QLRZ (colorz) has had the honor of being featured in Stamina, a Nolife (french video game TV channel) show by Medoc!
— QLRZ (colorz) (@QLRZgame) 24 Octobre 2015
Nearly 700 days after the initial idea and the first prototype, QLRZ (colorz) is now available as a pre-alpha early access game for windows and android platforms!
You can download the game for free at http://qlrz.itch.io/qlrz.
And you can also support the game, by making a donation, by telling your friends about the game, and by giving us sweet feedback.
That’s it, the EIGD (European Indie Game Days) 2014 are already over. Was it a good event? Indeed it was! I’m gonna tell you all about it, but first, why not put some music on, maybe some Sista M tunes :
EIGD’s third edition has been occuring in Montreuil (near Paris, France), on novembre 27th and 28th, and I was there, with about 200 other participants, most of them independant game developers, artists, game designers etc. Other trades were also present, from finance to marketing, and everything in between, like middleware and technical solutions…
It was quite a dense event: during the span of two days, something like fifteen talks and panels followed one another. The pace was thus pretty frantic. Sometimes, one has to make choices – not because two talks occur at the same time (it nevers happens), but because one has to decide between listening to a talk or show one’s game to a potential partner, another dev, etc.
Contrary to what I did for last year’s event, I came this year to the EIGD with a well advanced project and a playable demo, so I tried to make playtest sessions and opportunities for feedback and advices a priority, and I don’t really regret it.
I had the pleasure of presenting our game to various superstars from the industry, including Frédérick Raynal (Alone in the Dark, 2Dark…), Rami Ismail of Vlambeer (Super Crate Box, Ridiculous Fishing, Nuclear Throne…), Alex Houdent (Globz), Sos Sosowski (Mc Pixel…), Zuraïda Buter (Global Game Jam, and many other things), or Thierry Platon (EIGD’s organizer).
It’s clearly a big opportunity, being able to gather the opinions and advices from so many talented persons, even more so when their feedback has been positive and encouraging, and their critics relevant and useful. The concentration of Game Designers in the event was also significant. Same with game journalists. I thus made not only a nice loot of advices, but also harvested lots of contacts.
It all translated to many playtest notes that I still have to sort and implement, now that my sobriety is slowly coming back to me (the EIGD is also a very festive and convivial event, once the talks are over…)
The last part of the event was a Pitch My Game session, during wich I had to be brave and go onstage to present QLRZ with microphone, giant screen projection and all that jazz. I can’t say it was a pleasant moment for me, because of the panic I tend to experiment when being in front of an audience of more than one or two persons.
But I did survive, and hope I’ll do better next time, by talking louder, and pacing myself more. With that being said, the feedback on that part was also quite positive:
— yaki_ (@yaki_) November 28, 2014
About the talks and panels, I particularly liked the “10 minutes for an engine” panel, that presented a few game development frameworks and solutions. Each participant had made a different choice, and it translated into a very instructive and lively discussion about the strength and weaknesses of each.
The “Design a game for Oculus Rift” was also very interesting, although the discussion seemed to materialize only towards the end ; there obviously was still a lot to be said about these new devices and the VR technology, even though it’s already an old pursuit of our industry, more than 20 years in the making, it’s still in the early stages of its development. I also liked the opportunity that was given between talks to test the devices, an experience I recommend.
Another recommendation, if you happen to make games, is that you come to next year’s EIGD!
Hey QLRZ, what’s kickin’?
– we’ll demo our game on november 18th at the Robin des Jeux games store
– QLRZ is part of the European Indie Game Days Awards 2014’s selection. You can vote for us (and other games) on their website : http://www.eigd.org/fr/content/qlrz. Votes are opened until november 24th.
– QLRZ will be available for demo / test during this year’s EIGD (27 and 28 november 2014 in Montreuil, France. All the info is at http://www.eigd.org/, don’t fret and come say hello!
– we’ve also been selected to present the game at the november 28th’s Pitch My Game. It’s a free event where you can discover the next videogames hits. Again, all the information you need is at Pitch My Game
Here’s a short video, we think time has come to show a bit more of our game.
The video really starts at 00:19, and please don’t hesitate to click full-screen mode.
Ingame music is “So Sick (instr.)” by JMDeeBeat.
Don’t forget to follow us on twitter :
The current title screen for QLRZ is really starting to kick major booties, so here it is for your enjoyment.
An original realisation by the great Lionel Prats, © 2014.
It all began in august 2013.
After trying many game creation engines and solutions, I decided to go with Game Maker, a program that had many vantages : it’s free to try, and getting a functionnal prototype is dead easy.
Those were the most important aspects at that point.