We never gave up hope to finally get where we are now, and we spent a lot of time and effort to learn just by ourselves everything that there is to know to make videogames. Even though it all started out as a hobby, we're pretty damn serious about it. Since our first "learning" projects, we've tried to work as professionally as we possibly can. After all these years, we finally see our dream come true in Rotor'scope.
You wouldn't expect these features to be on an Indie game, due to their limitations, but I tell you there's nothing impossible!
As kids, a lot of us gave our first steps with games that allowed you to create your own levels, or the first world editors that appeared for Amiga and PC. Since then, we've been dreaming of becoming professionals.
What's your game called, and what's it about?
There are more than 150 puzzles all wrapped up in a mystery tale set on a sci-fi universe with a certain Steampunk flavor to it. Players must help Julie and Traveller (and yes, that's his name) to discover the whereabouts of Professor Rotherbaum, a scientist kidnapped 300 years ago.
Why be independent rather than try to work for someone else?
One reason to justify our independence as a studio was for us to be able to engage in creators' communities, and offer support and guidance to young, aspiring developer teams, the same way people helped us during our long years of learning. Nivel21 Entertainment has a clearly defined communitarian aspect, and a proof of it is that we decided to offer our game engine, that we called "Tomahawk" and created during the development of Rotor'scope, as open-source, hoping it'll help other developers out there. Furthermore, we're collaborating with other indie studios interested in offering cool Facebook integration features in their own games.
Do you feel like you're making the game you always wanted to play?
Definitely! It's a fun game and Emilio L. Joyera, main puzzle designer, has kept the rest of the team looking forward to any new puzzle he was creating. I remember when the puzzle editor was fully operational and we began testing it intensively. We went nuts, trying to create puzzles that were difficult for the others to solve!
One thing that we love about games is when they manage to go beyond your expectations, and the player can find unexpected features. We've tried really hard to introduce many cool features no one in Indie Games has ever been able to include in their games, like content sharing services or Facebook integration. You wouldn't expect these features to be on an Indie game, due to their limitations, but I tell you there's nothing impossible!
How long did it take you to create?
It all started with a prototype created on his own by Emilio, and it only took him two months to design it. The rest of the team saw this first prototype and we quickly realized that it had enough potential to make it as a good puzzle game. Since then, it took eight months of hard work until the deadline for Dream.Build.Play. After that, we spent another four months polishing the game, preparing it for release; finally, by the end of January 2010, the game was ready.
So, it's been a bit over a year of development, including preparation for both contests (we also won the "Best Game Design" award in ArtFutura 2009), setting up the Facebook profile and the websites for the game and the team.
What one thing would you tell someone to convince them to get your game?
If you've ever lost a Tetris game waiting for the piece to fall down and remove a bunch of rows, then this is your game. Anybody can enjoy it, and it is really addictive. It's also a fresh experience, and it turns upside-down the puzzle genre (and the players' brains), making them think of the consequences of just turning the board. There's also a mystery tale with a shocking ending, an editor to create your own puzzles, and the possibility to play brand-new user-created puzzles on a regular basis. And if you're up for some competition, you can compare your solutions with other people through Xbox Live, and Facebook too!
Our players are sending us some pretty interesting ideas to make Rotor'scope even better, and, right now, our priority is to answer them. We're already working on the first update, which will include some performance enhancements, and also new content for the game and the "Rotor'scope Club" in Facebook.
We have our table full with some new prototypes we're working on, and even contemplating the possibility of taking Rotor'scope to other platforms as well. Another priority for us right now is to explore the potential of Facebook integration for Indie Games; for that purpose, we're already working with other developers that have shown interest in adding social features to their own games.
If you'd like to give Rotor'scope a spin (see what we did there?) you can buy it on Xbox Live Indie games right here. If you'd like to have your own shot at converting our readers into fans, email justin aat joystiq dawt com, subject line "The Joystiq Indie Pitch." Still haven't had enough? Check out the Pitch archives.
- Key specs
- Reviews • 365
- Game format Optical disc, Downloadable
- Online features Multiplayer, Voice chat, Video chat, Store
- Drive capacity 4 GB
- Controller type Wired, Wireless
- Motion controls Camera / optical
- Video outputs Component, HDMI (v1.4)
- Weight 10.9 lb
- Released 2010-08-03
Microsoft Xbox One