycle the development.
The Dupes (duplicated objects)
Having a success doesn’t mean that everything we did was perfect. An example at the beginning of development, due to the randomness of the game, there were many complaints from the players because the cats were bringing repeated objects. Although in the game when this happens we give more coins to the user, we wanted to do something so that the player did not feel like it was a mistake.
To correct the issue, we decided to remove the repeated objects and instead show a bag of money, so it would be more obvious that we were giving more coins. It did not work as expected, although internally the game worked the same, many users complained because by only showing the money bag it was much more obvious when the cat was not giving you a new object.
Not long ago we added another feature to the game where we showed a bubble with the description of the object that the cat brings, because of that, we decided that it was a good idea to return the repeated objects so the user could see again the descriptions that are an important part of the game. Again, it backfired, there were many complaints because the cats were bringing repeated objects and many thought it was a bug in the game.
In all iterations about duplicate objects, things worked exactly the same, the changes were only graphical. Either way the fans always reacted in a negative way, which taught us that sometimes it is better not to pay too much attention to what they say and it is better to see how they act on it.
Merchandise
If you follow us on social networks, you’ve probably seen some pictures of the plushies we made of Guapo (the main cat in KleptoCats). By chance we found a local manufacturer that had some cat plushies that looked very similar to ours and we contacted them to do some tests. We liked the results so much that we shared it online and made a mailing list for anyone interested in getting one. In a couple of weeks, we gathered more than 10,000 subscribers and decided to order 100 units to test.
Selling the plushies was not difficult but we never considered how complicated and expensive it is to send the merchandise to other countries, considering that almost all the fans were from outside Mexico. The entire process took a long time and surely that was more expensive than what we recovered when we sold them. Either way, it was not a bad experience and it was worth it just to see fans from various parts of the world with their KleptoCats plushies.
Besides plushies we did other things, too. A friend helped us with a webcomic that illustrates a bit of the lore of KleptoCats. We also made several stickers to distribute in events and to our friends. The KleptoCats page has a paint tool where you can create KleptoCats and we also have a section of wallpapers for phones and PCs.
KleptoCats Today
The game’s birthday is on March 17th. Today the game has 7 rooms, 280 cats, 844 objects, many accessories to dress the kittens, and is translated into 8 languages. We are still working on the game and a new room will be released soon.
From its first day until its birthday the game has been downloaded more than 6 million times and has generated more than $800,000 (53% from IAPs and 47% from ads). In total, all users have played about 8 million hours, which is almost a thousand years.
We are very happy with the success that KleptoCats has had and in addition to putting HyperBeard on the map, it gives us the money to continue chasing crazy ideas. We are currently developing a couple of ideas and we are getting ready to be publishers for projects similar to ours.
If you read the whole post, thank you very much for your time. If you have any questions or comments, you can always go to my twitter (@fire_tony) or HyperBeard’s (@HyperBeard). On the HyperBeard website you can find more information about our other games and the contact information. Please follow our social networks, on there we are always sharing what we do.
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