Cold Hard Cash Money in Death by Game Show

If Death by Game Show wasn’t cool enough, Oointah wants to reward those players who showcase and customize the game with Steam cash prizes! Each month the best shared content could win $100. This means if you make an awesome Italian language pack and other players love it, you’ll get $100 Steam funds to spend. You can also win the reward for sharing awesome screenshots and videos with us.

To clarify only two prizes will be given out each month and we’ll provide an announcement of rules on the games 22nd of January launch. So please look out for that.

Not only do we want to reward you for playing our game, we want to expand the game with new modes and features, which have been planned across the first six months of release. We want our single player content and customization options to grow and remain fresh.

Each month from February we’ll be showcasing the best community uploads, the best screenshots or videos… And other entertaining content in a periodic show called “The Death by Game Show Show.”    

Our goal is, at the end of month six to decide whether to develop competitive multiplayer and if so, who are the best Death by Game Show players and contributors to help us shape it. Could it be you? If it’s not, then Huell and Kuby will take it all and split it with Saul Goodman. Mr. White will not be happy.

Let’s Play – Death by Game Show: The First Three Levels

Today our own and illustrious TC (aka the Man of Love) takes us on a Death by Game Show ride with the first three levels of the game. In this Let’s Play video, TC is all hep’d up on Pepsi and gives us some insight and back-story on the game and its origin.

If you don’t know, Death by Game Show arrives on Steam – Yeah, THAT Steam – on January 22nd, 2016. That’s like only… a bunch of days away.

The game is chock full of twitch-action and strategy goodness, plus badges, leaderboards, Steam workshop, and full controller support. Pretty sexy, huh?!

This is Death By Game Show & Money Ain’t No Thang

Yes, we changed the title of the game after Steam Greenlight. And?  

Yep, iLikeMoney (or, How I Almost Died on a Game Show) is a fun title but it sounded casual, it sounded mobile. We’re neither! We’re like Lemmy – sedentary and hardcore!

There is a fine line between smart and @sshole and with that title (and the too-soon Lemmy reference) we had to reel it back in. It was simply too much for some people and sometimes being too big hurts – Never happened to us, yet we’re told that’s what she said. The key thing is Death by Game Show fits our gameplay like a bespoke suit.

So what else is different between our Greenlight and final product? Good question. Hmmm… We’ll hit you with what we’ve deliberately missed – localizations and multiplayer. Two big things we know…  

The simple truth is, until we know if people give-a-sh*t we have to hold back. Our plan is to roll out new features and support the game. Short term’isms: localizations, practice modes, fun modes and supporting the customization tools. Long term’isms: coop, asymmetric and competitive multiplayer.  

To quote Ferris Bueller, “I don’t believe in ‘isms, I just believe in me.”


The Death by Game Show Announcement Trailer

That’s right. Suckers walk, money talks, yet it can’t touch our three-lock box to paraphrase the King of Tequila, Sammy Hagar.

Death by Game Show arrives on January 22nd, 2016 on Steam and elsewhere.

iLikeMoney Defense Building: Die Superhero Die

Once a prop for a TV game show pilot where superheroes were rounded up and dispensed with, this monstrosity was sent to the landfill after several superheroes only ended up with seizures.  Having watched re-runs the droids knew it was lethal to humans; so they super-sized and made sure it works on everyone including superheroes. Except Batman. We like Batman. That is all.

What’s your damage, Little Boy? Die Superhero Die is a proximity area attack with all nearing droids are periodically electrocuted and sometimes causing an instant death.

That's Dope - Die Superhero Die, Superhero Die

Meet Mogey from iLikeMoney

The Mogey droid in iLikeMonday is all about the need for speed. Not the video game. Not any Aaron Paul references either… Bitch. He’s all about Top Gun the movie. Goose, Maverick, Duckface, Billy, and Gigawatt are his favorites. C’mon, he’s a stupid droid who used social media too much in the 21st century – So he got a few of the Top Gun characters wrong, what were you expecting!

When on the front-line Mogey increases its companions attack speed. However, even with all the speed and fire power he unfortunately can’t aim that well. Kind of like Goose.

I feel the need, the need for speed!

I feel the need, the need for speed!

Meet Watu from Plunder/p

If you’ve ever been able to hold baby carrot’s in your cheeks for more than an hour with no one noticing, then you’ll be able to appreciate the talents of Watu from Plunder/p.

However, don’t let the cute appearance fool you. Who would have thought this “home appliance” (or is it a propane tank from a grill? Mmm… Burgers) could become a vicious droid of war?  It wasn’t by choice; the instructions’ were in Pig Latin only.

When on the frontline Watu empowers its allies against defensive buildings and can knock back enemy droids with its drills.  With moderate damage and hit-points, the Watu is an all-purpose droid.

He can't ride a mountain bike, yet he can't lay waste to your droid ballz.

He can’t ride a mountain bike, yet he can’t lay waste to your droid ballz.


Monday Game Dev: Our Plans for 2015 & Your Feedback

We hope you had a wonderful Christmas and have enough energy saved up for some New Years celebrations this week? You do. Excellent! Unfortunately we are skipping New Years at Oointah and will save our celebrations for when Plunder/p is a success.

As development is now on a linear path of content building and balancing, our focus is shifting from problem solving to marketing. From New Year we want to really try and get Plunder/p out and about, leading into a Kickstarter campaign that has a floating date of “sometime around February”.

Our first requirement is to ensure our game has a build that can be played at a HD resolution so we can capture “real” footage and screenshots. We highlight real because we want to show the game for what it is, and how it grows rather than how we hope it looks – which is something done far too regularly in our opinion.

We have already started releasing some content on the website in the shape of blogs, imagery and early screenshots. From the New Year we want to add development diaries, teaser trailers and possibly a podcast. With new content almost daily we will push hard on social networks to encourage followers and hopefully get your feedback – as that is VITAL for Plunder/p’s path forwards.

We hope you join us on our adventure forwards. Thank you for reading and have a Happy New Year!  

Our feedback is set to 11.

Our feedback is set to 11.

Plunder/p Defense Building: The Cannon Mess

You’ve probably never heard of Steve Cannon, our favorite radio personality of all-time. He’s the inspiration for The Cannon Mess, a new defensive structure in Plunder/p coming in the Spring of 2015 for PC/Mac computers. Steve has passed on, yet during the 70’s, 80’s, and the 90’s he did an afternoon drive show in Minneapolis/St. Paul at WCCO Radio. No guests, no callers, just him and his cast of voices including Ma Linger, Backlash Larue, and Morgan Mundane. In our minds anyone that features barking dogs, AC/DC’s “Highway to Hell,” and closes each show with “I Got The Money” – well, that’s our kind of inspiration.

In the game, the Cannon Mess is a kill switch which attacks and fries any aerial enemies. It’s origins come from a point where drone deliveries were more likely to kill than deliver, some clever chap built a huge shotgun and told their once loyal droid servant to scout the skies for incoming drones.  Those days of watching the skies are gone but these shotgun towers still have many uses.

The Fearless Prognostication is for a 'Droid poundin'!

Monday Game Dev: Think Pac-Man, Resogun or Gold Miner

This is our last day of development before Christmas and it feels good to finally have a build that feels like a game. There is something entertaining about speed-running-destruction with what plays like an RTS in an arcade games clothing. When playing you get this Whack-a-Mole vibe, yet one where accuracy is swapped with strategy. Just considering a multiplayer “King of the Hill” style game mode in this is pretty cool!

So what next? Content building. When we moved from being a sandbox we lost the luxury of giving the player a blank canvas. We now need content for the player to WIN in. As a big fan of arcade style games we prefer quick-play over lengthy linear experiences. Think Pac-Man, Resogun or Gold Miner.

So how does a sandbox fit into a quick-play arcade game? In Plunder/p your buildings are key. The more you have, the more you can mitigate an enemies attack or dominate an enemy base. In normal mode you always have access to these buildings through proximity, you can manage positions and re-think defenses on-the-fly. In ultra mode we take that luxury away by giving the player an entire planet to manage.

Plunder/p doesn’t tell the player how to win, it just gives you the tools and the arcade milestones to beat.

Merry Christmas and a Happy New Year from Oointah.  


“I’m gonna take you down – down, down, down. So don’t you fool around. I’m gonna – pull it, pull it – pull the trigger.”