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Not Chess is now Feudal

Posted on July 1, 2014 by 0 Comments

July 1st Site Post Header

Hey Muchachos,

We’re changing the name of our next game from Not Chess to Feudal. The main reason for this is that we realized it conflicts with the game’s elegant, joke-free style that we’ve been meticulously crafting. In addition to that, a lot of people at TooManyGames this past weekend thought we were saying “Notches”.

It’ll stay Feudal though, scout’s honor.

-Matt

Pre-TooManyGames 2014

Posted on June 27, 2014 by 0 Comments

Not Chess Screenshot

 

Hey pals,

We are going to TooManyGames this weekend; it’s a cozy video game convention in Oaks, PA, right next to Philly. We will be showing our new mobile strategy game Tactica Not Chess(pictured above)! It turns out that our original name was taken because we’re idiots and didn’t Google it beforehand. So please welcome Not Chess into your hearts!

We are going to have a booth and there are going to be other indie developers there and people who make little pixelated key chains out of beads based on video game characters and you should stop by! Tickets are cheap as heck and you can find all the registration information here.

Please come say hi, we will be very lonely. (´・ω・`)

-JP

Two5Six 2014

Posted on May 22, 2014 by 0 Comments

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Another year, another Two5Six. This was only the second one ever but hey, here’s to many more!

For those unfamiliar, Two5Six is a one-day conference hosted by Killscreen- a video game arts and culture company. As opposed to a convention such as PAX, Two5Six has no show floor; no one is showing off their games or selling any products. Instead of people waiting in line to play a bunch of games, there’s a schedule full of talks with speakers from the games industry and other related artistic fields. There are also significantly fewer people in attendance, making it a much more personal, almost conversational, event.

The day was filled with lively panels covering topics that ranged from emotional feedback in games to the power of the human voice.

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Two5Six Conference + New Game(again!)

Posted on May 15, 2014 by 0 Comments

Tactica post image v3

Hey folks,

It’s that time of year again when we tell you that we’re going to Two5Six, the video game conference that’s in Brooklyn in May! Matt and I are going to tie up our laces on our traveling shoes and trek all the way to New York and listen to a whole lot of people smarter than us talk about how games can be taken seriously as an artistic medium! It’s going to be a lot of fun and, heck, we’ll be sure to tweet about all the cool panels we attend.

Other than that, we’re also making another game! Two posts ago, we told you that we were working on this game called Sweet Baby Space Pirates(SBSP) and that was a bold-faced lie and we’re sorry. We’re still totally going to make it – don’t get us wrong – it’s just way too large in scope to realistically be our primary project.

So, we’re going to chip away at it in the background; because we work at the snail’s pace of two college students, you can expect SBSP to launch in, let’s say, 2016. In the meantime, we’re working on a mobile strategy game called Tactica. It has a neat art style(above!) and neat boardgame/wargame mechanics and we’ll be sure to keep you posted on how it develops!

Much Love,

-JP

PAX East 2014

Posted on April 18, 2014 by 0 Comments

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It’s hard to believe that this was already our third PAX East! Time really does fly, and this one felt like it came and went in an instant. It was – as always – a lot of fun. We met a lot of cool people and caught up with a few others we’ve met in years past. We attended panels, we bought overpriced convention food, and we of course played some video games.

Of the games I played, the ones that stood out to me the most were Below by Capybara Games and Lovers In A Dangerous Spacetime by Asteroid Base. Below has an amazing atmospheric feel to it that I was drawn into immediately, and the gameplay felt really great despite controlling such a small character on screen. Lovers In A Dangerous Spacetime is actually a game I had been waiting to get my hands on for a long time and boy did it live up to my expectations. I’m a sucker for good co-op, especially when it’s used in new and creative ways- just like in Lovers. You and your co-op buddy run frantically around a spaceship, trying to multitask between different weapons and shields while also moving towards little AI bunny-people that need your help. My friend Sean and I didn’t last very long before being destroyed but I loved every second of it.

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IndieCade East 2014

Posted on February 20, 2014 by 0 Comments

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For the second year in a row, IndieCade East in the Museum of the Moving Image was an absolute treat. The general spirit of creativity and openness at the event was refreshing and motivating. Sometimes, I get too caught up in school and so working on games bums me out because it can be so time consuming; events like this remind me that it all can be worth it. People from all over, making every kind of game, came together to swim in what could only be described as an ocean of good vibes.

We pitched our idea to some people and the reaction was positive but also included a warning we were ready for: that we have a long road ahead of us. Not that Sweet Baby Space Pirates is going to take years to make, but that it will end up being exhausting. To make a game fun enough to play, one that doesn’t waste a player’s time, is something that takes huge amounts of playtesting and tweaking. By the time it releases, Matt and I will hate Sweet Baby Space Pirates; we will hate it because we will have played it 2,000+ times by then. But if that’s what it takes to make a game that people can play 200 times over and still have a blast, then that’s perfect. That’s what we want to do. We’re ready to loathe our idea into a beautiful existence.

Things from IndieCade that you should check out:

- Relativity by Willy Chyr

- The Code Liberation Foundation

- Laza Knitez by Team Buttfighters

- Videoball by Action Button Entertainment

- Foiled! by Gabe Cuzzillo & Aaron Taecker-Wyss

- Video Games and the Spirit of Capitalism, a talk by Paolo Pedercini

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New Game & Site Redesign

Posted on February 13, 2014 by 0 Comments

SSDC

Hey, how has everyone been? We’ve been pretty good too. School is keeping us very busy, but we’ve still found enough time to work on games, so we’d like to tell you all something.

We’re happy to officially announce our second game: Sweet Baby Space Pirates! It’s a 2D sidescroller about a ragtag group of bandits trying to find a way off of a randomly generated ship full of aliens, and it’s meant to be played on the couch with your friends. It’s currently being developed for PC, but we are looking into getting it onto other platforms.

We’ve also given our site a fresh coat of paint; if you have any feedback on it, we’d love to hear it so drop us a line.

Lastly, IndieCade East 2014 starts tomorrow, so we’ll be sure to put up a post about everything that we see and learn there.

Checkin’ In #7

Posted on October 12, 2013 by 0 Comments

Checkin' In #3

Hey! We’re back!

So Lunch War! has been selling really well on iOS! Over two people have bought it in total, which is just – wow – more than we ever expected!! Anyways, let us tell you about what we’ve been up to recently and what we’re going to be doing in the next couple of months.

1. Matt is going to an Apple iOS 7 Tech Talk in New York City on the 16th and, even though they they don’t permit pictures or video, he’ll be sure to write a post on all that he has learned when he gets back(unless there’s some NDA that he is unaware of).

2. Lunch War is definitely still coming to Android, but we can’t say for sure when that will be. There are still problems with our engine that are being worked on, but Stencyl is tragically understaffed. As soon as the Android version is ready for release, we’ll let you know.

3. We’re making a second game! Crazy, right? We can’t give a ton of details right now(okay, any details really), but Matt’s going to be bringing a prototype version of it to the iOS Tech Talk to get feedback on, so stay tuned!

4. We also went to the Xbox One Tour in Philly to see some launch titles, and it was a blast! Forza and Killer Instinct looked amazing, and Ryse… had a really great announcer voice narrating your actions in the game’s gladiator arena!

5. I recently moved into my dorm at Drexel, and it’s pretty cool. All my classes are dandy and so are my suitemates and I’ve even made some new friends! There’s even a game developer’s club somewhere on campus, which I’ll have to snoop around for. After Matt finishes his final year at Mercer, he’s(probably) going to transfer here too and we’ll continue our illustrious careers, living in game-making harmony.

-JP

Lunch War! Has Been Approved!

Posted on July 24, 2013 by 0 Comments

Ready for sale

Yesterday, at 6:39 PM, Lunch War! was officially approved for sale on the iOS App Store! Since then, we’ve been emailing press sites to tell them about the game and its release date: Friday, July 26th!

But with that good news, there is some bad news as well. Last week, shortly after we submitted the game to Apple and were gearing up to send it to Google, we discovered some serious lag issues on the Samsung Galaxy S3. Given the phone’s popularity, we have no choice but to delay the Android version until these problems are resolved.

Now, you may be wondering, “Matt, how did you only just find out that it’s lagging on the Galaxy S3?” Well, the answer is that I didn’t have an S3 to test on; this whole time I’ve been doing Android testing on a Nexus 7. The only reason we found out now was because JP and I asked our friend to come over with his phone so that we could use it to take screenshots. So while this thoroughly sucks, at least we found out last week instead of after releasing it, because that would have been the worst.

So to sum things up, I apologize to anyone with an Android device that has to wait a bit longer, but I promise we’ll have it out to you guys as soon as possible! And to everyone with iDevices: get ready to throw some apples on Friday!

-Matt

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