The Cost of Infinite Monkeys
May 162013It’s time to start thinking about how much to charge for Gun Monkeys.
I’ve always said I think I underpriced Time Gentlemen, Please! when I put it at £3 ($5). At the time, it seemed like a fair price for a non-talkie game in a dying/ dead genre. I quickly learned two things: a nicely-budgeted game comes across well in reviews (almost every review of TGP said it was a complete steal). The other thing is: you can always lower a price, you can’t put it up. So TGP has been £3 for the last 4 years, it can’t really go down from there.
I’ve got no interest in duping overcharging anyone, but money to help speed upThe Swindle’s development would be handy. So here’s some honest FACTS about the game:
- Gun Monkeys isn’t a huge game, but it’s infinite due to random generation, and you’ll get dozens upon dozens of hours of entertainment out of it honing your skills. Think QUAKE III or Team Fortress 2, it’s essentially replayable forever.
- There’s one game mode; the gameplay is 1-on-1 ‘Gibbage‘ deathmatch, where you need to top up your Power Core by harvesting Power Cubes. These cubes are in short supply, so you fight over them against someone else, online (local games are also supported). I’m not really interested in diluting that core experience with half-baked Capture the Flag variants just for the sake of padding it out. This is what the game is.
- Although the level structure itself is widely-randomised and infinite, there’s only so many planets, colours, times of day and weather patterns it’s ever going to be able to generate before arenas start to feel a bit ‘same-y’, even though that’s a HUGE number of ‘themes’. That’s something I’ll keep working on right up to release (and possibly beyond).
- All that said: I’m keen to get across the game is fucking good fun. I’m massively addicted to it. It’s a fraught, tense, sweaty affair that frequently has me screaming obscenities at the other player. It’s genuinely brilliant. It doesn’t need loads or fluff and filler to pad it out, it’s a honed, crafted, fat-trimmed game that supplies short, sharp jabs of frantic multiplayer mayhem.
I’ve got a price in mind. I’d be really interested in hearing what other people think. Do please comment below, or @ me on Twitter, or feel free to email me if your response is very long. Would love to hear your thoughts.
I know, this is arguably an impossible question until you’ve played it. Sorry. Here’s the trailer, to give you some idea:
(the trailer really really works best at 1080 resolution and fullscreen. please do, if you can)
Posted in Development, Gun Monkeys, HELP, Stupid Idiot 20 CommentsANNOUNCING // GUN_MONKEYS
May 72013SIZE FIVE GAMES is excited to announce the release of its next game, GUN_MONKEYS.
(the trailer really really works best at 1080 resolution and fullscreen. please do, if you can)
GUN_MONKEYS uses all the buzzwords. It’s a devastatingly-indie, Procedurally–Generated, Physics-based, Online Deathmatch platform game from multi award-winning developer Size Five Games.
“I needed a tiny break from my next game, The Swindle,” said Size Five’s Chief Executive of Game Development, Dan Marshall. “I’d been working so hard on it for so long I was struggling, creatively. I decided to take a break and remake the very first game I ever released, Gibbage. The result, after some significant tweaks, is GUN_MONKEYS.”
In GUN_MONKEYS, players take charge of a modern-day power company. In the distant future, a catastrophic experiment into Perpetual Energy obliterates all human life, leaving the world choc-full of free-for-the-taking energy. Your job is to send a legion of pleasingly-expendable monkeys forwards in time to collect Power Cubes and return them to present-day, all from the comfort of your PC.
Sadly, it looks like one or two other entrepreneurs have had the exact same idea.
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GUN_MONKEYS will go into beta shortly – anyone interested in taking part should follow @danthat on Twitter for details.
GUN_MONKEYS will be available on PC, Mac and Linux.
Press contact: dan@sizefivegames.com. Please do.
Posted in Development, Legally Dubious, News, Shilling, Stupid Idiot 4 CommentsThe Next Game From Size Five Games…
Apr 162013(The Swindle’s still very much in development. I just took a crafty break)
Posted in Development, Legally Dubious, News, Shilling, Stupid Idiot 4 CommentsThe Swindle Needs a Composer
Mar 132013
[THIS POSITION HAS NOW BEEN FILLED, thanks composers. Follow me on @danthat for the head's up on jobs]
Hello! Fun Fact: I get emailed approximately three billion Composer showreels every single week! Generally I have a lovely long listen and think “man, if I ever needed a composer I’d definitely get in touch with this guy!” and then I don’t write their names down or anything so they could be anywhere.
So, here we are: The Swindle needs a clever music tech GENIUS. Is that you?
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Making it Rain
Jan 232013One of the things I’ve always been keen to try out in The Swindle is the idea that you can come back to the levels over and over. I didn’t want them to be like Green Hill Zone Act 1 where you whip through and never see it again, I want you to be able to explore and re-explore.
In order to keep that from feeling stale, I implemented a Day/ Night cycle, so the same level can feel varied depending on whether it’s an orange-y dawn, a purple-y dusk or pitch black night. Time of Day isn’t just about visuals, it’ll effect gameplay too. You’re harder to spot at night time, but they switch the lights on, for example.
Along with that, I’m adding in some weather, so it can now start raining. Here’s the tech of how it’s done.
Posted in Development, News, The Swindle 3 CommentsSwindle Update! 18/01/13
Jan 182013Hello there! Time for a quick update on The Swindle. It’s looking amazing! Where to start?
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End of Year Indie Awards 2012
Dec 152012Last night, in a crowded pub called “Dirty Dicks”, a dozen or so indie devs gathered for a festive pint, a grumble, and some impromptu awards. It was a smaller, quieter affair than last year, because I haven’t got much time on my hands at the moment. Hopefully we’ll return for a full-on shindig next year.
However, there has been some excellence in indie games this year, and they deserve a mention. These awards are important, because winners are chosen by Indie Dev Industry Peers.
Here are the winners of The Golden Teabags 2012 in full:
Best Use of a Danny Wallace in a Videogame: Thomas Was Alone
Best Game No-one Played: Derrick the Deathfin
Weirdest Idea: Curiosity
The A… The Awa… The Awa FUCK. The Awar FUCK. The Award f FUCK. The Awa… FUCK! The Award for FUCK. The A… The Award forthebestmobi FUCK. The Awards for the best mobile gam FUCK! Super Hexagon
The “White Hole” Award for Stealing Time: FTL
The “ewww” Award for Bestest Killings and Blood: Hotline Miami
Best Instance of Keeping a Dead Genre Alive: Resonance
Twitter Popular Vote: FTL
Jammiest Kickstarter: Simon Roth for Maia
Best Game: Thomas Was Alone
Nicest Man: Alex Tutty, for a record second year running.
Editing Unity’s Editor
Nov 132012Following last week’s post about how we’re handling trendy-looking 2D in Unity3D, I had a few requests for a bit more info on what we’re doing Editor-side.
Here’s Tim again, explaining what on Earth he’s been up to:
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