A piece of encouraging words

Today I accidentally searched the result of a game audio competition which we participated last year. We did not make it, it seems that the competition is pretty commercially orientated. Those entries shortlisted by Chinese juries are mostly quite commercial style. They are good, but lacking of emotions. Though we did not have anything, but one of the jury, Matt Bowdler, ranked us the third one, and he commented

“I was gripped by the atmosphere of this track. Beautifully abstract and sparse. Unlike any of the other entrants, it felt written from the heart. Loved it.”

It is feeling well to be recognized by a well known jury member, more than winning the comp. Indeed we are looking for a good opportunity to restart the project once we found a good programmer. This message chess me up a lot. Thanks Matt Bowdler.

We are still w…

Dear all my FISH lovers, we are not abandoning what we’ve done. We love this game so much. Give up is never the thing we’ll consider…But right now we indeed are undergoing some difficulties. It takes time to get back to a regular routine of development, yet we still take our time on retrospection of what we’ve done and where we are going…

Anyway, beauty is hardship.

Yi wang

意料之中

不出意料的,IndieCade没有获得什么,这与当前我们的完成度有很大的关系。不过评委们还是很好很好。给了很多建议:

Entry: FISH

——-
I wish there was more there because it could become an interesting game with more development. The basic idea and execution evoke a relaxed mood, at least until you try to fight the currents. The world feels small and inert for the vibe you seem to be going for. All the nice environmental effects, like brushing up against a wall seem to be building into something, into some greater thing, but they don’t and you’re left swimming in a kind of fish bowl. The game is in the new wave of “environmental experience” games like Panoramical or Proteus but without their exploration, depth, and polish. Finally, the title doesn’t help give the game any spirit or personality.
——-
This looks lovely and feels good to interact with. Fluid simulation and fish movement work well. However at this stage it feels like more of a art and tech demo than a game. It’s very small / short to play - you swim around in one area.

The night/day idea is nice, but it is hard to read the play area if you first play it at night. There is a lot further you could go with the audio.

Would be nice to see this lovely environment grow into a more complete and rounded game. There might be nice mechanics around the currents and swimming against them. Good luck with your ongoing development of this!

FISH - Stone art experiment

FISH level design Sticky Aquagrass

FISH level design Sticky Aquagrass

FISH level design Spider Web

FISH level design Spider Web

FISH level design Pushing Stones

FISH level design Pushing Stones

FISH level design concept painting

FISH level design concept painting

FISH level design concept painting

FISH level design concept painting

FISH level design concept painting

FISH level design concept painting

A dream at July 20

A dream at July 20

看完大部分igf2013提交的作品之后…

1. action-puzzle的类型已经不行了,除非你的action这部分 做的很出彩,在今年的entrant里看到很多action puzzle类型的。
2. 同理,puzzle-platformer这类型的,也已经饱和了。从图像风格上,解密类型,操作方式,很多都是一样的方式,继续制作传统意义上的puzzle-platformer无法带来新意。在这部分,目前没有人能超越limbo的高度。有很多作品都是类limbo的类型,比如element4,虽然已上steam,但是在igf却无法得到承认,不得不说steam和igf认可的 不是一个标准。
3. 意识流类的作品,taleoftales那种风格,除非做到位,将体验传达的很准确,否则,作品就会很失败。
4. indiecade 难度要低很多 很多indiecade入围的作品 都无法入围igf,比如hokra
5. 体验的精准传达往往要比画面重要很多,比如hotline miami
6. 纯puzzle类的 越来越不行了,像hundreds这种,这次只获得了最佳视觉的honorable mention,而并非desgin。如果还想继续做puzzle,建议参考incredipede。独特的玩法在独特的环境中,整体感。
7. 类似的游戏体验,例如Krauscape和之前的nitron rush,虽然krauscape换了个皮,但核心体验还是一样的啊。
8. 不管过去获得什么奖项,在igf上只认可独特的游戏体验,过于泛滥的体验已经不被认可了。比如McPixel
9. 过于泛滥的元素,如宝石,机甲,糖果等元素,一眼看过去就让人觉得滥觞了,
10. 很奇怪Mushroom11也没有获奖,可能这类重视玩法,轻体验的游戏确实不是看好。相比于incredipede来说,同为玩法类的,mushroom11也许整体感不够吧。
11. 看到了panoramical也提交了,同样没有获得任何结果。唯一的原因就是类似的游戏,已经被proteus做到了一个高度。panoramical和proteus有着相似的体验,虽然这款游戏也获得了indiecade,虽然够好,但是放在igf看来,也许还是不够独特吧,因为已经有了proteus。。。。
12. 同样落选的cipher prime 的Splice也见到了,同样是之前大获好评的解谜游戏。可能,igf还是考虑到公平性,让不知名的工作室更多的曝光机会吧。
13. 居然看见了Tengami,同样什么都没有获得,只能说igf越来越偏向于颁奖给完成度很高的作品了。像tengami这样的作品都没有入围最佳视觉得finalist,而thomas was alone这样的 都能入围最佳视觉。没别的说的了,只能说能入围的,完成度都很高。
14. 同样倍受好评的大作Room也看见了。
15. 同样之前备受好评的Swapper也看到了,看来puzzle platformer真的是江河日下
16. 休闲游戏在igf不太被认可。
所以总结一下igf的方向。注重体验,游戏已经不仅仅简单的是娱乐的工具了,而是传达体验的媒体,所有的机制,画面,等等 都是为精确的传达体验服务的。玩法类的在变得越来越边缘,除非玩法类的游戏,本身依托一个很好的体验基础。如 Incredipede。
休闲类的游戏不会有的做的很好的,可是在igf却行不通。如WormRun。
本次入围igf,每一个作品的完成度都非常高,至少有较长的游戏时间,完整的游戏体验。
总之,做自己内心最独特的游戏,做到极致,先得到自己的认可,才能得到世界的认可。
A world is meaningful only if with accidents.

A world is meaningful only if with accidents.

AE tells who we are, haha…

AE tells who we are, haha…

FISH Plant system

FISH Plant system