
After attempting casual appeal with the IGF nominated ookibloks, we were left with, despite positive reviews from every site that covered it, a debt. We both worked for equal profit share. So far, the "equal" profit share is about $0 for me and -$1000 for Jesse.
May as well have put that money into a chinese clickfarm to push it into the charts. Hell, it`s what everyone else does..
The PC version is in STEAM greenlight process at present. as you can see from thsese stats taken today, it looks like there is no space on steam for simple happy fun puzzlers. Maybe if I had done it as a pixel art game about a depressed paraplegic transvestite Kotaku and Polygon may have covered it.
Hm.. maybe I would have had to castrate myself and dyed my hair blue as well for authenticity, scratch that.
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| FUCK YOU! NO HAPPY MONKEY GAMES ON STEAM! |
Work3 Project 2, AKA "Project G" - a polar opposite approach.
My major love has always been vertically scrolling shooters, not those hideous euroshmup clones, but good solidly thought out japanese arcade shooters. Especially ones by CAVE.

I work, literally , on the other side of the street from cave`s offices, I have smoke breaks in the plaza of their building with what`s left of cave`s staff.. The guy who did the "BOMBAAA!" voice? He was part of the sound division.. I say "hi" to him occasionally.
I think if I made a slingshot I could launch a brick through their window, but now all the arcade development key staff have quit and the rest of the staff involved absorbed into the mobile division, a well aimed brick wouldn`t knock sense into anybody of importance anyway.
Basically I am thinking that Cave`s withdrawal into mobile mediocrity is a bit of a sign for me.. 3 years ago I made decent progress into a vertical STG engine.. it was running at a medium resolution at a constant 60FPS and I had made some good placeholder art.
The initial idea was to make a vertical doujin THUNDERFORCE game to make up for the disappointment of the utterly laughable "BROKEN THUNDER" doujin game that bombed so hard it crashed through the crust of the earth and reappeared on the other side of the planet.
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| Source model for Hi-res TF Rynex sprite. |
I figured out how to build detailed backgrounds, set parallax, and it was all looking great.. even with the screen so full of bullets you couldn't see anything else it still held at 60FPS.
Sadly I had decided to shack up with one crazy ass lady and after receiving a flurry of blows to the head, from behind while programing one night, I decided that this would not be viable with an attention starved bipolar brat under the same roof as me.
Needless to say I now share my house with just 2 cats.
Why did I choose a doujin thunderforce game?
1. Because retro bandwagon.
2. Because news sites would have covered it. Because retro bandwagon
3. Wouldn`t have to hire a character artist. Because spaceships.
Why did I ditch it?
1. I couldn`t sell it outside doujin shops in Japan
2. Would probably be lynched for turning Thunderforce into a vertical scroller.
3. Engine was stuck at one resolution
4. People would have whined it wasn`t low res pixel art.
Several years later I have resurrected the code, and it`s now running in 720p, with all other resolutions supported including a vertical monitor modes and support for standard arcade CRT and trisync monitors.
Why am I doing something so niche?
1. I love the genre.
2. It`s a limited and small market.
3. People that get it are discerning, which makes it a good challenge.
4. STG dev is pretty much a wasteland and free of pretentious assholes and indie cliques.
5. You have to come correct with the mechanics, a wanky hipster storyline alone won`t sell a 2D shooter.
6. Want to do my own IP.
I`ll post up a few more assets of the old shooter and start talking about the requirements of the new one soon.