So boys and girls. We here at LowKeyHighEntertainment have decided will be upping the stakes on our Patreon and eventual kickstarter. We’ve been working on a “pitch demo” it’s a proof of concept demo, that shows the fundamentals of the game and what it’s suppose to be. An “Alpha” if you will. It’s being developed so we can pitch the idea to investors to help fund our devs and the studio. But we decided why not let the public check it out too? So from when the pitch is completed, we’ll be releasing it on our Patreon and our kickstarter. From there we will be doing regular updates until the actual release of the demo “the beta”. The actual demo, there will be polls and a public discord where you can say what you like, hate and wish was changed. In which we will take that info and upgrade the demo 5 times (each part with a different story piece and different gameplay) once the demo is to the public’s liking, the full game will commence. But it all starts out with that initial support. We’ll be releasing this demo hopefully by the end of next month.
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So boys and girls. We here at LowKeyHighEntertainment have decided will be upping the stakes on our Patreon and eventual kickstarter. We’ve been working on a “pitch demo” it’s a proof of concept demo, that shows the fundamentals of the game and what it’s suppose to be. An “Alpha” if you will. It’s being developed so we can pitch the idea to investors to help fund our devs and the studio. But we decided why not let the public check it out too? So from when the pitch is completed, we’ll be releasing it on our Patreon and our kickstarter. From there we will be doing regular updates until the actual release of the demo “the beta”. The actual demo, there will be polls and a public discord where you can say what you like, hate and wish was changed. In which we will take that info and upgrade the demo 5 times (each part with a different story piece and different gameplay) once the demo is to the public’s liking, the full game will commence. But it all starts out with that initial support. We’ll be releasing this demo hopefully by the end of next month.
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PickFu takes on San Francisco 🌉 Our team is ready for GDC 2024 – the biggest event for the game development community! Stop by Booth P1873 to learn how game devs & studios use PickFu to: 💡 Get feedback on game concepts 👾 Find the best character designs 🎉 Optimize store pages & marketing 🎮 Build the best version of their game #gdc2024 #gamedev #consumerinsights
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It's #DemoMonday To shed some Light to some of the released Demo's Bon-Bon is out on itch to play on browser! (Feedback can be given in the comments section) https://lnkd.in/ehHdbz8k
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Imagining healthier worlds with video games | Gameplay Programmer, Founder, Creator | 🐆🇬🇾 | HMS, JHU Health Researcher turned (solarpunk) gamedev.
Last Tuesday, Boston Indies hosted an Indie demo showcase at the MIT Open Space and allowed me to share my first ever live game demo! In-person demo showcases aren’t known to be the most procedural playtesting methods, nor are they unbiased 😅. Nonetheless, I came away with 5 key insights and made some cool friends and early supporters🫡: 1. Introduce the game...then yourself. (Players come to explore; the game is more important) 2. Have a clear origin story and timeline. (Knowing your production timeline helps share your story. Players come to play and often wanna help and be part of that story!) 3. Silence can be a good thing - it usually means players are immersed. (I found this to be true every time my cinematic slo-mos hit) 4. Minimize the tutorial, and let players explore. 5. Find what game/media references come to mind for your game. (S-tier underrated method to find your niche and create/subvert a sense of safety for new players) I came in ready to troubleshoot, but with Boston Indies' clean setup, everything ran smoothly 🧼. I also met some fellow up-and-coming ambitious indie studios like Studio Blue Jay!
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Hi everyone - let’s make those two weeks of constant creativity great! We have gathered for you some tips for a smooth start of a Game Jam. Here you go: 🌴 Start simple, don't plan a very complicated project. 🌴 Don't try to do a very complicated logic with your games. And If you feel stuck, ask for help in Discord: https://lnkd.in/eWdFZAjv 🌴 When planning, divide your time into three parts where around 60% of your time should be the main building with the features, 30% is optimizing the game, making changes, level design, and 10% leave for testing and bug fixing. 🌴 Make sure to have your project exported and test it in the export version as well 🌴 Upload your game to Itch.io and MANU marketplace https://manu.org/ when your game is in a good state, playable for backup reasons. Better submit half game rather than no game at all. 🌴 Don’t forget to share your progress in Discord - or with #MANUSummerJam tag on social media! Good luck and have a lot of fun!
Tips for a great game jam! - No-Code Summer Jam! community
itch.io
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🚀 𝑩𝒊𝒈 𝑵𝒆𝒘𝒔! 🚀 After months of preparation, I’m thrilled to finally share with you: Game Success Guild - a community for those with the ambition and dedication to create wildly successful games. This 𝐞𝐱𝐜𝐥𝐮𝐬𝐢𝐯𝐞 𝐃𝐢𝐬𝐜𝐨𝐫𝐝 𝐜𝐨𝐦𝐦𝐮𝐧𝐢𝐭𝐲 is designed to give you everything you need to take your games to the next level. And the best part? You can join for free right now and be part of the first wave when we officially launch next week! In just 7 days, we’re hosting our first 2h live workshop: "𝐒𝐞𝐜𝐫𝐞𝐭𝐬 𝐨𝐟 𝐆𝐚𝐦𝐞 𝐒𝐮𝐜𝐜𝐞𝐬𝐬: 𝐓𝐡𝐞 𝟒 𝐏𝐢𝐥𝐥𝐚𝐫𝐬 𝐨𝐟 𝐚 𝐒𝐮𝐜𝐜𝐞𝐬𝐬𝐟𝐮𝐥 𝐆𝐚𝐦𝐞." This foundational session will dive deep into what truly engages players and keeps them coming back for more. 🎮 Here’s what’s waiting for you inside the Guild: 💡 Workshops to sharpen your skills 🤔 Group consultancy calls for personalized guidance 🎮 Demo play days with constructive feedback for your games 🌍 A global network of driven developers set out to reach greater successes with their games I am offering a 𝟏𝟒-𝐝𝐚𝐲 𝐟𝐫𝐞𝐞 𝐭𝐫𝐢𝐚𝐥 at launch, so you can experience everything our community has to offer without any commitment. 𝐉𝐨𝐢𝐧 𝐭𝐡𝐞 𝐆𝐚𝐦𝐞 𝐒𝐮𝐜𝐜𝐞𝐬𝐬 𝐆𝐮𝐢𝐥𝐝 𝐟𝐨𝐫 𝐟𝐫𝐞𝐞 𝐭𝐨𝐝𝐚𝐲 and secure your spot in the first workshop on September 10th at 10 AM CEST: https://lnkd.in/e3iU7JPu P.S. What topics would you love to see in our workshops? Share your thoughts below - we're building this community together!
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No tech headaches! Connect Innov's Kid's Tables come pre-configured with games and activities. Simply plug and play, and watch the fun begin. 😇 https://table-kids.fr/ #simplifyyourbusiness #convenienttechnology #hasslefreefun
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My First Talk at an Event! 😁 It was my first time on the #plymouthweb meetup, the talks are interesting and impressive, especially Matthew's talk on his game, "Justicar's Scales," created during the GameOff Game Jam. During my presentation, I showcased my profile website, built using Jekyll and hosted on GitHub Pages. Additionally, I shared some information on my game, "OhMyGod" developed for the Brackeys Game Jam. This presentation is out of my original plan, next time I will be well prepared, have gameplays to demonstrate, and more in-depth explanation behind the works.
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You know our next event is happening in San Francisco, right? But, do you know why you should attend? Here's 5 reasons why ⬇️ 🔷 Connect with publishers, investors, and developers through MeetToMatch, included with your PGC ticket. Five-day access for meetings across the city. 🔷 Speed-dating style meetings with leading publishers. 🔷 Secure one-on-one meetings with investors in a quiet space. Perfect for game makers and investors. 🔷 Pitch your indie game to experts at The Very Big Indie Pitch. Real-time feedback, press coverage, and a chance to win prizes. 🔷 Showcase your indie game, pre-book a demo table, present your creation, and enter a competition to win a free expo table and conference tickets. Is that enough to convince you? If not, we have few more reasons coming up next! ➡️ Get tickets via comments section. #PGCSanFrancisco #PGConnects #GamesConference #GamesEvents #GamesCommunity
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Day 14 of #100DaysOfCode problem: Alice and Bob take turns playing a game, with Alice starting first. Initially, there is a number n on the chalkboard. On each player's turn, that player makes a move consisting of: Choosing any x with 0 < x < n and n % x == 0. Replacing the number n on the chalkboard with n - x. Also, if a player cannot make a move, they lose the game. Return true if and only if Alice wins the game, assuming both players play optimally.
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