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.


Two5Six 2014

Posted on May 22, 2014 by 0 Comments

256 Post Image

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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PAX East 2014

Posted on April 18, 2014 by 0 Comments

Pax Post Pic

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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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!


Lunch War Submitted!

Posted on July 17, 2013 by 0 Comments


Finally! Lunch War!  has been submitted to Apple. It is now in their capable hands to approve the game for sale on the App Store. Now, off to make a launch trailer, off to contact press sites, and off to order many, many celebratory pizzas.

P.S. We’re taking Checkin’ In off the burner for the foreseeable future, as we’re going to have a lot of other stuff to post about in the coming months: college, how Lunch War is doing, updates/a new game… it’ll be like we’re checkin’ in every day!

P.P.S. Our game Lunch War has been renamed to Lunch War! or Lunch War!  if you’re fancy. The added exclamation point is necessary to properly convey just how pumped we are for it to be released.


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Checkin’ In #6

Posted on June 25, 2013 by 0 Comments

Checkin' In #3

Now that Lunch War is mostly sound on both platforms, what’s next? Three things:

  • Making a launch trailer.
  • Submitting the game to Apple and, as soon as it’s definitely up to par with the Apple version, to Google as well.
  • Contacting press sites.

So, pretty soon Lunch War will be submitted to Apple for review, and then to Google soon after. The whole process should take about ten days at most on their end. While both companies are reviewing Lunch War for their respective marketplaces, we’ll be working on the trailer. Once both companies approve Lunch War, we’ll decide on an exact release date, and then on that day we’ll put up the launch trailer and send it, along with the press kit, to any and all sites that might be interested in some lunch lady-themed mobile madness.


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Checkin’ In #4

Posted on May 27, 2013 by 0 Comments

Checkin' In #3

We’re getting there, I think? Yeah, we’re definitely getting there.

Lunch War’s story mode has been rebuilt and a beta of it has been sent out! We had a brief scare that the game wasn’t running on Android, but that has been for the most part sorted out, thankfully. I’m doing gameplay balancing and JP is putting some finishing touches on the sprites to make sure they scale well on all devices.

After that, we have a survival mode beta to send out, a launch trailer to make, and press sites to contact.


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Talkin’ Games #1

Posted on May 17, 2013 by 0 Comments

Talkin' Games #1

Talkin’ Games is our second post series, where we talk about what games we’ve been playing recently. It is written from a casual or design perspective, rather than as a professional set of reviews.


JP: Vlambeer is the company behind Ridiculous Fishing. They’re these two cool guys from the Netherlands who’ve made some pretty rad stuff. I first heard about them when Joystiq just would not stop talking about this mobile game, Super Crate Box; by the time they posted about it for like the seventh time, I broke down and had to buy it. That game ate up all the time I had before classes in the fall of 2011. Waiting in the hall? Super Crate Box. Bathrooming? Super Crate Box.

Now, Ridiculous Fishing. I’ll say even though I really enjoyed my time with it(especially the ending), that time was much shorter just due to there not really being a score-chasing element like in Super Crate Box. But that’s okay, because its jovial music and outstanding graphics make for a really pleasant memory, and one that I’ll think back on for a long time.

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Posted on May 13, 2013 by 0 Comments


We went to the Twofivesix conference in Brooklyn on Saturday! It was hosted by Jamin Warren of Kill Screen and featured a number of excellent talks on how games intersect with other industries.  There was food, there were spry, young entrepreneurs, and there were many, many people wearing plaid shirts and sporting beards.

While there, we talked to as many developers and decent folk as we could and had a great time doing so, even if sometimes we probably came off like awkward little ducklings.

The biggest thing we took away from Twofivesix is that there are people who work in other fields who see where gaming is going and are excited about it. The enthusiasm and know-how shown by the speakers was really a relief in a way; it can sometimes feel like even though games are a booming, billion dollar industry that people immediately outside of it think it’s strange or just big, dumb, and loud.

So it’s good to have events like this that allow games to say, “Hey, we’re not all about headshots,” and for the world to respond, “We know.”


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Checkin’ In #1

Posted on April 14, 2013 by 0 Comments

Checkin' In #3

We are starting our first post series today! Any accomplishments or updates we have going/have planned in the past two weeks will be rounded up in this neat, bi-weekly submission we’re calling “Checkin’ In.”

So at PAX East 2013, we were fortunate enough to get a lot of great feedback on our demo version of Lunch War from both game developers and PAX attendees. We’ve been right back at work since returning, making tweaks and changes to the game based on people’s suggestions. Namely, I’ve been implementing a slider to move Augusta, replacing our previous tilt controls, and streamlining code here and there(not exactly PAX feedback, but important nonetheless). JP in the meantime is revamping the sound effects and adding more wear/tear to the <50% health boss sprites.

The big comments we got were to make the player feel more involved, so we’re doubling the enemies, halving their health points, and adding more engaging, appropriate touch controls. Later this week, I’ll make a video of the game and the changes we’ve made to it; it won’t really be a trailer, but more of a development-style video with me talking about what’s up with the new and improved Lunch War.



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