Crowdfund Alpha release – this Fall!

If we could harness excitement into electricity, the GalaCollider team would’ve been the equivalent of a lightning storm over the last couple of months! Everyone has been working at full throttle to get the game ready for you guys, and it’s shaping up very nicely. You can expect to play GalaCollider yourself this coming Fall, but in the meantime we have some updates to share with you.

Crowdfund this Fall

GalaCollider is just about ready to release as we approach the end of our Alpha development cycle. It’s been nearly two years since our first crowdfund campaign, and we’re coming back for round two. While we’ve come a long way in the last two years without funding, we’re at the point where we still need a small sum of capital to secure licenses for artwork. We’re still working on an exact date, but we’re aiming to launch this Fall, 2017.

Best of all, our Alpha release will coincide with the crowdfund! This means that it will be possible to play GalaCollider while the crowdfund is ongoing.

Design Updates

If you’ve been following our social media channels, you have likely seen some behind-the-scenes images from our design team. More emphasis is being applied to the art shown on cards by reducing the amount of text and numbers displayed. We are shifting this information to be more contextual and displayed around the cards themselves. The goal is to make the game feel more elegantly-minimal without necessarily reducing any of its intuitive usability.

Card Information display

Here is a sample of our new (in progress) card information overlay:

Animated Cards

Having more space for art also opened us up to consider and create animated cards with special visual-audio effects! Ship cards will have 3D animated scenes, while development and operation cards will have more of a 2D animated design. Each card in our game will come to life before your eyes. You can expect all player-cards to have their own animated versions when we launch our final release.

Game play update

In addition to completed scenarios, tutorials and many UI improvements, we’re going to have Asynchronous Mode ready for the Alpha crowdfund release. In Asynchronous Mode, if you are playing a game without a turn timer, you will be notified as soon as all players have completed their turns, and play will continue. This is ideal for players who want to play various matches at once, or who don’t have a lot of time to dedicate to a single session.

This will bring the modes of play up to three:

  • Single player scenarios
  • Head-to-head play with a 90 second turn timer
  • Head-to-head play without a turn timer

Future plans still exist to add even more game modes like co-op, survival, raids, team battles, 8 player free-for-alls and more.

Team Updates

Antoine Van Lierde, our new sound sculptor, has been working on bringing extra atmosphere to GalaCollider, focusing on creating a consistent ensemble of sounds that reinforces visual feedback and the meaning of different actions, and building dynamic music for the game. Antoine is unique among sound designers in that he can also write code! We truly hope you will find GalaCollider as audibly satisfying as it will be visually.

 

Nick Hill has joined our team as test manager with 10 years of experience. For five of those years, he worked at Blizzard Entertainment, debugging their flagships games like Starcraft II, Hearthstone and many more. We’re honored to have him with us.

 

 

Podcast

We were thrilled to have Jean-Michel from Abrakam, the team behind FAERIA, on our podcast. FAERIA came out in March and is a free to play “PC card battler perfected for mobile.” If you missed the podcast then be sure to check it out below. You can also subscribe to our podcast on iTunes or download past episodes from our podcast page.

Newsletter Rewards

Here’s some great news for all of our newsletter subscribers. As an early adopter, we’re going to offer you tier upgrades on our future crowdfund. Whatever you pledge, we will bump your rewards up a notch to the next level. If you have friends who you think would enjoy GalaCollider, let them know that they should sign up to play before we launch the crowdfund in order to secure this perk for themselves.

Closing thoughts

This is a project we strongly believe in and we want to bring you the best game we possibly can, but we need your help if we’re going to make it.

Thanks for your interest and continued support!

Have feedback? Want to talk with us? Look us up on Discord, Twitter, Facebook or shoot us an email.

See you in about a month with our next update and more specific details regarding our Alpha release.

Expandable Cards in GalaCollider

Disclaimer: Some of the following information offers a sneak-peek into our monetary economy plans and is subject to change as GalaCollider continues to be developed. We’d love to know your own thoughts and suggestions!

Hey everyone! It’s Scotty here to give you a brief news update and to talk about expandable cards in GalaCollider.

First off, it’s an exciting time as we approach the completion of our Alpha5 build, which will include all sorts of great new features! In other news, we had a special guest on our podcast this month, Jean-Michel from Abrakam Entertainment, the team behind Faeria which was just released in March. Faeria is a beautiful, fun CCG that takes the land concept from Magic the Gathering to a whole new level wherein players actually create a board map each game that functions somewhat like mana:

It’s a great game, and it’s free-to-play!

We also released a second artist showcase video, with music by Sam Watson!

 

So, a little bit more on the expandable card game model we’ve been envisioning for GalaCollider. With such an increase in popularity of card games in recent years among the gaming community, the NeoCrux team saw an opportunity to try something new. We want to take a different approach to most current digital card games. By combining the foundations of 4X games with the mechanics of card games, we aim to offer players what we believe to be a unique gaming experience.

Many card games have gone down the route of a collectible card game (CCG) model. While this model does create moments of excitement when opening random packs of cards, it can often create an unfair advantage to the player who spends more money on the game. CCGs are not typically available in complete sets, and some cards are usually more scarce than others, meaning that a significant amount of cards packs usually need to be purchased in order to obtain the exact cards you want.

With GalaCollider, we want to level the playing field for our players. This has been achieved by using an expandable card game model (similar to what is used in Android: Netrunner and AEG’s Doomstown: Reloaded for example). Rather than open random pack after random pack, we give players the opportunity to purchase sets of cards where they know exactly what they are paying for. Individual decks can be created from these sets, meaning that players will still be able to enter battles with their own custom strategies.

Each release cycle of cards will explore a different theme and showcase new mechanics, opening up fresh strategies for players to discover and master. The metagame will stay novel as strategies must evolve and adapt to the regular releases of new cards, game modes (various team, co-op, solo modes of play etc.) and maps. Needless to say, GalaCollider remains exciting while being kinder on your wallet than your average collectible card game!

If you like what you’ve read, then feel free to sign up to our newsletter. We’ll update you with new developments and let you know when you can try GalaCollider for yourself! Simply leave your email address here.

Spring Updates 2017

Hey everyone! Lots of exciting things have been happening with GalaCollider, and progress is steady! Here’s a brief update on what’s been going on with the game and with the GC team.

Progress of the Save/Load feature is going well – our dev team has been pulling the impossible with this very complex feature. Combining simultaneous play with asynchronous gameplay and accounting for all scenarios is a very complex scenario to code for. This feature will be hands-down the most complex code component in the game to date; but the pay off should be substantial since it will let anyone play anyone they want and just get notified when their turn is ready by email or notification.

We’ve designed some new card information overlays, these will show up when you tap the info button next to a card to learn more about them. For the moment, text in these overlays is just placeholders:

Our creative writing team is now 3 people and they completed renaming all the cards to match all the background lore they’ve written. They’ve also been working out all the details of the future factions the game doesn’t have yet… but eventually will. We needed to figure this all out so we know where the story’s main arc will go, plus it’s important for gameplay design. The creative writers’ next objective is to lay down the framework for the first expansion cycle. So this includes key characters, their appearance, stories and how we plan to connect this to card releases and future mechanics.

Kamil continues to generate better and better 3d models, we can’t wait for him to finish all the core set. He’s been focusing on developments lately:

↑Coalition Mining Station

 

↑Sylith Enclave

In other news, we’ve been making headway on the in-game deck builder, scheduled for completion with our Beta-1 release. We have some great new redesigns for our website and mobile platform that will be coming soon, and we’re making progress on the online and in-game store(s)!

We have a new HR Manager who has been doing a great job posting, interviewing and recruiting new team members. Our Project Manager has been fantastic in coordinating various tasks across the teams. We’ve also begun putting together some short videos showcasing the many incredibly talented artists who have contributed to the game! Check out the first one:

Furthermore, we’ve been working to proofread and validate all of the card text and in-game text and tutorials. We take card text clarity seriously. Even though this is a digital game, it should be clear from reading a card what it does. Our QA team has been hard at work squashing bugs, and has expanded to roughly a dozen people! However, we can always do with more testers, check out our careers page and/or the QA tester page to find out more.

So things are progressing smoothly here with GalaCollider. We can’t wait to finish up the Alpha 5 build, and get the game into your hands! Don’t forget to sign up for our newsletter to be the first to hear about the Open Alpha launch this summer.

All the best!

-The GalaCollider Team

2016 Year End Update

Much has happened over the course of 2016, and we’re getting ever closer to the Beta version of the game.


Our Alpha 5 build has seen many UI upgrades, improved graphics, a new Street Fighter-like ‘star bar’ meter (to track players’ progress towards star victory), roll-over tips, a 2D/3D toggle mode, and most recently the battle-zoom UI. In battle-zoom you can see your ships up close, plus weapon animations and explosions get the spotlight:

Many other new features have also been completed:

  • The deck-builder is live with the full core set of cards
  • User accounts have been integrated into the game
  • A series of optional tutorials now help guide new players
  • Single player missions against an AI have been added

Furthermore we’ve enhanced the gameplay by giving all cards intrinsic value when discarded, and reduced deck sizes across the board to augment the importance of the tech pool.

We’ve also made significant progress on some key features which will allow us to gear up for the Beta, such as the “play by mail” asynchronous play mode which allows players to take their turn anytime they want.

Other big features that are getting close to being finished are the in-game deck-builder, the in-game store, and the Save/Load system that will allow you to pause games and return to them at a later date.

Next year is the year!

We’re excited to keep building this game and to get it out to all of you. Please stay tuned for updates in 2017 surrounding a buildup to a future crowdfunding campaign in combination with our Open Alpha/Beta release. We’ve been working long and hard on getting this game finished but we need your help and support to make it ultimately successful. You can help us by getting your friends to sign up for our newsletter, follow and reach out to us on social media, and help spread the word!

If you haven’t yet, you can follow us on Facebook, Twitter, Reddit, YouTube, and catch live-streams of the game on our Twitch channel! You can follow our monthly podcast, the GalaCast, on our website or on iTunes. If you feel like chatting with us directly, come check out our Discord channel.

Thank you for interest and your support! We’re thrilled to have you with us as we continue to build what we believe can be a great game and community.

Sincerely,

The GalaCollider team


Art credits:
Architecture sketches by Jan Sarbort
The New by Jingchun
Europa by Lasse Perälä
Command Center by Julian Faylona

Gaming in Montreal

Hey everyone, Elijah/Licoricefish here.

I’ve had the pleasure of attending a couple great gaming events this past month, namely MIGF (Montreal Independent Games Festival), and MIGS (Montreal International Games Summit). I was really hoping to get a booth to showcase GalaCollider, but despite not getting one it was still lots of fun getting to check out a myriad of unique games by local and international developers!

One of the first games to really catch my eye was Dread Nautical by Hibernium Games, a spooky roguelike game set on a dreadful, procedurally generated ship at sea! The game’s still in development, but the controls are pretty intuitive and the artstyle is very colourful. Here’s how the levels can end up looking:

Dread Nautical from Hibernium Games

Another very promising title was Flying Carpet Games‘ The Girl and the Robot. It feels very evocative of the Ico/Shadow of the Colossus/The Last Guardian series. Cool puzzles, a mysterious villain, and an endearing relationship between girl and robot. Here’s a shot from the game:

The Girl and the Robot from Flying Carpet Games

Mage Rift from Wrecko Studios also looks very cool. A Diablo-esque, iPad-only game with a really unique and innovative control scheme. In Mage Rift you basically build your own magic load-out, and use spells with a variety of  1-finger, 2-finger, and 3-finger controls. They’ll also be integrating an asynchronous cooperative play mode.

Mage Rift from Wrecko Studios

Cardboard Utopia‘s Children of Zodiarcs is also looking fantastic. Similarly to GalaCollider, it’s a bit of a deckbuilding hybrid. It’s a story-driven RPG that combines traditional tactical gameplay mechanics with collectible cards and craftable dice. Here’s a shot:

Children of Zodiarcs from Cardboard Utopia

It was great getting to meet other indies at MIGS. There was an incredible amount of talent and innovation in the games present. Big shoutout to all those studios in the Indie Zone!

I was thrilled to show off the latest build of GalaCollider on my iPad. It’s running quite smoothly, and people were generally very intrigued by the game! I had tons of fun at this event, I can’t wait to check out other game conventions in the future. I’d love to represent GalaCollider again, hopefully with our own booth!

Here’s me in the Indie Zone at MIGS:

That’s all from me for now, if you haven’t, don’t forget to sign up for our newsletter to hear about the upcoming Open Alpha event!

Stay tuned for a new episode of the GalaCast very soon!

The Art Hunt

Hey everyone! Elijah/Licoricefish here to talk about what I’ve been up to the past few weeks: art hunting for GalaCollider. So far I’ve had 13 new artists agree to us using their art!

By virtue of being a digital/expandable card game, GalaCollider naturally calls for large numbers of cards, each with an unique and appropriate piece of artwork. Right now on our online deckbuilder, GalaCollider has 83 core set cards and 60 sector cards. These are the current public cards, that anyone can check out and build decks with. However, this initial batch of cards is just the beginning! A multitude more are being conceptualized, developed, and tested!

A couple months ago, Sebastian (in charge of art direction) asked me if I’d like to work as a quasi-art producer for the game, scouting out great portfolios and corresponding with artists. Yes, I said, yes that sounds awesome. Since then, I’ve had a blast finding art for the game, it’s definitely one of my favourite things to do for GC! I’ll settle in with one of my favourite video game soundtracks and browse through amazing art for a couple hours at a time. I love it!

The art hunt has been an interesting challenge though, largely because we’re still working on securing funding for the game. We basically need to ask permission from the artists to use their work in our current prototype, to reach a licensing agreement once we are funded or leading up to a release.

It can be a difficult thing to give out your art for future payment, so HUGE kudos to all the artists who’ve agreed, thank you!! I know I’ll be filled with joy when I start seeing cards in GalaCollider with art that I helped find. And now, I’d love to show you all some of the beautiful work from the some of these recent additions to our family.

↑ From ‘Architecture Sketches’ by Jan Sarbort. Jan is a digital matte painter, concept artist, texture painter & photographer hailing form BC, Canada. He’s had plenty of experience at interactive media studios such as Bohemia Interactive (Czech Republic), Double Negative (UK), & currently, Method Studios (Canada). Even what he calls his ‘sketches’ are fleshed out and incredibly colourful. His fantastic scifi landscapes & starships caught my eye, and I’m so happy to have him involved in our project!

↑ Close Up Desert Planet by Ekaterinya Vladinakova, from a tutorial on her YouTube channel. Ekaterinya is a freelance illustrator hailing from California, USA. Her fantasy & scifi works are imaginative and filled with vivid colours, veering away from the photorealism of a lot of scifi artwork. I love the somewhat surreal quality of her work. If you get a chance, definitely check out her blog! Tons of great stuff on there.

↑ Floating City by Edouard Noisette. Edouard is a concept artist and matte painter, based in Paris. I really dig his artstyle, his pieces all feel very real. He’s had diverse experience working on short movies, clips, video games, set extension for photography, CD covers. He also has a diverse skillset, having worked in a variety of different softwares. His body of work is vast and diverse, with some focus on science fiction and fantasy. 

↑ Jellyfish City by Lasse Perälä. Lasse is a concept artist hailing from Finland. His work is filled with great perspectives and really absorbing textures. He uses some complex ideas but does an awesome job at making them come to life. A very elegant style! The cover image at the top of this post ↑ is also Lasse’s: Sci-fi City.

Once again, thank you so much to the artists who’ve agreed to having their art in the game! And if you’re reading this and are thinking “Hey, I’d like to have my art in GalaCollider,” then shoot me an email with some examples of your work at elijah@galacollider.com !

Besides the art hunt, I’ve still been hosting our monthly podcast and helping with our Twitter account. I’ve also been gearing up for a few gaming events in Montreal this fall, namely MIGF (Montreal Independent Games Festival) and MIGS (Montreal International Games Summit), which I’m very much looking forward to.

That’s all from me for now. If you haven’t yet, don’t forget to sign up for our newsletter, details about our upcoming big open Alpha event will be sent out through there. Now, in the words of the great Razcrux: SPACE OUT.

GalaCast episode 5 & Alpha5 reveal

Elijah aka Licoricefish here.

This month I had the pleasure of being on the fifth episode of our GalaCast podcast along with Sebastian and Connor.

We talked about a handful of things that happened since GalaCast episode 4. We had the Open Alpha Event, which was quite a busy weekend but tons of fun. Connor and Sebastian made it to GDC & ECGC, respectively. From VR to free beer and giant jenga, their experiences have convinced me that I must make it to some game conferences myself! We’ve also been pleased to see the team & playtester group continue to grow this past month.

We are very excited to be revealing the Alpha 5 build of GalaCollider on our weekly Twitch streams with PowerToMario! (Every Thursday at 10pm EDT) There have been many improvements to the UI, bug fixes, and many new star maps! 😀 (I love maps.)

I was able to get on the stream with PowerToMario last Thursday May 12th, and it was a blast! I’ll be starting another GalaCollider stream on Mondays at 5PM EDT. Don’t forget to click that heart ♥ button on our Twitch channel! There’s also been talk of doing different kinds of streams such as a live-coding session or even a live-map-building, which I’m especially excited about.

If you haven’t, sign up for the newsletter on our homepage to stay in the loop!

PowerToMario – My Experience at PAX East 2016

Every year, I typically find some way to travel to the city of Boston, Massachusetts; “The Heart of Liberty”, as many call it. One convenient reason is for the Penny Arcade Expo (affectionately known as PAX East).

It is a massive convention where gamers of varying degrees gather to celebrate (and sell) upcoming and soon-to-release game titles to the public. Though many are devoted strictly to playing games, development teams invest a gratuitous amount of their money and lives for their creations to be discovered. It’s both exciting and terrifying for the developer; your hope is that others will believe your game is as fun as you think, and sometimes that isn’t the case.

Most years, I’ve gone as an attendee with a large group of friends. The first year I attended PAX East was in 2012, where I met many of the friends I made online for the very first time. We all created YouTube “Let’s Plays” together for well over 4 years, and meeting in Boston was an incredible milestone in our lives. We attended panels, met other YouTube and TwitchTV personalities, played games together and adventured through the city, dining on local cuisine and enjoying the novelty of exploring a new place!

This year’s expo was much different; I was invited to assist as a part-time exhibitor with indie studio Frogdice! (showcasing a new MMORPG, Stash: No Loot Left Behind↓)

Being an exhibitor affords you many benefits; the Enforcers (PAX staff) will bend over backwards to assist you and the security lines are much shorter, as exhibitors get their own access to the convention center. Being able to walk past thousands of rabid gamers and get in early was a liberating experience; what privilege!

A growing presence of indie developers seems to be the trend with PAX and other events like it. Dozens of independent game studios were represented in the Expo Hall, and a small selection were invited to the “Indie Megabooth”, which is situated dead center of all the traffic in PAX East. Strangely enough, the games that interested me personally were outside of that sphere (though that’s not to say they were bad). The selection of titles was, in my opinion, the best of any PAX East to date!

Experiences that I never anticipated had captured my interest, such as Computer Lunch’s VR game “Swing Star” where you play as a boy wearing a helmet equipped with a sticky hand. I played the game on a Samsung smartphone with the Gear VR peripheral. Tilting your head while tapping the side of the phone allowed you to grab onto objects and swing at differing angles toward your goal, a golden bell you must ring in order to clear the stage. It was surprisingly immersive and I laughed a few times during the demo!

Being a QA Tester for GalaCollider, scoping out other digital card games was a natural inclination! For the most part, the card games being showcased at booths (digital or otherwise) lacked a certain depth. One game stood apart from the rest; Zimad Games was at PAX East showing off their digital collectable card game “Star Crusade”:

They had a slew of tables with tablets set up to maximize participation from the crowd circulating the show floor. It wasn’t a subtle sci-fi Hearthstone ‘clone’ by any means, but its factions, lore, and use of modules and weapons made it stand out in an genre monopolized by larger studios.

Overall, the freedom of exploring the Expo Hall was amazing; to be quite honest, the panels this year did not interest me. The different panel discussions by industry professionals are sort of a staple for PAX conventions. Each year, it feels as though the games get better and the panels become far less enticing.

Perhaps next year, GalaCollider may join in the indie festivities and provide an experience you won’t soon forget.

Licoricefish has entered the game

Hiya!

My name’s Elijah aka Licoricefish, I’m the Community Manager for GalaCollider.

A bit about me:

I’m a musician. I play mostly the acoustic bass (standard, not stand-up) but I also compose using MuseScore (mostly for school). I’m a huge fan of RPGs, scifi & fantasy, tabletop and video games. I’m Canadian and yes I play a lot of hockey.

Here’s me↓

I was brought onboard about a month ago, and I can honestly say I’m thrilled to be a part of this team! There are passionate and talented people working on this game, and I think people will feel that when they play the final product. For me, GalaCollider brings together many elements that I absolutely love in tabletop and video games. To name a few:

  • Ever-changing maps
  • Resource management
  • A wide range of strategies
  • Customizable deck-building (very excited about this one)

I’ve learnt a lot in this past month. I’ve engaged with many online groups trying to spread the word about GalaCollider. Impulsively I wanted to post to as many places as possible, but I quickly learnt that it’s a fine line between self-promotion and genuine engagement with a community. There are so many thriving scifi and indie game communities online, what I need to do is find what excites me about them so I can not only spread the word about GalaCollider, but also encourage reciprocal engagement across these great communities!

So I’ve been pushing myself to find groups that genuinely excite me. Now, I check kickstarter weekly and become giddy when I see a new game that appeals to me. I’ve been playing games with elements similar to GalaCollider (I’m loving Faeria), to get a feel for what is out there right now. I’ve been watching Unity3D tutorials and reading up on both tabletop and video game design. Already I feel like I’ve become a more engaged member of the online gamer community. Not because I have to be, but because I want to be.

I’m currently working on exploring new avenues to find playtesters for GalaCollider. Reddit has been really responsive to our posts, we got a lot of good feedback there after our Alpha Event. Our forum posts about the game have had many views but little responses. I’ve joined a bunch of gamer and game dev Facebook groups, but have found it a bit trickier to make a mark there. As GC continues to develop I hope we can garner more interest and support from those groups. I’m now looking for further places such as GooglePlus in the hopes of finding more playtesters.

If you’re reading this, then I challenge you to a duel! Give us a shout if you’re interested in becoming a playtester! I’ve been having a blast playing the current build and can’t wait for a complete Alpha5 🙂

This is the first game team I’ve had the pleasure of being a part of. It’s been a learning experience for me and will continue to be. I believe GalaCollider has incredible potential and I’m looking forward to helping develop and strengthen our community over the next many months.

Post Alpha Event Round up

Well it sure was an awesome weekend! We had a lot of fun playing everyone. It was great to see so much activity on our stream and new Discord channels as well.

great-treeMy favorite play was rushing a Sylith dreadnaught onto Sid’s core world by turn 5 or so. Something I never did before and it won me the game in record time (sorry Sid!)

😉

Our stats show that around 100 people tried the game out over the weekend. Most of you like to play on Friday and Saturday. We think you make yummy BBQs or go to church on Sundays, since you play less games then.

Streams

Screen Shot 2016-03-24 at 6.02.17 PMSanosuke Hitori and Power to Mario did a great job streaming games on our channel. Big thank you to them! But also to our entire team for making our weekend smooth and so much fun.

Press

Screen Shot 2016-03-24 at 5.55.07 PM

We got some nice press coverage from several sources, but most notably a front-page article on Touch Arcade. We did also get a lot of great feedback, a nice up surge in sign ups for our newsletter and a large number of interested players in Playtesting.

GDC

Meanwhile 3 of our team members went to GDC, we talked there with potential publishers and sponsors. As you may know we are actively seeking seed funding and/or a publisher at this time to help us get the last few miles from Alpha to a Beta release. Wish us luck!

What we are working on now

Screen Shot 2016-03-09 at 5.34.06 PMBeyond preparing presentations and materials are hard at work on Alpha5. We coded this week a turn timer clock and some new maps. We’ve also begun preliminary work on the first expansion of the game [shhh]. However I really must get back to coding our single player tutorial mission and finish it. We’re mid-way through making a level where each aspect of the UI enables itself progressively as you learn more about the game.

It’s an interesting challenge because the game is intuitive once you know how to play, but it still requires some educating to understand the nuances of the minimal UI.

We’re working on two future conventions, but really we’re just dead focused on development and potential investors / publishers.

So if you’ve missed it, check out our new Discord channel. I really like Discord, no login, just jump and and start chatting! You can reach us there anytime.

Subscribe to our Twitch and YouTube pages for live games. Follow us on Twitter and like us on Facebook.

Hang in there as we pull the curtains closed again to brew your next galactic evolution.

MagFest 2016 decompression

IMG_7269Hello everyone, we had a great MagFest. It was the first time I went to an event that was a mix of music and gaming and I really had zero expectations of what this meant. We got to show case our game AND dance to live gameboy music… how cool is that?

IMG_7247The event takes place in the GayLord resort in Maryland. In other words: A fun time in wonderland.

Our booth ended up looking really nice, we had 4 stations with chairs to play full games and two kiosks that stood at the edge to invite players in to give our game a go. Our three roll up banners added some nice ambiance.

Sid was with me and did a spectacular job of drawing in the crowds and pitching the game. We enjoyed many nights of eating pizza and pasta. I learned about phenomena of local area anonymous chatting: Yik Yak, and got a glimpse of a yet more digital life.

IMG_7257I liked being able to walk through free arcades at any time of the day and night, but most of all I enjoyed sharing GalaCollider with those who were interested enough to come by our booth.

We had times where we were over capacity. It isn’t easy sunning a booth with just two people when you have 6 computers. I wished I had more time to check out the other indies but I did get to play a few great games. I was inspired by the massive battles planned in Camelot Unchained.

IMG_7267Quite a few people came back to play again, one person even came back 6 times! [okay… technically he played 5 times, but still!] – Second place was a 3 time returning guest. It was nice to see a good number of people getting really deep into the game. We collected a good number of signups for our Alpha event and/or as new play testers. This week we are preparing a few things to get ready for their arrival and then I can’t wait to see even more activity in our game.

We are very grateful to MagFest for having selected us to be at the event, thank you to all at the MIVS crew for doing such a great job! We hope you will have us again next time.

Now to get the game ready for our Alpha test event! Only a few weeks left till then.

IMG_7248

Gearing up for MagFest

Less than a week and we will be at MagFest!

IMG_7165

2016-02-10 18.13.18

We’ve been working around the clock on code, design and booth preparations and were pretty happy with where things are landing. There is still a ton more to do, but the game is fully playable and will look pretty nice on our Kiosk stands we bought to showcase the game. We’ve also got nice black floor tiling, and new roll up banners that should arrive [fingers crossed] today on Friday to liven up our area visually.

We were hoping to have both Android and iPads on display to go with our Mac and Windows laptops but sadly the Androids didn’t get here in time to demo the game.

That said we should have 7 devices with us, 2 for playing tutorial missions, 4 for playing full games and 1 for showing off an image gallery and collecting visitor email addresses.

Turns out we will also be getting some cool chairs sponsored by Yogibo including a mini and an ipad case to go with it.

Game Progress

There’s been a ton of updates over the last couple of week to the game, so many that I struggle to even remember what is new anymore. Just yesterday we added 4 new UI buttons to the game so that you now have more than one way to colonize a world, send troops, attack and reset your attack choices. Here are some shots of these new UI buttons:

colonize button

The buttons for information were also moved to the sides of the cards and enlarged to make them easier to tap on tablet devices. Below the “I” button you can now see buttons like the blue icon for colonize, or the red cross hair for setting a target in battle.

We still want to improve the UI further by adding similar buttons and contextual highlights for a lot of other aspects of the game like movement, but

Set Target

this will have to wait now until after MagFest since we need at least 5 days now of stability testing to make sure there are zero bugs remaining.

Tutorials (Puzzles)

Screen Shot 2016-02-12 at 9.10.20 AM

We’ve got single player tutorials in the game now! Seven so far, these are set up like puzzles with tips to get you started. Completing all 7 of them should give you a pretty good basic understanding of the game so that you are then ready to play vs. another player. We plan on making at least another dozen puzzles as time goes on that will increase in difficultly while simultaneously showing off the more refined level of thinking you can achieve in the game. Our AI opponent logically fights, invades and brutalizes you on these puzzles but they are all set up to last a maximum of 1 to 2 turns. So they are intentionally short and very focused, think chess puzzles you might find in a news paper.

Interviews, Streams and Pod cast

Since we last spoke we’ve also had an interview on eXplorminate and a live game stream-interview with Space Game Junky. Plus on our own Podcast we also had a quicker recap of last months progress too.

Alpha Test Event

After MaScreen Shot 2016-02-10 at 4.39.15 PMgFest our next big milestone is the big public Alpha test event we want to schedule for mid March. This is going to be your chance to play the game in what hopefully should be an active weekend with a full lobby of players. You’ll be able to play the game as a single-player vs. the computer to learn the basics and then online vs. other players and us on Twitch streaming live if you want to play us or ask us questions. So please sign up to our Alpha event to let us know you are interested and tell your friends! Everyone can join in, we want it to be extra fun.

New Cards

Yes we have new cards we could show you! But I’m out of time for today, so I’ll leave that update till next time. Until then don’t forget to also jump on our twitter and subscribe to our twitch if you want to catch us in the act of playing and jump in for a game.

Space man out, Seb.