Kickstart Death by Game Show Part Ugh

It’s been sobering and alarming how the Steam marketplace has changed since we plotted the creation and release of Death by Game Show.

The statistic revealing 70% of Steam’s current content has released since 2015 is something any and all PC developers should be noting down at this very moment.

For all developers who have released in 2015 and 2016 to find Steam a barren land, this glut of releases is possibly part of the reasoning. Especially if you didn’t reserve 50-80% of your games budget for bribes, marketing, and sexual favors.

With this brand new knowledge we’re thinking of running a Kickstarter campaign to raise enough funds to wine and dine the gaming media, to bribe them into laughter while streaming and to subconsciously influence via blatant product placement.

It’s that or use Kickstarter to try and move Death by Game Show to console…

Please follow us on Twitter, YouTube or add the game to your wishlist if it interests you. Also please check out our Steam Group for Death by Game Show.

Please support creativity and difference this Black Friday

As a gamer first, and a developer second, I am tired and frustrated by the overwhelming support cookie cutter games continue to get.

On a weekly basis creative games fade into oblivion because they get no coverage. The risk takers are dying off, creative roles are being lost to data scientists because of familiarity and obviousness guide design, more than ideas.

With this in mind, when looking at the amazing deals on Steam this Black Friday please consider games that are different. Death by Game Show being just one of many that were made specifically to be different to the norm.

Consider the importance of what your purchases signify to publishers and developers. Vote with your wallets and don’t just follow the status quo or influencers. Your actions do change the industry, consider the influx of simulators, survival horrors etc.

It is time gaming once again became about creativity and innovation. Thank you for reading.

Please follow us on Twitter, YouTube or add the game to your wishlist if it interests you. Also please check out our Steam Group for Death by Game Show.

We’re not in Kansas anymore

Games aren’t games anymore, they are visual representations of scientific laboratories chemically tricking your brain into addiction, false social value, and self-worth. And yes, we are game developers admitting that.

Everything you see is timed and limited to a set of principles of how best to create dopamine and then cut you off before the senses nullify. It’s constant with mobile games and now, overthrowing indie and AAA with analytics showcasing the best way to extract every dime from your wallet.

Games have become manipulation, and we’re now in a rat race for who can manipulate consumers the best because a good game can’t compete with a chemically induced nirvana built for the lowest common denominator.

It sounds like a Publishers and Developers wet dream, simple games that earn money, but it is a scenario grown out of necessity rather than choice.

Users have more variety and have an infinite ability to be fickle with new experiences and ideas. Some users if they get stuck, they leave. If they die, they give up. If they have to learn-to-play rather than instantly win, they blame the game. Everything leads to a user refunding or never loading the game again – both outcomes are bad considering 80% of a budget these days is being spent on User Acquisition, paid ads or other paid coverage.

The truth is, Publishers and Developers make familiar, safe games because they want the masses to buy (or play).

So to all those gamers who are screaming out for something different, something challenging and unique – if you don’t support such titles with your wallet Publishers will never care about you and therefore games will continue being made for the lowest common denominator in the masses. And we know that is a pretty low bar.

Support the creative. Support the different. Support honesty and perhaps the games industry will once again be driven by creativity rather than quantitative values and dopamine tricks.

The Upcoming ‘Punch Kick Uhh Son Uhh Son’ Combo

Death by Game Show is heading into the final 100 meters. A sprint where we desperately try to showcase the game to as many people who give-a-sh*t before the January 22nd launch.

So how much clout does an unknown developer with an unknown IP without a publisher have? Apparently a little! However we can’t buy coverage on a BIG outlet… But we could buy reviews… Oh the irony of this industry.  

So this blog post is for websites looking for a game that’s a little off-the-wall, strange and WTF. Yet be warned Death by Game Show is a new mash-up of concepts. It’s not a game you can WIN by headbutting the keyboard. And it’s definitely not a game where you’ve seen everything within 5 minutes. So if you have Attention Deficit Disorder jog on!

With Death by Game Show you need skill, patience, reaction and awareness. A wrong move is often your last move and if you’re a big wimp don’t bother playing as no doubt something said, read or heard will upset your delicate senses.  

There, there, nevermind, did the bad man say a rude word…  

Death by Game Show, a game for gamers with cojones.  And Anna Faris – We just love her!!

Oointah Rant: The ‘God Helped Us’ Blog – GREENLIT

valveSo… something very strange happened in our quest for Steam Greenlight. We were sitting at around 75% of the way to the top 100, with a steady flow of new visitors, and BLAM! Valve, in their infinite kindness, Greenlit us.  

We got lit up! One for the Suits fans there.

So what the hell can I ask God for now? Have I become the elusive of all creatures, a happy Englishman? I do have this weird smirk / indigestion expression across my face. Is this what happiness looks like?  It’s disgusting.  

So what will this fledgling ‘Please God Help Us Blog’ become? A development blog? A channel for ranting?  Or should I write poetry about the beauty of Valve? The later perhaps…

Ah Valve, how I press thy lips against your rectal furnace with glee,
Let me reveal my scrote hammer and strike a pose of pure masculinity.
You’ve made me free from forum twerking, which makes me very happy.
So… Please Valve can we have some promotion?

Wow, I suck at poetry. Perhaps I should focus on development and rants!  Oooh, and perhaps a nicely timed post-mortem to coincide with the game’s launch. I love it when a (marketing) plan comes together…

Bon appetite and stop thinking about my scrote hammer. It’s just wrong.  

Duane Beckett is the lead designer of iLikeMoney for Oointah

Oointah Rant: The ‘Please God, Help Us’ Blog – Uniquely Oointah

By Duane Beckett

i-am-rootOn Monday iLikeMoney got an article on GamingOnLinux.com, which is fantastic. We have had some new feedback and found a little momentum with Greenlight traffic! All very good news – even if a couple of comments were critical. Yes, even criticism is good.

We know iLikeMoney isn’t for everyone. Our art style bellies the challenge, the cartoon violence is opposite to the Idiocracy-inspired crudeness, and our gameplay is WTF compared to the established. Yet, we’ve focused on making something uniquely Oointah.

On the surface we may look like a brash, colorful romp into nothingness and that’s fair – but if you look at our Let’s Play videos you’ll see a strategy to victory exists. There is a purpose to each item in our sandbox-like-challenges, and your decisions (and reactions) truly matter. Combine this with resource management, item looting, and an arcade style scoring system, and we do have the ingredients needed to bake a cake… I mean a game. Hmmmm, cake.  

I just wanted to thank those who have commented, voted and checked out the game. We’re very appreciative. Have a great day and take care!  

Duane Beckett is the lead designer of iLikeMoney for Oointah

Oh, and you want to cast a Vote for iLikeMoney on Greenlight, then here’s one of those fancy URL’s (or whatever the kids call them these days) – http://steamcommunity.com/sharedfiles/filedetails/?id=512165319 

Oointah Rant: The ‘Please God, Help Us’ Blog (Part Derrrrr)!

By Duane Beckett

"We're done... When I say we're done!"

“We’re done… When I say we’re done!”

I should have really changed the title of this one but it’s part of a series so, meh. Monday I said we’ll discuss project progress, so here it goes… We’re done!

Granted we have a few tweaks (not twerks) which involve swapping out some demonic SFX, updating statics and getting pad functionality in (which is proving harder than anticipated), but that is it. So over the next few <insert time period here expected to wait on Greenlight> we plan on sitting around doing nothin’…

POW!!!  WHACK!!  CRUNCH!

It has become clear that over the next two weeks we will fix up the games moddability (I don’t think that is a word but it’s a keeper). What is moddability, you ask?

So you don’t like that G.I.M.P (locker) floating about with you? BAM! Drop that simplified asset sheet into Photoshop and paint that bad boy up brah! That Watu droid needs some bling? BAM! Drop the simplif… Ah you get it! With this you can make your own texture sets, share them and find that blend of aesthetic customization right for you.  

Additionally, all text will be accessible. So, don’t like some of the one liners we use? Get rid of ‘em, add your own sense of humor. Even customize it so all the jokes are just for your crowd of friends…  

You’re most welcome. Take care and peace out, brah!

Duane Beckett is the lead designer of iLikeMoney for Oointah

Oh, and you want to cast a Vote for iLikeMoney on Greenlight, then here’s one of those fancy URL’s (or whatever the kids call them these days) – http://steamcommunity.com/sharedfiles/filedetails/?id=512165319 

Oointah Rant: The ‘Please God, Help Us’ Blog

By Duane Beckett

homer-godThe trip alarms screech out! A potential voter has stumbled across our iLikeMoney Indipocolypse hideout. We grab the “please check out our game” nets and race downwind, but it’s too late. They’re repelled by Greenlightitis.  There has to be a better way as all this net play is bloomin’ tiring!

You see, iLikeMoney is an Action Tower Defense or Action Strategy game. We know where our audience is but we can’t just go “Hey, check us out!” on relevant game forums. It’s forbidden, and a fast track path to the big No! So what happens is, everyone everywhere ends up flushing information into open channel forums, like some kind of twerk-off in a lights-out club. From our analytics, only a very small percentage find their way to Greenlight…  So what’s the point of all this twerking?  

Rather than continuing this cycle of hope, we’re going full frontal thrust.  We aim to have a demo out next week on both the web (via WebGL) and as a download. After that we’re on full assault to the media. We’ve got product, we’ve got content, let’s see if anyone bites – as Greenlightitus kind of wears off once people realize there is an actual game, not just a trailer.  

And if Plan Full Frontal Thrust fails, we have a plan B.  Tomorrow we put the net down and focus on game progress… Have a great day, over and out!  

Duane Beckett is the lead designer of iLikeMoney for Oointah

Oh, and you want to cast a Vote for iLikeMoney on Greenlight, then here’s one of those fancy URL’s (or whatever the kids call them these days) – http://steamcommunity.com/sharedfiles/filedetails/?id=512165319 

Oointah Rant: It’s Like Punching Smoke!

By Duane Beckett

sticker,375x360Holla from sunny England… Over the next 28 days we’re going to describe our own Indiepocalypse in a series of “Please God, Help Us!” blogs describing the panic stricken experience we’re having on Steam “HorrorAnimeBoobsFPSSimulator” Greenlight“Quick!  Kill it!  A strategy game is getting through!“

We’re into the final death twitches of iLikeMoney’s development, and have an army of Let’s Play videos patrolling our YouTube channel borders. We’ve tweeted, liked, @ss kissed and stalked forums for any kind of coverage – and are about to jump into media territory once our press release/hostage negotiation/ransom letter goes live. Effectively, we’ve done all we can and have as much traction as a fat kid on ice.  

So onwards and upwards (we hope) as we dodge the “bundlers”, “key gifting” and “paid reviews” (oh yes they exist) and forge our own territory, hopefully built on honesty, integrity and a game that is fun!  The “Please God, Help Us” blogs begin next week!  Have a great day ya’ll!

Duane Beckett is the lead designer of iLikeMoney for Oointah

Oh, and you want to cast a Vote for iLikeMoney on Greenlight, then here’s one of those fancy URL’s (or whatever the kids call them these days) – http://steamcommunity.com/sharedfiles/filedetails/?id=512165319 

Oointah Rant: The Dangers of a Game’s Name

Our release this Spring has already had three name changes; Plunder to Plunder/p, from Plunder/p to iLikeMoney. The idea with a title is to sell the high concept, or an idea. Our rant today “can this new title help bypass some of the challenges of discoverability?”

Titles change when the mechanics or aesthetics of a game change. We went from sandbox to a very specific, aesthetically presented arcade game. The more specificity we added the more the title needed to evolve with it. So what does that title change mean for us?

From a “selling the product” standpoint, it changes nothing. Our main release channel aims to be Steam, Greenman etc. Therefore opinion, screenshots and trailers have more weight in selling the game than the title. Yet can that title get a gamer to take that first look when casually browsing through the slew of new releases?

What title would draw the most attention in a text only list? Plunder/p or iLikeMoney? Plunder is a very forceful word but with the derp element its clearly adding some playfulness. It is definitely suggestive of the product but does it stand out on a list full of other forceful, suggestive or playful titles? As good as we think the title Plunder/p is, it would only fit the genre – not stand out. Whereas iLikeMoney is a very unusual title, everyone can relate to its meaning (who doesn’t like money?) and it gives a viral value to repeating it. There is definitely more probability someone browsing will take a second glance at it.

There is no doubt having such a title is a risk. Making a statement like iLikeMoney, especially when asking people to buy the game could be seen as a gimmick or even negatively ironic. However if the game backs up the title through humor and aesthetic then this risk would be reduced.

What are your thoughts on the importance of a games title? Does iLikeMoney as a game title stand out more than Plunder/p?

I can't believe you like money too. We should hang out.

I can’t believe you like money too. We should hang out.