I met Emily Lemay from Max Level at GaymerX recently. She had a lot of wonderful comments about the game.
“Looking at the big picture, Cannon Brawl is a fast-paced and compelling adventure that turns the average real-time artillery genre on its head. It’s a tower defense game on acid whose goofy, loving best friend is permanently stuck to its hip. It’s elegantly unique, and opens up an entirely new door for indie games.” – Lemay
Check out the full article on MaxLevel.
Pete and I are teaming up with the Yogscast guys to try to get some more eyeballs on our indie game Cannon Brawl. As a tiny team of two, we need all the help we can get in getting the word out about this labor of love that we’ve been working on for the last few years. Our hope is that the YogDiscovery video will help grow the audience for Cannon Brawl, because the more people playing multiplayer the more fun it is for everyone! Pete and I want to be completely transparent that a small portion of each sale of Cannon Brawl will go to support Yogscast for a week after they post about us, in addition to the 10% being donated to charity through our Humble sales.
We hadn’t seen the video they posted in advance, and we wanted it to be an honest reflection about the game. We’re in Beta and Cannon Brawl still has a few rough edges, but all in all Pete and I are really proud of the game we’ve put together. It’s been a lot of long nights, peering through code, photoshop ninja-ing, tuning parameters, and tinkering with the game to make it as solid as possible. We hope the core mechanics shine through and that the Yogscast broadcast will help players who were looking for an artillery based RTS find our little gem!
We did it! Cannon Brawl is going Beta today, July 7th!
Beta marks one of the last milestones before final release. The game has come so far since our launch last year and we’ve added a ton: Nightmare Mode, puzzle levels, new buildings, new pilots, new multiplayer maps, and Mac support. There’s almost 50% more game now!
To celebrate our milestone, we’re discounting the game 40% off on Steam Early Access from July seventh through the fourteenth.
Thanks for your continued support during our indie development adventure! The forums have been full of tournaments, development brainstorms and feedback which has been invaluable.
Cannon Brawl is the best, most jam-packed-with-awesome game we’ve made and it wouldn’t have been possible without your help.
Pete and Theresa
The Turtle Sandbox Team
Cannon Brawl on Steam
@CannonBrawl on Twitter
We started doing everything wrong when showing character dialogue and text to players in Cannon Brawl. People would often get confused by something that was explained in text they had skipped or ignored. We didn’t even have that much text in our game!
After a lot of playtesting and studying other games, here’s what I’ve learned about how to get people to read in your game. I hope to this can help you better communicate information to your players. Here we go:
1. First, if you can do it without text through either visuals or voice acting, try that first. Otherwise…
2. Everything must pause in the game when text is on the screen. Sounds obvious, but hey I messed this up the first time. People can only focus on one thing at a time.
3. Try to minimize the amount the player’s eye must move around the screen to process what you’re showing. So, do not put more than 8-10 words on a line. If you have more, drop them on to a second line. You know how the pages of novels are pretty narrow? That’s not only to help you hold the book, but also to help you eye easily move through the text.
To better illustrate this, here’s an example from Banner Saga:
They have very long lines of text. My eye must travel pretty far from the characters faces to the text and pretty far to read the text itself. This makes it slower to read and harder to digest the story.
In contrast, here’s an example from Fire Emblem Awakening:
They have short chunks of text and it’s overlayed on top of who is actually talking. My eye barely has to move and my brain has to do little work to digest the text.
This 8-10 word 2 line rule applies for all text in a game, item descriptions, mission briefing, etc – not just character dialogue.
To further drive this home, subtitled movies have the same issue as games (people must read and look at the visuals) and they too generally follow the 8-10 word rule.
3. Show dialog text one word at a time, revealing the full block shown over about a full second. Revealing it word by word (but quickly) sparks a fraction of a second of intrigue from the player, and makes them more likely to read it. Of course, always allow them to reveal the full block with the press of a button immediately.
4. If you are trying to teach things in text (which we do in Cannon Brawl), color specific important words differently. Comprehension went up in playtests of Cannon Brawl after we started inline coloring words. Zelda games do this a lot, here’s an example from Wind Waker: