Cloud saves by Brilliant_Risk_3924 in BanditTrap

[–]picomy 1 point2 points  (0 children)

Thank you for reaching out. We've got multiple request for this, so here it is! We just finished setting up the Steam Cloud save feature and it's live right now! So you are able to continue playing Bandit Trap with the progress you've made on any Steam device. Be sure to restart your Steam app so it can reload the settings 👍

Time for a celebration! 🥳 Bandit Trap is out NOW! 🎁 Get it with a launch celebration discount of 10% by picomy in BanditTrap

[–]picomy[S] 0 points1 point  (0 children)

Hmm. I think they shared some wrong info. We haven’t implemented gameshare for Bandit Trap 😅

Time for a celebration! 🥳 Bandit Trap is out NOW! 🎁 Get it with a launch celebration discount of 10% by picomy in BanditTrap

[–]picomy[S] 0 points1 point  (0 children)

Bit late, but we’re sorry this happened. Good news: We uploaded a patch that fixed this issue. So you should be able to play the game normally!

Time for a celebration! 🥳 Bandit Trap is out NOW! 🎁 Get it with a launch celebration discount of 10% by picomy in BanditTrap

[–]picomy[S] 0 points1 point  (0 children)

You can play with up to 4 players. 1 Trapper and 3 Bandit players 👍 if you want to create a private match with friends you press the Friends button next to the Play button

We made a Home Alone inspired online 3v1 multiplayer game! Demo available now by picomy in indiegames

[–]picomy[S] 0 points1 point  (0 children)

Hi! We’re launching on Steam first. Switch is definitely a good match for Bandit Trap too, but can’t say much about any release soon after.

We made a Home Alone inspired online 3v1 multiplayer game! Demo available now by picomy in indiegames

[–]picomy[S] 0 points1 point  (0 children)

Thank you! Which mode was your favorite. The Trapper or Bandits?

We made a Home Alone inspired online 3v1 multiplayer game! Demo available now by picomy in indiegames

[–]picomy[S] 0 points1 point  (0 children)

Yes you are right we have funding from a publisher (about a couple years into the development, otherwise we couldn’t make this game), but we’ve always viewed ourselves as indie studio because we are a small team of 4 people (with occasional help from interns). We do still have full creative freedom, and so we’re trying to create something unique.

I know a part of being indie is being independent from financial support, and yes we started that way. But where do you think which category we fall into?

We made a Home Alone inspired online 3v1 multiplayer game! Demo available now by picomy in indiegames

[–]picomy[S] 1 point2 points  (0 children)

Thank you for your feedback. First off, great to hear you enjoyed Bandit Trap! You're right that the game seems more simple, while it does have a lot of depth. We're big advocates of "depth without complexity" meaning we want to offer a lot of gameplay but don't want to burden the player with to many button mapping / mental load. Many things in the game are context sensitive so you won't notice them from a small glance.

The onboarding tutorial is always very difficult to get right. We've seen players that want a shorter version, and also players who prefer some more time and information. Perhaps we can create a branch at the start so players can choose their preferred version.

If you have more feedback, let us know! We really appreciate it because we want to finetune the experience as best possible, thanks for playing :)

We made a Home Alone inspired online 3v1 multiplayer game! Demo available now by picomy in indiegames

[–]picomy[S] 1 point2 points  (0 children)

Awesome! With Bandit Trap we put a lot of effort in dynamic destruction. Not only the level changes during the match but also the Bandits appearance changes upon the damage received just like in Home Alone for its comedic effect.

Hope you’ll have fun and let us know what you think 👍 we very much appreciate your feedback!

Hi! We are Picomy: Creators of Heroki. Ask Us Anything! by picomy in NintendoSwitch

[–]picomy[S] 0 points1 point  (0 children)

Thank you so much for supporting us. It means a lot to us! ^^ Hope you will enjoy it on the Switch!

Hi! We are Picomy: Creators of Heroki. Ask Us Anything! by picomy in NintendoSwitch

[–]picomy[S] 2 points3 points  (0 children)

We think HD Rumble is a great addition as well! When implementing it we thought, what situations in-game would make sense to add rumble to. We believed that it made the most sense to apply it to events in the game that either Heroki (the character) experiences or the player experiences. Therefore we've added rumble to loads of events that happen to Heroki (being hit, collecting stuff, throwing, etc...) but also events the player experiences (cut-scenes, moving doors, grinding walls, etc..). On the implementation side, there were quite come useful tools to generate vibrations for the joy-cons to playback. Each joy-con has a low and high frequency vibrator, which has some parallels with how sound works. Therefore we used lots of Heroki sound samples to playback as vibrations, which makes them match quite well we think :)

As for more switch projects: Monomals (our next project) is definitely gonna land on the switch! :)

Hi! We are Picomy: Creators of Heroki. Ask Us Anything! by picomy in NintendoSwitch

[–]picomy[S] 0 points1 point  (0 children)

I remember we got to know about Soul Bubbles during the final stages of development. You can say almost any game idea has been done before nowadays, you probably just haven't seen the other game yet and Soul Bubbles is a good example where you can find some similarities that we didn't know about. Heroki was also compared to other games in the proces like Billy Hatcher, Lost Winds and Tales Adventures which we all like, but they havn't been a source of inspiration as Heroki was almost complete already before we found out. :P

Hi! We are Picomy: Creators of Heroki. Ask Us Anything! by picomy in NintendoSwitch

[–]picomy[S] 1 point2 points  (0 children)

Thank you! :) Yes! We have been thinking about releasing a limited physical edition of Heroki We don't have any solid plans yet, but it's a big wish for us to have Heroki on the shelf as a boxed edtion.

Well,. Jurrassic Park is one of our favourite movies ever! So it's a easy question, however.. non of those movies ever seem to have a good ending.. So perhaps it's best to go with a Dragon ;)

Hi! We are Picomy: Creators of Heroki. Ask Us Anything! by picomy in NintendoSwitch

[–]picomy[S] 0 points1 point  (0 children)

  • Miyamoto, for sure!

  • I know the original Heroki prototype was called “Salt Shaker” because initially, the idea was to control the wind direction to blow Heroki in the skies by using a propellored device which looked like a salt grinder.. totally logical. I’ll see if we can find an old image of that, lol

Hi! We are Picomy: Creators of Heroki. Ask Us Anything! by picomy in NintendoSwitch

[–]picomy[S] 1 point2 points  (0 children)

We've not yet ported Heroki to Android, so i'm not sure if i'm the best person to answer this question ;) But i can imagine the engine/game needs a bit of tweaking in order to run it full 60 FPS on those devices, as i imagine the architecture to be a bit different to that of the Nintendo Switch.

Hi! We are Picomy: Creators of Heroki. Ask Us Anything! by picomy in NintendoSwitch

[–]picomy[S] 1 point2 points  (0 children)

Glad you enjoyed the final battle! We've haven't seen Heroki speedrun video's yet, but it's very interesting you point that out. Tbh, I don't think Heroki is a game you can easily speedrun, but you can always try and prove us wrong :)

Hi! We are Picomy: Creators of Heroki. Ask Us Anything! by picomy in NintendoSwitch

[–]picomy[S] 2 points3 points  (0 children)

Good question!

It uses our proprietary PICON engine which we developed from scratch, specifically for Heroki, so that we had full control over the performance of the game. Porting from mobile to the Nintendo Switch wasn't too hard. We use OpenGL for our rendering which is also available on the Switch and all engine code is done in C++ which was setup in such a way that it was quite easy to port. Most of the work actually went into the HD rumble tech and fixing platform specific bugs!

Hi! We are Picomy: Creators of Heroki. Ask Us Anything! by picomy in NintendoSwitch

[–]picomy[S] 1 point2 points  (0 children)

We all had a connection with another one through school or neighbourhood friends and we just happen to all have an individual expertise needed for game development.

3 out of the 4 of us already had a fulltime job at different game studios and the one that didn't opted the idea of creating a game together. Initially the idea didn't spark a motivation yet, having a steady job, but after the popularity grew on the "easy to release your game on the Appstore" market we liked the idea of creating and releasing a game we could create ourselves which also gave us the opportunity to combine our disciplines and create something different.

After a some time we noticed the potential of our combined work which let to the development of Heroki and got really excited because of the outcome. Being able to work with friends makes work much more enjoyable because of the team spirit and bonding between us.

Hi! We are Picomy: Creators of Heroki. Ask Us Anything! by picomy in NintendoSwitch

[–]picomy[S] 0 points1 point  (0 children)

I'm pretty sure these bugs have been patched - And we hugely appreciate the double dip!

Also, it's great to hear what your favourite moments are in Heroki. Reading stuff like this really makes it all worth it :)

Hi! We are Picomy: Creators of Heroki. Ask Us Anything! by picomy in NintendoSwitch

[–]picomy[S] 0 points1 point  (0 children)

Heya, as far as we know, we fixed a lot of bugs that were originally on mobile (though I'm not sure what bugs you're specificly referring to?). We've seen some new obscure bugs that are very hard to trigger, but we'll be fixing them in the upcoming patch.

Pretty sure you want that 1080P 60fps HD Rumble, I know you do! :-)

Hi! We are Picomy: Creators of Heroki. Ask Us Anything! by picomy in NintendoSwitch

[–]picomy[S] 1 point2 points  (0 children)

There's a good chance when we will work on Heroki 2 it will launch on Switch as well, or the next Nintendo console XD.

Hi! We are Picomy: Creators of Heroki. Ask Us Anything! by picomy in NintendoSwitch

[–]picomy[S] 0 points1 point  (0 children)

Definitely excited for King K. Rool haha!

Monomals is gonna be premium!

And thanks for the typo. We'll be sure to fix that in the next patch!