Oddhop Holiday Gift!

Hey, long time no see! We have some news for you: to celebrate the holidays Oddhop is now FREE for a limited time on the App Store! That means now is the perfect opportunity to "hop" in and try the game! Do spread the word out if you enjoy Oddhop and maybe even consider giving us a rating / review on the App Store. Cheers! :)

Download on the App Store Get It On Google Play

So, happy holidays from us! We'd also like to thank our early players who had purchased Oddhop since the launch in May, and hope we can get more people on board with this special occasion. See you next year!

Today is the day: Oddhop out NOW!

See what I just did there with the post title? I avoided starting the title with the word Oddhop! Had to break that particular pattern. ;) Anyway, this is just a quick announcement that the game is indeed out right now, so you should go and download it!

It's free on the Google Play Store (ad-supported, but don't worry — you can purchase the ads away) and $1.99/1,99€ on the App Store. BUT, if you act quick, you can get it on our celebratory launch sale for 50% off, so it's just $0.99! The launch sale ends in a week (May 20th to be exact), so now is definitely the best time to "hop" (pun intended) on board! :D

Download on the App Store Get It On Google Play

Personally this has been — once again — quite a journey, with a small-turned-out-to-be-not-small-at-all project so I am very glad to have the game out, finally. Hopefully the launch goes without fatal issues (wish us luck!). Also happy that I managed to ship a game while hooked on Dark Souls III:) Anyway, that is it for now. Enjoy the game, maybe even give us a rating on the stores and feel free to comment or even write a review!

Oddhop launches on May 12th!

Good news, everyone! I'm proud to announce that the puzzle game we've been working on for the past 2+ years is finally releasing! And quite soon, too: the Oddhop launch date is May 12th:)

We're launching on the App Store and the Google Play Store simultaneously. The game will be $1.99/1,99€ on iOS, and free (with ads) on Android. However, to celebrate the launch we will be putting the game on sale right off the bat! So for the first week after launch (up until May 20th) Oddhop is 50% off! No reason not to grab it, right? :D

Finally: here is the launch / gameplay trailer. Take it for a spin if you've got a spare minute, and do give the video a thumbs up if you enjoyed it and/or are looking forward to playing the game! Comments are also most welcome, as always. Thanks for the interest and enjoy the trailer! :)

Oddhop Visual History

When starting work on the original prototype that eventually became Oddhop, I thought it would be fun to collect some images along the way. And this is what I did — so here is a post showcasing various images from the old, ugly prototype to the now nearly finished (at least visually) game. :) Personally it is motivating to look upon these images, as the game looked like shit not too long ago, so some progress has definitely been made!

So let's take a look! You can click on the pictures for a bigger view. :)

Early prototype (the "Looks like shit!" period)

You know that period of time where you are afraid to show your prototype to anyone, because it looks so bad it might actually physically hurt some people? Yeah, this is that period. :P On the left above is a screenshot taken on 17th of February, 2014. It's from the very first prototype, back when we had square levels! Those creatures would all rotate around in unison, for no reason other than it looked funny. :D On the right is how the game looked with hexagonal levels (March 2014). I quickly realised I wanted to use hexagons, both for visual appeal and also for more varied gameplay (more movement directions). I had my first animated (test) creature made at that point.

More prototyping (a.k.a "Polishing the turd" period)

(Not that I'd show these to anyone, either. Except now I guess I did.) Here on the left we have a radial hexagonal level (November 2014). Switch from rectangular hex levels to radial was made purely out of aesthetic reasons. It just looks much better. :) Here you can also see the first iteration of the creature that ended up being blue in the final game.

On the middle is an early 3D background test (February 2015). Initially I had the idea to use lightmapped 3D scenery as the background. It would have allowed some nice things like different light maps for different times of day (it was simple to swap lightmaps in Unity 4.x, Enlighten[yuck!] in 5.x made that not-so-simple to pull off), and also opened up the possibility to use some premade assets (rocks, trees, etc.) without having to model everything myself. Those cliffs pictured are my own (quick test) models, though.

I played around with the 3D backgrounds for a while, including 2D trees on top of the scenery. It wasn't really working so I ditched the 3D stuff and went for image backgrounds. In retrospect it was a good decision even though it meant much more work! :) So, on the right there is an early version of the swamp background theme (June 2015).

Starting to look like something.. (Other than shit.)

On the left is some lighting color studies I made, when searching for a pleasant color scheme for the swamp (June 2015). (As a side note: I really want to work on a PC game in the future and use proper, dynamic color grading!) Note the flowers on the background, we took those out soon after this. In the middle image (July 2015) the lighting is starting to look like it's now. At this point there were still no other backgrounds done, only the swamp! :P I made the backgrounds in decreasing order of complexity: swamp first (it needed render textures and shaders for the water animation), then the lake (water shader), snow (snow flake particles) and finally the forest (nothing special). That also was a quite good decision, if I may say so myself. :)

As for the lake theme: for some time I was just using the swamp trees on a green background with a blue diamond slapped in the middle as a placeholder, it looked quite horrendous (as you can imagine) and Teemu (the game designer) hated it, so I finally started working on the proper lake. On the right is an early lake screenshot, shortly after that disgusting blue square. (August 2015).

..but still not quite there, yet..

Here's more progress on the lake theme (August 2015). In the middle there is a first 3D test of the new "revolving platform" gameplay mechanic, originally it was a 2D gear sprite (October 2015). And finally there is a random night-time shot, showing the old placeholder portal graphics (November 2015). It is the forest theme, but as you might notice I only have a placeholder background texture there and the trees are from the swamp! :)

And finally, here is a shot showing the work-in-progress version of our "portal" wells (December 2015)! That's it for now, I have some WIP UI stuff but that's not very interesting (I would think), so I guess this shall do the job. :) Let me know in the comments (or hit me up on Twitter) if you liked/hated this post!

Oddhop Status Update #3


Phew! I barely made this third monthly update in time! I don't have a new screenshot to show this time, but wanted to show the new MHGames logo I made a while back. The old one was quite badly dated and needed some refreshment, I made something simpler and cleaner looking. :)

We've been expanding our closed Alpha-group quite a lot on both Android and iOS (if you want to try the game, drop me a note!). The initial feedback has been great, even though not many people have finished the game, so we haven't really received any definitive data on the difficulty level of the game. If you're part of the testing group, reading this and feeling a stab in your heart, you need to play more! ;) Okay I'm (partly) kidding, of course. :D

Speaking of difficulty level: we developed a gut feeling that the Water-levels were actually easier than the Swamp-levels, so we've switched things around: Water-level pack is now II, and the Swamp is III. Not that they need to be exactly in difficulty order (as that varies per person), but I think they're better this way.

Oddhop TODO-list, March 2016

Again, in no particular order, here are the things still need to be done. I added couple of things that I had forgotton earlier.

  • Sounds & Music: Not much progress with sounds, I added a couple of effects but we're still missing some. The ambient background soundscapes are still missing, as is the theme song. But we are currently working with a composer so hopefully we'll get the music sooner than later!
  • Polish and more polish! See, I removed one instance of "polish" from the list? :) In other words I have been doing missing menu animations, added some campfires to the night levels (for added variety to the existing torches). The biggest polish thing I did was adding dynamic eye movements to the creatures. They now look at various things in the playfield and react to gameplay events. That worked quite well IMHO, added lots of life to the creatures! Definitely was worth spending one Friday-afternoon on!
  • Further testing: With the latest Alpha build I pushed today, I made an experiment and switched to using IL2CPP scripting backend on Android (like already on iOS) instead of using Mono. This approach has both pros and cons, so I'm keeping an eye on this and decide whether the time is right to actually release the game with IL2CPP or not.
  • Promo stuff: I need to take up-to-date screenshots for both App Store and Play Store, which is going to be painful especially with App Store requiring screenshots for various screen sizes.. I've already done some of that work for the Alpha, but I think I need to retake most (if not all) of them. :(
  • Launch trailer: This is obviously also promo stuff, but I separated it since it's quite a biggie! Still not sure how I'm going to do the trailer. Clearly the approach I used for the teaser is not good, too much cropping needed which results in mushy looking video. I'm probably going to render the trailer in-engine, so I don't have to learn how to use any professional video editing software! :D

Not going to do a full list on things I have done since the last update, but here is a brief summary. I've done the social gaming integrations (meaning achievements, leaderboards on both platforms), statistics are now gathered, did the above mentioned eye movements for polish, and our sole In-App-Purchase (ad-removal on Android) works. I've also cleaned up and optimized the code, getting rid of the old and nasty prototype parts. So yay me! Solid progress, even though I have been playing quite a bit of Earth Defense Force 4.1;)

See you in a month, maybe?