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 to play 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.

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 on Facebook, 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).

Tormented Souls, the winner of the night

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

Keeping the abstract style.

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.

This is how it looks when it’s a work in progress. Once the pacing has been set, interactive triggers can be put in place.

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.

The Game Summit experience

This time, we’re going to tell you about an event where 1 Simple game had the honor of participating in charge of design and visuals: Game Summit.

The first edition was held at the end of November 2019 at Centro Cultural de España en México (CCEMx), Mexico City. This event came to be from the need of having more specialized knowledge about videogames in the region, in Spanish.

Inspired by big conferences such as GDC in San Francisco, some professionals from the region such as Antonio Uribe, Arturo Nereu, Guillermo Vizcaíno, and Óscar Noriega (RIP) wanted to bring to Mexico a series of talks and the chance to get together that was unattended in the country up until then. The event would be focused on developers, not to have business meetings, but to learn and share experiences.

Our Director, Ovidio Escobedo, was also part of the coordination team for Game Summit and remembers fondly the guests and participation there were. This was organized “to and from studios, to form a mixup of our collective knowledge”.

He also recalls that the biggest complication was convincing guests and sponsors to trust the project, being a new event and all. However, over 40 Mexican studios participated. Some of them said “we finally meet in Mexico”, because this kind of event was regularly held in other countries.

Game Summit was an effort to connect the national community. Only one of the talks was held in English.

For the 2020 edition, the event was completely digital, given the health circumstances.

We’re very excited to have an in-person event such as this again when it’s possible to do so.

If you’re interested in those game development themes, we will invite you here.

Google Indie Games Accelerator 2019

We would like to share an experience that had an impact on our studio since we had the chance to assist. We were part of the Google Indie Games Accelerator (IGA) program in 2019.

Among over 1700 projects of 37 countries of Asia, the Middle-East, Africa, and Latin America, 30 finalists were chosen to visit Google’s offices in Singapore. There were a series of boot camps and workshops with indie gaming industry professionals, and some activities to improve the projects’ organization and projection.

This second generation of IGA was the first opportunity for Latin American participants. Of the 30 projects that arrived in Singapore, two were Mexicans. Mum Not Proud with Baikoh and us, 1 Simple Game with Chronoloop (we promise more info about this game soon enough!).

The first trip took place for a week in July 2019.

Can you believe that we traveled to the other side of the world and they took us out for tacos? (They weren’t bad)

Besides the boot camps, we received constant feedback from advisors.

In December, we visited Singapore once more, to graduate from the program.

Mexican candies were a total success!

Between the lessons, we learned were to be more demanding with ourselves, structured, and keep improving our projects.

In such an international environment, we realized that we needed even more understanding of the business side of things; to stop looking at our work from the perspective of artists or creators and also think like businessmen.

We also noticed our strength on the creative and visual side of things.

Thanks to IGA, 1 Simple Game’s studio dynamic matured. We’re all here sharing our passion for video games, and maybe we started at this as a hobby, but this is a business too, so there’s a need for professionalism. 

The contacts we made there have been invaluable, both with other participants and our mentors.

In other aspects

What surprised us about Singapore? Its’ mixture of cultures, and religious syncretism. 

Very few men had beards, so Paco and Ovidio really stood out!

That time was of extreme value to us, so without hesitation, we would recommend applying if you have an indie studio. Every year Google opens applications for their Indie Games Accelerator, and they are opening it up to more countries.

We would love to see more success stories in our region.