My friend Charles Dickens loaned me some massive TVs that made this booth a sight to behold:
Deceiver got two honorable mentions for something something art-related, and best of show. The weekend was a lot of fun, and there were a ton of great games. BOMBFEST absolutely stole the show!
One interesting insight was that the game played really really fast, much faster than previous builds. One one hand, that's great, people love the action, but on the other hand, I could tell people were getting tired playing the game. It's very demanding. Players would become completely absorbed for 10 minutes, then snap out of it and say "okay that's enough of that".
That was one thing I noticed about the best of show winner MageQuit. Despite offering a lot of PvP action, it actually plays pretty slowly and gives players a ton of downtime. I realized this design works great for local multiplayer games where you're mainly trying to hang out with friends anyway.
This ties in with something I read a while back about the success of PUBG. That game also has a ton of downtime, which is great for streamers because they need time to interact with their chat.
For now, I tempered the pacing a bit by increasing cooldown times. It's a stop-gap measure. I would like to find another way to facilitate those all-important peaks and valleys in pacing. I think larger maps and larger teams would be a great way to do that.
I made some major improvements to the website on the advice of the illustrious Jessie Kooner.
I also submitted a Steam store page for approval from Valve so people can wishlist the game.
This leaves two items on the alpha release to-do list. First, I'm waiting on itch.io to enable OAuth support. Second, I need to buy and deploy some dedicated servers.
I wanted to release tomorrow, but it's looking like I'll have to push it to next week. At any rate, it's getting close!