“bob’s game” Kickstarter updates after twenty months

bob's game

For an overview of bob’s game, see my post The strange tale of “bob’s game.”

Robert Pelloni’s Kickstarter for his game “bob’s game” succeeded back in May of 2014. I wrote about it in a post called “bob’s game” Kickstarter succeeds. Since it succeeded, he made a single Kickstarter update a year late rin May of 2015. Of course, I wrote about that too in post titled bob’s game Kickstarted: one year later. Now we finally have another update. You can check out the update on Kickstarter under the name Small update.

The condensed version of his update is that it seemed pretty honest about his troubles. He “set the bar low for the Kickstarter,” but it seems he set it too low. He used the money to get an apartment for eight months but eventually ended up living out of his van for the next six. She pitched the game to invenstors without success. He eventually got another apartment and enrolled in online classes. (It’s unclear if he’s still in school.) He also discussed some issues he had porting “bob’s game.”

It looks like he’s hoping to port the bob’s game puzzle game first to multiple platforms to help give him income to work on “bob’s game” the RPG. (For some context on the name, bob’s game is a puzzle game. It’s a stand-alone game, but it’s also the final game within the RPG “bob’s game.” “bob’s game” is a game about bob’s game.)

Both bob’s game and “bob’s game” have been listed on Steam Greenlight.

Good luck, Robert!

I’ve linked the original sources, but I’ll reproduce the update as well as the Steam Greenlight descriptions here:

bob’s game (puzzle game) from “bob’s game” Steam Greenlight description:

bob’s game is the best puzzle game ever made.

The legendary bob’s game is the final game from the infamous homebrew Action-RPG “bob’s game” (a game about the puzzle game- note the double quotes!). You can check out the separate Greenlight entry for that game here: http://steamcommunity.com/sharedfiles/filedetails/?id=604630184

bob’s game is a multiplayer puzzle game- but not just any puzzle game, *every* puzzle game! It’s a build-your-own puzzle game with a puzzle game creator where you define all the rules to your own custom game!

More than that, great care has been made to ensure that bob’s game is the *best* version of every puzzle game. I went through every puzzle game forum and wiki I could find and made sure to implement every detail and feature required by tournament level hardcore players. It has wall kicks, floor kicks, spin kicks, T-spins, adjustable timing, powerups, you name it.

The rules of bob’s game change in real time as you play it, morphing from game to game and making every round completely unique. Or you can choose to play just your favorite game type against your friends with fantastic controls, super tight timing, and features and powerups from other games.

bob’s game is completely customizable, allowing the player to create in-depth rulesets to mimic existing puzzle games or create entirely new ones to add to the online library.

Create your own puzzle modes! Invent custom rulesets or challenge your friends to a sequence of all your favorite games. Compete in an online world championship and improve your skills to reach the top of the public leaderboard.

bob’s game is constantly evolving with new theme packs, new rules, and user-designed puzzle packs.

This game is not complete, the Java demo featured in the video is an early alpha “MVP” version and I’d like to add many more features. I am also currently porting it back to C++ from Java so that it runs as smoothly as possible with no garbage collection hiccups and can be ported to any platform.

It will be released and continuously updated for desktop PC both standalone and in browser, and on mobile for Android and iPhone, with the source code available to be ported to any other platform.

You can play the alpha version that appears in the video as an embedded game inside the “bob’s game” RPG Demo 3 for PC here: http://bobsgame.com/files/bobsgame_demo_3_dist_win.zip

“bob’s game” is a game about a game called bob’s game. I worked on it for a long time. It’s not done so I want to get it on Early Access.

See more about it on http://bobsgame.com

Please download and play the demos if you have questions about the gameplay.
(Remember: Don’t give up on Tetrid, there is a trick to it.)

Download Demo 1+2 for PC here: http://bobsgame.com/files/bobsgame_demo_2_final.zip
Download Demo 3 for PC here: http://bobsgame.com/files/bobsgame_demo_3_dist_win.zip

Also see the separate Greenlight entry for the bob’s game puzzle game (the best puzzle game ever made) here: http://steamcommunity.com/sharedfiles/filedetails/?id=603367632

I’ve also listed the custom BobEdit tools and “bob’s game” engine used to make this game on Greenlight, so that others can make games using them if they want:http://steamcommunity.com/sharedfiles/filedetails/?id=604913553

“bob’s game” Kickstarter update #2, Small update:

I set the bar low for the Kickstarter but I was hoping it would make enough for at least a year or two of development.  Unfortunately it barely made the minimum amount, but in my situation I had to take what I could get.

I chose to get an apartment instead of trying to live in a van, thinking I’d be better off with the convenience and hoping that I’d be able to figure out something else in that time.  This only gave me an 8 month extension, and I spent most of it still very traumatized and frustrated and I did not find any other solutions.

Once I ran out, I ended up living in my car again for another 6 months until I could find another way to support myself.  I tried sending a pitch deck to over 300 investors and even went door to door on Sand Hill Road.  I emailed every publisher I could find.  I applied for YCombinator and 500 Startups.  None of that worked, so I ended up enrolling in online classes and taking out student loans.

So now I’m back in an apartment and I’ve slowly started getting back into development after almost 2 years of sleeping in a car.

I’ve listed both the puzzle game and the RPG on Steam Greenlight, in hopes that I could get on Early Access, which would really be great for my situation since I could possibly make some steady income as I worked on the games.

I’m still moving forward with the games the best I can and I will still fulfill the backer rewards when I am able to do so.  I am still living on borrowed time, but I’ll do the best I can with the time that I have.

I’m currently porting the Java puzzle game to C++ so that it runs as smoothly as possible. It will be released and continuously updated for desktop PC both standalone and in browser, and on mobile for Android and iPhone, with the source available to be ported to any other platform.

I am doing this as it is the fastest way that I can possibly gain some reliable income, so that I can work on the RPG without worrying about my situation.​

I am not sure what I’m going to do with the RPG. I rewrote it in Java as an MMO so the game world could be continuously updated on the fly.  I was successful at doing that but it is very cumbersome to develop on at this point and it needs to be worked on by a team with funding, not one person with no resources.​

I had gotten caught up in the Silicon Valley hype and thought it would be possible to get investment for a fairly large existing project with a cool online demo. Unfortunately that was not the case.  It would probably have helped to have had some traction and numbers, but maybe it’s just too small of a project for big investors to care, or maybe my background is too risky, or maybe it’s just not good enough.

I’m also unhappy with the state of Java, and the client doesn’t run well enough on mobile which I was really hoping for and one of my deciding factors.​  I had anticipated that Java would become more popular because of Android and hence also more supported on the desktop, but because of some security issues and the lawsuit between Google and Oracle it became less popular.  I would really like to port it back to C++ but that will take a long time, so for now I will stick with Java. I will probably just scale it back to a single player desktop game and release manual updates, or have a good upgrade function built in.

bob’s game Kickstarted: one year later

bob's game

[Updated on 5/30/15. See bottom of post.]

bob’s game was successfully funded on Kickstarter one year ago today. Right now the official bob’s game site just links to the Kickstarter and we’re no closer to the game. What happened exactly? Let’s look at what Bob has said in the comments since it was Kickstarted.

bobsgame, 5/23/14: Thank you to everyone who pledged, you are all fantastic and I couldn’t be more grateful for the opportunity to continue working on this game. For those who are wondering, it made it on the last day thanks to a very generous backer who has been following the project from the beginning.

His site noted that he was going on a 10 day meditation retreat.

bobsgame, 7/31/14: Hi, I realized during my meditation that the best course of action was to spend some time with my parents and then get an apartment for a year, so that’s what I’ve been doing. As soon as I’m settled in I will put up a registration form for backers to provide an address for the business cards and then ship them out. Thank you and sorry for the delay.

Backer, 8/1/14: You guys should relax a bit. lol He will give us updates when he has something worth letting us know about. Obviously, he didn’t feel like “spending time with family” would be a good update but some of you guys being impatient made him come here and post that. There was no ETA on the cards in the pledge rewards description so people who pledged to get those need to wait until they’re ready to be shipped. This game is obviously going to take time and there is only one person working on it, so give it time guys.

Gran PC, 8/2/14: There was no ETA? Wait, so what does the “Estimated delivery: Jul 2014” mean right under “Original business card blah blah”?

bobsgame, 8/2/14: Thank you for being understanding, Backer. GranPC is correct, I missed that shipping date. I’m very sorry for the delay, I’ll do my best to make up for it.

Massimiliano Luisi, 10/31/14: Progress so far?

bobsgame, 10/31/14: Working on stuff

bobsgame, 12/31/14: Happy New Year!

At this time, there was a Forbes article by Michael Thomsen about bob’s game. It noted that, at least at the time, “Pelloni claims his Kickstarter backers will be ‘reimbursed,’ and the game will be released in its current unfinished state as an open source bundle of files.”

Bob’s Game Kickstarter To Be Refunded After Developer Moves On, Michael Thomsen, Forbes.com, 1/14/15.

bobsgame, 2/8/15: Everything is back on track, more or less.

Giroro, 2/26/15: I’m bored. Anybody know of any fun games to play?

bobsgame, 2/26/15: Go running

Gran PC, 2/27/15: Was the ‘welcome to “bob’s game”‘ text on top always animated? I swear it only started pulsing now.

bobsgame, 2/27/15: I didn’t change anything

Peter Anargirou, 5/23/15: Hi, Bob. The Kickstarter funding closed one year ago today. Any update? Thanks, and I wish you good luck!

And that’s it. Honestly, I only pledged $20. I already got $20 worth of enjoyment, but I do hope it reaches a more polished release of some sort, both for his backers’ sake and for his own sake.

I guess we’ll see. You can read my complete coverage of this strange tale here.

Edit on 5/30/15: Bob responded.

bobsgame, 5/24/15: I am turning into God.

Pixel Press Floors

[Updated on 1/30/15.]

Pixel Press Floors is an iOS and Android game that allows you to make your own platformer levels. I Kickstarted this around June of 2013 because of an interesting hook: you actually design by hand on paper and take a photograph of the paper to import it into the game.

There were a few hiccups, such as the Android version being significantly delayed. As an iOS user, this didn’t bother me. However, two others things did. First, the game changed from a paid game to a free game with in-app purchases. As someone who backed the game early, I got an account in the game that reflected this. Supposedly this would give me bonuses. I don’t know what those are. I thought I was supposed to be able to place enemies in my level (it’s normally an IAP), but I don’t see any option for that currently. [Update: I contacted the developer, and they fixed everything for me within a day. Great customer service!] The second, bigger problem is that the creation mode ended up being iPad only. That’s great if I owned an iPad, but I don’t.

Regardless, I finally had a chance to sit down and make some levels with gem’s iPad, and it was a ton of fun. I’m still annoyed about not being able to create on the iPhone, and I’m hoping they add it. As for the backer bonuses, I don’t know what the deal is there, but I just reached out to Pixel Press to find out.

As for making levels? Fun! You don’t get to change any of the physics or design your own sprites, but you still can set the layout of levels. Even though what initially piqued my interesting was designing on paper, I did the whole thing on the iPad. You can watch the video embedded above to see my level, appropriately named The Adventures of Peter. And hey, I published it around 1:30 today and it already has 77 plays!

If you like platformers, you might want to give this a try. As mentioned, it’s free. There are a ton of community-created levels, and you can search for mine as well.

“bob’s game” Kickstarter succeeds

Yesterday morning, I checked the “bob’s game” Kickstarter with low hopes. As I expected, it was only about half way to the goal with 12 hours remaining. I knew it was over, but I intended to check back later.

I was quite surprised to see a comment by Anonymouse informing us that someone donated a huge chunk, giving the project the amount it needed to complete. This is pretty exciting for fans of “bob’s game.” It’s also a bit of a turning point. He has some of our money now. I only gave $20, and it was a gamble I was willing to make. However, what happens if the game doesn’t materialize soon? Obviously I still believe in Pelloni, otherwise I wouldn’t have backed the Kickstarter. This seems like his last chance, and I bet he knows it too. Will we be playing “bob’s game” soon? Let’s wait and see.

The full bob’s game now on Kickstarter

bobsgame

[Updated on 5/23/14.]

Can this really be happening? Pelloni now has a Kickstarter for the full bob’s game for PC, Mac, Linux, and Android. He’s hoping to raise $10,000. At the time of this writing, he’s raised $1,515 with 28 days to go. I think he’s going to do it this time. I’m also a big fan of his reward tiers – or tier, rather. For $20, “You get access to the full single player campaign when it is available, a premium account for the online service, access to a special forum, and other goodies!” I actually have a lot of respect for that.

Is it sad that I actually had a dream that I met Robert Pelloni last night?

There’s a nice, long history written at bobsgame.com as well. You might want to check it out!

Thank you to everyone who continues to check out my site and keep me informed. I received comments about the new Kickstarter on my last bob’s game post by wot is bobs gam, killamo187, and anonymouse, so thanks you three! Also, thanks to gBev for keeping up the Bob’s Game Mailing List.

As usual, I’m going to update my master post on bob’s game here on Polygons and Pixels, The strange tale of “bob’s game.” I’m going to consider this Act X. That’s a nice, round number. It sure would be nice if this is the one that leads to an actual release!

Update, 5/23/14: The Kickstarter succeeded yesterday!

The String Arcade, game music for string quartet

The String Arcade, game music for string quartet | Reviews, Rhythm

A couple weeks ago I reviewed The String Arcade for Game Boyz. The String Arcade is an album of music arranged for string quartet all based on songs from video games. It’s pretty cool, so I thought I’d share a link to my review here.

Creating a new variation on some classic video game music, the recently release album, The String Arcade, reimagines fifteen video game songs (seventeen if you buy the physical CD) arranged for string quartet. The album was arranged by Dren McDonald and Jason Poss. The proceeds go to the Alameda Music Project, an after-school music program starting in September that features strings, chorus, and percussion for children in grades K-5.

You can read more about The String Arcade on their website at TheStringArcade.com where you can also find links to purchase the album. The digital download is $9.99, and the CD is $11.99, which comes with the two bonus tracks – Tron Arcade Medley and Altered Beast Title Theme. Now I find myself wondering how I can find more string quartet music, because I loved The String Arcade. Any suggestions?

via The String Arcade, game music for string quartet | Reviews, Rhythm.

Robert Pelloni answers my AMA questions

Pelloni started an AMA on reddit last week, and he took the time to answer my questions. There were no amazing reveals or anything, but it was nice to hear his answers.

I assume you refunded the BobsPasses because you didn’t sell enough to make a difference. Was that the reason, or was there another?

Correct, and I ran out of time to continue full time work on the RPG.

The .nds demo felt different than the Java one, but they’re obviously from different points in the RPG. Are they both still relatively indicative of the feel of the final RPG?

The Java version is the definitive version now, it is cleaner and I’m happier with the code. I am going to try a Javascript rewrite and maybe a C++ one, not sure which first.

Most people I know aren’t interested in bob’s game anymore. This seems primarily due to a lack of trust in you, thinking that you’ve been lying. I understand what they mean about the protest and the like, but I think it was also a performance and viral marketing more than lying.

Correct.

Were your intentions at other stages in bob’s game fully honest, or was there more to them? In other words, were you really hoping to release the nD, and what happened to it?

I did try to pursue funding for the nD and was talking to the Dingoo manufacturer. It did not go well, so I did what I could and turned it into a virtual console. nDworld was originally intended to be a connected portal for the handheld. By now I don’t think the nD is that relevant of an idea, and making a cheap Android handheld (nDroid?) would be better.

Did you really want to sell BobsPasses, or was that a commentary on gamers’ willingness to give money to a game that might not fully exist?

I was seriously selling them, but also kept it as a bit of commentary given the circumstances. It fit the situation well.

You do actually want to get the Kickstarter funded so that you can release the minigame and eventually the RPG, right?

Yes, I don’t know how to do anything else.

I hardly know what to believe anymore, but I’ve enjoyed both the marketing for bob’s game and the demos themselves. I’d love to sit down and play the full RPG someday! Thanks!

Thank you. I’d love for you to play it too.

Source: [bob’s game] my puzzle game (for Ouya/PC) Kickstarter needs some traction, AMA! : gamedev, Robert Pelloni, reddit.com, 12/9/13.

Direct link to comment: robertpelloni comments on  [bob’s game] my puzzle game (for Ouya/PC) Kickstarter needs some traction, AMA!, Robert Pelloni, reddit.com, 12/15/13.

bob’s game from bob’s game for OUYA Kickstarter

After six months without news of bob’s game, there’s been a new development. I’m sorry for being slow to post about it. I received an e-mail from gbev, former bob’s game forum moderator, on November 25 that discussed Robert Pelloni’s new Kickstarter. Thank you to Nathan M. (@shicky256) for commenting on The strange tale of “bob’s game” to let me know about the Kickstarter (and to pr0ton for replying as well)!

Edit: The Kickstarter was not successful.

Pelloni has started a Kickstarter for the bob’s game from within the bob’s game Java game. I know, I know. The tale of bob’s game is always confusing. Back in what I called Act VIII in my “strange tale” post, Pelloni created a web-based, Java version of the game. The Java game lost some of the child-like wonder I felt from the original .nds demo, but like that first demo, it also contained a minigame. This was the “bob’s game” within bob’s game. It was a puzzle game that involved falling blocks, but the rules of the game shifted – think Tetris, Dr. Mario, columns, but with a ruleset that shifts between them as the levels progress. In the comment I linked above, Nathan M. says that Pelloni “…wants it to be the MUGEN for puzzle games…” I think that’s a good assessment. The game was interesting, although I actually liked Tetrid from the .nds demo more.

The Kickstarter is for that rule-shifting puzzle game. Pelloni hopes to raise $6,667 so he can release that puzzle game for OUYA and PC. To be clear, this is not for the bob’s game RPG; it’s only for the puzzle game. Pelloni keeps it simple with only two pledge levels. For $4, you get the GAME PACK that comes with a digital download of the full game. For $25, you get the ENTHUSIAST PACK that comes with a full copy of the game and access to beta builds and the developer forum. As of this moment, there are 11 backers for the GAME PACK and 10 backers, including me, for the ENTHUSIAST PACK. There are six days left, and I don’t think he’s going to make it.

You may remember that the online demo asked for purchases of BobsPasses. All BobsPass purchases have been refunded, and Pelloni claims in the Kickstarter comments that those accounts that purchased it have been marked as permanently premium. There was no reason given as to the refunding of the BobsPasses. Perhaps he didn’t raise enough and knew that keeping a handful pledges without enough to make a difference would just make angry customers.

When I first saw the BobsPass sales pitch, I was skeptical of Pelloni’s true goal. Did he really want to raise money with them, or was he commenting on crowd-sourcing? Did he think gamers were naive for giving money to a developer without any guarantee of a game? I have no idea. I didn’t pay for a BobsPass, but I did contribute to the Kickstarter. What’s coming next for bob’s game is a mystery, but I’d still love to play a full RPG that felt like that original .nds demo!

Diamond Trust of London Kickstarter Package

I drafted this on 9/11 and forgot to post it. I honestly have no idea why I didn’t post it.

Diamond Trust of London is a DS game about the (real) diamond trade in Angola during the year 2000. It’s a strategy game about bribing, spying, and more. What drew me to it was the fact that it was an indie game that was attempting to be player-funded over Kickstarter. I pledged $55, which gave me this package:

A limited edition boxed copy of Diamond Trust of London. Only 1000 of these will be available, ever, and this is the main route to get one. Signed and numbered. Special inclusions inside the package. (Free USA shipping. Add $13 to your pledge for international shipping.)

You can see what I got in the photograph above! If you look at the bottom of the front cover of the game, you’ll see it says “limited edition” and is numbered 685 of 1000. Along with the game, I got a traveller’s cheque, four stamps from countries involved in the game, a coin from a country involved in the game, an archival envelope from the actual Diamond Trust of London, and three small envelopes from the actual Diamond Trust of London. Do you see those specks, one on each small envelope? Those are diamonds. They might not be great diamonds, but they’re diamonds!

The back is autographed by developer Jason Rohrer and musician Tom Bailey. And no, Jason Rohrer is not related to the Rohrer with whom I work at Toshiba! I asked.

How’s the game itself? I don’t know yet! But it looks fun, and more importantly, I’m glad I got to contribute to something to interesting.

Apple Maps causes set back for location-aware Monster Guru

On March 16, I funded a location-aware iOS game called Monster Guru by Gimo Games on Kickstarter. Players are tasked with collecting and battling monsters, but the geolocation feature adds an extra twist.

The core of the exploring is the 1:1 movement of player and in game character. The map will initially have a “fog of war” over it, and as you walk through it new areas will be uncovered. What we’ve done is put in a non-GPS mode where after uncovering an area you can go back to that area without physically walking there.  This makes the exploring still part of the moving around, but you’ll be able to play at home after having gone through different areas on the map.

Last updated: Wednesday Feb 15, 12:52am EST

This sounded pretty fun to me!

With iOS 6, Apple is no longer using Google Maps but are using their own Apple Maps. There are reports of the 3D views being wavy and weird, certain landmarks missing, certain non-existent landmarks present, incorrect addresses or directions, and a lack of public transit. I haven’t checked any of these myself because I’m holding off on upgrading, but honestly, my guess is that Apple Maps likely works fine for most people in the US (assuming you don’t take public transit).

I forgot about Monster Guru.

Because Monster Guru was based heavily on API calls to the Maps application, the change from Google Maps to Apple Maps has severely hindered Monster Guru’s development. For now, I’ll continue to eagerly wait for my chance to reward real life exploration with monster battling!

The full update from Gimo Games follows:

Setbacks

Update #13 · Oct. 17, 2012
Friends!Thank you for your patience and support over the past few months.  We’ve had some great progress along the way, but we have also had some setbacks.  People have come and gone in Gimo, gotten married, moved, found new jobs, and started school again.  The biggest setback however comes from the new maps in iOS 6.

Most complaints about the new maps have been from consumers, but I’ll add my complaint from the perspective of a developer.  Apple maps are broken.  Monster Guru pushes the maps on iOS to the limit.  We are using the maps, overlays, annotations, transparency, gesture recognition like tap, hold, swipe, pinch all within Cocos2D.  This was all working wonderfully on iOS 5.  Apple didn’t change the API on the maps, but they changed the way they work underneath.  This means we were able to build just fine on iOS 6, but when it actually ran it didn’t work at all.  When we first ran it all it showed on screen was a vibrant pink color.  Now we’ve rearranged some of the code and gotten it to actually display the map and function, but after scrolling or walking around for a few seconds it completely locks up.

We will fix it, but I don’t know how long it will take.  Best case scenario, Apple releases iOS 6.1 tomorrow and it fixes it and everyone is happy.  That probably isn’t going to happen though.  Worst case scenario, we have to rewrite the whole map system, and that is the largest portion of the game.  I’ve been digging through the maps trying to find out what systems aren’t working together nicely in iOS 6, but haven’t quite found it yet.  We may have to end up simplifying the map a little to reduce the number of parts interacting, but I won’t dumb down the game.  I feel like we can’t release a game that doesn’t work on the latest operating system, so we will fix it, and it will still be Monster Guru.

We will keep you posted along the way.  In a few days I’ll put up a gameplay video with the beginning of the game so you can see how the game is played exactly, and that should answer most of the questions asked before.  I wanted to get it out before, but this iOS 6 problem, compounded with work and school, have slowed down the progress.  Don’t worry about the game not coming out or being dumbed down though; I will get this out to you guys.  The core Gimo group will be here to finish the game no matter what.  This game is my baby, and I can’t wait to get it out to you guys.  Ask anything you want in the comments, or send us a message.  We’ll be as transparent with you as we can.

Trent

Mercenary Kings Kickstarted


When I saw that Jonathan Kim of Mechafetus (NSFW) fame was an animator on a new game, I was intrigued. He was an animator on Scott Pilgrim vs. The World: The Game and senior animator on Skullgirls. Then I saw that Mercenary Kings also features Paul Robertson, art director of Scott Pilgrim vs. The World: The Game, as animator. A handful of people from the Scott Pilgraim vs. The World: The Game’s development team came together to create Mercenary Kings, a run and gun game featuring upgrades and customization.

Mercenary Kings looks a lot like Metal Slug but with a Mechafetus twist. That would be enough right there to get me interested, but they’ve mixed in crafting. Enemies drop materials when they die, and you can upgrade and customize your weapons. Individual parts of the weapons can be changed, allowing you to design weapons that work the way you want. It looks like a lot of fun, but the art style is what really drew me to it.

I pledged $60 which gets me two digital copies of the game, a digital copy of their previous game (Wizorb), an exclusive wallpaper pack, a digital soundtrack, my name in the credits on their site, a Kickstarter exclusive in-game knife, an in-game “Kickstarter Contributor” achievement, and my name in the credits under “Kickstarter Contributors.”

You got that right; I get an exclusive wallpaper pack!