EGX Rezzed Report

If you dropped by our booth at EGX Rezzed this weekend, thank you—we had a blast!

This was State Machine’s first trip out in public. We had lots of questions going in: how would everyone find the game? What connections would people draw? Would the weirder stuff click for people? And after going through five or six different openings to the game, does this one work?

Our demo covered the whole first section of the game, so it was a little long! State Machine’s a complex game and we wanted to show off the big stuff. Right now the core of it is getting the island moving again by running several factories, which you can do by recruiting robots and giving them detailed orders. It’s all about getting these cute systems working together, so it’s a kind of game that can easily miss the mark when you tackle it all at once.

Thankfully, our approach was a huge success! Players loved the game (even the dumb jokes we put in as surprises). We’ve had it compared to an RPG, an RTS and the Sims, of all things. We learned a lot about making the opening fun, and we even made some fixes during the show—after which almost everyone got a few factories running. That gives us loads of confidence to take this further!

We’re taking a few weeks now to sift through the feedback from this. We’ll be back soon with more info on our plans and the kind of messes State Machine will drop you into. 

(Reposted from Ruari’s blog.)

Circuits and Secrets

So! State Machine, then!

Ruari and I haven’t really said anything about State Machine since revealing it two weeks ago. Honestly, it’s hard to know where to start. We’ve been working on it for more than a year in secrecy – not talking about has sorta become a habit!

Anyway, I figure it’s best not to overthink it and just jump right in, so here’s some screenshots of a new system we’ve been working on recently – Electricity!

Electricity is cool because it ties a bunch of other systems in the game together. We’ll probably end up keeping it!

In the early part of the game it helps to illustrate how components interact (we used to use matching colours), and lets us make simple puzzles that introduce basic concepts.

In the later game, it turns into something more creatively expressive, as you (hopefully) start wiring things together yourself, and getting your robots to create circuits!

Oh, by the way, this week I’m at GDC! If you’re a journalist and you’re interested in checking the game out, get in touch! More than happy to demo the game for anyone interested while I’m in town!

(Reposted from Terry’s blog.)

State Machine

Here’s what I’ve been working on with Terry all this time: our new game State Machine!

Weird games take a while to firm up. This one’s come together after a year of experiments, and now we’re finding the core: it’s a tangled mess of friendship, automation, island building, apocalypse planning and Good Robots!

We’re very proud of the robots.

Our next big step with State Machine will be our stand at EGX Rezzed at the end of March, where you’ll get the first public chance to play our game—alongside 17 other crazy indies in the Leftfield Collection! If you’ll be in the area, please come check us out and say hi.

We’ll share more in the run-up to the show, so check our Twitter or the mailing list on our site to stay 100% posted. 😀

(Reposted from Ruari’s blog.)

Introducing State Machine

Phew, ok, here goes! The EGX Rezzed Leftfield lineup is out, and I’m very proud to announce that my new game is part of it!

The game’s called State Machine, and I’ve been working on it for a little over a year with Ruari O’Sullivan. You might remember a few blog posts about it at the start of last year – State Machine started as a tiny jam game for Ludum Dare at the end of 2015, and then never stopped.

From here on out I plan to post about the game quite a lot! We don’t know exactly when the game’s going to be finished yet, but we are aiming to release it this year! If you like, you can keep track of our development here. Or come play the game at EGX Rezzed in London at the end of March!

(Reposted from Terry’s blog.)