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Nihilumbra is coming to WiiU

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That's it. Finally. It is official. Nihilumbra will be one of the games available on Nintendo WiiU's eshop.
Actually, we have appeared on the last Nintendo Direct Europe with other great indie games:


It has been really hard to keep the secret!
The WiiU version will have all the improvements from the remastered PC version, and we will try to include a special game mode using the unique characteristics of WiiU's controller.

The whole team is really excited with this great event. Actually, we were THIS excited:



The video is in spanish but it doesn't really matter because it's nearly impossible to understand our victory yelling.



Nihilumbra for PC: Release Imminent

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As some of you already know, Nihilumbra for PC is being released this September 25th, but there's one last thing to do:
Show the game to the media!

Lots of games are released every day and it's difficult for the press to talk about all of them. In this post I will explain everything we have done in order to improve the chances our game getting covered. I guess there are still more things we could have done, feel free to give ideas in the comments or discuss about anything related.

First of all its important to think about the message you want to communicate. Find some time to think what defines your game, what you want people to notice from it. This message should be simple, yet it has to capture the essence of whatever product you are releasing.
In our case we wanted to announce that Nihilumbra was coming to PC, but we wanted to make sure that all the new features created for this version would get noticed. All the material you show should embrace this premise one way or another; this will ensure the message arrives to the players.

Press Release

For those who don't know it, a press release is the text document you send to the media talking about your game. It should include all the information about the game, how to contact you and should be redacted in a way that appeals the writers. You have to leave them thinking "...Maybe I should write a post about this game!".
In order to ease the journalists task it should be written similarly as it was an article. Yet, if contacting directly by e-mail I would recommend a more personal approach. Here's our Nihilumbra PC press release:

Greetings [Name],
This is Kevin, from BeautiFun Games.
We’re happy to announce that the PC version of Nihilumbra will hit stores on September 25th.  It's available for Windows, Mac and Linux. 
https://www.youtube.com/watch?v=FW60XaMYxVE#t=30 
We’ve been working on this version to create what Nihilumbra would have been if it were a PC game from the very beginning. It has lots of new additions and improvements; you can check them in our press kit, besides from additional relevant info. 
https://sites.google.com/site/nihilumbrapresskit/home 
We have press codes available so, if you need one to review the game, just ask for it! We’ll send it to you as soon as we can. 
Price:The price of the game will be 9.99$ - 9.99€ - 7.99£ but right now it’s already available for pre-order at some digital stores such as Desura, GreenmanGaming or Gamersgate with a 10% discount.

Steam:The game won’t be released on Steam yet. We are on the 27th position on Greenlight and, as soon as the game gets greenlit, we will send Steam codes to everyone who has bought the game in any other store.
http://steamcommunity.com/sharedfiles/filedetails/?id=92974004 
Soundtrack:The original soundtrack of the game has been remastered for this new version. The soundtrack is already available for pre-order at bandcamp for 4$, and it includes both the original and the remastered themes. It will be released the same day as the PC game, on September 25th.
http://beautifungames.bandcamp.com/
That's all for now! Regards,

To distribute the press release there are services such as gamerelease.net and mitorahgames.com that have databases with hundreds of videogame sites. Also, I would recommend having your own database of contacts.

The press kit

But there's more you want to show about your game! That's why we will create a nice-looking press kit. This is the one we created for Nihilumbra:

Trailer and Screenshots

Making game trailers and good screenshots is an art and we don't have the time to discuss all of its aspects.
Anyway, remember when at the top of the article we thought about the message you wanted to transmit? Yep, the game trailer shall also follow this message!
If you have a feature you really want to show include it on the trailer. If there's a level that makes your game different than others, make sure it appears on a Screenshot.
Get the idea, right? 





More stuff

One thing which is usually done is a game's website, similar to the press kit but presented in a way that appeals the final players. We still have that one in the works, but it will arrive soon and it will come with a little surprise!

Also, journalists will want to play your game in order to review it. Make sure you have promo codes available. Usually you can create those in most digital distribution sites. Some of them even offer early access, so review copies can be downloaded before the game's release date. I consider this feature to be really important as this way the review can be published the same day the game releases.

If you already have reviews from your game, have won a prize or whatever that might make your game seem cooler than the rest: Include them to your press kit! Keep in mind that journalists want content for their sites. If your game is interesting enough and connects with the audience of the media you contacted, then getting reviews should be a consequence.

Be creative. All in all, everything said is really standard stuff, if you really want to stand out you'll have to do something unique. 

Hope this was interesting for you. 
Good luck on your game releases!

Soundtrack is up!

Nihilumbra is finally available for PC!

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Finally.

If you have a PC, get ready to embrace the Void because Nihilumbra has arrived to Windows, Mac and Linux.

As we said, the game that you will be able to enjoy on PC from now on is a remastered and enhanced version of the one we released on iOS a year ago. We've done lots of improvements and additions, such as the awesome voice acting or the art gallery.


For this great event, we have prepared an independent site for Nihilumbra (it was about time!). You can find the PC game, the iOS version, the soundtrack, some fancy wallpapers or even a playable demo that you can play without having to download it!

If you haven't tried Nihilumbra yet, this is your day! 

Come to Nihilumbra.com and claim your copy!


And finally, Nihilumbra got Greenlit!!

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Hi Beautifans!

we have important news this week! ... because they are really big for us! after suffering and trying everything we could during this past year, we are now approved on Steam Greenlight! it has been really hard for us to raise the votes, but finally we raised no less than 20.900 upvotes and that put us in Greenlight's Top 10!!


To reach this point, we had to wait more than 13 months, 399 days to be exact! we tried many alternatives, we sent many many press releases asking for some coverage, we thought we could look for a publisher who already were approved by Valve to try to reach Steam through them, we did even a massive one-week Nihilumbra iOS giveaway, but nothing was really effective, but month after month we were gaining some votes. It wasn't until Steam decided to approve a round of 100 games in the end of August when we started to see the light and climb a bunch of positions and finally passed the filter.

Now we are working non-stop with the Steamworks integration tools to adapt our game to Steam as soon as possible and make it available there. We hope to have it ready for next week or maybe sooner!

Also this week has been quite busy with the launch of the PC version of  Nihilumbra, getting feedback and we also tried our best to spread the word and it went pretty well. The game got covered in many Youtube videos, streamings and press sites, here are some of the more remarkable appearances:

Websites and blogs:

IGN Spain (3/10/2013)
Gikz.pl (Poland - 2/10/2013)
Indiependencia (Spain - 1/10/2013)
Rubber Chicken (Portugal - 1/10/2013)
Indie Mag (France - 30/09/2013)
Games Master (Croatia - 27/09/2013)
Rock Paper Shotgun (26/09/2013)
Blogocio (Spain - 26/09/2013)
Skyrock (France - 26/09/2013)
Dailyapp Show (25/09/2013)
Random Havok (25/09/2013)
Península Indie (Spain - 24/09/2013)
Capsule Computers (25/09/2013)
Hookedgamers (17/09/2013)


Youtube videos and streamings:

Nihilumbra Walkthrough - Turbine Gaming

As you can see, the game is getting pretty nice comments out there, but we expect the Steam version to be even more complete, not only because of the new Steam achievements system. We are going to launch a small game update with this version, and then we hope to polish the Nihilumbra experience even more.

But in the middle of all this work, we are still celebrating it!



Will keep you updated! stay tuned!



Nihilumbra HD is now finally available on Steam!

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Yes! Steam! we are there, finally! hard to believe but in the end all the work we started doing a year ago, today has come to fruition! So here is what you, dear long-time supporter, and you, welcomed newcomer to our site  (maybe thanks to the divine power of Steam), can find when entering the Nihilumbra Universe!

Nihilumbra is a dark tale that takes shape as a solid puzzle platformer where you play as Born, a weird but also charming being that one day separated and grew up from The Void. The Void seems to hate your hunger for independence, so he goes after you, vanishing everything he finds on its way only to try to absorb you back. Your only weapon to make your way through the end of the adventure are the colors you find along the stages of the game, each one has a power to modify the scenario. The use of colors, along with the melancholic loneliness of the game game, sets the perfect mood to present some really challenging situations to the players. Also, is impossible to forget to mention the hand-drawn graphics and the moody and melodic music composed by the brilliant Álvaro Lafuente.

Access here to Nihilumbra presskithttps://sites.google.com/site/nihilumbrapresskit/

The human story behind.
As it happens in the first stage of the game itself, Nihilumbra for its own was a leap of faith, in a gaming universe oversaturated with words like "social", "casual", "free to play" or "in-app purchase", a few students wanted to make a game in the old fashion, something that you pay for once and enjoy for your whole existence. That's Nihilumbra, a game about existentialism, full of challenges and meaning. Released for iOS platforms in early 2012, the initial goal was to raise the quality bar to try to stand out from the average mobile titles in the always overcrowded AppStore. A year and a half after, we can say we achieved it, the great critic reception (remarking iTunes’ Best of 2012: Hidden Gem award) fueled us to port our game to other platforms, like PC, Linux and Mac, and in the future to platforms like Wii U and Android.

And this is a golden chance to re-introduce you our dear Nihilumbra's trailer



You can also get Nihilumbra on the Humble Storehttp://www.nihilumbra.com/

New game features for this version:
  • Voice acting.
  • Levels adapted to widescreen.
  • New HD textures.
  • Improved and remastered soundtrack.
  • Art gallery.
  • Re-imagined and intuitive controls.
  • Improved atmospheric and weather FX
  • Steam Cards.
  • Achievements system.
  • Steam Cloud support.

Who are Beautifun Games

Receiving Best Game Design Award" for Nihilumbra at Gamelab 2013 (Barcelona)


We started out in March 2011 as a team of a few young graduate students from Barcelona who wanted to create something of their own, at the beginning there was no money there, only a passionated group of around 15 students who met once a week to try to shape their dreams into something truly enjoyable. As anyone may expect, in a few months that group of people became smaller and smaller, only the ones who really wanted (and could afford) to be part of that labour of passion remained. Then what it was going to be an amateur project turned into a professional work when Aniol, one of the four remaining members, purposed to invest his own savings in funding a real game company. Then BeautiFun Games was born and a year later Nihilumbra became its first child. Now you can understand why today is a great day for us, we see how our efforts are starting to pay off, and this way are opening the door to new projects, new leaps of faith.

Jesús Fabre. PR and Community Manager at BeautiFun Games.

A busy, but pleasant ride: Stops in Brazil, Ukraine and Steam!

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Hey BeautiFans!

last two weeks have been quite busy for us with a couple of events and the Steam launch, now we have a bit of time to tell you about what we have been up to this later exciting times!

SBGames 2013 (Fuente: Arena IG)

The first stop of our trip is Brazil and its SBGames 2013, one of the most important events focused on game development in Latin America. It took place from 16 to 18 October in São Paulo, and there was our community and PR guy, Jesús Fabre, that met some of the most interesting brazilian devs and gathered some feedback on Nihilumbra. Glauber Kotaki, pixel artist on the indie hit Rogue Legacy, praised the art quite a bit, and Saulo Camarotti and Beto Souza, from Behold Studios (creators of the amazing Knights of Pen and Paper and the upcoming Chroma Squad) loved the game mechanics and atmosphere. It was a great experience for us to be witnessing this "indie rennaissance" that is going on in Brazil right now, with games like Ninjin, TorenMr. Bree+ or Qasir Al-Wasat (the last two are struggling in Steam Greenlight,so if you like them, upvote!).


Some awesome devs discovering Nihilumbra:
Glauber Kotaki (left) and Saulo Camarotti and Beto Souza (right).

Our second stop is goes several thousands kilometers away from Brazil. No further than Kyiv (Ukraine), where Casual Connect was being celebrated.

Nihilumbra was showcased beside two great titles: The Inner World and a Knight to Remember.
And there flew our colleagues Marcos Sueiro, one of our programmers, and Kevin Cerdà, our Creative Director and Nihilumbra's designer. Kevin did a speech about riding on sharks and living the indie adventure. He focused on how hard has been the labour of creating a and marketing Nihilumbra for iOS and the exhausting feat of getting out of Steam Greenlight.



Kevin and Marco's time at Casual Connect was fun as always but it was also really rewarding. They had the chance to meet with some great independent developers such as the guys from Studio Fizbin, who are the creators of The Inner World, Fishing Cactus with Algo-bot, Staal Media that brought a great flash game called A Knight to Remember, and a lot of other developers of awesome independent titles.



Both had the chance to have some serious conversations about videogame development while partying hard and wearing silly hats, as you can see in the pics. Bussiness is hard.



And finally, we cannot forget to mention how intense everything has been for us to launch our game on Steam. We are really thankful for all the attention we got from the press, from sites, youtubers and people supporting us on Twitter, Facebook, even in our new Nihilumbra page on Google Plus. We are learning a lot from everyone's feedback on Nihilumbra. That's why, in the future, we want to share our impressions and write up an article about all that we learned from the feedback on this conversion and the differences from mobile to PC/Linux/Mac audience, hope you like it!

Cheers!

BeautiFun Games.

Nihilumbra's PC launch post-mortem

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Hi Beautifans!

It's been a couple of weeks since we don't come up with some news! I guess that regularity is not something usual on indie dev teams. But don't worry, we haven't been precisely idle! 
We are working on Megamagic, our new project, and at the same time we keep polishing and getting ready all Nihilumbra versions. Like the PC one that, a few days ago, got an update to version 1.2, containing the following improvements:

  • New languages (KOR, JAP, CN, PL). 
  • Enhanced tutorial. 
  • Bug Fixes. 
  • Check your achievements in-game.

Also, last week, Kevin and Pol went to the Madrid Games Week, a huge event where the biggest companies presented their new consoles and games. But there was place for some indies as well! Our colleagues were showcasing Nihilumbra (amongst some other incredible games such as Kromaia, Gods Will be Watching, Candle or Extintion) to a lot of visitors who were curious and eager to play!


But today we want to share with you this article we published on Gamasutra. After reading Nihilumbra reviews and watching gameplays, we discovered that something was not right. We had a great reception with the iOS version, and a lot of people seemed to be enjoying the enhanced PC version as well, but we've started to see a considerable amount of critics that didn't like Nihilumbra at all. Why is this starting to happen now, one year after the game was released? What has changed? Is it the game, the audience or maybe the press?

Kevin wrote his thoughts about what could be the causes of all this. In this peculiar post-mortem Kevin explains some of the most relevant design choices he made, why the game is how it is and how this influenced on the community and press feedbacks that we've been receiving; remarking the differences from the iOS and the recent PC version. We hope the article can help some other developers who are in the same situation as we were, and also could be useful for anyone who plays the game and wants to understand some of its particularities (for example, why the first few hours of the game are quite easy or why the difficulty of the Void mode is too damn high). 

We would love to read your opinions, so don't hesitate in commenting here or in the article itself!

Cheers!
BeautiFun Games




BeautiFun Weekly: News and Discoveries

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Hey ya BeautiFans!


Today we start a new series of posts, where we will talk briefly about the most intense things we lived along the week and the best stuff we have found on the Internet, hope you like it!

NEWS!



Well, we can`t start this first post without mentioning something very important that recently happened to us. Nihilumbra won two awards! At HòPlay Indie Festival, an event mainly focused on promoting the indie scene, it got the Best Gameplay Award! and yesterday Nihilumbra was also awarded with Best Independent Game Award at Fun & Serious Festival 2013! We want to thank everyone who supported us and also tell you that our designer Kevin Cerdà, who travelled there to spread the joy and beauty of our studio among the game industry, is going to write an awesome post next week explaining everything that happened with more detail.
DISCOVERIES!

And now, let's go with our favorite stuff from what we saw along the past week on the social networks and our own personal lives:


Nihilumbra is 30% off on Steam sales! so click here and get your copy now!


Game Maker Standard Studio is free for a limited time! if you ever wanted to try your luck as an indie developer, now there is a great chance with this tool, there are tons of documentation and tutorials out there. You only have to download the software and register it, so YoYo Games will send you a key to activate the standard product.




VLAMBEER CLONE TYCOON teaches you how to clone a game from the company and the best of all is that everything is based on real facts! its kind of a news game full of sarcastic humour, amazing work!




The Inner World, a beautifully crafted point and click adventure, is the debut title from our German friends Studio Fibzin. The game has just been released for many platforms: PC, Mac and iOS. Give this game a chance and help Robert to save Asposia in a story full of great humour and creativity. 

Source: Our colleague Marcos Sueiro's (@sueythelaw



We just discovered this great talk from Jonathan Blow at Creative Mornings Portland event. He talks focuses on describing how badly used marketing distorted narrative design in the 80s and 90s TV series and relates that to how some evil monetization practices are equivalently corrupting the true gaming experiences in social and casual games. If you are a game designer, this lecture is a MUST to watch!

Source: Our colleague Jesús Fabre (@JesusFabre)

And finally, but not least important! there is Super BR Jam! it's not a bundle, it's not a jam, is the best of both ideas mashed and improved to the max! around 30 studios from Brazil joined to celebrate the Brazilian indie scene and also help charity! they created some crazy and funny games (livestreaming the process in most cases), sold them in a bundle along with other commercial ones and are going to donate 100% of the money to charity! we really have to praise this iniciative by encouraging you to participate and purchase your bundle.


Here is the list of studios participating in the event:
Critical, Arrowhead, Behold, Miniboss, Swordtales, Kaipora Digital, DeVoid, Pixel Cows, Pocket Trap, Pigasus, Bitcake, Loud Noises, Aduge, Tsubasa, JoyMasher, Hoplon, Otus, TawStudio, Flowkore, Double Dash, Aiyra, Lumentech, Vitreo Lab, ZeroDuo, Broken Finger, Kimeric Labs and Nano Studio.






Pol, one of our programmers, is a huge Zelda fan! this past week he just beated The Legend of Zelda: A Link Between Worlds for 3DS, and wanted to share the magic with you thanks to this musical moment! and the HOLY mini chest! 

Source: Our colleague Pol Urós (@Daiflys)




BeautiFun Weekly: News and Discoveries II

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Hi BeautiFans,

there was a nice reception for our first edition of BeautiFun Weekly, so here we are again with this new compilation of interesting things that happened recently. Carefully curated among all of us BeautiFunners. Enjoy!

Optical illusion goldfish


Lourdes (artist) told us about this amazing Japanese painter called Riusuke Fukahori. He masters the art of painting three-dimensional goldfishes using a layer-by-layer and resin covering technique. The result looks both like a painting and a sculpture. Simply amazing.


Jordi was at 3December 2013


In this case is Jordi (artist), who did a lecture at 3December 2013 (Barcelona). He focused on the explaining the working process for creating videogame characters and how it fits into the production environment of the whole project (in the picture you can see a cartoon version of himself in the middle of a meeting with Kevin, our game designer).

Jordi Longeira at 3December 2013

Indie experiences lived at Madrid Games Week 2013 compilation.


If you have been following us on the social networks during last month, I'm sure you saw we were part of the Spanish indie booth sponsored by Made in Spain Games called Madrid Games Week. It was a very big commercial event focused on the mainstream games industry (no joke, it received over 52K visitors!). In this article at the Spanish site Indie-o-rama, Kevin tried to explain how awesome that experience was and what it meant for us.

BeautiFun and many of other Spanish indies at Madrid Games Week 2013!

Don't miss Beatbuddy!


Also this week, Kevin (game designer) pointed out that an extra-awesome indie game was on sale on Steam! its name is Beatbuddy: Tale of the Guardians, the gameplay is based on solving puzzles using rhythm and your interaction with the pretty hand-drawn environment. Take a look at its trailer and get amazed with the colourfulness of this title:


Monkey Island documentary.


We also met Marina Amores who came to visit our studio. She is a kind and talented student from Barcelona. She and another friend of her are going to prepare a documentary on Nihilumbra for their final Master Thesis. In the meantime, you can learn more about her work by watching this great video blog/documentary about the influences of Monkey Island and also how this game influenced other games and films (English subtitles included!).



Papers, Please! will be translated to Spanish!



Via our colleague Suey (programmer) and Eurogamer Spain I got to know that Papers, Please! (one of the games some of us are enjoying very much, specially this past week) is going to be translated to Spanish by two great professionals Josué Monchán and Ramón Mendez.The translation is going to be ready expectedly during first months of next year. For the ones who don't know about the game, here is the description you will find in the game site (demo/beta available for download):


"A Dystopian Document Thriller. The communist state of Arstotzka has ended a 6-year war with neighboring Kolechia and reclaimed its rightful half of the border town, Grestin. Your job as immigration inspector is to control the flow of people entering the Arstotzkan side of Grestin from Kolechia. Among the throngs of immigrants and visitors looking for work are hidden smugglers, spies, and terrorists. Using only the documents provided by travelers and the Ministry of Admission's primitive inspect, search, and fingerprint systems you must decide who can enter Arstotzka and who will be turned away or arrested."

Forgotten: A really scary short-film made with no budget and tons of talent.


This week Jesús (community manager) stumbled on Twitter with this video tweeted by David García. He made the music for Forgotten, a short-film by Luis Miguel Herrera, who is working as animator at Lionhead Studios and submitted it to their 2013 Creative Day competition. Truly impressive and terrific at the same time!


Super BR Jam ended with 22 games developed! 


And lastly, Jesús also wanted to reminds you that today (Friday 6th) is the last day to purchased the games developed and a nice pack of commercial well known games from $5. Every cent raised will go to help Meninos de Luz a charity organization that works with kids education in Rio de Janeiro.

Super BR Jam offers you 22 games from $5 and also help charity!





Nihilumbra Post-mortem: Escapando desde el Vacío al PC [Spanish]

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Nihilumbra: Escapando desde el Vacío al PC.


NOTE: This is a translation from our Nihilumbra PC launch port-mortem. To read the original version of this article on Gamasutra, you can follow this link.



Nihilumbra, como puede que sepas, es un juego indie de plataformas y puzzles donde juegas en el papel de Born, un ente creado a partir del Vacío, una enorme masa de antimateria. El juego comienza cuando consigues liberarte de las garras del Vacío y comienzas a viajar por el mundo, lleno de dificultades, intentando reunir conocimiento y experiencia para ser alguien al final.


Lo que puede que no sepas es que esto es exactamente lo mismo que hemos vivido en BeautiFun Games, nuestro pequeño estudio.


En nuestro caso, también nacimos de la nada y entramos en la industria del videojuego con un claro objetivo: lanzar nuestro primer juego sin morir en el intento.


Esto es exactamente lo que quiero compartir con vosotros: la historia de lo que hicimos, cómo funcionó, en lo que acertamos, en qué fallamos, y lo que aprendimos a lo largo del proceso.


Nuestro primer paso fue diseñar el juego de acuerdo a nuestras necesidades, nuestra estrategia y nuestra filosofía. Como los jugones nerds y puristas que somos, buscábamos un camino que nos permitiera ganar el dinero suficiente para hacer un segundo juego sin caer en algunas prácticas de monetización que últimamente son muy frecuentes en los videojuegos y que simplemente no queríamos adoptar.


Para intentar conseguir este objetivo decidimos lanzar nuestro primer juego en iOS, ya que consideramos que era lo más seguro: en iOS puedes publicar todo lo que quieras (mientras que no tenga contenido sexual), y en cambio en las consolas necesitas la aprobación de otros antes de poder publicar tu juego en ellas. En iOS estábamos seguros de que, al final, podríamos llegar a una determinada audiencia.




Además, el aspecto narrativo era algo realmente importante para nosotros, por lo que trabajé en una simple pero profunda historia basada en la filosofía. ¿Por qué hicimos un juego filosófico? Simplemente porque pensé que encajaría mejor con la mecánica de puzzles. Ambas cosas, la filosofía y los juegos de puzzles, tratan sobre lo mismo: sobre las preguntas, no las respuestas. Sin embargo, pensamos que mientras algunas personas podrían disfrutar de una historia con cierta elaboración detrás, otras podrían pensar que es algo inútil para un juego de puzzles, así que decidí dejar en un segundo plano todo el aspecto narrativo de Nihilumbra. Así, los jugadores curiosos podrían seguir la historia, mientras que aquellos que simplemente buscaban una aproximación más inmediata a la resolución de puzzles no tendrían que molestarse en seguirla.  Pero... ¿quién sería el narrador? Los jugadores de iOS normalmente juegan durante breves sesiones de entre 5 y 15 minutos. Por esto, necesitaba que los textos fueran repetitivos, claros y los suficientemente testarudos para que los jugadores pudiesen entender la historia incluso si jugaban durante cinco minutos cada dos semanas, por ello decidí que el narrador fuera el monólogo interno del protagonista (aunque esto nunca es mencionado en el juego). Cuando el peligro es mayor o el protagonista está asustado entonces hay más textos, y son más pesimistas, y cuando las cosas van bien, los textos tienen más confianza y son menos frecuentes.


Muy bien, pero, ¿Qué pasa con las mecánicas del juego? Los jugadores de iOS, normalmente, son menos experimentados que los de otras plataformas más dedicadas al juego. Por otra parte, nosotros no somos un estudio famoso, no teníamos títulos en el mercado, ni amigos en la prensa o en la industria, y básicamente nadie sabía de donde habíamos salido. La única forma en la que podríamos ganar visibilidad era a través del juego propiamente, y para ello no podíamos permitirnos perder jugadores debido a que el juego no fuera lo suficientemente accesible. La premisa era: si alguien quiere probar Nihilumbra, han de ser capaces de disfrutarlo, incluso si no tienen experiencia previa con videojuegos.




Esa es la razón por la que los niveles de Nihilumbra tienen una curva de dificultad muy asequible, con una forma orgánica de introducir nuevas habilidades y combinarlas; todo para mantener los elementos simples y claros. Los tutoriales del juego, por ejemplo, fueron creados de acuerdo a esto. El jugador es teletransportado a un lugar seguro, donde puede experimentar con sus nuevas habilidades antes de volver al mundo real y enfrentar los verdaderos peligros de nuevo.




Pero todo lo anterior no era suficiente. Para asegurarnos de que el juego fuera realmente accesible para todos usamos un sistema de pantallas estáticas, en lugar de una cámara con scroll, exactamente como se hizo en Abe’s Oddysee, Heart of Darkness o el primer Prince of Persia. De esta forma, los jugadores podrían ver siempre los puzzles uno por uno, enfocando sus esfuerzos en resolverlos antes de ir a la siguiente pantalla, y olvidándose rápidamente de las pantallas previas.



Pero aún había un problema. Nosotros somos jugadores realmente entusiasmados (yo me pasé el primer Sonic cuando tenía tres años; mis padres no sabían si yo era un genio o un bicho raro (y aún a día de hoy siguen sin saberlo)) de forma que no queríamos que nuestro juego fuera tan fácil. Pero... no podíamos hacer la campaña más larga porque nos estábamos quedando sin dinero, necesitábamos lanzarlo lo antes posible y, por otro lado, no queríamos que los jugadores menos expertos se quedasen sin completar la historia principal. Por esto es por lo que un día llegué con la idea de crear el Modo Vacío. (ALERTA SPOILER!)




El mismo juego te dice al llegar al final:

Eres libre, por fin. (créditos)


El Vacío nunca más te perseguirá. Pero en realidad no eres totalmente libre. El mundo ha quedado destruido por tu culpa y eso quedará en tu conciencia, a menos que lo arregles. Tu deber ahora es eliminar el Vacío del mundo. Sólo entonces serás realmente libre.


Esto significa que técnicamente ya eres libre, pero también soportas una carga. Al haber completado el juego puedes irte y jugar otros juegos, pero dejarás el mundo de Nihilumbra destruído. Si quieres limpiar tu conciencia, eso depende de ti. A partir de ahora, depende de ti si quieres acabar el juego o no, y enfrentarte al verdadero reto. En otras palabras: Yo, como diseñador, intentaré hacer el juego tan difícil como pueda y tú, como jugador, tendrás que ser más listo que yo para superar los niveles del Modo Vacío, ya que no te ayudaré como ya hice durante el modo historia.


Este nuevo modo lo arreglaba todo. Ahora, los jugadores inexpertos serían capaces de ver la historia completa y salir después con una sonrisa; por otra parte, los jugadores más experimentados encontraban un enorme desafío en el modo Vacío, donde el verdadero juego de puzzles comienza. Convertir la campaña completa en un tutorial que te prepara para enfrentarte a un juego mayor, más duro, no podía ir mal (realmente nos quedamos sorprendidos cuando comenzamos a recibir correos de personas que superaban el Modo Vacío sin ser jugadores expertos). ¡Incluso creamos una recompensa original al final del Modo Vacío que consiste en un nuevo idioma para el juego!


Pero... ¿Cómo fueron las cosas tras lanzar el juego en iOS?


Todo fue simplemente bien.


Lanzamos el juego en iOS con una campaña de marketing realmente pobre (la mayoría de indies no somos realmente buenos en márketing), pero comenzaron a ocurrir grandes cosas. Ganamos un premio en una TV y radio local (Programa Generaciò Digital de TV3), fuimos premiados como el juego del año en varias webs, teníamos un metascore de 86, una media de calificaciones de usuarios de cinco estrellas en el App Store, aparecimos en una lista de los mejores juegos de 2012 de Apple, ganamos un “indie prize” en una Casual Connect, el premio de Mejor Diseño de Juego en la pasada Gamelab de Barcelona...




Todo iba genial. Parecía que nuestros pequeños trucos funcionaron perfectamente. Los no jugadores encontraron el juego interesante y accesible y por otra parte los expertos estaban disfrutando del Modo Vacío. Incluso recibimos un correo de un señor que compró el juego para su nieto y acabó jugándolo él también (nos dijo que era el primer videojuego que jugaba en su vida!), y yo ayudé a una mujer del otro lado del mundo a pasarse el Modo Vacío a través de emails, todo porque me insistía en que realmente quería superarlo (y finalmente lo hizo).





Estábamos totalmente felices y optimistas, por lo que decidimos crear una versión de Nihilumbra que fuera más grande, mejor, más molona, que sería lanzada para PC, Linux y Mac. Nuestro objetivo fue crear el juego que Nihilumbra hubiera sido si lo hubiésemos desarrollado para ordenadores desde el principio. Los estándares de calidad de PC eran más altos, de forma que tuvimos que mejorar muchos aspectos del juego para hacer una conversión digna.


Invertimos un año en crear esta versión: remasterizamos toda la banda sonora para que sonara de forma inmejorable, añadimos efectos climáticos, una galería de arte, reemplazamos todas las texturas del juego original por otras en HD, añadimos nuevos idiomas, logros, rediseñamos los menús, adaptamos los controles, mejoramos el sistema de partículas... Lo más duro fue adaptar el juego a las pantallas panorámicas y evitar usar los marcos negros en los laterales. Debido a que Nihilumbra tenía pantallas estáticas, todo el diseño de niveles se comprometió cuando hicimos que estas fueran más anchas; por ello tuvimos que modificar todos los niveles para asegurarnos de que con este redimensionamiento los puzzles no se echaran a perder.


También añadimos un narrador con una voz realmente profunda y seria que leía los textos del juego. Es algo que realmente se nota en la atmósfera general y aporta valor a la experiencia, pero considerando que esto no estaba en el juego original decidimos darle a los jugadores la oportunidad de desactivarla en el menú de opciones.


Después de un año (y de una pasarlo realmente mal en Greenlight), la versión de PC estuvo terminada. Creímos que a la gente le iba a encantar porque era bastante mejor que la original pero… como fué la cosa cuando lanzamos el juego en PC?


Muchas cosas fueron mal.


Primer problema! Existe un estigma contra los juegos de iOS que hace que algunas personas los odien automáticamente sin necesidad de jugarlos. Es totalmente cierto que hay algunos juegos bastante malos en ese mercado que hacen que la gente no confíe en este tipo de juegos para móviles, pero también es un serio problema que algunas personas nos prejuzguen sin tener en cuenta el esfuerzo y el tiempo que hemos invertido en crear una genial nueva versión del juego.


Segundo problema! Algunas personas odian al narrador. Hay muchos jugadores a quienes les encanta, pero otros simplemente no pueden soportarlo. Dicen que habla muy lento, que es molesto y anticlimático, o que no añade nada adicional al juego ya que está repitiendo constantemente los textos ya escritos en el fondo del escenario. Se nos ha castigado bastante por haber añadido esta característica, lo cual es bastante triste teniendo en cuenta que añadimos la opción de silenciarlo.




Tercer problema! El Modo Vacío a veces pasa inadvertido. Debido a que viene tras los créditos, algunos jugadores dejan el juego antes de probarlo, o piensan que es un modo extra en lugar de parte de la experiencia. Por esta razón algunos análisis dicen que el juego es muy fácil y corto. Tal vez parte del error esté en haberlo llamado simplemente “Modo” desde el principio.


Cuarto problema! La dificultad del Modo Vacío es demasiado alta! Lo cual es totalmente cierto. El Modo Vacío es tan difícil como pude diseñarlo. Como expliqué antes, esta parte del juego fue diseñada para ser superada por jugadores que quisieran aceptar el reto. Tal y como los viejos juegos hacían. Mira por ejemplo Ghosts and Goblins: todo en el juego estaba diseñado para matarte, no para asustarte mientras esquivabas enemigos con movimientos estilosos hacia el final de la pantalla. Nunca conseguí acabar ese juego, pero no por eso va a dejar de ser uno de mis preferidos.


Quinto problema! La historia es pretenciosa, aburrida y molesta a la gente cuando intentan jugar. De nuevo, es un problema que no debería de ser realmente importante, considerando que la narración está siempre en los fondos y no hay necesidad de leerlo si no quieres. En cualquier caso es curioso, teniendo en cuenta que la historia no ha cambiado en lo más mínimo.


Por todas estas razones, la versión de PC no está funcionando especialmente bien, y nos estaba costando entender por qué el juego estaba siendo disfrutado por tanta gente hace un año y justo ahora, con la versión de PC, parece que tiene tantos errores. Pero hemos descubierto algo que creemos que realmente tiene sentido...


No hemos recibido ni una queja de jugadores en las redes sociales. La verdad es que seguimos teniendo felicitaciones, muchos mensajes de agradecimiento por crear Nihilumbra, y en Twitter todo el mundo parece disfrutarlo. Además, nos hemos percatado de que el juego ha gustado mucho sobre todo a los blogs pequeños. Los únicos que no acababan de disfrutarlo eran las webs grandes y algunos grandes youtubers.


Por alguna razón, parecía que la gente que estaba pagando por jugar al juego estaba disfrutándolo mucho más que la gente que recibía los códigos de prensa.


¿Por qué ocurre esto?


Desde mi punto de vista, la clave para resolver este enigma reside en las diferencias entre la campaña de marketing que hicimos para la versión de iOS y la nueva.


Como comentaba, cuando lanzamos el juego en iOS hicimos un trabajo realmente malo a nivel de comunicación. Básicamente, intentamos enviar algunos correos manualmente a las webs más importantes, pero aquellos que publicaban un análisis del juego eran únicamente quienes estaban verdaderamente interesados.


Por otra parte, para la versión de PC enviamos una nota de prensa explicando la grandiosa recepción que había tenido el juego en su versión para iOS, los premios que ganamos y además repartimos muchísimos códigos de prensa. Básicamente hicimos todo que pudimos para que todas las webs tuvieran la posibilidad de cubrir el lanzamiento del juego. Esto significaba que Nihilumbra sería analizado por personas que previamente no tenían interés en él.


Y, como podéis deducir tras haber leído todo lo ya mencionado, nosotros no estábamos preparados para eso. Diseñé Nihilumbra para que cualquiera que estuviera interesado en él pudiera jugarlo y disfrutarlo, sin importar el género, edad o la experiencia, pero el juego no está diseñado para engancharte mientras lo juegas si no tienes una predisposición para disfrutarlo. Existen muchas formas de atraer la atención de los jugadores, como añadir explosiones, espectacularidad, sexo, misterios o diseñando un gameplay más frenético, pero nosotros no tenemos ninguna de estas cualidades en nuestro juego. Esto podría explicar por qué algunos de los analistas más importantes no consiguen conectar con él, ya que tienen muchísimos títulos que probar y no mucho tiempo para saborearlos completamente.




Nihilumbra está pensado para ser jugado lentamente, con interés y paciencia, por lo que creo que jugarlo a toda prisa podría tener como consecuencia una experiencia insatisfactoria y vacía.


Todo esto son sólo teorías, simple material de debate, pero si lo piensas seriamente las conjeturas cobran sentido cuando nos ponemos a investigar sobre el rumbo que los videojuegos están tomando. Fíjate en los más recientes juegos triple A y verás que compiten en espectacularidad, gráficos, temática, y muchos de ellos empiezan a volverse aburridos tras los primeros increíbles veinte minutos.


¿Es la prensa la que está llevando a la industria en esta dirección con la necesidad de conseguir notas cada vez más altas? ¿o es la masificación del mercado la que está acabando con parte de la paciencia que los jugadores dedican a cada juego? El hecho de que un análisis completo de un juego pueda ser sintetizado en un número nos prueba que hacer un juego que le agrade a la mayoría de la prensa es una clave prácticamente segura para garantizar el éxito.


En nuestro caso, diseñamos todo el juego pensando sólo en la experiencia del jugador, asumiendo que ellos querían jugarlo, y parecía funcionar perfectamente mientras estábamos en el mercado de iOS, pero el juego debería de estar preparado para capturar el interés de los jugadores a los que no les apetecía probarlo, porque esa es la actitud que algunos analistas lógica e inevitablemente tienen.


Como conclusión, quería resaltar que hemos aprendido que no es lo mismo hacer un buen juego que hacer un juego del que la gente quiera hablar. Tienes que hacer ambas cosas. Y eso es lo que haremos en el futuro.

BeautiFun Weekly: News and Discoveries Ep.3

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Nihilumbra nominated for Best Indie Platformer of 2013 at IndieDB.


Thanks to your votes we passed the first stage of the IndieDB Indie GOTY 2013 competition! now we are only ten candidates in the "Platformer" category and things are getting much harder. Great games like Rogue Legacy will be hard to beat, but we will try as hard as we can! so if you think Nihilumbra still deserves your support, we encourage you to go to the contest page and vote us for a last time. Remember there is no limit for the number of games you can support, so you can vote all the candidates in each category.

Via Aniol.

Win a key for your favourite PC game thanks to this Allkeyshop.


AllKeyShop.com, a comparison site for CD Key Digital Download Stores has teamed up with us to offer an exclusive promo for all of you BeautiFans! It consists of the typical rafflecopter widget that asks you to do some stuff to get more points, so you have more chances to win the code.The winner will win a free CD key of the PC Game you choose (to select the game you want to win, you have to go to the page of the game on their site and paste it on the first field of the widget).

a Rafflecopter giveaway

Also, if you want to participate in a couple of Nihilumbra giveaways, we have one running at Hardcoregamer.com (4 copies) and another at Akihabara Blues (5 copies).

Bilbao's Fun & Serious Game Festival 2013 video.



The full video of the Fun & Serious Game Festival Ceremony is now available, there Nihilumbra won the Best Independent Game of 2013 Award. You can go to minute 45 to see Kevin on stage picking up the price for BeautiFunners glory! He thanked everyone for the recognition and also dedicated encouraging words to other hardworking indie devs!

Via Aniol.

Some great guidelines about how Unity works as a company.



Unity is a company that not only knows how to create a great product used by tons of developers around the world (we are among them), they also know how to create a product like this they have to develop an efficient and comfortable company culture. Recently their 4th employee Aras Pranckevičius shared this presentation called "Lightweight Chaos For Distributed Teams", that he prepared for his lecture at BuildStuffLT 2013 (Lithuania). It's worth a read, as it explains how Unity grew and evolved as a company along its 12 years of existence. Oh, 12 years developing the same product, can you imagine a game that could take that long to develop? (Duke Nukem Forever doesn't counts ;) maybe it can be compared with online games like EVE or WOW, since they are more conceived as services... Now Unity has aproximately 320 people spread along 17 offices, that's impressive numbers in terms of scalability! The document gives details about their philosophy, how to manage human relationships in the company, the tools they use to handle remote work, and many other stuff you game developers may find really useful, etc.

Via Jesús.

Do you know what a patent troll is?




Thanks to this article by our friends at Indie-o-rama some of us recently learned that there are companies who dedicate their time and effort to patent ideas used in game development that never put into practice, they never create a game or an IT system with them. So what they do to be profitable is look for other companies who create commercial products and may have implemented the same thing, totally ignoring that this pattern/procedure was already patented, and then sue them. Turns out that usually this kind of companies and their lawyers always aimed at big firms, but they are starting to shoot at small indies like recently happened with Bad Pug Games. Take a closer look here at this GamePolitics.com's article if you want to know more.

Via Jesús.

The Most Viewed Youtube Gaming Videos of 2013

Recently Kotaku posted an article about the most viewed gaming videos on Youtube this year. It has a little bit of everything, we can see a mixture of big games like BattleField 4 and indie games like Minecraft, also there is a big contrast between youtuber homemade videos (i.e. PewdiePie's) with super elaborated trailers (League of Legends). It's remarkable how a video of an RPG Game like Mad Father is on 3rd place just after GTA V and the PS4 tech demo with almost more than 27 million views. That helps us developers to see how important the figure of the youtuber is becoming to raise awareness of humble but carefully made indie projects.


Via Jesús.

Youtube, copyright and BeautiFun Games titles.




Recently there has been certain discussion about how Youtube treats copyrighted content, You can read some details here. Seems it has to do with some changes on the Youtube data robot that analyses inappropriate use of third-party content. We at BeautiFun Games wanted to clearly state that anyone can make use of our games with streaming purposes and monetize the views they get from them. Read our note here.

The "Empty Force" Master tries to invoke the powers of the Void in Barcelona.

Empty Force is a term used in martial arts to denote the expression of force without making physical contact. Whether or not this force actually exists is the subject of debate in the martial arts community.

Jukka Lampila, known as Master of this mysterious mental technique called Empty Force came to Barcelona a few days ago, and guess what? yes! you've nailed it! it has been since proved that his power is not so effective here in our region. If you don't believe us, go check it out in the video below:


We have a simple explanation for this missfunctionality of Jukka's powers. Firstly, he was close to our studio's energy influence area, where we concentrate the our secret HVMG (Humongous Void Matter Generator). Empty Force, logically, doesn't have anything to do against our HVMG. So, since there can only be one, Jukka's energy got absorved by ours, quite simple. 

As we are sure Jukka doesn't know how to get rid of the Void Energy, we will send a copy of Nihilumbra his way and recommend him to beat Void mode. Its almost impossible puzzles will train his mind and make his powers more resistant.

Via Kevin.





BeautiFun Weekly: News and Discoveries Ep.4

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Indie Survival Guide
Last Friday Kevin Cerdà did a speech about game design at the UAB, an university from Barcelona. He talked about his career as a developer while giving the audience some useful advices about how to survive in the dangerous videogame world while riding a shark. The speech was in spanish, though.


We have to give special thanks to the guys from Brauni Studio, a low cost studio from Barcelona, that came to the speech to record it with two cameras, a good microphone and a lot of patience (they had to be standing up for two hours to record it). Actually, it's not the first time that we collaborate with them: they were the guys that did the awesome greenlight tráiler for Nihilumbra.

via Kevin

German Developer Awards 2013
Last week, the 10th German Developer Awards were celebrated. We were happy to see that a couple of friend studios won a prize there. We are talking about Studio Fizbin, who won the Best Family game award with their great graphic adventure: "The Inner World"; and Threaks, who won The Best Serious Game and the Best Game Design award with "Beatbuddy".



 
 Wolf Lang from Threaks and Alexander Pieper from Studio Fizbin.
They both made a huge mistake adding Kevin on Facebook.

We would also like to mention another winner of the ceremony: the computerspiele museum from Berlin. It's a really cool museum that we recommend to everyone who likes videogames. It's not so big, but it's filled with interesting stuff. You should absolutely go there and play with their PainStation a little bit.

via Jesús

Nihilumbra on 20 Minutos

The 12th of December, BeautiFun Games was mentioned in an article on a Spanish newspaper called 20 Minutos. It's really cool because it's a free newspaper that everyone reads on the train. You can see the article (in spanish, of course) in the page 14 on this link.


VideoGame Maps

We've found this website. You should visit it. Now. It's absolutely amazing.
On this site, you'll find the original maps of thousands of games from a lot of different consoles. Just go now and check it. As a reference I'll leave here a map from the second Streets of Rage just because it's cool.


The most epic wedding ever

Adam Bohn, founder of Artix Entertainment (the creators of Adventure Quest) stars in the most epic wedding ever seen by mankind. When the priest asks if someone has any objections with the wedding, a character from their own game appears and Adam has to fight with him. Right there. With swords. We don't want to spoil you the video, but let's just say that we hope that the bride didn't get pissed; because she can't be in the spotlight when a bunch of ninjas breaks in a wedding.









Merry Christmas from BeautiFun Games! (surprise inside!)

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From the whole BeautiFun Games team, we all wish you a Happy Christmas and the best for this upcoming year!



We send a huge THANK YOU for the support you all gave to us along this year. Hope you enjoy what we are preparing for 2014! 

Now here is our surprise: you can purchase our Nihilumbra with a 75% discount at GreenMan Gaming, so go for it! you won't find more awesomeness for less money! 



Nihilumbra: The Choice of the Community

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Few weeks ago we got an email from our Steam contact. Good news! they selected Nihilumbra to participate at their Steam Sales' Community Choice by Dec. 30th. To say the truth Nihilumbra numbers were pretty discrete during the first couple of months on Steam, so we held high hopes on these Christmas Steam sales. Once they started we decided to set a 30% discount, but that wasn't enough to make the deal hunters to come closer and discover our work... sadly, our daily numbers kept more or less the same. 


That situation went on with no major changes, until today! the competition to call for more votes was on fire! and after many long hours of work and faith, encouraging people around to vote us for that Community Choice spot, we've finally managed to be the most voted game! but, guess what! that spot on Steam main page and 70% discount suddenly made us climb to be the 6th best selling game during a few hours today, that was something completely unexpected! jaw-dropping I would say!


Seriously, we really want to thank you, readers, bloggers, journos, youtubers, fellow developers... thanks for your support all this time, we are really proud of having you being part of our community, our dear BeautiFans. Because without you we won't be there today, between mostly AAA games, or competing head to head with indie projects made by industry veterans, like Outlast. You allowed Nihilumbra to be discovered by many people and helped this small studio to get a step further.

Today is an memorable day for us, we take a strong step into 2014 !


Thanks and have a great 2014!
BeautiFun Games.

NOTE: As our game designer Kevin just tweeted this morning, with yesterday's sales, we recovered the investment of making this HD version of Nihilumbra.

Nihilumbra 1.3 update is up and running!

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Due to the Steam sales, now there's a lot of people playing Nihilumbra and some strange bugs have started to be reported on Steam's forums. We've been listening to the community and we have solved as many as we could. So, here's the v1.3 update of the game!

Nihilumbra 1.3 changelist:

- Fixed a common default screen resolution problem.

- Fixed a strange bug with the default application language.

- Fixed a deadlock at the Ash Desert Void level, caused by application running at low FPS.

- Various fixes with Chinese and Spanish languages.

We hope to have the game updated on the rest of platforms (Desura, Gamersgate, etc) during the next few days.

We wish that this update will improve your experience playing Nihilumbra.

Happy New Year,

BeautiFun Games.

BeautiFun Weekly: News and Discoveries Ep.5

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Daily Royale meets Nihilumbra

We start the New Year not only with renewed energies but also with memorable discounts. Repeating our best Nihilumbra discount to date with the 70% off deal you can enjoy at Daily Royale, the brand new platform kickstarted by the folks from Indie Royale. Consider the deal will be over in few hours or maybe less since the number of keys is limited (around 200 at the moment).


Cuphead, or how a run and gun videogame could have looked like in 1930s.

We cannot  deny about how much we loved the aesthetics from Cuphead. It's game mechanics rely on gun and run mixed with fighting, and the creators are the two brothers team StudioMDHR (Studio Moldenhauer). They are working hard to take us right to the cartoon animation series from the 1930s. As they told Joystiq, their main influences are the works from Fleischer Studios, "old Disney" and particularly artists like Mickey Mouse co-creator Ub Iwerks, Grim Natwick (Betty Boop) and Willard Bowsky (Popeye)). Late this year we will hopefully have the chance of playing Cuphead.


Via Kevin.

Cloudface.

This platformer, developed Futurebeard, goes in the vein of Earthworm Jim and Wario Land evokes fun, cuteness and absurd humour in equal parts. I discovered it last month of August thanks to this TIGSource thread, and since then the game has constantly improved, now you can try for yourself thanks to its pre-alpha demo available on IndieDB.




Via Jesús

Internet Archive puts classic 70s and 80s games online.

"Internet Archive is a non-profit digital library offering free universal access to books, movies & music, as well as 376 billion archived web pages."

That is the current definition of Internet Archives, but it won't take too long until it will be updated to also describe they preserve digital copies of videogames too. From now, you can already enjoy a very respectable amount of titles from six of the first consoles thanks to an emulator. From Atari 2600 to SEGA SG-1000. Surely we will see more games and systems coming in the future.


Via Jesús

A tech demo that could revolutionize how FPS puzzlers can be in the future.

Objectively, when a team of students comes up with a proof of concept like this and the world reacts with half a million views of their video in three days, you can expect some important is going on. Recently we have seen FPS games experimenting with object resizing, like Steve Swink's Scale, but this technology goes a step further, since we not only can resize objects manually, it takes our distance to them into consideration (how big or small they are on the screen) to calculate the "new object physic properties" once you are manipulating it. We will keep an eye on Pillow Castle's Youtube channel, since they said some more videos will be published in the future as the development moves to full production.


Via Jesús

Music as a vehicle for creativity.
 
Have you ever wondered how important music is for an artist as a tool? it's not only useful to get inspiration from it, also to unleash its rage and free the contained emotions and frustrations... and ultimately, peace. Thanks to Jordi, our artist, for pointing us to this brief but intense piece of animation by David Besnier.

Listening Disney Playlist from Davedonuts on Vimeo.

Via Jordi

BeautiFun Weekly: News and Discoveries Ep.6

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Broken Age - Act 1 is out for backers!


Everybody freaked out when we saw the huge amount of cash that Tim Schafer got on his famous kickstarter campaign. Some people were extremely happy with the result, others were suspicious. Tim Schafer was like this:


But now finally we have the chance to try with our own hands and see with our own eyes what have been happening inside Double Fine. I can't imagine how hard must have been to carry the burden of having so many people expecting so much from your project. They had to do a great game, or get ready for the internet's punishment.
All this was in my mind when I started playing Broken Age a couple of days ago. And I fell in love with it in ten minutes. It's just beautiful. The dialogues are funny in that special Schafer way, and the plot seems really intriguing to me. It has a cute, cuddling, happy aesthetic with a somehow twisted and even creepy plot inside, something that reminds me a bit of Adventure Time (wich can only be good).


Right now I can't say anything deeper: I haven't played enough. But it's a game that my girlfriend is going to love as much as me, and that doesn't happen often. For god's sake, it's like watching a Disney movie. The good ones, I mean. I hope it has songs. That would be awesome.

Via @truguers

Grab it Magazine



Some weeks ago we got an email from Chris Stead, found ar Grab it Magazine, an iPad Magazine focused indie games and indie developers. I took my time to check it out and really found very useful information, also the information is showcased using quite stylized and intuitive interface. Also read more about interesting games like Simogo's Device 6 and République by Camuflaj and Logan. You can try the first issue for free and give your feedback to the editors.



Eggnogg: A Nidhogg parody


This week we saw the launching of Nidhogg, one of the most anticipated indie games in the last years, the game was shown for the first time in 2010 and also won the IGF Nuovo Award in 2011. With those precedents and being a cult favorite even before reaching the market, we can't get surprised to see this free parody by Madgarden we discovered thanks to IndieStatik. It is not exactly like the original, but it gives a similar vibe.


Objective Game Reviews


This week I discovered a site called Objective Game Reviews, it is full of sarcastic humor, you start seeing it when reading their About section. And then it goes on if you go reading the game reviews.
For years, gamers have called for reviews to be more objective. Every few months, there is some controversy about a new game that got a score that was too high or too low. Gamers blame the opinions of those who write reviews. Game journalists have their own ideas about what makes a game good or bad, and these ideas influence the score they give to games.  
Here at Objective Game Reviews, you can finally read a review without worrying about the opinion of the author. So, go ahead! Browse our reviews and discover a new game you will love!
Via @JesusFabre

Scorpion's Pride: A local Spanish soccer team anthem that may sound familiar to you.

What you are about to listen is the Orihuela Soccer Club Official Anthem, and maybe you will find out some similarities with Zelda Theme and also Castlevania SOTN Dance of Gold song. Surely it is pure coincidence, but for us its something worth to remark at least how game-like this anthem sounds.


Via @AniolAlcaraz

JAASS: Jordi's Acrobatic Art Style Showcase.

(Try to imagine what he can hold in his head when he is not working - on Megamagic -)


Via @truguers

The BeautiFun Team Stories - Aniol Alcaraz (Producer and programmer) - Part I / II

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Today we start a series of in-depth interviews called "The BeautiFun Team Stories" in which members of BeautiFun Games will be talking about their past, present and future from quite a personal perspective. Jesús Fabre, our community and PR guy, will be doing and publishing one of them per week. So lets start with Aniol Alcaraz, our producer and one of our programmers, talking about how BeautiFun Games started, back in 2011.

Aniol: At the beginning we were only four people, and our most important goal was developing Nihilumbra, so we put all our efforts in that task. We needed an extra artist so hired Freya Horn, and that new addition to the team changed a bit the rhythm of our daily work. Somedays she came to the office, where we commisioned her the tasks she had to do and the rest of the days she was drawing at her own art studio.

When Nihilumbra's development was in the final stages, we thought our workload was slowing down, but no! We needed to prepare all the marketing material, send out press releases, answer tons of emails, etc. It was a super busy time! Then we started to work on our new project, and in paralel we were porting Nihilumbra to other platforms. Now with the recent success on Steam Holiday Sales and having our next project Megamagic on track, we can say the studio is enjoying one of its best moments ever! We proved ourselves we can make a living out of our games, and that makes us really excited about what this 2014 holds for us!

Nihilumbra's BeautiFun Games team back in 2011
Jesús: To manage an indie studio is a very hard task, not only in financial terms, also when it comes about coordinating the work of several and very different people. All of this in the middle of an industry that's constantly changing. BeautiFun Games was funded in March 2011, but they didn't know if it could be profitable until now, almost three years later... 

A: Nihilumbra was expected to be finished in four months, but we didn't fully closed the project until the fourteenth! That was because we were unexperienced, but also its a proof of our philosophy as studio and an important factor that has brought us to be still here today: try to polish things to the maximum until we are truly satisfied with the result.

J: But, how to team up such a group of dedicated, self-exigent and hardworking people? Aniol explains me that, after finishing his videogame development Masters, he was really interested in creating something of his own, and eventually living out of it. So he went around to every classmate looking for the ones who also wanted to develop their own titles. Somehow he "recruited" a group of around fifteen students who met up each week to try to shape a game.

A: After some weeks of meetings, most people started to leave for several reasons. Ones found a job, others started to lose interest, and finally we were four people left, but still had the big problem that is the lack time to develop any full game with no money. Then I suggested I could invest my own savings to kickstart the studio. That phrase was something nobody was expecting, but as they gladly accepted, I did what I promised and in a month BeautiFun Games was born. Only four people composed the team: Pol, Kevin, Lourdes and me. We were quite lucky since we started seriously as studio once we had covered almost every position we needed, and also we were filled with lots of passion and dedication!

J: Aniol is now 28 years old, and Nihilumbra is the first commercial game with his name on the credits. Before that came to be, he did a Computer Science Degree and a Videogame Masters Degree. Something not many people know is that, during his Masters, he developed a prototype called "Once Upon a Night" along with Lourdes Nicolich (our art director and one of the studio founders) and also three other people, it was their final project.

A: "Once Upon a Night" was an ambitious project, clearly remember it was a hell of a work when we tried to close it. We used Ogre Engine, coding was done in C++, we had AI, shaders, I think they were too many new things to deal with at the same time! The main hurdle we faced during that project was the lack of coordination and timing. In addition, and as an advice to students that may be reading this, I would recommend everyone who is doing a game development course to always experiment with new ideas, and when it comes the time to create a full game, try to work on the features that can showcase your skills the better.


Also, one curious thing I discovered in that course was the role of the game designer and how important the design is as a discipline on its own. I clearly remember when Kevin (our writer and game designer) came up with a full design of a game he had been working at home, and that later became "The Creature".


While doing the MD course, one of the most important things I learned was how to technically polish a project and prepare it to reach the market. Also I enjoyed -aside of the game programming related subjects-, the 3D design and animation classes, in spite of not being my area. As programmer and producer it's always beneficial to know how this works in order to adapt yourself  in the best possible way to the particular difficulties that can emerge.

J: As our conversation evolves, I keep discovering more interesting things about Aniol's past that help me understanding his present. Now I wonder about his hobbies and how they could have influenced other aspects of his life, like his professional career. So lets keep going back in time and learn something about ... card games!

Source: Tiendaitaca.com

A: Since I was a very young kid I loved to play card games and board games. Was pretty good at one in particular called Magic, so started to participate in several qualifier tournaments for the World Cup. If you were good enough and got in, they flew you to the States to play with the best players worldwide, that was really a great experience! 

J: Researching on the web, I even found that Aniol was not only a card game player, he also contributed to create a board game along with other two friends (Joel Calafell and Omar Sagol) called "El Mundo de Águila Roja", that was inspired in a famous Spanish TV Series. After asking him, he explains me that, at the beginning, they were supposed only to playtest the game, but ended up making a new one instead. All thanks to their passion for Magic...


A: Then a few close friends noticed that some Magic players were jumping into Poker, and convinced me to try it along with them. The first thought that came to my mind was that negative and dark image we all have from movies of mafia guys smoky rooms. But I started reading some books and found out it could be done if I practiced a lot. So decided to try it seriously and after a few months our team was progressing quite well in the tournaments. Up to the point that we earned quite a good money and even found an sponsor that covered all the costs to be in the European Poker Series, live tournaments... so I kept playing until I started the videogame development Masters Degree.

Source: PKPQ.com
I want to remark that Poker is hard, you need lots of practice, and also enjoy playing it is a must if you want to win. I kept studying my Computer Science degree and playing Poker, until I finished my degree, and a bit later I decided I didn't want to play Poker for all my life, as wasn't enjoying as much as when I started and also didn't win or lose anything that year. In Magic, every now and then you can see new cards being released, but in Poker, in spite of being a deep and complex game, there was a point where it was too repetitive for me. So I started losing the enthusiasm, and in consequence decided it was better to quit and take on new challenges.

A: Challenges like videogame development. That said, the investment BeautiFun Games received was thanks to Aniol's success in Poker. But he strongly discourages anyone from following his path to fund their games.

I know it is hard to find funding for your game. You need to find out how to convince your potential investors to believe in your project and that, if they put money, its gonna make them get enough profits in return. Easy to say but hard to do, but never impossible, Aniol admits.

J: Next thing Aniol tells me is that he is not very aware of the decisions he took along his life, he always kept doing what he loved, and tried to do its best with the tools he had.

I cannot find the concrete reason why I decided to start studying Computer Science... As I loved games, I always loved computers too. When I was 13 or 14 years old (that's around 1999), I remember having developed a website where I posted game reviews. Also, due to my passion for videogames, I started to learn programming since my dream was to create my own game. I developed my own version of Mastermind, the problem was that I didn't know function parameters existed and it was quite harder than it could have been! -Aniol laughs- the programmers reading this surely will know how needlessly hard that was.

J: He recognizes to me that sometimes he starts projects that are too ambitious, being unaware about if he is gonna be able to finish them. But, in spite sometimes he can regret it, he always tries his best to finish what he starts and have something that he is proud of as result. Now I'm curious to know more about Aniol's gaming history. So I start asking him about how it started...


A: Videogames entered my life thanks to a Game Boy with two cartridges: Tetris and Teenage Mutant Ninja Turtles 2, both of them really good! I also had a Nintendo 64. I remember Super Mario 64 was one of the games I was more impressed with. I loved those 3D graphics and how fluid everything was handled on screen, even today the game keeps its charm unbelievably well. But if there is a game from my youth that left me the most memorable times, it undoubtedly is Super Smash Bros and its multiplayer mode. You can imagine how exciting and disputed every match was when I played with my friends, whom I also played Magic and Poker with. That was real rivalry!


Maybe, after the titles I said, you can think I was a big Nintendo fan, but not really! For example, I never had a Super Nintendo, since I was enjoying my Mega Drive. I remember playing Sonic games a lot, specially Sonic & Knuckles with Sonic 3 (by the way, at the office we still listen to Sonic music, Chemical Plant FTW!). Remember the originality and freshness of Dynamite Headdy or Streets of Rage with its amazing multiplayer. Also I had a PSX, where I played gems like Wipeout, with its amazing soundtrack that fits perfectly with the frantic gameplay and it's futuristic universe. More games I truly enjoyed are Final Fantasy VII, Tekken, I can tell you I like practically every game genre, as long as the game is well made!

J: How much influence those classics you played during childhood has on the games you are developing now?

A: My background as a gamer helps me a lot, makes it easier to visualize if something I program will work once added to the game. Also, like everyone, I have game ideas. Here at BeautiFun we listen to Kevin's (sometimes crazy) game ideas and then everyone of us adds his personal touch to the main purposal.

J: Curiously, Aniol is not the only Magic and Poker player in our team...


A: The first BeautiFun team member I met was Pol Urós, back at the university. We knew each other from Magic and Poker circles, since he was an amateur  player. He recognized me from a Magic website (recently Aniol had won the Spanish Magic championships) and one day he approached while I was at the faculty snack bar and we have a good friendship since then.


J: Is it something usual to do this transition from Magic to Poker?

Well, it is really not so usual. There are many other players who come from other games, like Chess, Backgammon, and for example, I remember that one of the best players back in the days was ElkY, who was really good at Starcraft. He liked Poker and started playing professionally, back then Poker was more profitable than games at the time, and also the skills were similar (high degrees of willpower and discipline). Now the egaming scene is much more important than it was 3 years ago and there are pro-gamers that can make a living out of it since the awards are much bigger. Playing Poker is not much different than playing a videogame professionally, you have to be very analytical and adapt to the other opponents, so it was attractive to professionals from other areas of gaming.

[The rest of this interview is available in Part II, where Aniol talks about the hardest technical challenges at Nihilumbra, and also will give us his feedback about the rest of the team and our future project, Megamagic.]

The BeautiFun Team Stories - Aniol Alcaraz (Producer and programmer) - Part II / II

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Link to Part I/II.

Jesús: How do you see the game industry at the moment in relation to the kind of games we are making at BeautiFun Games?

Aniol: About the videogame industry, I have to say at the beginning we were a bit skeptical about how successfully commercial an indie game could be. Everyone was talking about casual and social gaming for mobile and Facebook, but after our experience with Nihilumbra (that's making a game we would love to play as traditional videogame players), things changed very favorably! Now we trust that keeping our efforts and passion, we can make our own road as part of this vibrant indie scene.

J: Nowadays, BeautiFun Games has grown and added three members more, so it almost doubled its size since it was funded, back in early 2011. How those changes have affected your roles at the company and what are the biggest challenges you faced?

A: I started to work as a producer without noticing that "producer" was the name for that kind of task. Focused on coordinating everyone's work so we all can get all done with the least possible delay. I also make sure that the result has the level of quality needed. More than order "what" we have to do, my main task is about the "how" we have to do it and what to change in order to get it on time.


About challenges, as programmer, I think one of the most difficult situations we had to face happened while developing Nihilumbra. Firstly getting used to work with the tech capabilities of a cellphone, since we couldn't read the textures from scenarios pixel by pixel, we had to sort-of invent a method using tables in RAM memory. After this issue was solved, we had to program the game physics and also create a realistic "painting effect" when the player touched the screen.  The painting effect was specially tricky, since we had to recur to use polygons to represent paint stains, also those polygons had to be small enough in a way when the user is painting close to any surface border, there won't be any stain "half floating" where that border ends. Something curious that not many people know is that we had to add a limit to the amount of painting you had in the game. The purpose of this feature was to avoid a potential performance slowdown if the player started painting -filling with polygons- on all the surface available.


A: Surely we could have chosen an easier path to go and try to avoid facing those challenges, but in the end we followed the hard path since we believed that those features were sort of unique and nobody had technically created such experience with a touching device until that moment. In addition, the gameplay demanded it and it made full sense to all of us. Finally, we got our effort rewarded with good sales, and it was not only because of the technical achievements in the game, I believe it was thanks to the combination of great art, level design and narrative.

J: Aniol explained me some concrete dares he and the other two programmers in the team (Pol and Suey) had to solve, but trying to go for a more general question regarding programming, I ask him what part he loves the most of this side of his work.

A: I specially enjoy the starting and closing of projects. To create a solid technical base, and then polishing the details during last weeks of the development.

J: Can you go a bit into detail about what it means to create a solid technical base?

A: A videogame project is subject to many changes, that means you may need to adapt the implementation of some parts of the game depending on the variable needs of an artist, the game designer or even the musician. So to try to diminish the negative impact those changes have, as a programmer you have to code in a very tricky and strategic way with the goal of making your code as reusable as possible. This hability is very important here at BeautiFun Games, because our projects main direction are driven by the artists and designers, more than the programmers.

J: About Nihilumbra, is there an impressive moment for you when you look back at the first months after launch?

A: We received messages from people telling it was the best iOS game they ever played, that was mind-blowing. Also we got great comments about the PC version, something amazing who nobody expected was a fanart by a Russian fan called "~Nemesis~fierce", it mixes both universes from Nihilumbra and Journey! It is been a true honor to be compared with ThatGameCompany's masterpiece.


We try to leave a mark in gamers, like those movies you remember for a long time, if we achieve that, that will be a success.

J: I would also like to know how did you (the four funding members) met each other?

A: About Pol, as I explained before, I met him before thanks to our shared fondness for poker, but it was a coincidence that he also entered the same Videogame Development Course as me. In that same course I met Lourdes and Kevin... for the final project Pol went to work with Kevin's group and Lourdes was in the same working group as me. So it was only a matter of time until the core team of BeautiFun Games was born. 


J: Now you know the members of the team after a few years of hard work, I would like our fans to start knowing them too. So what is better than asking you about a good quality of each one?

A: Kevin always gets his way. That's not a bad thing, because I always put a lot of spokes on his wheels, and consequently we end up approving only the best of his ideas.

Pol is always making your day easier, he hasn't only good mood, he also knows when is the best time to use it. 

Suey works hard as hell, always running the extra mile to make a project go forward.

Lourdes is kind of a mother for everybody. I know it may seem weird to you, but its somehow like that. Aside of working really hard, she also takes care of the whole team. Something that makes her unique is that she is very versatile, working with the same passion on scenarios or an options menu.

Jordi is the fastests hand in the painting western! In a very short time he can draw something amazing.

And lastly you, Jesús, I think one of your best qualities is to be insistent and always wanting to get to the heart of each matter. I think that is a very good, since your job is to be like an explorer, somebody who stays alert about what we can do to spread the word out about our games and the studio, and at the same time putting an eye on the community to get feedback about how the world feels about us.


J: And what about your good and bad qualities?

A: I would say I work too much and also some people from the team tell me I have the bad habit of being tedious because I always remind them what is left to do. But I need to be like that, to try to establish a discipline that can be valid for everybody and some common rules in the team. This is the only way that, in the end, the processes will be streamlined. So my bad quality can be also my best one, since the purpose of that insistence is always to facilitate the work to others.

J: Before ending this interview, I don't want to miss the chance of asking what can you tell about our next game, Megamagic?

A: I can say we are going to showcase a few things about the game this March. Megamagic is nothing like Nihilumbra, well, somehow yes, since magic powers will be key. Gameplay-wise, it is going to be a mixture of action-RPG Zelda-like games and strategy mechanics... and also tons of awesome Magic! Won't be as dark and depressing as Nihilumbra, but we can warantee that the same "spirit" will somehow remain there. As it happened with Nihilumbra, we want to make the game accesible to all kinds of audiences. From the beginning, we will consider the casual and the hardcore gamer experience. Sorry, I cannot say many more things at the moment. 


J: How much involvement will have the community in Megamagic?

A: Nihilumbra was a closed title, and we don't discard a sequel at the moment. With Megamagic we are creating a world that we can expand in this and future games, so all the feedback we get along the development process will be used to try to improve the experience.



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