I’ve received tonnes of emails about Above Average Guy OST so I thought it’d be worth it to make a post and include all of the tracks by both Waterflame & Skybase in one place as they’re on Youtube and Newgrounds already available but a one stop shop for them is better, right?
This year I’m on point! The write-up is later than last year, I’ve got to win something for that, right? Right? Fine…. I’m sorry! To open I’m going to say this year I sadly can’t mention Nando’s much as we didn’t get to do the ritual “After Mochi London Nando’s”, it’s like the last supper, every year, or something like that!
Ohhh yes, that PERi-PERi goodness!
Do you know what Mochi London is yet?
You might be one of the few who actually don’t know what Mochi London is. Well don’t fret, I’ll tell you what it is! Mochi London is an event for the indie games community, by the indie games community fueled by love for the indie community. Both Ernesto and I are indie game developers so I guess if you want to boil it down, this is our perfect event but actually real! It’s still a two-day event as it always has been however this year we’ve injected it with a whole dose of awesome with day-2 now being a game jam!
The two-headed hydra. But who are we?
First up we’ve got Ernesto! Ernesto Quezada is a Games Developer/Publisher from El Salvador. He moved to London in 2002 and has worked professionally as a Flash Developer for companies like Gamesys, Evolution Gaming and Playtech, and currently works for a cool start-up as a Lead Developer. He lives in Canary Wharf with his girlfriend and baby daughter Nicole who is already being trained to become a games developer like her dad He publishes games over at www.games-garden.com too!
I’ll go last, being gentlemanly and all that. So yeah, I’m Chris Jeffrey. The end. Okay, I’m an independent game developer from the UK, I’ve been developing games since I was 16 and somehow I’m 23 (I feel old now), I develop games under the name ChrisJeff Games, some of those games are Platcore, Space is Key Series, Above Average Guy (Might be out by the time this goes out, might not be, I hope it is!), There goes the TV and so on. I’m also 1/3 of the podcast Super Indie Pals along with my good pals Jimp & Jay Armstrong! We talk a bunch of stuff and have a laugh, it’s good fun.
You can usually see me posting rambles on my blog and twitter. Oh and did I say, I love Nando’s!?
It’s time to meet the speakers!
Matt Roszak, Indie Developer, Kupo707
Matt is best known for his Flash game series Epic Battle Fantasy, and related spinoffs, which have been incredibly successful on Kongregate, Armor Games and similar sites. Follow him at @Kupo707.
A Postmortem of Epic Battle Fantasy 4 EBF4 is the latest game in a series of free turn based RPGs.This presentation looks at the game’s performance in areas such as player satisfaction, marketing, web distribution and premium content sales.
Danny Parker, Head of Technology, NinjaKiwi Europe.
As Head of Technology at Ninja Kiwi Europe Danny oversees development of in-house technology for Mobile, Tablet and other native platforms. From developing console downloadable titles such as Flock! and Final Fight: Double Impact to bigger boxed titles such as Crackdown 2, Danny has always had a love for the development ethos of mobile and web games. Follow him at @mono_eric3.
Coding without class A retrospective on when Flash development was quick and dirty and so much fun. With advances in language, technology and the devices we play on, the development of games has become very professional and perhaps a little less enjoyable. Here we take a look at what made it so much more fun, and how it can still be really useful when developing today.
Chris Jeffrey, Indie Developer, ChrisJeff GamesJames Pearmain,Artist, Jimp Jay Armstrong,Indie Developer,Jay Armstrong Games
Super Indie Pals is a concoction of three indie developers from the UK that ramble every month in the form of a podcast and bless your ears with industry talk and interviews with prominent players in the industry.
Chris heads ChrisJeff Games and has developed games such as Space is Key, Platcore, There goes the TV, Above Average Guy and more! Follow him at @ChrisJeffGames.
Jimp on the other hand is a wizard with art. Some of his works are Sushi Cat, Penguinz, Corporation Inc, Tokyo Guinea Pop and many others. Follow him at @Artjimp.
Jay is a double threat, he programs and draws fun stuff. You’ll see him in the form of Super Adventure Pals, Bearbarians, Rocket pets and more. Follow him at @Jaymaxarmstrong.
Super Indie Panel The Super Indie Pals bring their enthusiastic podcast about game development to the stage for a Q&A panel and live podcast. The talk will feature conversations with industry guests. Audience participation will be encouraged for an open forum format. Not optional.
Reece Millidge, Indie Developer, Damp Gnat
Reece Millidge turned to independent games development after 15 years study & work in London’s animation industry. Reece now focuses on bringing striking aesthetics and visual narrative to games at his solo studio Damp Gnat in Brighton UK. Works include the award winning ‘Wonderputt’ and one of E3′s Into The Pixel winners ‘Icycle: On Thin Ice’ coming soon from Chillingo. Follow him at @dampgnat.
Post mortem of Icycle: On Thin Ice Reece will reveal stats for his newly released game Icycle: On Thin Ice, as well as talk about the project creation process (including code and timeline animation etc.) Reece plans to open the kimono….whether you like it or not. But you’ll probably like it.
Tony Lavelle, Game Developer, Formally Armor Games -currently at Rebellion.
I started out making terrible games on Newgrounds as a hobby. I’ve had several successful game series, most notably Indestructotank, Shift, Upgrade Complete and KOLM, and have had my games and designs ported from the Flash platform to numerous others, including iPhone, Android, PSN and the Nintendo 3DS, with varying degrees of success. Follow him at @the_exp.
The Indie Advantage Having been at Armor Games for over half a decade, and now rebellion for 6 months, my views on why rapid prototyping and full creative control by an individual or small team will very soon overtake the profit making ability of small indie teams over unwieldy large developer teams when it comes to adapting to the modern landscape for mid level and social non AAA budget games.
Day one. On a scale of 1 to OMG IT WAS AMAZING, how good was it?
So just to set the scene of the weekend a little more, I was dying. Seriously, I was dying, I saw the bright light and everything! I think I had some insane flu that just shut my body down and made me feel as weak as a jaffa cake (They are pretty weak, snap one, trust me), so with that in mind the whole weekend lasted forever for me!
And day one kicks off!
For me the weekend kicked off with Friday and meeting my two good pals Jimp & Jay! All the way back in California we all somehow well in love with Chipotle so like any Chipotle enthusiast we went to Five guys instead. I didn’t eat as my stomach was in knots and felt like I was in Mr.Frostys’ fridge, so my Friday came to an end super fast! Jimp & Jay then decided to go to gay bar with Katherine Tate or something (I’m trying to remember what they said but It’s not working) BUT what I do remember is they brought me back a sandwich to the hotel since they’re super kind and knew I hadn’t ate all day. Jay then wanted us to revise our presentation for the next day so we got it all right which was greeted to a flying sandwich, headed in his direction. This ended up making the war of the chicken & bacon sandwich and pretty much sums up our first day in London!
Matt Roszak letting us in to his world of Epic Battle Fantasy!
Day two (The real day one), this is where things actually happen. If you read the above paragraph, I’m not really sure why you did as it doesn’t really give you much, apart from maybe losing a few braincells to be honest.
I seriously loved our panel, on paper we knew it would work but not as well as we feel it did!
To be honest I think day one went perfect, after every Mochi London I think we can’t get a better line up of developers and we just end up smashing the previous year I think. This year was definitely by favourite due to the sheer amount of information that was shared in the room, it’s something you really don’t get in any other event and at Mochi London it even goes that step further of the audience having discussions and being a part of it all throughout which is something that I think our Super Indie Panel took full advantage off and really fuelled some amazing and great topics between everyone in the audience.
Group shot after the event, at the pub!
Day one is honestly something I could write about for way too long, especially on each of the topics and developers on the day but what I really want to say is this turned out to be the best Mochi London in my eyes and if you’ve been to all of them, I’m sure you’d agree too!
Day two got upgraded like you wouldn’t believe!
Seriously day two got some mega DLC that you don’t even need to download, it’s just there, waiting for you instantly! The big change in Sunday was that we got away with our pub meetup, which although is how Mochi London started, we visit enough pubs throughout the weekend that kinda makes it okay! Instead of the pub meetup we hosted an ultra-cool GAME JAM! We even found an epic location to host the jam- a completely game-themed bar called Loading Bar (co-located with “MADD”), located in London’s Soho district. This place for perfect for it really and who doesn’t want to drink and make games?
Look at all those happy faces!
We decided to give people some flexibility in the game jam whilst still restricting it as it was only 10 hours, so we didn’t want to give people open ended themes that they could just go insane with and end up having nothing to show for it at the end of the day. We opted for an ‘instajam’, we gave the jammers three sets of two images to chose from (One giving a theme for the environment of the game and another for characters).
I’ve got to say we had a good amount turning out and this was my first time hosting the game jam (as for Mochi too!). I think we did learn a lot about it and moving forward we’re definitely going to be more prepared and host and even better game jam if we can! You can see what people made at the end of this article, they’re insanely cool!
Cool stuff in the making!
Game Jam games! These are what you really want…
Before I show you the games, I want to say this is the first game jam I’ve ever ran and I think this rings true also for Mochi but blimey, I feel this actually ran so well and I’m proud of everyone for how it turned out. Seeing the enthusiasm from everyone and people share and show off their games with each other during the process was also brilliant.
This is how Jellyfish lover was born…
If I was to do it again I definitely think that a lot more prep is needed as I turned up a little late and everyone was already sat down making games, I really wanted to kick off the day with pairing people up (If they didn’t have anyone, but this turned out well and I don’t think anyone was left out at all) and also wanted to remind people of the themes however since it wasn’t an insanely large crowd, I think that this did work well still, but yeah that’s what I’d change if I did it again.
More preparation! Saying all that though, it still turned out fantastic and by god, you lot are a creative bunch. Makes me proud to have come from ‘the flash roots’ no matter where technology is taking people to now, people are so bloody creative and no matter what platform people move to, it’s going to shine in whatever they do I think! *Tips off hat* Oh also, if you want to download one, thanks to the developers, click a picture and you’ll grab it!
Rob Donkin & John Donkin
Mr Monocles Exquisite Hats
This game is mad! Basically the objective is to get your rather gentlemanly bloke to his hat. He always seems to have lost it and for some reason it’s floating. HE’S A FUTURE GENTLEMAN WITH A LEVITATING HAT?! But to get this hat, you’re given a limited number of objects to drop (Candy canes, Donuts etc) and make a bridge out of them and climb up it to collect the hat. Definitely an awesome game and these guys didn’t even put in a full day as they had to leave early, so imagine what’d be done if they threw in a full day?
Chris Jeffrey, James Pearmain, Jay Armstrong & Ruud van Boerdonk
To be honest, I don’t even know what to say about our team. It was just dragged up from the bowels of randomness to be honest, but it worked! So I actually didn’t have a laptop so I took the producer role (I did alright if I dare say so myself, I mean, Jellyfish Lover speaks for itself!) Also EA, I will not sell my soul to you, stop sending me emails trying to poach me, I don’t want to work for you, I’m better than that! Jellyfish Lover is ours! So yeah, I took producer role due to not having a laptop so that left Jimp to doodle some doodles and Jay to thrown some down code like a boss, thus making the Super Indie Pals, right?! WRONG! We had Ruud from Paralogic on board with us too as yet another producer. Christ, we turned a game jam in to some AAA studio with a hierarchy like the Illuminati. Jellyfish Lover is a multiplayer game that makes no sense really. The end. Okay, so basically you’re a bunch of birds battling it out to collect fish under the water and bring them back to the bird/jellyfish/thing to rack up points! It get’s a bit chaotic as it’s all on one keyboard and most keyboards don’t support that much input so buttons stop working haha, great fun!
Everything I’ve said about completely mental and chaotic gameplay is now thrown out the window. Danny is another one who didn’t even do a full day at the game jam due to other commitments and ending up knocking out this! I’ve never laughed so much whilst playing a fighting game! So this is a fighting game as I already stated and you chose between a polar bear & a scorpion. It’s a 2 player game and I was awesome with the polar bears super fast kicking move until I got owned by the scorpions range by Jay and the rest is history! This game is completely barmy and it’s exactly why I love the community surrounding flash as this is the type of stuff you’d see on Newgrounds back in the day! A MS-paint job of cutting up some stuff, trace some bitmaps, job done! Love it!
Scoff the Toff You’re just a little troll under a bridge, minding your own business whilst ‘toffs’ throw their discarded China tea cups and pipes at you. As any troll, you take it on the chin for a fair time, but there comes a time where you have to flip out and show them you’re not a troll that can just be walked all over. I mean, now you’re got a pretty bad ass collection of pipes and china too, so apart from cleaning your collection the only thing you can do is EAT THEM ALL! You’ve also got pretty stretchy arms too, I think it could be Dhalsim from Street fighter. Could this be the real Dhalsim?! He’s a troll!
Robin Baumgarten, Petri Autio, Liyi Zhang, Tom Williams
Bridge Brolly Brawl I’m going to start off this with saying this has to made in to a full version. So starting on that note, it’s fair to say I loved this game as only actually saw it at the end of the day! These chaps (apart from us) were the ones left at the end of the day and even requested more time, and it shines with their game, I had so much fun with it Basically it’s a multiplayer game based around a bunch of gentleman on a bridge, with umbrellas. You have to survive and bounce rain drops at your opponent. Warning, this game gets insanely competitive very quick and you could probably lose friends with it! This was the only Unity game to my knowledge too (One that was sent to me) so props to that as I’m really interested in Unity actually.
Bridge Brolly Brawl
TwittersRobin BaumgartenPetri AutioLiyi Zhang Tom Williams – I wasn’t given a twitter for Tom. TOM! Why don’t you have a twitter? This makes me sad. If you made a game but didn’t get the email asking to see it. You should still send it over to me using the contacts at the end of the article. I want to see more that was made from the day as I know there was!
I know you want them presentations. Right?
A Postmortem of Epic Battle Fantasy 4 by Matt Roszak from mochimedia
Icycle: On Thin Ice, A Postmortem by Reece Millidge from mochimedia
What’s New at Mochi! (2013 Edition) by Colin Cupp & Chris Jankos from mochimedia
Super Indie Panel from Super Indie Pals
So since this was a panel, we don’t have slides for this and we didn’t record so we don’t have anything from the day BUT we dedicated a whole Super Indie Pals episode to Mochi London which you can listen to below!
Coding without class from Danny Parker (NinjaKiwi)
Use right click/play to change slides.
The Indie Advantage from Tony Lavelle
Left click to change slides.
Do you have footage!?
I don’t even know why I put this here. Sadly, we didn’t record anything. It’s a bit of a nightmare to get decent quality footage of the event and it’s something we would love to do, just haven’t really.
Time to sum things up!
In short, this year was absolutely unreal! After speaking with attendees, people came away from the event with so much and definitely this is the best year yet! I’d like to say thanks to Ernesto & Colin for helping put the event together and also to Kongregate for sponsoring the event. But the biggest thanks to Mochi as a whole for making this all happen too. This year I met a load of cool people I’ve only spoke to over the internet and got to hang out with good friends again. It’s one of the things I’ll always say about the community, so many friendly and insanely intelligent people, you just don’t get it elsewhere! Anything you’d like to say about the event please let me know! Certain talks you like, what you’d like to see or even anything you weren’t really keen on! Throw them in your nearest bin, and by magic I’ll get them! No seriously, either throw me an email through http://chris-jeff.com/contact/ or @ChrisJeffGames on twitter!
All the best for 2014 everyone and anyone who has supported me this year
That’s fans, I’d like to thank you for supporting me by playing my games, buying them and giving me feedback whether it’s nice or whether you say I make crap stuff, it doesn’t matter, all the best!
Sponsors, everyone I’ve worked with this year from Armor Games, Nickelodeon Addicting Games, Miniclip. You guys rock! And also any sponsor I may not have worked with but will be in 2014.
This year has been awesome! Seriously! I’ve launched games, attended FGS/GDC in San Francisco, got to meet up with friends I’ve never met before in the industry, made new friends in the industry, launched a podcast with my two pals Jimp & Jay Armstrong (Super Indie Pals), Had Space is Key showcased at PAX Prime with Playvue, organised Mochi London with Mochimedia and had three months of super horrible pain which resulted in surgery. Sounds pretty hectic to me and everything in between, it really has been a blast and I still don’t regret leaving my full time job now nearly two years ago to do this full time!
As usual (I wouldn’t be me without saying this) I’ve got a tonne of amazing things for 2014 and it’s really going to be a blast!
So yeah! All the best in 2014 everyone and I hope you had a great Christmas
So Above Average Guy finally saw it’s release on Friday with the fine chap over at Armor Games. Absolutely love those guys but I think I may love this game a little more (Sorry!)
If you’ve been following me you know I actually started this game last year but with tonnes of other stuff getting in the way I actually had to shelve it which sucks, shelving any project really sucks. So it was awesome to get it finished up and show it off to you guys! It was an insanely fun game to make and design as Japanese culture has always amazed me a bit, same with game shows over there and how things seem to be a little crazy so making a game around that concept just fell hand in hand with stupidity to be honest! And it’s always a pleasure to work with NCH as per usual, same with Waterflame who made an absolutely bitchin’ soundtrack. Seriously, it’s something I’ve listened to waaaaay to much myself trust me! Going to also try and get that soundtrack a public release so you guys can download it
I can get around a 7 minute run usually with 1 death and SSS score. What can do you?
It’s here guys! This is something I kept under wraps for a little bit but was super excited to let it out the bag. It launched with Nickelodeon Addicting Games on Friday so it’s still fresh, grab it whilst it’s hot!
“Space is Key Hell won’t send you to Hell, but it’ll probably send a lot of keyboards there. It’s hella hard. Try to master Satan’s spacebar in this diabolical sequel to the classic Space is Key.”
So this time I introduced some major changes to the game and put in two name gameplay mechanics. I’m not going to spoil it but at level 6 and level 11, expect something very new and very evil
On a final note, I answered some questions with Addicting Games, they were fun!
Addicting Games Interview
How did you come up with the concept for Space is Key?
Space is Key actually came around while I was trying to sleep, somehow. I couldn’t sleep one night and had this little idea of a block moving down a level and jumping over obstacles — really simple stuff. So I just booted the laptop up and threw it together, and it kind of just evolved into how it is now due to my inability to draw at all. I wanted the art to work well but to be something I could actually pull off. The game is inspired by an old Flash game I used to play when I was a kid in school called City Jumper, too! Go play it. It was awesome.
Why did you set this sequel in Hell?
In Space is Key 2, I took the players down to Hell for a few levels and a cup of tea. After I listened to what people thought, it completely made sense that if I was ever going to make another Space is Key that it’d have to be tougher and set in Hell. It’s nice and toasty, though. I mean, at least they don’t have to worry about the cold!
What is the hero’s backstory? How did he wind up in Hell?
You’re a fierce warrior, hell bent on getting revenge on your evil twin brother who kidnapped your princess and is hiding her in one of his towers….in hell! Nah, not really. You’re a block, jumping over stuff for no reason at all, sadly. But that other story sounded pretty good, so I think we should just pretend that’s the story!
How many keyboards did you break while playing this?
I’ve got keyboards on top of keyboards on backorder. Making a version of Space is Key costs so much just in keyboards alone!
What’s your best score?
Oh yeah, are you wanting a competition!? I think I can usually get around the 50 mark. It’s bad compared to some people out there. YES, YOU! You’ve got mad skills.
Do you have any tips for players?
I’ve got three tips I feel I need to share: Concentrate, memorize and pray. That’ll usually help, especially praying!
Are you working on any games now?
I’ve actually got a few things in the pipeline! If you follow my blog or Twitter, I generally throw sneaky pictures around there. I’m working on a puzzle/platformer called “Above Average Guy” and also a brawler set in the mean streets where you’re fighting possessed electronics called There Goes the TV. Oh, I forgot, I’m also working on a game with my good pal Jimp. However, we’re not saying an awful lot on it, but I think there’s a pic on my Twitter, too! @ChrisJeffGames
Fill in the Blank: My personal Hell would be _________.
I was going to say something stupid, but I won’t. I think not being able to express myself through developing games. It’d be hell not making games, I think! Aside from that, eating celery forever would be pure hell! There, I said something stupid too. ;)
On a cheeky last note, check this out! This is something I’m working on with Jimp!