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Home page: http://www.cannonbrawlgame.com
Posts by Theresa
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
Minecon 2013 was a whirlwind weekend full of gamers, gaming and game devs, and yet totally empty of sleep. I’ve been to my fair share of cons, but this had to be by far the best experience I’ve ever had.
I’d recently attended another expo, one where a one hour timeslot, no audio, and a remote demo space had all made things a little rough. I was totally unprepared for how completely awesome Minecon was going to be and it was much, much grander than I expected, too.
The entrance was shrouded with glowing purple fog and the doors opened to reveal organisers adding the final touches to voxelish installations like a barn, a tree and dozens of Minecraft animals.
Reaching the indie pit was a relief. After flying (I’m terrified of flying) all the way to Florida on Halloween (What? I missed out on Halloween!?) I was thrilled to see that we had a generous booth area. It was wide enough for us to set up our newly minted Cannon Brawl banner and the fancy parapeted table decoration that Pete had prepared. It had game stations to accommodate up to four players and also room for the tchotchkes I had painstakingly crafted. I’d been learning how to cast plastic figurines, though that’s something I’ll get into in another post.
We also had buttons, toys, magnets and copies of the game to sell. Having never done any kind of merchandising before, I really had no idea whether people would think any of this was cool.
Turns out we had a ton of players through the duration of the con, and the reaction they had to our game was one of the most fulfilling things I’ve experienced since setting out on my wild indie adventure.
We constantly had a line of kids all waiting for their shot at the game, each one convinced they knew a combo that was OP. The game seems perfect for them, I suspect because the approachable, cartoon style draws them in and the strategy ramp holds their attention. These kids had so many ideas about what they wanted to see in the game that the two days were a flurry of really, really fun game dev chatter.
Maybe I don’t hang out with enough (any) kids these days, but they were holding conversations about advanced game mechanics and making logical design arguments that were super-impressive. One parent told me his kid, who looked no older than seven, was already coding Java. Many of the parents were encouraging their kids to get into game development themselves, and I was happy to give them some tips on getting started. On the second day, we had parents complaining that their kids were up all night playing Cannon Brawl, keeping everyone in their hotel rooms awake. I couldn’t help but be thrilled to hear that. We sold more copies of the game over both days than we have at all other cons put together.
Then there were the other indie devs, who were all ridiculously cool. We seemed to bond right away and enjoyed lots of fun shenanigans. We all bought the same hideous swim shorts and wore them to the con the next day. We took over a room at Tier nightclub and filled with it couches stolen from wherever we could find them. I didn’t get a chance to play all of their games but the ones I played, such as Dungeon of the Endless, Maia, Nuclear Throne and Treasure Adventure were fun and showed promise. Aaru’s Awakening, although I didn’t play it, still looked gorgeous.
Looking back, I’m extremely grateful to Mojang for including us and other indie devs in the event. Even though my wallet was pickpocketed at the nightclub on the final day of the event (and I lost all the money I made on game sales *sob*), I had a fantastic time. Thanks to John Polson for being such a great organizer, and to Mojang for inviting us.
Pete and I will be flying out this week to show Cannon Brawl at Minecon in Orlando, Florida! If you’re going to Minecon, give us a holler and come play our game! We’ll be showing the latest content, including a fancy new world map, as well as Nightmare Mode (DUN-Dun-dun)! Can’t wait to hang out with you, Notch, and the Mojang gang!
Gamer Thumb posted a Cannon Brawl Preview.
“Cannon Brawl is Worms… meets Starcraft… meets Plants vs Zombies… Decision-making is therefore called upon more than any other skill in Cannon Brawl, and as previously mentioned, you’ve got to be damn quick about it.
Turtle Sandbox is onto a winner, and for just $10 you can enjoy a relatively complete game and help guide the developer towards a polished final release.”
Check out the full write up on Gamer Thumb here!