One of our very, very favorite indie game developers is Dejobaan. I’m not sure if there’s another game company out there with as much character and spirit as those guys. So when I initially found out that there was an Aaaaa! “semi”-sequel, I was very excited. Not only because I got to play more amazing “falling” levels but also because it gave me an excuse to interview them.
As if we weren’t already drowning in great games this month, another one pops up out of nowhere, and it’s already on sale for half price. Today marks the start of the Thanksgiving/autumn holiday sale on Steam, and each day will bring a range of new bargains. Today is special, though – Dejobaan have launched their latest surreal skydiving score-attack game at half price. Time to give thanks indeed. More info on the game, as well as other indie deals of the day after the break.
Great news! Yesterday the fine gentlemen over at Dejobaan Games sent me a deluxe preview, special edition, awesome copy of AaaaaAAaaaAAAaaAAAAaAAAAA!!! for the Awesome, the indie dev companies semi-sequel to the incredibly popular free falling game: AaaaaAAaaaAAAaaAAAAaAAAAA!!! – A Reckless Disregard for Gravity. I know, my ‘a’ key is getting pretty worn out too.
Dejobaan Games let loose some rather interesting bits on Facebook yesterday. It went something like this: “So, we’ve just submitted the art assets for a 5-level DLC pack for Aaaaa! on Steam. A brutal one. You may hate us for it. It’s not yet up for purchase.”
Curious minds may want to know how someone could possibly hate Dejobaan for adding more content to its popular title. Others may question the legitmacy of the statement given the developer’s recent past with Steam and overall playful demeanor.
I followed up with Dejobaan’s commanding officer, Ichiro Lambe, who confirmed it. But even in confirming it, it felt surreal. From the Ichiro’s mouth:
“It’s called ‘AaaaaAAaaaAAAaaAAAAaAAAAA!!! — Brutal Concussion,’ and it’s 5 levels of the most intense, horrifying, brutal stuff you’ve ever seen. It’s about twice as fast as the original Aaaaa. It uses a system of checkpoints to keep the action humming when you break your skull open on stuff…”
There you have it. With the announcement of a horrifyingly brutal DLC pack coming for Aaaaa!, who else hopes the team steps up and creates some intense music for the title, too? Ichiro on grindcore? Death metal? Industrial music? Noise? There’s four of the five stage songs right there.
Laeve your opinion on the DLC and possible accompanying music genres below.
Dejobaan Games has slipped us Fan Clubbas an email that we (and anyone who cares to become a member) can pre-order their upcoming music-powered title 1… 2… 3.. Kick It! (Drop That Beat Like An Ugly Baby) for just $7.50. That’s 50% off the $15 tag the game will carry upon release and it’ll get you instant access to the alpha.
Built on the AAAAA! framework, Kick It! runs off your MP3 library, creating worlds for you to fight your way through. Geoff previewed the game, and we had a chance to talk to the dev last month on our podcast. From what I gather, I’m in for some good fun with my music–especially my Sweating with the Oldies mix.
The sale only goes through tomorrow night, so get on signing-up and using your code if you want to save ze munnies.
The guys over at Dejobaan Games surprised me yesterday when they sent both Peter and myself an early Christmas present wrapped in their newest game, a game that is both very similar and radically different than their fantastic base jumping game from 2009: Aaaaaa! A Reckless Disgregard for Gravity.
In keeping with Dejobaan’s unique way of naming their games, their newest title being worked on right now (in alpha) is called .1… 2… 3…KICK IT! and, as I’m sure you’ve gathered already, the game involves a heavy use of music to make the game entertaining. Even better, like Beat Hazard and AudioSurf before it, .1… 2… 3… KICK IT! makes use of your own music collection to bring the game to a whole new level.
Now, I don’t know about you, but I have a strange relationship with music. I love it and I have more gigabytes of the stuff than I’d prefer to admit, but I can’t just enjoy music for the sake of music. I require external stimulus to enhance the rhythmic tones. Driving is one way that I can really enjoy music, particularly with faster punk music. Another way is by throwing a high impact game like .1… 2… 3… KICK IT! at me. These types of games are a blessing to me because and without them I wouldn’t listen to music at home. Seriously.
Now, I’m going to get this out of the way right now, for all intents and purposes, Dejobaan’s newest game’s gameplay isn’t terribly different from Aaaaaa! A Reckless Disregard for Gravity. While you might not be “technically” base jumping in .1… 2… 3… KICK IT! the view point and overall feel are generally the same and both games feel very similar to each other. The differences of course being in the small details each game has to offer.
The game’s basic premise is to pair you up with your favorite songs and then throw you into a level with various obstacles as you fall down. As with their previous title you’ll be moving and dodging with the traditional WASD keys as well as attempting to get as close to each object as they pass in order to grab a “kiss.” For every 100 kisses you get you’re score multiple goes up by 1 to a maximum of 5. Should you hit anything going down, however, your multiplier will reset and you’ll have to start all over again.
Each level only lasts as long as the song you provide it with and seemingly borrows from the song’s various beats and rhythms to shape the level, much in the same way as I’m assuming AudioSurf works the beats in its own game.
Supposedly there is a way to create and manipulate the levels in your own way as well, via a special experimental level in the preview I was given (no idea if it will make it into the final version), but I was not able to figure it out in time for this preview to be done, unfortuantely. Still, if it works correctly that should bring the game to a whole new level entirely.
.1… 2… 3… KICK IT! is currently in the alpha stages of development, however, that doesn’t mean you can’t play it right now. Anybody who wishes to pre-order the game for $9.95 (33% off the retail price) can gain access to the same alpha version I have right now. If you’d prefer to wait then you’ll be looking at sometime in 2011 for a final release.
They’ve thrown up their first annual “Who’s an Indie Gamer?” poll through their Indie Superstar endeavor to try and track down exactly what it means to be indie from a player perspective.
So go do them a favor and take part in their poll in order to help get some stats on the indie community.
Our latest set of Indie Links gathered from far and wide consists primarily of conversations and connections between developers/enthusiasts and gaming journos/bloggers. There’s really nothing more easy going out there than those who work in the indie slice of the industry. Often, both sides reach out to one another often to form both a business and personal relationship and we all benefit for it. Check out today’s picks.
The Worth(lessness) of NDAs (IndieFund)
“It’s been almost two weeks since we opened up the submission process and the response has been fantastic, if somewhat overwhelming. We’ve gotten over 70 applications so far and we’re working through them as best we can. Please be patient with us… we will get back to you. One thing that has come up a couple of times is a request to sign an NDA, and that’s actually the focus of this post. We do not sign NDAs and would like to share the rationale behind this decision.”
Inteview: Andrew Goulding on Jolly Rover (Martin Mulrooney, Philip Jong/Adventure Classic Gaming)
“Jolly Rover is the debut adventure game from indie developer Andrew Goulding and his company Brawsome. Goulding is no stranger to the games industry, having worked for years as a game tester, programmer, and producer. Although comedy pirate adventures are certainly not unique to the genre, Jolly Rover seems to have taken on a new twist to an old theme by casting all of the game’s main characters as canines. Indeed, it is this unique design choice that makes Goulding’s game different from the competition.”
Unity Giveaway Contest Winners (Henley/IndieDB)
“Our Unity contest has come to a close, with over 50 entries and 10 amazing finalists, the quality of entries has been amazing. We asked for original concepts and we had an amazing response but in the end there can only be 2 winners.”
Interview: Dejobaan Games’ Lambe, Jaitley On Doing Things A Little Different (Mike Rose/GameSetWatch)
“Mike Rose sits down with two of the principals from super-quirky independent developer Dejobaan Games — creator of AaaaaAAaaaAAAaaAAAAaAAAAA!!! A Reckless Disregard for Gravity and The Wonderful End of the World – to reference upcoming title ooo! ooO! oOO! OOO! and their unique way of approaching game creation.”
Talking Shop: Carpe Fulgur On Recettear (Alec Meer/RPS)
“The demo of Recettear: An Item Shop’s Tale is one of the best things I’ve played in a while. A Japanese indie game pitching an RPG shopkeeper as the star… well, you can read all that in the last post. Given the slightly unusual nature of the project – it’s only available here thanks to a third-party translation company- I thought I’d chat to said translators about the why, how, who and what next. Interesting stuff – there’s this whole vein of (slick) indie gaming that we otherwise hear nothing about. Take it away, Carpe Fulgur’s Andrew Dice.”
LIMBO Review (Jeff Mattas/Shacknews)
“Playdead’s action-based, puzzle-platformer, LIMBO, [is] out for Xbox LIVE Arcade and to put it bluntly: prepare to die!”
Tom Jubert Talks Projects, Plots, Penumbra (Lewis Denby/RPS)
“At the Develop Conference in Brighton last week, I had the opportunity to sit down for a beer and a chat with Tom Jubert, perhaps most famous for writing the excellent horror adventure series Penumbra. They’re dark and sinister games whose writing, and the structure of their storytelling, were often their strongest asset. Read on for Tom’s thoughts on the writing process, tales of game design tribulations, and his involvement in a major new title.”
Alhóndiga Bilbao Announces International hó Play Competition (Eric Caoili/GameSetWatch)
“Spanish culture and leisure center Alhóndiga Bilbao has announced hó Play, a new project that aims to present and promote video games that “stand out for their originality, creativeness, and innovation.”"
The Joystiq Indie Pitch: Delve Deeper (Justin McElroy/Joystiq)
“This week we talk Lunar Giant Studio’s Adam Eidukas (Lead Developer) and Neil Wickman (Creative Director / Lead Artist) about how Adam FULLY beat Final Fantasy with just the thief. … Oh, also they made a game.”
Interview: Riot Games’ co-founder talks about Season One of League of Legends (John Callaham/Big Download)
“The game didn’t get a lot of attention from the mainstream game industry or the media when it launched last October but today it looks like League of Legends has been a huge success for its developer/publisher Riot Games. The company made the free-to-play multiplayer RTS-action game with some of the people behind the popular WarCraft III mod Defense of the Ancients.”
Mike has kicked off the week by getting our LIMBO review up along with an excessively detailed walkthrough and achievement guide. When the game drops on Wednesday, make sure you come right back to get through the toughest puzzles in the game and get to the finish.
Personally, I’ve been busy travelling, but that didn’t keep me from checking out the fantastic new interviews that Dejobaan Games have been throwing up on their new website Indie Superstar. Their articles are a great look at the inside of the indie gaming world FROM the inside of the indie gaming world, so I suggest you start keeping an eye on their progress.
Did you guys all get a chance to play pOnd last week? The problem with writing about pOnd is that you inherently spoil the fact that there is a surprise at the end by simply telling people to go play the game and keep playing the game. Surprise-expectant or not, I still suggest you take a look at the game.
Our latest podcast was quite good, if a bit long. Mike joined us this time around and we dug into a lot of issues and altogether stayed interesting for over an hour. If you haven’t already make sure you subscribe to our iTunes feed.
I think that’s all that’s on my mind in the indie gaming world for the moment. I’m off to go find some giant sea turtles and secretly pine away at the fact I don’t get to play LIMBO until I get home from vacation.
Those who signed up for the easiest going fan club ever should check their inbox, a treat awaits. Following the gifting of its game TAPtapTAPtapTAPtapTAP back in April, Dejobaan is passing on another free title to those who have signed up for the free club: Easiest Video Game Ever.
The title is actually a cool modification of their skyscraper surfer AaaaaAAaaaAAAaaAAAAaAAAAA!!! – A Reckless Disregard for Gravity which throws a shooting element into the mix, making high scores less than simple work. The light (lite?) title includes one level with two scores to beat, one of which you’ll have to really work for.
They’ve also started up a new blog for indie gaming coverage by the name of Indie Superstar, which you should timidly check out before scampering right back here to safety! No, but really, some excellent interviews with some very notable devs already posted on the site. Dejobaan does our job, makes good games, and gives some away for free. We’re ruined.