There’s a running gag between my twitter followers (and some co-workers/friends) that I’m a sellout for quitting the indie life ( read as “denouncing noodles and instant soup”) in favor of joining the Mobility-Games team in Iasi. But, let me ask you this: does it really count as selling out when you get to work on (this) something of your own choosing and design for month? Sure, I was paid for it but last i checked the term “indie” meant doing what game you want while having complete control over it’s direction without a publisher pulling the strings behind the scene. The entire time spent on Bestopia was a throwback to 2012 when I was hard at work on MGL/Pimps vs Vampires, a throwback so hard my nose is still bleeding pixels left and right.
So Beastopia, what the fudge is it?
To put it mildly, the brainchild of a designer, coder and a 2D artist. The initial concept was outlined in just two days over series of debates using the Design Box methodology Talin proposed. A concept that was completely and utterly assassinated over the course of 1 month of development thanks to our “that would be awesome, lets keep it” and “did you document that? No? Think we said it should work like this….” approach. And the approach paid off in the end ( as it usually does!). When we started, the goal was to develop a Turn Based Strategy game with a Board Game influence. By the end of development we kept referring to Beastopia as an RPG… funny how this works :). I guess the initial dream most developers have was trying to creep up on us. I guess we could have called Beastopia a TBSDBGWLRPGI ( Turn Based Strategy Digital Board Game with Lite RPG influences) but that would have been silly; we went with “Beast powered board game RPG” which sounds more catchy.
No really, what is Beastopia?
A short game with 3 game levels (boards) in which you assemble a party of 4 characters, fight beastly creatures, pickup and equip items and play card games to pass certain events. It also look like a billion dollars! As a bonus its free (as in beer), with no ads or in-app purchases and it works on any android capable toaster. So yeah, that’s Beastopia in a nut shell
How did development go?
I can’t speak for the other two developers but from my perspective it went smooth and, mostly, on schedule. I’m extremely proud we manged to reach all our milestones and goals. And most of you know how hard that is, especially when you pitch 3 different people from different fields that never worked so closely together ( we work as part of a larger team on the company’s flagship title but that is a different shtick). You’d think finishing something on a tight schedule comes easy with so many game jams under my belt, but a 1 month project is really hard. We couldn’t just go with “hack it in – balls -to-the-wall approach” most jammers use. Due to the much larger than you average game jam time span we wanted to end up with a polished product; none of that half-arsed barely stitched together with space-tape lump of features game that 90% of appstore releases consist of.
A proud moment during development was going hands-on with unity and C# for a few days while Andrei, the programmer, was attending UNITE 2015 in Amsterdam. If you ever played MGL before and then tried Beastopia you probably noticed my trademark pathfinding behavior/implementation that relies on distance check to score tiles as opposed to the usual incrementing score approach. Someone should do a side-by-side video comparison on pathfinding from both games.
But in the end I’m extremely proud that I managed to generate some traction (marketing and articles) for the game, which now sits at around 3k downloads and 4+ score from ~200 reviews. I have to thank @Chris for being as lovely and approachable as always, and the guys from /r/android gaming for being so nice and genuinely interested in giving feedback. And of course all you twitter lovelies that keep putting up with all my shenanigans through all this years.
You know, I’ve been at Mobility for a bit over one year now. Wasn’t sure I’ll make it this long, especially since f2p games aren’t my cup of tea, but it comes to show that if you take a long-haired bearded bastard, throw a bunch of lovable team mates at him and mix in industrial amount of coffee and projects like Beastopia he might just cut his hair and stick in there for the long-run, f2p or not. And all-in-all being indie means following the dream, even if that dream ends up with you working 9-to-6 in an office.
As for Beastopia, no amount of words can explain what it is and means for me. So go ahead and give it a try. It’s free and it wants feedback – heaven’s sake we welcome the opportunity of crashing our mail server with kbTons of feedback from you guys. And if you hate it feel free to call me a sellout on twitter, I’m starting to love it.
P.s. Beastopia trailer
P.s.s I still s*#k at typing on a touch screen.