Galway Games Gathering / 17th September 2017

Cerebros was on display at the Galway Games Gathering at GMIT in Galway. Unfortunately due to circumstances, Cerebros wasn't present on the Saturday, the busiest day of the event; however, while there wasn't a huge volume of players on the Sunday, the quality of feedback from people in the industry was invaluable. I didn't get a chance to see or hear any of the talks but from what I've heard from people that did, most of the talks were informative. The other games on display at the event were of high quality and are too many to name and shame. 

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A member of the team receiving some training learning how to drive: 

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Insomnia 61 / 24-28th August 2017

Cerebros was on the road again and also in the air: traveling all the way to Birmingham, UK to Multiplay's Insonmia 61. Suffice to say, this event dwarfed all the previous events in terms of volume of gamers passing through the hangar doors (the entire space rented out for the event felt like a huge hangar). 877 players tested and hopefully enjoyed Cerebros. There was a lot of positive feedback and some negative which was welcomed and embraced to feed back in to the game and improve it. I'm looking forward to going back there next year for Insomnia 62.

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Statistics from the weekend

Players

  • 877 gamers played the demo
  • 190 - Friday
  • 245 - Saturday
  • 253 - Sunday
  • 189 - Monday
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Progression

  • 804 gamers passed the tutorial section
  • 210 gamers passed the first section
  • 128 gamers passed the second section
  • 42 gamers passed the third section
  • 29 gamers were able to complete the demo
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The guys and gal (in the image below) from Ministry of Gamers YouTube channel - a really good gaming YouTube channel - stopped to play, and graciously included footage of Cerebros in their Vlog of their weekend at Insomnia 61: https://www.youtube.com/watch?v=JK75hdcsRQ4&t=3m44s

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DiernTenory interviewed me at Insomnia 61 and let me talk about Cerebros and its mechanics:

Dublin Comic Con / 12-13th August 2017

Cerebros was on the road again to Dublin Comic Con this time. There was a massive Indie section on the second floor of the Dublin Convention Center in the Wicklow Hall. There was significant thoroughfare and the game received a lot of positive feedback from gamers and I received copious amounts of player data to help improve the game. Thanks to David Williams from Pulse College for hosting the Indie section and all the other Indie developers for a great selection of diverse games (list of all games below).

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Statistics from the weekend

Progression

  • 214 gamers played the demo: 119 on the Saturday and 95, Sunday
  • 200 gamers passed the tutorial section
  • 94 gamers passed the first section
  • 46 gamers passed the second section
  • 21 gamers passed the third section
  • 19 gamers entered the boss battle
  • 12 gamers were able to complete the demo
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Player Actions

  • 6,541 Switches of Color State
  • 4,683 Jumps
  • 652 Dashes
  • 277 Weapon Changes
  • 50 Equips to Pistol
  • 139 Equips to Shotgun
  • 70 Equips to Sniper

Weapon Actions

  • 22,345 shots from Pistol; 12,455 hit for an accuracy of 55.7%
  • 15,984 shots from Shotgun; 2,322 hit for an accuracy of 14.5%
  • 1,916 Grenades thrown; ,1,124 hit for an accuracy of 58.7%
  • 813 shots from Sniper; 447 hit for an accuracy of 55%
  • 376 Melees; 129 hit for an accuracy of 34.3%

Player Stats

  • 12,546 times Healed
  • 3,084 times Damaged
  • 180 Deaths
  • 1,804 Damaged from Front
  • 630 Damaged from Right Flank
  • 372 Damaged from Left Flank
  • 275 Damaged from Back

 

I played the majority of the Indie games on-show but didn't have time to play them all:

Oculus Rift and VR Development

As a First-Person perspective game, Cerebros lends itself to virtual reality [VR] easily. I was undecided on whether or not to expend resources, time and money, developing Cerebros as both a conventional and also a VR experience. I thought the visuals and mechanics, especially the bullet-hell traits, would add a lot of value to a VR experience and generate value for the game as a whole. Thanks to the kind support of Oculus in donating a Oculus Rift and Touch Controllers, I've decided to port it to the Oculus Rift and looking forward to all the challenges that will respresent. Thanks again Oculus! 

https://www.oculus.com/rift/

Insomnia Ireland / 9-11th June 2017

So I attended Insomnia Ireland over the weekend in Killarney, Kerry. It was a great event to be at and Multiplay were very welcoming and generous of their time and space and of giving their equipment for all the Indie developers to use. I received great feedback: both in compliments about the game and how well it played and general feedback to adjust and fix areas of the game. Cerebros was played by over 200 players over 3 days and over 30 players completed and finished the demo and posted a high-score. Here is some footage from the event: 

Here is in-game footage of the build players were playing at Insomnia Ireland:

There were also other excellent Indie games on display:

Shadow - a creative clever concept where you manipulate orbs of light to effect shadows to enable your shadow form to move around the level

Nature's Zombie Apocalypse - a fun top-down local multiplayer wave shooter with inventive bosses. 

Space Toads Mayhem - a 2D shoot'em up with a great aesthetic and wicked power-ups.

Beyond the Void - an RTS slash MOBA which had great art design and game aesthetic. 

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