This game was created in 2 weeks for “A Game By It’s Cover” game jam, on itch.io.
The idea for this game was to take the concept of the classic “Rock, Paper, Scissors” game and try to do something cool and different, so the first thing that came to my mind was “what if the players have to throw big stones with the Rock/Paper/Scissor shapes at each other?”.
So we tried to think about it as if it were a kind of Sport, with spectators and all, something that would be like a mixture of Sumo and Jan-Ken-Po.
The game respects the rules of Jan Ken Po, so if a player holding a “Rock” stone hits a player holding a “Scissor” stone, the one holding the Rock will win. If one player holding a stone hits a player who is not holding any stones, the player holding the stone wins, regardless of the stone. The first player to win 2 rounds, wins the game.
You can download the game on itch.io, if you do, let us know what you think, and what you would like to see improved or added =)
The GameJam itself is based on the Famicase Exhibition that takes place in Japan every year, where artist draw the cover art for games that don’t exist. So basically the only rule is that you have to choose one of these covers and make a game based on it. This is the now we chose:
This past weekend we participated on a local GameJam in Limassol, Cyprus. The game jam lasted 48 hours, and the theme was Japan. Another requisites included using Microsoft Azure platform, Unity3D and some kind of multiplayer or leaderboards.
We tried to steer away from the most common themes like Ninjas and Samurais, so our entry was called Yokai Mask, inspired by the traditional Japanese masks used in dances and theater.
In Yokai Mask you play as a little girl who has to avoid and trick the Yokai by using masks that make her look like them. Another think we wanted was to create a game without combat, so instead of killing your enemies you must avoid them or drive them away, making it more of a puzzle platform than action.
Since we were very happy with the result we intend to polish the game a bit more, do a better level design and make it a bit longer. The game also got 2nd place on the Game Jam.
You can play the Game Jam version on GameJolt for Windows and MacOS. Let us know what you think!
There are a lot of lists out there if you’re looking for websites to send your game, PixelProspector is a good source, or even reddit.
Since most of them are not updated regularly I started making my own list, removing dead websites and adding new ones I would find. The list is focused on mobile, but there are also PC and console websites.
I last updated this list about 6 months ago, so it’s about time to update it again, if you have anything you want to add or if any of the websites here is not around anymore, let me know! You can check the list on the link below:
Recently took this project out of the drawer and decided it’s time to finish it. It’s the first game we started when we created MiniChimera, but as it often happens we got sidetracked with other projects. It also helped that took me roughly 3 years to finish writing the whole story.
We’ll have a sort of “preview” available soon, probably sometime this month, on Itch.io. This will include the first chapter of the game (from a total of 10), and it’s called The Alley. This preview will be used to gather some feedback as we implement the rest of the game, and also as a mean to help spread the word.
This is a choose your own adventure game about a man who wakes up from a blackout in a dark street in the middle of the night. He soon learns he took part in something terrible that caused the blackout, so the player has a choice to steer away from it and go home, or dig into it. The story changes a lot depending on the player’s choice, and there is no game over or dice rolls, only different paths and endings.
The story and mood highly inspired by White Wolf’s World of Darkness and H.P. Lovecraft. It’s a seemingly normal world with a lot of twisted stuff happening in the shadows, just beyond the reach of a regular passerby, but as soon as someone get’s a glimpse of what’s going on, there’s no way back.
At some point along the project we changed the style to make it look like a comic book, here’s some comparison shots. It’s hard to believe I was once satisfied with the old style, initially I wanted something more along the “black and white” style, but now I cannot look back. It’s a good reminder that you should keep changing and iterating until you are completely satisfied!
Thank you for stopping by, the next post will probably be about the launch of the preview! 😉
Long time no post!
I made a small game for the #1BitClickerJam, did not have a lot of time to put into it, but thankfully the Game Jam was 2 weeks long, so I managed to finish the basic functionalities I wanted for this game.
I had this idea on my mind for a long time, so when I heard about the game jam I thought it would be a great opportunity to finally get it done. The main idea was to use all the mindless/endless clicking to draw a parallel to the stupidity of wars in general.
I am not an artist, and this was my first time trying to draw pixel art, so it really sucks. I probably should have gone for more of a minimalistic style, specially for the soldiers.
Anyway, the game is on Itch.io, check it out if you’re interested, let me know if you manage to beat it. After the game jam is over I’ll update to make it playable on the browser, and probably fix and add a few things.
We have released Sheep Dreams Are Made of This for free on iOS in December 2015 (trailer), and it got most of it’s downloads on the first few days, as is the case with most games. Just for context, the game is a looping platformer about recurring nightmares. In the game you control a man that has the same nightmare for 17 years where he is a creepy Sheep running and jumping on a bizarre world, trying to remember things about his past and contemplating his life, trying to find out why he is having this weird nightmare.
On the first month the game had 4650 downloads. That’s not a lot, but it did better than my first game, that added to the fact that it’s a really weird game and I had no clue if people would care about it made me happy with the results.
The downloads slowed down to a crawl on the following months (I was not posting about it or advertising anywhere), and recently the game would have an average of 45 downloads in a month. To be more precise, here’s what the May and June looked like, also added a comparison with the other platforms the game is available on (Android and WP8).
The revenue on iOS, for those ~40 monthly downloads, is about $0.60. Yep, that’s pretty bad, but can’t expect much with these download numbers, but I admit the game is not very well monetized as well. There is a small banner ad that appears on the bottom once in in a while, and a full screen banner ad when the user goes back to the menu (almost never happens).
Since I was not notified about the feature (have never been featured before so I’m not sure it works) I first noticed the feature due to a spike on the admob revenue, when I usually open it in the morning it’s about $0.05 – 0.20 (this is for all 3 platforms, on my 2 games), but this day it was already at $1.50. I immediately started searching around in order to see what had happened, and ended up finding through AppAnnie that the app was featured on the Chinese App Store under the “Dreamland Adventure” category. Pretty fitting to the game.
This is what it looked like (on itunes at least)
It’s not the best, since you had to scroll a bit to get to it, but it’s still a feature. Anyway, let’s get to the numbers.
On the first day of feature, the game had 596 downloads, and $1.59 of revenue. And this is what it looked like for the whole week it was featured.
At the end of the month, total downloads for Sheep Dreams Are Made of This were 4380. And the revenue:
Final revenue for the month was $8.73, not a lot, but comparing to $0.62 on the previous month, it was a 1308.06% increase.
Now some data from the Apple App Analytics. On the first day of feature the game had approximately 159k impressions and 12k product page views.
Here’s a screenshot for the full week, july 22nd to july 28th.
Well, I thought there would be some kind of increase in downloads after the feature, but there was basically none.
The game managed to reach position 163 on Adventure and 1284 overall during this week (highest overall for China).
Download numbers on the following month (August) were 37 units, and revenue was $0.86. Back to square one.
If there’s any other data you would like to know, please leave a comment here or on reddit, or even send me an email! I hope this might be useful for someone =)
Robson A. Siebel
Mini Chimera Game Studio