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Boot Hill Heroes now Available on PC

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Published on: April 9, 2014

To celebrate Experimental Gamer going to PAX East this weekend, Boot Hill Heroes can now be purchased for PC.

I was hoping to release the game through Steam, the Humble Store, or Gog. But the game is ready and not willing to wait for those platforms. For now, you can purchase the game through e-junkie.

I’ll be emailing those that pre-purchased the game through e-junkie.

Enjoy the game!

x click butcc Boot Hill Heroes now Available on PC

short001btn Boot Hill Heroes now Available on PC

List of Bugs in PSM Boot Hill Heroes

Categories: Boot Hill Heroes
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Published on: April 6, 2014

Here are a list of known bugs in the game.

  • Four Lions Defeat Crash Late in the game, the Boot Hill Heroes will go up against four lions (sorry, spoilers).  Upon defeating them, your game might crash after XP and VP have been doled out.  This is due to a message size limitation on PSM.  The four lions may drop so many materials that the message to display these drops may exceed this limitation and crash the game.  Since there is a random element in material drops the crash may not always occur.  Fix will be submitted in the second patch.

 

  • Where’s the broom?  This might affect anyone starting a new game after the first update goes through.  If you open the application and continue a game, then quit the game, then start a new game, the variables won’t reset.  You’ll know very soon if this is the case because you won’t be able to find the broom at the beginning of the game.  Exiting out of the application and then starting a new game should fix this. Fix will be submitted in the second patch

 

  • Mom disappears after Varmints are eliminated. Early in the game, Kid’s mom will ask him to kill five varmints lurking in the barn. After the player completes this task, they can return home to talk to mom and advance the plot. However, if you defeat the five varmints (this includes the Weezler, king varmint), then go in the living room to see mom, but then leave the room, mom will be gone forever. You would need to restart the game to return to an earlier save point. If you save the game in this state then there is no way to fix the issue until a new build is up in the PSM store. Fix will be submitted in the second patch

 

 

  • When continuing a game in the second map of the Whisker Woods, party is missing and cannot move. This is a mistake where saving your game with Rusty causes on this map causes the location value to be incorrect. Avoid saving your game here. If this happens to you, then you must either restart the game or wait for a patch. If you accidentally save your game here and go to the continue screen, do not continue your game. Retry it instead.Fix will be submitted in the second patch

 

 

  • Music sometimes becomes corrupted after fighting squawkers in the farms. It’s a rare bug and is not game-breaking. The cause has not yet been identified.

 

  • Game crashes without explanation. When loading Swellsville, some PSM users have experienced intermittent crashes due to an out-of-memory exception. There is no consistent cause for this and a perfect solution has yet to be found. The town may have to change in size to accommodate all users. Further explanation here.

 

  • FIXED!  Slowdown bug. You’ll notice some slowdown when you reach Swellsville. If you go in the livery or saloon the slowdown will increase to 1fps and it becomes difficult to progress. This bug is further explained here. Fixed in Version 1.02 released April 16
short001btn List of Bugs in PSM Boot Hill Heroes

Boot Hill Heroes on PSM May Crash in Swellsville, for Some People, Sometimes….Sigh

Categories: Boot Hill Heroes
Comments: 3 Comments
Published on: April 5, 2014

UPDATE:  If you still experience this problem after downloading version 1.02, please let me know.

 

So far three people have reported this problem. When Boot Hill Heroes on PSM tries to load a large map, like Swellsville, it sometimes crashes. But not always. It doesn’t crash for me and it doesn’t crash for the review team and it might not crash for you. I believe it to be an out-of-memory exception error.

Now, the previous post I discussed a slowdown bug. That one was due to a careless error I made. One that is identifiable and able to be addressed. But this… this crash issue… oh man.

It’s the bane of any coder, an error that occurs without consistently and without cause. One that can’t be recreated and know conditions can be identified. I can’t tell you how disheartening it is.

I’ve been struggling with out-of-memory exceptions during development, trying to understand the pattern PSM uses memory and the conditions that cause it to run out. See PSM runs on a virtual machine, an emulator which runs on the operating system. I believe this to be the reason for much of the randomness to it. I wasn’t able to establish a consistent pattern so I instead reduced the use of memory by a significant amount. This kept the game from crashing for me for several play-throughs. I fixed it… or so I thought.

Now my old friend out-of-memory exception is back and is making this game a frustrating experience for some users. Of course it doesn’t matter how unfairly random it is for me. It’s my job to fix it. People paid for a product and it’s ridiculous that it doesn’t work. If I was on the other end of this I would be furious at the developer. But I’m the developer and I can only beg for mercy!

I’m looking into the matter now and will find a way to address it by the next update (not the next update which fixes the slowdown issue but the one after that). If no solution is found, then I have a backup plan – gut Swellsville. Reduce the town size so that it is less likely to cause an out-of-memory exception. That’s how I fixed it before but perhaps I did not go far enough. Of course, I’d hate have to change a significant part of the game like that, so I hope there is an alternative solution. Since I have to wait for the next update cycle before I can submit a new build, I have time to find one.

Did your game crash in Swellsville? Please let me know if it did or did not.

short001btn Boot Hill Heroes on PSM May Crash in Swellsville, for Some People, Sometimes….Sigh

Oops! PSM Boot Hill Heroes has a Bug – Fix is On the Way

Categories: Boot Hill Heroes
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Published on: April 2, 2014

Well, I was hoping to launch the game without a hitch, but it looks like there may be an issue that will be apparent for early buyers of the PSM version of the game.  A fix cannot be applied until a few days after it launches on the store so I am powerless to stop it at the moment.

 

Players will experience some framerate drop in a few areas of the game.  There is a minor dip in Swellsville, and major dips in framerate in the saloon and livery.  This occurs about 30 minutes into the game.  There may be other areas where the bug causes slowdown, but I rushed to fix so I could submit a new build.  I believe that even with the slowdown, the game is still playable but it will definitely be annoying in those areas.

 

slowdown Oops! PSM Boot Hill Heroes has a Bug – Fix is On the Way
 

I have a build that fixes the issue.  Unfortunately, I cannot submit the build to the PSM store until the game is launched, and at that point, it will take a few days before the review team accepts the new build.  So some people are going to experience this issue and there’s nothing I can do about it.  Except maybe hide in my closet and cry but that strategy has never seemed to work in the past.

 

Hopefully, the new build will be accepted before the issue is noticed by too many people.

 

Now, you might be wondering.  How could you submit a game that had this issue?  Didn’t anyone test it?  What’s wrong with you?

 

Let me explain.  The game was tested and it was approved, but that was BEFORE I made a small change that resulted in this issue.

 

When the game was originally submitted to the PSM store, a review team tested the game and only found a couple slight problems that needed to be fixed before it could be approved.  I fixed those problems, but then I also made one more change (the one that causes the framerate drop).  The review team, understandably not interested in scouring every detail of the game all over again, saw that the problems they pointed out were fixed and approved the game.

 

I should not have tampered with anything else in the game, but I believed the other change I made to be entirely innocuous.  I was wrong.

 

So what change did I made and why did I make it?  I’ll share it with you if you don’t mind some coding mumbo jumbo.  It actually has to do with work on the Xbox Live Indie Games port of the game and it’s not very complicated.

 

See, certain events exist at certain times based on plot events.  Plot points are described with an enum type.  Ordinarily, when one of these events is on screen, the update method compares the plot conditions of the event with the current plot enum.  It uses a library function for enums, GetNames, to convert them to strings for comparison.

 

Enum.GetNames(typeof(Plot));

 

Now, for whatever reason, the Xbox Live Indie Games library cannot use the GetNames function.  So I had to write an alternative function for comparing plot events.

 

FieldInfo[] fiArray = enumType.GetFields(BindingFlags.Public | BindingFlags.Static);
foreach (FieldInfo fi in fiArray)
{
nameList.Add(fi.Name);
}

 

So this alternative function works on all devices.  Unfortunately, it also creates slowdown on the Vita hardware.  The more events on the screen that check plot events, the slower it’s going to get.  That’s why the saloon and the livery are the major choke points that I found.

 

I fixed it the easiest way possible.  I wrote a small check to see if the game was building on PSM, and if it was, it used the old reliable method.

 

So there you have it.  Sorry about the bug but maybe you’ll find the explanation somewhat interesting?

 

I’ll be sure to get the get the fix up as soon as I can on my end and notify everyone once it is available.  Hopefully there isn’t anything else that somehow escaped my attention!

 

 

 

 

short001btn Oops! PSM Boot Hill Heroes has a Bug – Fix is On the Way

Boot Hill Heroes on PSM April 2 with Exclusive Content!

Categories: Boot Hill Heroes
Comments: 14 Comments
Published on: March 28, 2014

Finally, after months of porting, Boot Hill Heroes Part 1 will be a downloadable title for PlayStation Mobile certified devices.  This includes PS Vita and Xperia tablets.  Here’s a list of other PSM devices.

BHHVita Boot Hill Heroes on PSM April 2 with Exclusive Content!

 

If you’re looking for the game on your Vita, you have to click on over to the “PlayStation Mobile” tab in the PlayStation Store.  There, you can probably find Boot Hill Heroes under new game releases.

BHHBuy Boot Hill Heroes on PSM April 2 with Exclusive Content!

 

Exclusive Content:  The Hangman’s Ballad

“The Hangman’s Ballad” is an exclusive side story that can only be found on the PlayStation Mobile version of Boot Hill Heroes.  This content adds about 3 more hours to the 10-15 hour game length (not including the excruciatingly difficult final boss who may require much more time to defeat).  “The Hangman’s Ballad” contains several new enemies and boss encounters along with new materials, weapons, and armor to collect.

 

The story of “The Hangman’s Ballad” is unlocked post-game (after the end credit sequence).  Our heroes will be asked to investigate a Chepakwik Indian raid on a wagon train at Crazy Bone Pass.  Moon Dancer is determined to get to the bottom of this unwarranted assault, but when she finds that her own brother, First Winter, is behind the attack, she finds herself torn between the desire to defend her family while maintaining the peace.

1 Boot Hill Heroes on PSM April 2 with Exclusive Content!

Crazy Bone Pass sheds some light on the history behind Bronco County.  A winding and perilous mountain passage, it is the only way in and out of Bronco County.

2 Boot Hill Heroes on PSM April 2 with Exclusive Content!

Brutal creatures like eagles, geckos, and lynx stalk the pass looking for unwary pioneers.

3 Boot Hill Heroes on PSM April 2 with Exclusive Content!

An encounter with the obstinate Colonel Middleton only serves to exacerbate the tensions between the militia and the Chepakwik.

4 Boot Hill Heroes on PSM April 2 with Exclusive Content!

Track down First Winter deep within the mountain’s caves.  Will this tale see siblings raise arms against one other?

5 Boot Hill Heroes on PSM April 2 with Exclusive Content!

….and just who is the mysterious hangman? Could there be more to this ballad than what it seems?

 

Boot Hill Heroes arrives on PSM on April 2.  News regarding other platforms soon…

short001btn Boot Hill Heroes on PSM April 2 with Exclusive Content!

Some Nice Logo Fan Art

Categories: Boot Hill Heroes
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Published on: February 24, 2014

In preparation for the launch of Boot Hill Heroes, I wanted to share this cool logo art made by Eric DeSantis. Nice job, Eric. Sorry it took me so long to post this!

bhhlogo1 Some Nice Logo Fan Art

bhhlogo2 Some Nice Logo Fan Art

Thanks Eric!

 

Remember to spread the word about the Boot Hill Heroes Steam Greenlight page here!

 

short001btn Some Nice Logo Fan Art

Interview with Boot Hill Heroes Composer – Jake Kaufman + Download 3 Tracks!

Categories: Boot Hill Heroes
Comments: 1 Comment
Published on: January 16, 2014

Remember to vote for Boot Hill Heroes on Steam Greenlight! Every vote helps get this game finally released!

JakeKaufman Interview with Boot Hill Heroes Composer   Jake Kaufman + Download 3 Tracks!Jake ‘Virt’ Kaufman is the “lead audio guy” for WayForward Technologies as well as a freelance video game composer who has worked on over 70 titles, including the Shantae series, Contra 4, BloodRayne: Betrayal, and Red Faction: Guerilla.  He is an active member of the Overclocked Remix community and a founding member of VGMi.  Jake lives with his wife Kristi and their puggle Nugget in northern Los Angeles.

 

How did you get started in video game music composition?

I started playing piano before I could read, and grew up as a hobbyist, writing original songs and fan arrangements of Mega Man, Zelda, and various Konami NES soundtracks, using portable keyboards and an ancient computer with MIDI software. Eventually my parents bought me a modem, and I discovered that I was not alone in my weird hobby; After finding the PC Demo Scene and Overclocked Remix in my teenage years, I started sharing my work with others, and composition was a natural career choice, since I suck at almost everything else and have no education.

 

 What are some other game soundtracks you have worked on?

Contra IV (DS), Double Dragon Neon (XBLA/PSN), Batman: The Brave and the Bold (Wii/DS), DuckTales: Remastered (consoles/PC) the entire Shantae series from Game Boy Color to modern consoles, both Adventure Time console games, Regular Show: Mordecai and Rigby in 8-bit Land (3DS), Shovel Knight, Retro City Rampage, and even some unexpected arrangement work for the Japanese market, such as Dodonpachi Daifukkatsu: Black Label. About 70 games at this point, but those are the cooler ones.

JakeExperience Interview with Boot Hill Heroes Composer   Jake Kaufman + Download 3 Tracks!
Jake’s portfolio includes Double Dragon Neon, Shovel Knight, DuckTales: Remastered, and Contra 4

Who are your favorite composers and who has had the most influence on your work?

Concert / stage: Leonard Bernstein, Beethoven, Wagner, Stravinsky, Rimsky-Korsakov, Stephen Sondheim

Film music: Alan Silvestri, John Williams, Jerry Goldsmith, Vangelis, Bernard Herrmann, Basil Poledouris

Video games: Peter McConnell, Yuzo Koshiro, Yoko Kanno, Jesper Kyd, Garry Schyman, Jun Ishikawa, Yousuke Yasui

Modern/Jazz: Frank Zappa, Oscar Peterson, Quincy Jones, Teddy Riley, Freddie Mercury

Special mention should be made of George Sanger, a.k.a. The Fat Man (7th Guest), who has been a mentor throughout my career, and is probably the coolest person I’ve ever met. My influences vary drastically depending on what I’m writing, generally “whoever is best at whatever I’m currently trying to rip off”

 

If you could compose for any game franchise, what would it be?

Castlevania, without a doubt. If you want to hear what it would sound like, listen to Bloodrayne: Betrayal.

 

If you could recompose the soundtrack for any past game, what would it be?

I don’t know that I’d recompose anyone else’s work, but I’d kill to go back in time and collaborate with Peter McConnell on Grim Fandango or Psychonauts.

 

What do you think the biggest difference between composing music for a game as opposed to a film or television show?

Nonlinearity. The idea that, outside of cutscenes, you can’t count on anything being a fixed duration — the music has to be appropriate without being annoyingly repetitive, and in many cases has to dynamically react to the player’s actions.

 

Can you tell us about any projects you have planned for the future?

To coincide with the Steam release of Double Dragon Neon, I’m planning to write full-length versions of ALL of the “mix-tape” bonus tracks, which currently exist only as 10-second loops in various 80s styles. I’m waiting on the publisher for official approval / studio budget, but I intend to do it either way, for kicks. Also, I’m collaborating with the magical Jessie Seely, who sang on “Mango Tango – Neon Jungle”, on a full-length original album featuring a virtual band. I’m so excited I can hardly stand it. I think I just peed a little.

 

If you weren’t composing music, what other job would you like to have in the video games industry?

Technical / effects art. You know, the folks who make all the particle explosions, magic spells, light trails, user interface “sizzles”. It’s a lot like sound design — flashy things that add a ton of polish to the game, and which most people hardly even notice unless they’re missing or bad. I also program as a hobby, and am working on a few indie game projects of my own, including an Out Run style racing game, and a dodge ball roguelike-like with randomized characters, permadeath and super-throws!

 

Other than music, do you have any other super powers?

I am horribly awkward around humans, but I have an uncanny kinship with dogs of all shapes and sizes. It might be my unique bacon-scented skin oils, or the fact that I give unbelievably satisfying butt rubs, but I’m like the pied piper of canines.

 

What’s one secret you want to share about yourself that no one else knows?

It’s more likely than not that I will someday scale back on video game work to write albums with huge lush vocal harmonies, like Queen or the Beach Boys. I believe I’m better at it than I am at game music, and it’s the only time I actually feel confident. I’ll probably always work on indie stuff as a hobby, but I feel like vocal work is my true calling (not as a singer, but as a writer / lyricist). I’d love to write a full musical.

jakescreen1 Interview with Boot Hill Heroes Composer   Jake Kaufman + Download 3 Tracks!
What originally caused you to be interested in composing for Boot Hill Heroes?

I met this awesome dude, Giovanni, who had backed the Kickstarter campaign, and informed me that you were seeking a composer; I checked out the game and immediately fell in love. My initial thought was “Whoa, I’m WAY out of my element” — Although I’m a giant RPG fan, I’d never written a full soundtrack for one, and especially never in this particular style. But I tend to see challenges outside of my comfort zone and want to jump right in, sink or swim. Luckily, I was able to bluff and bluster my way into the job, and my only regret is that I only got to write ~40 tracks and not 300.

 

Take us through the process of composing a track for Boot Hill Heroes.

I did a lot of work on the Game Boy Advance and DS; the ability to make ridiculously tiny and highly optimized instrument banks (a 30-piece drum kit in 10 kilobytes, for example) is almost totally obsolete as a professional skill — but it sure came in handy here! Targeting the specs of the Super NES hardware, I limited myself to 64 KB of samples per song (for perspective, the sample libraries I use every day are in the hundreds of gigabytes) with only 8 voices (to illustrate: if you played a big chord with both hands on a piano, you couldn’t use your thumbs, and before you could hit another key, you’d have to release one of the existing ones first) and no special effects other than the rudimentary SNES echo / reverb. The descriptions, reference materials, and creative direction were far beyond what I usually get, especially from first-time developers, so I went right in with a clear idea of what each scene or character theme needed to sound like.

 

On a related note, do you have any composing rituals?  Lucky charms?  Beverages? Or anything like that?

Just a brief period of quiet meditation to clear my mind and shut off the outside world. I imagine I’m flipping the switch on a radio, and I just tune the dial to whatever station contains the kind of music I want to write — then I listen to what’s in my head, and transcribe it as quickly and accurately as possible. Once it’s written out, it usually sounds awful, so I get to work adding stuff, removing stuff, and massaging it into something less awful.

 

How would you describe the influence and style of the music of Boot Hill Heroes?

I listened to a LOT of Ennio Morricone and Luis Bacalov (beyond just the reference tracks) for inspiration, and the music of Final Fantasy and Earthbound are already etched into my brain, so I tried to write songs that combined both influences. For battle themes and other upbeat stuff, I drew from one of my most beloved arcade games, Sunset Riders, featuring an amazing “Wild West filtered through Japanese VGM” pastiche. Generally, I tried to be as fun and playful as I could, so that the serious moments would have some weight to them. Whether I succeeded or failed is up to the player, but that was my goal.

jakescreen2 Interview with Boot Hill Heroes Composer   Jake Kaufman + Download 3 Tracks!

What has been the most fun track to compose for Boot Hill Heroes?

The manic battle themes were closest to “second nature” for me, but the somber or emotional pieces were the biggest challenge, and I consider that to be the most rewarding part of the job. I loved working on The Saloon Rag for the same reason; A lot of my piano practice includes Joplin and Jelly Roll, and that is SERIOUSLY intimidating stuff, so the chance to attempt an authentic rag was awesome and terrifying. I tried to take it in stride.

 

What has been the most difficult track to compose for Boot Hill Heroes?

Anything with heavy orchestration, such as “Last Stand” or “Sad Times”. Writing lush-sounding stuff under these kinds of limitations is more or less a game of Tetris, you have to cut a lot out and be economical with harmony and counterpoint. Low polyphony, from Bach all the way up to Mitsuda, is truly a mind-bending concept. That’s most of why I love chiptune music so much. My natural inclination is to stack on layer after layer until I have a wall of sound, and that just isn’t possible here. Man, it was fun.

 

What track are you most proud of for Boot Hill Heroes?

Probably the Saints-Little Gang’s main theme. I tried to capture the way the choir sort of goes at full blast in a lot of Morricone’s work, it’s super harsh-sounding and gives you a sense of crazy-eyed lawless danger. It’s like they’re yelling out notes.

 

If you could tell someone who listens to the music in Boot Hill Heroes to try to listen for specifically?   Such as interesting motifs or recurring themes?

I’m a sucker for leitmotif and use it heavily in almost everything I do, so there are about 6 different themes that pop up in various places. But most of all, I used the harmonica in a certain way which is a nod to the “weeeeeee, boop beeeeeep, berp bweeeeep weeee bwoooeeee weeeoooo” alien motif that you hear all over the Earthbound soundtrack. It’s not nearly as obvious as that, but it’s in there.

 

Where can people here a sample of the Boot Hill Heroes soundtrack now?  Why did you choose those tracks to make public?

I put up four tracks at https://soundcloud.com/virtjk/sets/boot-hill-heroes-music-teaser and chose them mainly for variety — a battle theme, the Saloon Rag, and a couple more emotional or “genre-themed” pieces. It was hard to pick favorites, but I tried to approach it as a “first impression” to give people an idea of what to expect. Haha, just kidding. I threw darts at a printout of the track list.

 

If you could be any character in Boot Hill Heroes, who would you choose to be?

I’d be Doc. There’s almost nothing about my past that is remotely mysterious, since I have no shame and will answer any question posed. So, as long as we’re role-playing…

 

Download three tracks from the Boot Hill Heroes soundtrack here!

short001btn Interview with Boot Hill Heroes Composer   Jake Kaufman + Download 3 Tracks!

Boot Hill Heroes Looks….Different

Categories: Boot Hill Heroes
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Published on: August 30, 2013

Just a quick update to let you guys know there are some new screenshots on the Boot Hill Heroes page. I’ve removed all the old screenshots as the game’s style has been altered a bit. Let me know what you think.

short001btn Boot Hill Heroes Looks....Different

Boot Hill Heroes is now widescreen, has new fonts, interface design

Categories: Boot Hill Heroes
Comments: 1 Comment
Published on: April 9, 2013

We got a lot of feedback from players after exhibiting Boot Hill Heroes at PAX.  One great question people kept asking is why did we decide to use a thinner aspect ratio instead of a modern widescreen one.  I think the original decision is rooted in some kind of nostalgia for emulating older games.  But now I think the game would look better in widescreen, and also this would allow for longer names to fit in the menus.

 

In addition, we’re trying out a new font and interface design. I believe the interface plays an unconscious role in the look and feel of games, and I wanted to try something a little more distinct that evoked more of a Wild West feel. Let me know what you think, is it an improvement?

short001btn Boot Hill Heroes is now widescreen, has new fonts, interface design

PAX East Post Mortem

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Published on: April 6, 2013

 

paxpic PAX East Post Mortem

Now that PAX East is over and we’ve fully recovered, I thought I’d share with you guys what an amazing time we had and give a shout out to all the cool people who came by our booth.

A great reception for Boot Hill Heroes. It’s easy to say a game looks fun, but how does it play? Up until PAX we could only speculate on how players would enjoy the combat – which isn’t quite like any other RPG and takes some risks. I’m happy to say these fears have been completely alleviated. I created a custom area for PAX where players could jump in with all the characters and start battling critters right away. Seemed like most people had a blast just fighting random battles, especially with other people.

The single player (starting the game from the beginning) went over very well too. I was surprised by the amount of people who finished the 30 minute demo despite all the distracting spectacle of PAX and the inherent slowness in the beginning of RPGs like this.

Thanks to our backers, John, Matt, and Justin, who helped us manage our booth. Helping groups of people get into the multiplayer, answering questions, and distributing swag was required the at least three people and Ben and I couldn’t have done it without your help. It also made the experience a lot more fun, which is very needed because of how stressful and exhausting exhibiting can be.

A huge thanks to our PAX Enforcer, Mobius, who went to great lengths to make sure us first-time exhibitors had everything we needed. Absolutely outstanding service!

Special thanks to the Video Games Awesome crew. It was great meeting you guys and seeing your support for the game. We had a lot of fun at the after parties too, which was definitely needed after a long day of exhibiting. Hope to see you guys at the next convention.

Thanks to the rest of our backers who stopped by to make an appearance. Nice to meet you guys face to face after spending so much time transforming your faces into pixels. I consider our backers something like the godfathers of Boot Hill Heroes and your support is ultimately what made this game possible.

Thanks to everyone else who stopped by our booth. Congratulations to those who won free copies of the game and free characters in the game.

I also want to thank all the developers who stopped to chat with us – Yacht Club Games (Shovel Knight), Ragtag Studios (Ray’s the Dead), The Men Who Wear Many Hats (Organ Trail), Zeboyd (Rainslick 4), Sinister Design (Telepath Tactics), the guys behind Fire vs Fire (unfortunately never did catch up with Muteki [Dragon Fantasy 2]) . It was great to meet you guys and share war stories about the perils of game dev. Makes us feel good knowing we’re part of a community of people who really just want nothing more than to make games for people to enjoy.

Finally, I really, really want to thank all the media that took the time to look past the huge distractions of the million dollar triple A studio booths and stop by our humble booth. We didn’t seem to get noticed by the major media outlets, but the smaller ones were there in full force to show their support for indie gaming. Everyone was terrific and very professional – asking excellent questions and giving us a chance to talk about our game.

Splitkick 

Theology Gaming

Mash Those Buttons

TotalHalibut – Watch a 25 minute video of me playing Boot Hill Heroes with Total Halibut.

Snackbar Games

The Game Effect

The Examiner

First Comics News – Who even considered Boot Hill Heroes one of their Top 5 Games from PAX East

Dunham Gaming

 

 

 

 

short001btn PAX East Post Mortem
Welcome , today is Wednesday, April 23, 2014