(Header image by Lourdes Nicolich from Beatifun Games)
Some weeks ago we were offered to join a Humble Weekly Bundle. That Bundle was the “Made in Spain” bundle, and the idea of being in it with all my fellow developers from my country excited me. There’s a great indie game dev community here which is growing stronger day by day and I can assure you it is going to bring great titles in a close future. The upcoming Rise & Shine, Crossing Souls, The Guest, Fleisch & Cherry in Crazy Hotel and many more back these words.
However, we painfully declined the offer because Gods Will Be Watching is still doing well and it’s not time to release it in a bundle yet.
And now we’re glad we didn’t.
I saw the Made in Spain bundle as a great opportunity to give more visibility to the games that are made in my country, because I know most of them developers and their talent personally and I want them to rise and shine (pun intended). But hell, do we have to promote it alongside with the fiesta, the bravas, and us being drunk assholes? We’ve always had that stain over us culturally, and videogames bring a new generation of creators to the table, an opportunity to escape from being lazy tapas-eaters and to be recognized for something different, at least in videogames. But no, hey, let’s keep attracting guiris the same way we’ve been doing for decades.
It hurts me even more to discover that the most offensive description is the one written in the Spanish version of the Weekly land page:
Which means -
Directly from the country of bars and crazy party here you are this bundle. [Information about games]. Without Spain there’s no caña*, so grab this bundle immediately.
*Caña can refer to a popular small-sized beer or to party.
The English version - apart from the cheap humor :) - is infinitely less offensive:
So, why do the have to do this to ourselves? Because I know that the Spanish version was written by a Spanish guy. And then, the finishing touch comes from this extremely amateur, poorly recorded video, in Spanish, that starts with the Spanish flag accompanied by an accelerated tune of Spain’s himn and sounds of smashed glasses.
I’m not even going to talk about in how many ways the flag of our country is offensive for a lot of us, because that’s a completely different issue, but damn, I’m sure a sweden bundle wouldn’t start like that for example.
At least, the next time if we’re going to use stereotypes, let’s use it ironically like this.
I’m very, very, disappointed and sad about this. But anyway, I got the bundle and backed the developers because they deserve it, because the best is yet to come. Meanwhile, I’ll dream with a future in which we, Spanish game creators, are recognized for our quality instead of chorizo, toros, paella y olé.
Hi! Long time no see, but this doesn't mean we've been being lazy but the opposite... too much work! I have pending an update with our new year resolutions, and some afterthoughts about what 2012 have been and all the path we covered until this point; but, in the meantime, before the experience gets cold, I want to talk you about the Gandia Game Jam.
Here at Deconstructeam we've survived to a few game jams, but this is the first time that we had the opportunity to join a live gathering. Under the Global Game Jam, the Gandia Game Jam became an event for us that deserves his own name. Our summary would be something like this: tons of good vibes, a lot of developer sinergy and a great fuel for keep doing what we enjoy most, absorving the enthusiasm from all the gathered partners and feeling that you are not alone at your indie cave :)
[youtube width="640" height="380"]http://youtu.be/avBb-kCF6kw[/youtube]
Moreover, the Gandia Game Jam was not just a mere room for hosting game developers. The organizators worked really hard to ensure we did not miss anything, guided us from the very beginning until the deadline and cheered up the 48 hours with activities and side quests that made the marathon a lot less heavy... always comes in handy getting off the screen for a few mintues :)
I would say that the resultant game was the less important thing since the experiencie was prize enough for us. But yes, we made a game and we tested that we own a very well oiled machinary as a result from this short year of training. Some time ago would been unthinkable for us to produce a game of this size in less than 48 hours but, even if the game lacks some good game design, the amount of pixel art that Jon and Marina created within two days was amazing, and even if the game concept failed, we got a decent game. Maybe this time we aimed for a too bizarre gameplay, making a game most enjoyable with the eyes than playing it but... it's a game indeed.
Sunday 2.00, October 28th. A really weird game jam took place: Develop a game within 0 hours. Sosowski, McPixel's father, hosted this pure madness thing:
Using the time travelling magic of the daylight savings, the objective was to begin a gamedev at 2am and submit it before the clock jumps to 2am gain. So, there you are, a game created within 0 hours.
Surely, there is no way to make a great game in less than 60 minutes, almost 60 games submitted to the jam prove that. On the other hand, It looked a very interesting challenge for certain skills such as perspective, planification, team work and improvisation.
The first challenge was to come with a game concept minimally fun and possible to develop within an hour. Moreover, is harder to be aware of what 60 minutes are. We barely began the jam and almost half an hour was past. I think we were lucky finishing it on time.
Another key factor was to define the tasks, assign them and memorize them in order to produce without restrain. Specificacions, resolutions, communication... everything has to be orchestrated.
Once we took care of those aspects, the jam is just about no-brainier production, screaming wildly and become anxious. It's essential to know where to cut the project when reaching the deadline and pray for nailing everything at the first pitch.
The result is this kind of mouse-wrecking game eating everything you can. Each meal has its own properties, some makes you fat faster than others, and some are harder to wat (requires more clicks). Play a game under your own risk.
Deconstructeam record is at 25120 gr.
Summarizing, this jam has been a insane experience that almost kill us, but quite interesting exercise about team building and exploring personal bounds.
If you feel curious, here's the coding progress of the game.
Watch live video from greyshock on TwitchTV
Jam site | 0 hour game jam
We watched Indie Game: The Movie and each member of the team has written down his own opinion. Since it's a really personal text, we have not translated it. Sorry for the inconvenience. If you want to contibute translating the article you will be very welcome.
In compensation for the lack of english version, we leave you here and exclusive Deconstructeam art that the spanish version doesn't have, ha ha!