This one is especially hard: it’s very well hidden, and you need a well trained Scout to get it!
This one is especially hard: it’s very well hidden, and you need a well trained Scout to get it!
How hot is this casting for Squids Odyssey?! Oh yeah, the last one is a new one, gotta keep a bit of surprise, shouldn’t we?
The default controls and tutorials have you hold the device with one hand and swipe with the other. But you can also play by holding the device in two hands, like a portable console, and swipe with both thumbs. (Your fingers can rest on both sides of the screen when you double swipe for triggering combos.) There’s an option in the settings to choose the control scheme you prefer. It’s a matter of style really; there is no absolute best here.
At the risk of stating the obvious, getting hit will break your Combo Streak. The Combo Streak is essential for achieving high scores — the base score of each hit is multiplied by the Streak value, so keeping your streak alive is your top priority. The simplest way to do that is to counter every enemy attack by tapping the screen as soon as you see an exclamation point. Beware: don’t trigger a combo until you’ve blocked and countered, or you might cancel your counter before it starts and get hit while performing the new combo attack!
The counter controls are quite simple, once you get a hang of the game flow : « one tap » anywhere on the screen when an enemy attacks you, and your character will block and counter-attack automatically.
However, we have observed that sometimes new players button-mash the screen and start a new combo instead of countering. In that event, the character is triggering his next attack, and you can’t cancel it anymore! Therefore, when you see an enemy with an exclamation mark over his head, tap once (or multiple times like a maniac, if you want to be 1000% safe), but do never trigger a new combo! At the beginning, the safest way to avoid getting hit is to tap to counter once after each combo.
However, countering all the time will not make your reach high scores, you’ll have to find your ways around the arena to stay on the offense for that. But learn the defense mechanics well first, is our advice to you. Take your time, breath, and everything will be fine !
Two players who manage to beat a round with a perfect Combo Streak can have a big discrepancy in their scores based on how well they use their SUPER meter. Each damage point inflicted by a SUPER is worth 40 points, where one inflicted for a combo is worth only 20. Furthermore, the score of a SUPER hit is then multiplied by the SUPER multiplier, on top of the combo Streak multiplier. No need to be a math genius to know that BIG x BIG x BIG = BIGGER. Therefore, optimizing your SUPER is the key to truly mastering Combo Crew.
Here are a few tips for that:
Style is rewarded. Using varied moves will fill your SUPER meter faster, which is key for reaching higher scores. There are eight types of attacks: the basic attack, the counter, the charged attack, the air attack, and the four Combos. Using one of them for the first time will fill 1/8 of the SUPER meter, and this will happen again each time you fill the meter completely. So, theoretically, you can fill the SUPER meter every 8 hits.
Using a combo that Juggles the enemy and then doing an air attack without getting hit is tricky, but it’s worth mastering it since more points are awarded for this than for Combos. The big risk with air attacks is that you’ll get hit by another enemy while jumping. Although you can sometimes jump over an enemy if the timing is right, the safest way to use the air attack is when the enemy is attacking from behind. When jumping, your character will move forward and naturally avoid the attack. If the enemy is coming frontward, don’t take the risk — counter or move away.
When an enemy targets you, you have two options: counter or attack (this enemy or another one). Countering gives you less points than any other attacks — even normal ones — so it’s better for scoring to move away from the attacker by attacking an enemy who’s far away, instead of countering. It’s way riskier though!
The previous tip works for physical attacks from regular enemies but bombs are the exception to that rule. Bombs might damage enemies when exploding (stealing away potential hits from you) or they might explode on their own (in which case nothing changes). So by countering bombs, you basically score « free points » that you couldn’t have scored otherwise — it’s always better to counter bombs.
When no enemy is attacking, you can switch the target enemy (enemy with the red circle below him) by tapping on the desired target. This will only « tag » him without doing any attacks on him. Then you can execute a combo on him or any other attack.
If you just tap and hold, this will enact a charge attack on the currently selected enemy. If no enemy is selected, an enemy will be automatically chosen for you.
Here comes a new challenger!
Well, now that you have all the pro tips, the Bakers are throwing down the gauntlet. If you feel like losing all your crowns, you can add « combocrew (at) thegamebakers (dot) com » to your crew and face the true challenge of beating our scores.
The Game Bakers wish a merry Christmas and a happy New Year to all our beloved players and developers friends!
The last time I had a second of free time was over the Christmas holidays and I used that free time to write a paper about our experience making SQUIDS and the realities of budget and profitability for an iPhone game. I wrote this post-mortem because when I started as an indie, I would have loved to have such information and I felt it was useful to share with other developers.
I was amazed by the attention it got and I was very pleased to read all the nice comments about the article. And for those who asked: no, it didn’t have a visible impact on SQUIDS’ sales, but it generated 24k unique visitors to our website in three days, which made the article more visible on Google and made the information more available to the industry, and that’s always a good thing.
There’s something else I would have loved to know more about before diving into indie game development: the tools and best practices for running a virtual indie game studio. By “virtual,” I mean a game development studio that doesn’t have an office. This is a situation shared by many indies: you start your project from home and don’t have the budget for renting an office, or maybe you’re a programmer and you have an artist buddy who lives in a different place. Lack of an office might have been a problem in 1995, but it shouldn’t prevent you from making games anymore. The problem nowadays is that there are so many ways to do it, the idea of running a virtual studio can be overwhelming.
One thing I love about indie development is that it’s not only about having people play our games, but also about developers freely exchanging ideas about our work and methods. So here is a bit of information about how we’ve tackled this issue at The Game Bakers, how we are organized, what tools we’re using at the moment, and how much this stuff costs us.
When I think of a “real” game studio, I think of a traditional office with an open space shared by the development team. I call The Game Bakers a “virtual studio” because we are spread out around the world. The team works together all day, but remotely from different cities, countries, and even different continents.
When I was working at Ubisoft, of course I was working in real offices, but I also had a lot of experience working remotely with other studios. Splinter Cell Double Agent was made by three teams spread across three continents; GRAW was made by four teams in the USA, France, and China.
When we started The Game Bakers, we wanted to make smaller games with a smaller team than we had been at Ubisoft, but we also wanted to create high quality games with good production values, like the console games we had worked on. One of the cornerstones of this ambition was to rely on a network of talented people whom we had worked with before on console games, but who were now spread out all across the world. (Even our initial members in France were not living close to each other.) Working with these talented people we already knew and liked would guarantee better efficiency, higher quality, smoother communication, and it would make our work more fun on a daily basis. To set up a structure that would work for day-to-day operations, we had to draw upon our past experiences with remote collaboration.
Here is our team for SQUIDS and SQUIDS Wild West. Roll over the pictures (or tap them on mobile) to see the team member’s info.
The core team is made up of six people spread out in six cities, in two different countries. The total team is 19 people, five countries, and almost as many workplaces as people on the team.
The core team, working full time on the games, includes:
UI, story, audio, modeling, and PR were handled by part-time coworkers. Most of the team are freelance contractors. Working with contractors instead of employees is convenient in that it saves a bit of money for the studio, but it’s very uncertain as anyone could leave the team anytime. That’s a huge risk for a project where everyone is responsible of a key aspect of the game. One way to reduce this risk is to keep the projects short (shorter than a year). Being extra nice to them also doesn’t hurt. Managing trust is a much more important task in a virtual studio with distant contractors than in an office where everyone is an employee.
Even if you forget the part-time people and just consider the core players, this is pretty big for an indie team and a bit of work and effort is required to keep everyone moving in the same direction. The key word here is communication.
When people ask me, “What’s the most important quality in a game designer?” they often expect me to answer “creativity” or “knowing games” or “understanding both the technical stuff and the art stuff.” But I actually think the most important quality is being able to communicate clearly and to fire up a team with your concept. Programmers are some of the hardest people to get excited about a concept, but if they get all fired up after asking the game designer a question—with shinning eyes and fingers itching to start typing some code—that’s how you know you have a good game designer.
Communicating your vision and having the energy to make it happen is already difficult when your team is all working from the same place, and it can become a huge challenge when you never see these people face to face.
At Ubisoft, I had this great producer who told me once, “If your e-mail is longer than five lines, just pick up the phone and call. E-mails are for cowards, they create misunderstandings and take a long time to write. Just call. Do it!” I started to pay attention and realized that she was absolutely right.
It’s crucial to maintain human relationships with your remote coworkers. Voice chat allows that (in addition to saving time and being a more precise way to communicate). Within the team, we use Skype for instant messaging and conference calls, with a set of guidelines:
This last point is very important. How much someone sees of the big picture can be vastly different from person to person, and there‘s no water cooler where you can catch up with the more “informed” members of a virtual studio. The weekly meeting lasts between 30 to 45 minutes, and everyone is updated and has the opportunity to ask questions.
- Gmail account: Free + around $8/year for your own domain name
- Skype or Google Hangouts voice chats: Free
Regarding game design documentation, I’m a big advocate of videos. If I were creating a game design scholarship program right now, I would trash MS Word and replace it with Final Cut and Photoshop. Sharing your vision for a game mechanic or a gameplay loop is way easier with a video. It gives the whole team a concrete direction… and the whole team actually watches it. Who wants to read a 10-page game design document? Not everyone on your team. But everyone wants to watch a one minute game concept video.
Here are examples of early game design documents I did for Squids.
- Sharing a video on the Internet: Free
Once I have shared my global vision of the project and I have a set of features in mind, I usually start on the “ugly” documentation, which is more project management actually.
Our use of Assembla is pretty basic. We define milestones that we split into 2-week sprints (a sort of “mini-milestone” with defined objectives and a working version). For each sprint I write a bunch of specs and break them down into tickets. We review them with the programmers at the beginning at a sprint and each ticket has a status: new, fixed, pending, closed. The usual stuff.
This works perfectly for the programmers, since their work is very systematic. For art production, we rely more on a simpler Excel task list and we try to check in on progress twice a week, in order to reprioritize and keep the project moving.
For all videos, documents, and art resources, we use Dropbox. For those who don’t know about Dropbox, it’s a great file hosting and sharing service that basically allows you to share a folder from your computer with others, and syncs it in the Cloud.
For most of the team we managed to increase the default free space (2Gigs) to around 4Gigs, which is enough so far, and for the art and design team we have pro accounts so that they can store bigger files like high-resolution PSDs.
- Dropbox 100 Gigs account: $99/year
- Dropbox 2Gigs account: Free (and Dropbox offers a lot of ways to increase the free space).
The code is hosted on Assembla, and we use Git as a source control tool. It’s proven to be very efficient and reliable. One big advantage is that everyone has a repository with complete version history locally on his or her computer, which basically means that I don’t need to be connected to the Internet to commit some work, and most importantly, if I somehow screw up the server data there will always be someone with a clean version that we can restore. For a clumsy designer, it feels safer.
We use GitX on Mac to commit our changes, an open source version control system with a visual interface, but many other tools exist too.
For beginners, what all this means is that all the team can work at the same time, on the same project, and then merge everyone’s work together on a remote server instead of having to “send manually updated files” to the whole team.
Sharing builds is a universal need within the digital industry and it’s not really any easier or harder for virtual studios, but it is something we needed a solution for.
We have several ways to distribute a development build.
Finally, one of the best ways we’ve found to improve remote work is to stop being remote for a while. We call this a Workcamp, and the recipe is pretty simple.
Workcamp recipe, for a 6-8 person team
The values of a Workcamp are numerous:
People get to work together for real, and that bonding will last and prove useful for the next six months of remote work.
It’s also extremely productive if done at the right time. Before an important milestone, work is usually well defined and everyone has a lot to do. We’ve found that in this setting, everyone is fine working 10 hours a day, with a nice lunch break and a little game time at night. For us, a two weeks workcamp is as productive as three weeks of normal work.
It’s simply the spirit. Sharing indie dev time, game time, and food and drink time with your team is always fun, but it’s especially cool when there’s something exceptional about it. The simple fact that the Workcamp breaks the routine makes it cool, and worth the financial investment.
Here is a short sample of our Workcamps:
- Transportation: Depends on your team. For us, it’s around $1200.
- Housing: we managed to borrow a place a few times. We rented a great place once for $1500 for two weeks.
- Food: $300 (everyone chips in $10/day, and the studio pays for the rest. Basically, for the wine.)
We also have celebration parties when we ship a game. Here is the “baking / squid cooking workshop” we did after SQUIDS’ release:
Here is a last bit of experience regarding virtual studios:
Every week, I find myself in a situation where I really appreciate working from home. For instance, going out to buy something at 11am is something I didn’t do for the 7 years in worked in a company office. Another example is the ability to focus on work for 4 hours without being interrupted. When I was at Ubisoft, I had someone coming to my desk asking for something every fifteen minutes. Lively for sure!
Even if the team works well together and everyone’s on board with the virtual studio organization, you will still miss some of the comfort of a real studio. Skype voice chat quality problems might occur, or simply feel the need to draw something on a whiteboard (game designers love white boards). Online white boards have not been a great solution so far.
At first glance it might seem like a virtual studio isn’t worth it, but the point about having a worldwide team alone makes virtual studios a growing necessity: today, making games is frontierless.
“Real studios” are great for many reasons, and sooner or later we might move to some sort of hybrid organization here at The Game Bakers. But so far, the virtual studio has allowed me and my team to follow our dream of creating our own studio, our own games, and own our IPs.
Alongside the “digital distribution,” a virtual studio organization is a major factor for why it’s now possible to make games with total creative freedom and earn a living from it. I hope sharing our methods will help some other indies who might otherwise have been scared off without even trying.
Hey Seawood boys and gals!
Wild West has been updated with a lot of bug fixes and 5 new bonus missions, one at the end of each chapter. You’ll also find 4 new helmets hidden in these missions!
Have fun with the update until we come back with a new chapter in September!
We are delighted to announce that your favorite Squids adventures will continue this summer with SQUIDS Wild West on iPhone, iPad and iPod touch. Get a sneak peek today by downloading SQUIDS free update with some exclusive new content.
- – - Full Press Release below – - -
Yeeeee-haw! SQUIDS Wild West Gallops Onto the App Store This Summer
Get a Sneak Peek of the New SQUIDS Game Today via Free iPhone / iPad Update
PARIS – May 23, 2012 – The Game Bakers, creators of the fan-favorite mobile RPG SQUIDS, are announcing that the next chapter of their undersea saga, SQUIDS Wild West, will release for iPhone, iPad, and iPod touch this summer. Even better: eager players can get an early look by downloading SQUIDS’ latest free update from the App Store, which includes three bonus levels set on a SQUIDS Wild West map.
SQUIDS follows a band of unlikely heroes who must protect their idyllic underwater kingdom from the destructive black ooze settling over the seas. Set in the western kingdom of Seawood, SQUIDS Wild West takes the group into deeper, more dangerous waters as they regroup against oily crustacean enemies and search for a fallen comrade. They’ll help the feisty Calamary Jane save a besieged frontier town, explore native Squid lands and a volatile mine, and start to understand the evil they’re up against—but not without paying a terrible personal price.
SQUIDS Wild West will be a Universal App with more of the gorgeous cartoon art, jaunty music, and humorous storytelling that made SQUIDS a fan favorite. Like the original, SQUIDS Wild West combines tactical RPG-inspired gameplay with the convenient interface of the iPhone, iPad, and iPod touch. Although turn-based battles are easily fought using an Angry Birds-style “flinging” mechanic, SQUIDS Wild Westprovides a much deeper challenge than the average mobile game. Strategy and skill is required as players use environmental elements, the Squids’ strengths, and enemies’ weaknesses to succeed. With devious new enemies, four new playable characters, and nearly twice as many levels as the original SQUIDS, the upcoming sequel also has many fun gameplay surprises—including seahorses that you can corral and ride into battle!
In today’s free update, SQUIDS players can dive into the Wild West with three missions that take place in Seawood. This exclusive sneak peek introduces a new Squid hero: Cleef, a vengeful gunslinger with secrets to hide. And a formidable enemy, the massive Buffalo Shrimp, will rear its ugly thorax. The update also features a new Game Center achievement, a new level cap, and enhanced social media functionality. Those who own the original SQUIDS on iOS can download today’s free update from the App Store, while new players can buy the game (with the SQUIDS Wild West demo included) for just $1.99:http://itunes.apple.com/app/squids/id467904350
The original SQUIDS has been downloaded over a million times and has ranked as the App Store’s #1 RPG in 65 countries. Since its October 2011 release, it has maintained a perfect 5-star fan rating on the App Store. It is also available for Android, PC, and Mac.
To learn more about SQUIDS and the upcoming SQUIDS Wild West, visit the official website athttp://www.squidsthegame.com. SQUIDS fans can befriend the game’s tentacular heroes on Facebook (http://www.facebook.com/squidsthegame) and Twitter (http://www.twitter.com/squidsthegame).
It’s finally here, and it’s splendid:
SQUIDS can be download on the Mac App Store and enjoyed on a 27″ iMac!
As the first version of SQUIDS for desktop computers, the Mac version has intuitive mouse controls and enhanced graphics optimized for screen resolutions up to 1900×1200.
SQUIDS for Mac incorporates much of the bonus content released for iOS over the past five months, such as additional missions and stat-boosting helmets—all with no in-app purchase required.
We all really hope that this deluxe version will provide you a great game experience, and that with your support, the calamar-wave-of-love will rise!
- – - – - – Here is the official Press Release – - – - – -
The Game Bakers’ Undersea RPG, Squids, Swims Onto Mac
Paris, France – March 1st 2012
Independent developer The Game Bakers today is announcing that their popular tactical RPG, Squids, is now available for Mac. Squids has already had great success on iPhone and iPad, where it ranked as the App Store’s #1 RPG in 34 countries and spent a week as the #1 paid app overall in France. Squids for Mac can be downloaded for USD $9.99 from the Mac App Store and other digital stores, including the game’s official website.
Set in a colorful underwater kingdom, Squids is a creative RPG with a humorous storyline, gorgeous cartoon artwork, and turn-based battles that pit a team of scrappy Squid heroes against hordes of ooze-infected crabs and shrimp. An accessible game easily enjoyed by casual gamers, Squids also has impressive gameplay depth and production values that will appeal to a hardcore audience, thanks to the developers’ previous experience working on AAA computer and console games.
As the first version of Squids for desktop computers, the Mac version has intuitive mouse controls and enhanced graphics optimized for screen resolutions up to 1900×1200. Squids for Mac incorporates much of the bonus content released for iOS over the past five months, such as additional missions and stat-boosting helmets – all with no in-app purchase required. The game is localized into five languages: English, French, Italian, German, and Spanish.
« From the very beginning, we wanted to bring Squids to players of all platforms, so we developed it with a much deeper scope than most mobile games. Then we put a lot of effort into making sure the game plays great on the Mac, » says Emeric Thoa, The Game Bakers’ Creative Director. « This Mac release is a big milestone for us, and just the first of a series of releases on ‘larger’ platforms alongside the mobile versions of Squids. »
* US English, French, German, Italian and Spanish
* Mac OS X 10.6 or later
* 64-bit processor
* 710 MB
Pricing and Availability:
Squids 1.0 is $9.99 USD (or equivalent amount in other currencies) and available worldwide through the Mac App Store in the Games category. Squids is also available from the game’s official website.
To learn more about SQUIDS and see a full list of download options, visit the official website at http://www.squidsthegame.com.
High-res SQUIDS assets can be downloaded from http://thegamebakers.com/vip
SQUIDS is available on the Android Market!
Come on SQUIDS players, we need you to support the game, everyone matters! If you want more SQUIDS, tell your friends to take it on iOS or Android! Long live the SQUIDS!
- – - – - – Here is the official press release – - – - – -
The Game Bakers’ Undersea RPG, SQUIDS, Swims Onto New Platforms This Week
Quirky game available today for Android, coming March 1 to Mac
PARIS – February 28, 2012 – Independent developer The Game Bakers is bringing their popular tactical RPG, SQUIDS, to Android and Mac this week. These releases represent the first new platforms for a game that has already had great success on iPhone and iPad, where it ranked as the App Store’s #1 RPG in 34 countries and spent a week as the #1 paid app overall in France.
Set in a colorful underwater kingdom, SQUIDS is a creative RPG with a humorous storyline, gorgeous cartoon artwork, and turn-based battles that pit a team of scrappy Squid heroes against hordes of ooze-infected crabs and shrimp. An accessible game easily enjoyed by casual gamers, SQUIDS also has impressive gameplay depth and production values that will appeal to a hardcore audience, thanks to the developers’ previous experience working on AAA computer and console games. Both the Android and Mac versions are localized into five languages: English, French, Italian, German, and Spanish.
The Android version of SQUIDS, which uses the same hands-on touch controls as the iOS original, has been rebalanced as a free-to-play adventure with a new selection of in-app purchases. A joint project with Tapjoy that utilized the publisher’s $5M Android Fund, SQUIDS for Android can now be downloaded from Android Market, Amazon’s Appstore, GetJar, and other Android stores.
Next up is the Mac version, which will release on the Mac App Store and other digital stores on March 1. As the first version of SQUIDS for desktop computers, the Mac version has intuitive mouse controls and enhanced graphics optimized for screen resolutions up to 1900×1200. SQUIDS for Mac incorporates much of the bonus content released for iOS over the past five months, such as additional missions and stat-boosting helmets—all with no in-app purchase required.
“From the very beginning, we wanted to bring SQUIDS to players of all platforms, so we developed it with a much deeper scope than most mobile games. Then we put a lot of effort into making sure the game plays great on the Mac,” says Emeric Thoa, The Game Bakers’ Creative Director. “This Mac release is a big milestone for us, and just the first of a series of releases on ‘larger’ platforms alongside the mobile versions of SQUIDS.”
To learn more about SQUIDS and see a full list of download options, visit the official website at http://www.squidsthegame.com.
High-res SQUIDS assets can be downloaded from http://thegamebakers.com/vip.
About The Game Bakers
The Game Bakers is an independent video game studio based in Paris and Montpellier, France. Founded and staffed by industry veterans whose credits include numerous AAA console games, The Game Bakers focuses on creative projects that combine traditional gaming values with the emerging opportunities afforded by touch devices and the mobile market. Their first game, SQUIDS, is available now for iOS, Android, and Mac, and is coming soon to PC. To learn more, visit the company’s website at http://thegamebakers.com. The Game Bakers are also on Facebook (http://www.facebook.com/thegamebakers) and Twitter (http://twitter.com/thegamebakers).
We are super happy to announce the official release of SQUIDS‘ soundtrack, amazingly composed by our friend and sound genius Romain Gauthier. The soundtrack can be downloaded on bandcamp for a « pay-what-you-want » fee, which possibly means 0$, if Christmas gifts left you broke. You can listen to all track directly on bandcamp, and I shall advise you to do so, or at least give a try to SQUIDS’ main theme.
The OST is packed with a digital booklet showing the great art works of Jerome, our Art Director.
Last but not least, SQUIDS is on sale for two days, with a price of 0.99$ instead of 1.99$. Time to give it a try if you didn’t already!
The Game Bakers.