SpinSling is all about fun, and apart of that fun comes from the silly characters and the world that they inhabit. As you play through the game you’ll encounter many different environments and what we’re presenting today is just a small sample of what we plan to put into our game. We’re going for a clean aesthetic for the environments that, while interesting doesn’t take the attention of the players away from what is going on in the gameplay. Hope you like them!
We’ve have made a list of animals below that is currently not in the game – question is: what animals would you like to see in the game? If your favourite animal isn’t on the list (or in the game already), feel free to add yours to the list!
This is a link to a poll for our game, please share your opinion as to what animal SpinSling is missing!
>>GO TO POLL<<
If your favourite animal isn’t on the list, leave a comment on facebook!
In case you missed our previous post, you can click this text to see what animals are already in our game!
It’s update day! And I promised some content from our game and well, this game just simply screams for customization. So we give you customization, however, not only can you give your cat and bunny that fancy top-hat that you’ve always wanted, in fact you can change what critter you’re using! We want to give you a wide variety in characters to choose from, and here are the ten first!
We’re eight people at Retrogene, that’s kind of a big bunch for a fledgling indie studio. It is also one of the reasons why we can afford to take a few of those people and make a smaller team working on a much smaller game.
Out of the eight, only three of us are working on SpinSling, while the others provide valuable feedback, work as playtesters and help out if we’re stuck on how to make something work. Of course that works both ways, and it is nice to see that such a system works.
Coming Thursday we’ll have some more stuff from our game, and I for one am looking forward to showing you the progress that we’ve made!
It’s quite clear that making a game, small or large, over a short period of time is a challenge in and of itself. Add part-time jobs, researching and developing marketing plans, understanding how publishing works and well… all of those other things that sometimes go unnoticed when thinking about game development, and you’ve got yourself a busy schedule. With such a schedule comes a huge set of design and development challenges, and we’ve tried to outline a few of them here.
Time Management: Make a plan and stick to it.
Oh, how important planning is, and oh, how many times you can tell yourself that and not follow up on it. Sticking to a plan and really working towards reaching the goals you’ve set up for yourself and others is important if you hope to have any kind of steady progress. The busier a person you are, the more sense it makes to plan things. It’s pretty obvious, but falling out of the plan is dangerously easy when no one is following up and making sure that progress is being made.
After playing SpinSling too much already, I’m confident the game will be fun… or can I be that confident? We have planned for a short development cycle, but it is still important to get actual player feedback on the project. Extensive testing on big groups will be important through development and before release. Still, the game is already a good bit of fun, but ensuring that it will be as much fun as possible is the challenge!
Design for the circumstances
We can admit that Secrets of the Labyrinth was and is a pretty big undertaking for our first project, that’s why we’re doing SpinSling. SpinSling is designed to be a simple, yet extremely fun experience, and it has to be if we’re going to make it in the time frame that we’re planning. With part-time jobs as well, it’s easy to see how big or medium sized projects can end up taking a lot more time than intended because a lot more things can go wrong. The challenge here lies in following the golden rule of KISS: Keep it simple, stupid! Some of the fun in our game comes from the fact that it is just so easy to get into it and the challenge of mastering it, keeping that in mind while designing the game, we think, is key.
These are just three things that we have to be aware of. There are obviously many other things to think of. Like, how do we monetize the game? How do we market it? How do we make sure that you, the player, can come back to our game, again and again, and still have just as much fun as you had the first time, or better yet, even more fun! For now, this will do, and we hope you will enjoy the further development of the game!
While our work continues on Secrets of the Labyrinth, we found it was a suitable time to split up for a much smaller project that we hope to plan, develop and publish in a short period of time. That project is SpinSling!
We’re super excited to share the development of the game with you guys, and we’ll be doing three updates a week, starting today and updating on Tuesdays, Thursdays and Sundays. At least until we reach the polishing phase (I’m not sure how exciting it will be to read about yet another day of polishing).
So what exactly is this so called “SpinSling”?
In the game you control two critters that spin and sling their way through an endless obstacle course, in their hope of escaping Pirate Whose-name-has-not-been-decided. Along the way they collect berries, fruit and power-ups to aid them and unlock more critters and other goodies that you can play around with.
Hope you look forward to the next update on Sunday!
So, just a small break to talk about something not related to Labyrinth.
We made a new logo! And we think it’s pretty rad, but other than that, I think its due time to explain just why we’re called Retrogene.
It’s a medical term and a game company in Bergen, Norway. However, despite our vast intellect, we did not become doctors, but gamers and then game developers. As gamers we grew up learning to love the 8 and 16-bit systems and of course later generations of systems and software. While modern games can be just as fun to play, the good old games of the past will always have a special place in our hearts and therefore we say that we carry the retro-gene with us.
Also a shout out to the testers at ByLan in Bergen for giving us some valuable feedback!
We are preparing for ByLan in Bergen making things look all nice and play nice. So today we’ve decided to share a few screenshots with you! They are of course work in progress and a lot can still change!
This week’s update we’re showcasing some of the excellent animation from our animator Andreas. Some fine tuning left, but I think it’s safe to say that you can see where it’s headed! Stay tuned for next week’s update!
Also we would like to send a big congrats to our friends at Rain Games and Henchman & Goon as well as a bunch of other Norwegian developers who received funding. We’ll be crossing our fingers for next time!