did u catch our smunch blindbox launch trailer? we are even running a launch sale!! 2 for 25$ funnyfun.world
Posts by dconn
Video games are toys
Yes, this will be added in some form!
Working on some updates for @rubato.world, likely releasing this summer!!
The feedback and reception has been very good!! But, I genuinely don't think I've seen anyone share the same opinion on what they liked/disliked
My favourite part of the response to RUBATO is that no one can agree what the worst part of the game is
カエルの物理演算2Dアクション『RUBATO』が高評価発進。ジャンプと舌で太陽系を救う、“奇抜演出”光る個性的レトロ風ゲーム
automaton-media.com/articles/new...
Actually hes a little slug that leaves slime everywhere
you say locked in past tense. Did he escape?
Thanks for spotting this, I'll fix soon!
Steel ball rubato
Ialso ate a hamburger. It was very delicious but it had a fly in it and i accidentally bit into it
This list is going to get very boring if I continue. TLDR I did not port the game to console, I did not do 60-70% of the artwork for the game! and lots of my friends played the game as it got made. The end
- I did a lot of the art for the latter 50% or the game as well some smaller sprites! But a lot of my stuff is polished up by Ian, Michael and Shima. That *one* section of the game (if you finished it, you know) was mostly slapped together by me though!
- QA (well... you do have to test your own game, right?)
- Oversaw the art design process and concept art
(Ok but, telling people what to do really isn't an achievement though lol - that's why I got help for the final result you see in the game!)
- Business + PR + socials. I am @rubato.world
I didn't really credit what I do in-game because it'd be really annoying and long if I did that, but just to make things clear I did:
- Sole programmer
- Soundtrack + a lot of the games sound design
- 98-99% of the writing (ignoring little things my friends wanted me to shove in)
I also shoved the game on a lot of people and just to let them play. A lot of early feedback was really instrumental to the final design of the game, so thank you everyone!
- Additionally, Headcannon helped port the game, QA (I genuinely think Stealth has done 30+ full 100% playthroughs...) and is responsible for putting it on console store pages (aka publishing). They were a big help in getting the game more optimised
Lots of other things were group efforts like that one 3D scene in Area 3 and important like the final character sprite for Rubato himself. I did a lot but I did not do this alone!
Dee helped out in various places, mostly making Rubato's 360 spin around and Area 4's grasss tiles. Landy did a lot of 3D stuff (like... the toilet) and Ruby thumbnailed the intro and designed Mikey and Bernie.
Everyone contributed lots of small things altogether past this too
Ian is effectively responsible for the final look of the characters and the game (plus most of the portraits), Michael did a lot of the objects and 3D models, Shima pretty much laid the foundation for a lot of the games style, came up with the name "RUBATO" and did the tiles for the first 2 areas.
- Around 60-70% of the in-game art. Whilst I did a lot of the experimental/3D segments and big parts of the environments, most of the credit goes to Ian, Michael, Shima and Dee, with Landy contributing some 3D renders and Ruby spotting in for designs.
Hi, all!
I did a lot and I mean A LOT on the game!! But it's important to make clear what I >>DIDN'T<< do!! So I don't get accidentally praised for the work of others!
RUBATO. Out now on PC & Console.
#indiedev #indiegame #gamedev
Maybejust a little bit. It's also inspired by hit 1971 classic pong as this is the first video game according to some and the fifth according to others
As for me, I'm going to take a nap. That's my game awards speech over. Sorry jeff killy
Oh and also, thank you to a certain someone who I know who is 100% reading this. You know who you are. Thank you so much. Sorry to put a spotlight on you, but it's funny because I don't think anyone else reading this knows what the hell I'm talking about here. Special surprise just for you.
Thank you to my friends and family for making sure this all was seen through. It took a while for me to understand that the game might actually be better than "alright" and I don't think I would've realised that without any of you
Thank you Stealth for taking a risk and seeing something in this game, even back when it was a crappy, stitched together prototype. And thank you to everyone else over at Headcannon who supported the game through and through and helped tackle the mammoth that is porting and QA!
THATS RIGHT, YOU'RE ALL FIRED GET OUT OF MY SIGHT!!!!!!!!!!