You can add I’m Not Jelly tag to your Twitch stream
Some months ago, when we announced I’m Not Jelly, we uploaded a Playtest version of it to Steam. Even though it’s a very early combat test, the comments that we have received are quite positive, and have helped us to improve several aspects from the game.
We’ve been lucky and some streamers have played our game on their channels, even though at the beginning they had to use tags such as “roguelike”, so now we have our official I’m Not Jelly tag for Twitch.
If you or someone you know want to stream I’m Not Jelly, feel free to do it, and to reach out to us through your favorite social media page so we can try to see your stream and answer questions you might have.
We will keep working hard developing the game, the trial version currently online will change a lot for the final release.
I’m Not Jelly is part of the 3 Finalists for the Audience Choice Award at Rogue Jam!
It’s been a few months since we announced our incoming project, I’m Not Jelly, and the reaction to it has been incredible. We have received support and great feedback from people all around the world!
While we continue its development journey, we entered a very special contest: Rogue Jam. There will be many categories for this, but there is one that has already been announced, the Audience Choice Award. Over 50 games were nominated, and each team had to convince fans to vote for them. After a few weeks of voting, this was the Top 3 that made it to the finals:
Yep, I’m Not Jelly is there! Thanks to the help of our community, and people that liked our game enough to vote for it, we have a chance to win! Now the decision will be in the hands of the judges, and we will know what happens when Rogue Jam gets broadcasted through IGN in a show between April and May of this year.
We’ll keep you posted about the results.
I’m Not Jelly won an award at Ventana Sur!
Audiovisual entertainment is a fundamental part of our daily lives. Some events celebrate both cinema and video games. Such is the case with Ventana Sur, organized in Buenos Aires, Argentina by the country’s Instituto Nacional de Cine y Artes Audiovisuales (INCAA) and the Marché du Film of Cannes Festival. At the end of 2021, we participated in their videogame section named Las Maquinitas. We were nominated among other incredible Latin American titles.
We won the Zvook award! This means that I’m Not Jelly will get voice acting.
When this game comes out, it will come with the talent of this studio, and we’re sure that it will add depth and personality to our game.
We want to publicly thank Zvook and the organizers of Ventana Sur – Las Maquinitas for their trust in our project.
Several months will pass before we can show you the results of this award, but the wait will be worth it.
I’m Not Jelly is on G. Round!
We’re participating in the platform G. Round, from the same organizer team as Global Top Round. From November 10th to December 7th, I’m Not Jelly is available toplay and comment here.
G. Round “is an exclusive community-driven platform where we carefully select a limited amount of games every week for our community to play and test. In turn, we are also dedicated to helping game developers gather feedback from the players to improve and polish their games”.
We’ve had the fortune to have people from all over the world playing I’m Not Jelly and giving us their opinions. Some content creators have uploaded videos from our game, even in languages such as Romanian. We’re flattered that so many people have enjoyed the gameplay and visual style of our project, and the points to improve that they have given us are things that we’re already working on.
We’re super grateful to G. Round for the space, and with its awesome community for accepting I’m Not Jelly. Remember that you can also join its Playtest from their platform, or directly at Steam.
1 Simple Game is one of the 10 chosen studios at Global Top Round 2021
We already wanted to share this amazing news: we participated in the Global Top Round 2021 program, and with our game I’m Not Jelly became one of the 10 chosen studios for their indie games acceleration.
Here’s the full roster:
According to their page “GTR is an interactive accelerator program dedicated to supporting small studios from all over the world with the development, publishing, and fundraising expertise they need to take their content global and make their businesses sustainable”.
Among other things, this means access to a network of experts in all these themes, workshops, and meetings for several months. This announcement of being part of the 2021 GTR generation is only the beginning of what will happen because of this event.
As you can imagine, all this is still in process, but when we can share something about I’m Not Jelly’s new allies we’ll make sure to let you know through here. At 1 Simple Game, we’re going to focus on developing the game in the best possible way, on a global scale. That a team of connoisseurs from around the world has given it recognition like that motivates us to make it reach its maximum potential.
The Lullaby of Life won an award at IndieCade 2021!
We’re super excited to tell you that…
The Lullaby of Life won the Game Developer Choice Award at IndieCade 2021!
This honor was bestowed upon us by a jury of gaming industry professionals, and our fellow nominees.
IndieCade Anywhere and Everywhere was an online festival once again, from October 22 to 24, on their Twitch channel, and also rehosted by us.
The organizers of the event are, in their own words: “an expansive team of dedicated individuals who truly believe that we can make an impact on the industry and ultimately the way the world plays, understands, and is impacted by games”.
Before the pandemic, it was held in Culver City, United States. It was known as the “Sundance of videogames” for its independent and innovative spirit, with auteur’s games that take bigger creative risks than others.
Besides being happy for our nomination, we think that The Lullaby of Life is ad-hoc to the festival, given its concept is open to interpretation. Remember that you can play it on Apple Arcade.
The category that The Lullaby of Life was particularly nominated on was Audio Design, so we want to give a shout-out to our partners at Soundscape!
Introducing I’m Not Jelly!
We were dying to finally share our next project with you: I’m Not Jelly. Now that we’re finally showing things about it and presenting it at events, we couldn’t waste the opportunity to write about it on our blog.
We’re aware that as a player, you expect that a game convinces you before investing in it, so we will be posting more information, images and gameplay, through our social media channels constantly during development, and we would love to have your support or that you share it if you like what you see. We’re mostly onFacebook, Instagram, Twitter& Discord.
The official game description goes like this:
“Conquer different planets at war by hacking and slashing through plant foes in roguelike style missions. Watch over your mothership to unlock, upgrade and customize Jelly characters for accomplishing objectives and defeat powerful bosses!”
But we can tell you a couple of other details, direct from some members of 1 Simple Game involved with the game’s development. For example, that this isn’t the first iteration, but it has had changes in visual style and even in the genre.
With I’m Not Jelly we will make an action game for big platforms, with a strong pillar of humor that you will see little by little.
Some references we had for this game are Hades (and other titles from Supergiant Games) or Hob, and visually TV shows such as Rick & Morty and Invader Zim.
If you want to play I’m Not Jelly, you can register free of charge for the Playtest directly at Steam, and add it to your Wishlist. This very early test version is for you to have a better grasp of what the gameplay is going to be like.
Two of our games were awarded as Finalists of Xsolla’s Awards!
We’re very happy to tell you about some acknowledgments that two of 1 Simple Game’s projects got. Chronoloop and The Lullaby of Life were a part of the 11 finalists of the XDC Contest for Latam Developers.
The organizer of these awards is Xsolla, a company that offers several services to connect creators with their public.
This July 27 was the online event Game Developer Day Latam. After a series of conferences about best practices in diverse aspects of videogame development, the winners were announced.
The biggest award, “Best Game by Xsolla’s Choice” was for Tormented Souls of the studio based in Chile, Dual Effect. Mexican studio BitAll Force received a special award for Dark Tales from México (Prelude). The other 9 finalists were:
Poveglia la isla del no retorno (WBStudios Games)
Dwarf Prison (Canny Capy)
Rifters (Spartan GG’s)
CHRONOLOOP (1 Simple Game)
Evil Wizard (META Publishing)
The Last Friend (Ludus Games / The Stonebot Studio)
THE ORIGIN: Blind maid (Warani Studios)
PARALLEL (Rodrigo Banzato)
I’M NOT JELLY (1 Simple Game)
Furthermore, 28 games were selected as semi-finalists. There we can found other Mexican games such as Greak: Memories of Azur (Navegante Entertainment), Lonesome Village (Ogre Pixel), Mosha Online Episode 3 (Mosha Games), and Running Fable (Seashell Studio).
We want to congratulate all the Latin American studios whose games were acknowledged in this event! We are more experienced every time and with more visible projects.
After these awards, we were pondering and we’d like to give you some advice.
-Once your game is in a stage advanced enough to be shown to the public, it’s good to take part in everything that you’re able to. You need to seize these opportunities and have a go at them. Now that many events are virtual, chances are available that might have seen impossible when everything was in other parts of the world, and in person.
-Keep working on your content, renew it constantly. Have its most recent information at hand if you want to participate in several contests.
-When you have the chance to win, make the most of the awards.
-Depending on the objectives of each studio, think about your goals, the event’s profile, and if it aligns with your project. Above all, if it has costs.
We know that more awards will come for the Latin American industry.
A glimpse at the creative process behind The Lullaby of Life
At the end of July 2020, The Lullaby of Life arrived at the subscription service Apple Arcade. If you already had the chance to try it and you were left with doubts, or you just want to know more about how this game was created, we will tell you a little about the creative process behind it.
The philosopher Friedrich Nietzsche used to say that “without music, life would be a mistake”, and in the case of The Lullaby of Life, life without music wouldn’t even exist. Although the story and setting are deliberately ambiguous to give place to the player’s interpretation, we can tell you this.
As the game’s description on Apple Arcade says: “Explore this amazing world that combines relaxation, dexterity, and agility, and help it reach its full splendor by using the power of music to make life bloom”.
But how was this concept reached? As a result of the Global Game Jam 2017, with the theme “waves”.
Now we will give you the perspectives of some members from 1 Simple Game involved in the development of The Lullaby of Life.
This is from the experiences of Paredes, Lead Artist. Silvacho, Art Director and Román, Creative Director.
Pare was the only one from the three of them who was present at the Jam where the basis for Lullaby was laid. He made some enemies for that first version. When the complete game was in development, he was in charge of redesigning some characters, exploring a big number of possibilities.
Since the protagonist is a magical/mythical/cosmic entity without many defined characteristics, abstract figures were used. Faces without many features maintain a level of ambiguity. Some of the most fun parts of the process were reinterpreting the main character and looking for its best version.
Some of the references for the characters’ symbols were Sumerian carvings or ideograms like the ones used in the Chinese and Japanese languages.
Some of the most difficult characters to make were the Elders, but they were perfect to make some creative workflow with several members from the Art team.
Given the undefined shape of the characters, to create them he imagined them like clay, and while drawing them they “came to life”, without imagining them completely from the beginning.
Silvacho joined the project when the concept already existed, but not its execution. He had a lot of creative liberty, so he could explore different styles to find the best fit.
Some advice that might prove useful: “First make the level that is closer to your general vision for the game”. In Lullaby’s case, it was the third one. If you have already played it, you might understand why, if not, let’s say that some of the most important mechanics from the game are there.
One of the references for the graphic elements was the YouTube channel Kurzgesagt.
Besides creating life, this game wants to take you on an emotional journey from chaos to peace.
Román had seen the prototype created for the GGJ before joining the studio, and he had the chance to take it in a new direction and give it a very thought-out background, in themes as diverse as Chemistry, Music, String theory, and some mysticism.
We can’t get into details about the exact theories that the game touches, because it might ruin the experience a little, but it’s highly likely that you have caught up on one while playing, or even looking at images.
Besides that, his main task was designing the game’s levels and their respective puzzles. To create these, some games that inspired the team were Portal or The Witness. Broadly speaking, there needs to be a road, an obstacle and a solution to be found.
The Lullaby of Life has been available for a year, and it had an important update where the new “Playground” mode was unlocked, with a new map with different challenges and new hidden characters.
This project has been very important for 1 Simple Game, the melody of life is definitely not over.
Contributing to the future with GDL Impulsa Labs
You might not know about it, but our CEO Paco comes from an entrepreneurial background. So when he heard about Ciudad Creativa Digital (CCD) and Guadalajara’s government initiative GDL Impulsa Labs, he wanted to be a part of it.
It’s defined as a program to support high-impact entrepreneurship in digital creative industries. 50 projects from designers, visual artists, programmers, audiovisual artists, scriptwriters, photographers, and software/videogame developers were chosen.
These could be from professionals or students, and already in development or looking to start it. In April 2021, these entrepreneurs were found and a series of activities started, to culminate in November of the same year with a round of investors who could support some outstanding projects.
The Director of CCD, Antonio Salazar Gómez, and Fabiola Magaña from Redbean (the platform through which entrepreneurs progress is tracked) are watching over this initiative. Paco acts as Mentor and Startup Advisor coordinator, considering that he’s a specialist in creative industries.
In Guadalajara, they are striving to make the city a hub of new startups that make the most of many Mexicans’ creativity. Impulsa Labs wants to give them tools for the entrepreneurial ecosystem to level up, with their consultancies, Masterclasses and mentoring.
Thus, for example, a recently created studio could benefit from others’ experiences and have a professionalization of their activity from the start; so what they do doesn’t stay as a hobby but becomes a viable business.
As GameDevsMX wants to link existent studios for the industry to grow together, this kind of activity with entrepreneurs can help new ones get there faster.
Having the chance, here in 1 Simple Game we think that there’s no reason not to try and give back to the community.