So... a year of development has passed and we're onto the next chapter. Let's go back in time and take a look at how far we've come as well as some behind the scenes looks that are usually only available via our Discord Server.
We started off with very minimal direction. An idea, a ton of passion and a fractional vertical slice.
Our goal was to rival the zombie game genre and create a brand-new and engaging experience for almost anyone to play. A glaring issue was the lack of entry for new gamers and the general flow of getting into a game with your friends was not as easy as it could be.
We decided to apply for Insomnia 68, a national gaming event in the UK. We had no idea how people would perceive the title and really, this was a major turning point for us. If nobody liked the game in it's prototype-y state, we were going to pursue a different project.
A lot was riding on this...
Luckily, to our bewilderment, we were met with smiles, laughter and curiosity. Whilst I was fixing the major multiplayer bugs in the corner, you guys were slapping, throwing and whacking your way to victory (although, at this point, there was no way to win!)
Our team welcomed a brand new member, Liam, who visited the stand and was keen to work with us to help with production. His influence has helped to build up our business backbone and develop an effective production plan.
A2Z Interactive approached us shortly after and proposed a co-dev deal, allowing us to elevate the game to where it now stands today.
Using what we'd learnt from Insomnia 69, we decided to show our game to a wider audience. Whilst the game was nowhere near as polished as it should have been, we were met with wonderful critique, and lovely words of encouragement.
In particular, we'd like to take this time to express our gratitude towards Mattathon and PastNirvana for streaming our game!
Thank you to those of you who took a look at the game throughout the event, it has really helped to shape our game for the better.
That (roughly) brings us nicely to where we are now.
Over the last few months, we've been working hard to rebalance, recreate and revamp the core systems and areas.
The Pit is the most crucial area of the game.
Lore-wise, it's where contestants live and breathe. Whilst it's covered up to look homely and comfortable, the gameshow host will shortly plant you in front of an expansive audience that are yearning for any form of entertainment.
Gameplay-wise, players can customise their character, play minigames and reach the end-game.
As a result of these motives, we needed to once again recreate The Pit area to be readily explorable and exciting. (The following images are not final).
The Rooftops (the first level) is also receiving a much-needed recreation. I won't go into details of this yet. Stay tuned on here for further details in the coming months!
From the bottom of our slappy hearts, we're extremely grateful to have provided you with a whacky escape to a hand-crafted, love-filled world.
Regardless of where this game goes, we couldn't have asked for a more loving community. Thank you.
This next year is going to be MASSIVE. We're rethinking our social media campaign, investigating publishing deals and looking to expand to the masses.
A week ago, we started our Christmas break. We will be returning to work at the start of January. You can expect our social media to have a lot of changes by mid-January - including a Discord redesign, general improvements to Slap-It's image and much much more.
I'll be keeping you all posted much more regularly from February with even more plentiful progress.
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Have a wonderful break, and if you celebrate it, a fantastic Christmas!
- Matt, Game Director