Hi friends, This is the perfect early 30th birthday present! Last week we received our first official interview for our indie game Copycat in the lead-up to PAX Australia. Tony did a terrific job wrangling the article together. Read the full article here: https://eziyoda.com/2023/08/16/genre-of-cats-chat-with-team-behind-copycat/
Kostia and I have an opportunity to reflect on our journey, and realised that thanks to our years in advertising, we now have the hustle, the fire, the storytelling skills and the technical abilities to thrive in game development.
Follow our socials for more updates on Copycat as we approach PAX. Or head on over to EZIYODA (https://eziyoda.com/) for more loveable long-form opinion pieces usually involving games or cats.
See below a sneak peek of the article:
"TONY: When people experience Copycat firsthand at PAX Aus, what are you hoping their takeaway will be?
SAM: We want them to turn to their partner, their friend, or their animal, and just give them a big hug!
KOSTIA: We want to try to shift more public perception, to show that video games are not just a bunch of violent shooting and robbing games, but they have beauty, they have storytelling.
SAM: They have a soul."
"TONY: Are there any real-life pets that might be making cameos in-game?
SAM: Oh yes, there’s so many! Flame, our family cat, is the voiceover for about 80% of the game.
KOSTIA: Last Christmas break, when we were with the family, we were stalking the poor cat for three days with a microphone, like, “Please meow! Please meow!”. We have a few friends from Twitter and a few streamers that kindly offered us their help in terms of cat sounds. We have two people sending us cat sounds to use in the game." Legends.
We've simultaneously released Electrogical on the Steam Store along with a playable demo. It brings us great joy to offer the demo for everyone to enjoy the world of Electrogical.
Your Feedback
By playing the demo, you can provide valuable feedback. We sincerely hope to hear your thoughts. Developer kinjo highly values feedback and wishes to progress with you all to make Electrogical an even better game.
Community Hub
We aim to build a vibrant community hub together with all of you. We're especially interested in your innovative puzzle-solving approaches. If you achieve high scores or have intriguing solutions, please do share them. In the demo, Stage 11 is designed to showcase players' creativity.
This patches fixed a few bug: 1. Fixed an issue where sometimes the strong foe is displayed incorrectly; 2. Fixed an issue where when you use a Rune that increases your stamina, you still can't play a Move event though you have enough stamina for that Move; 3. Fixed an issue where sometimes you can enter forbidden Realms in Demo when clicked the 'Action Points Available' button; 4. Fixed an issue where sometimes when you don't have enough shards to upgrade or remove your Move, there is no message informing you; 5. Fixed an issue where when you pick the 'Shards' option when selecting an augment, the augment is still selected; 6. Fixed an issue where enemy's HP bar is not reflective enough when you have previewing your attack results; 7. Fixed an issue where sometimes an effect get removed when they should still be up during a double/triple strike; 8. Fixed a few crashes.
Also, since the "Penetrate" Move for the Bow is a tier-1 normal Move, it shouldn't have higher damage than "Shoot", I'm reducing its damage from 5 to 4 (same as Left and Right Strike).
Since since the "Amplify" Rune is useless in the Demo, I'm removing it. (You can still use it in the full release).
- Fixed the bug where opening the Esc Menu while the death animation is playing causes you not to be able to move in the next runs - Holy boss added to the pool of possible bosses for the normal mode - Fixed the bug where the Arcane Trap was not affected by the game volume settings - Optimised the UI - Option added to change the dash to "SPACE" Key - Killing the boss removes all of its projectiles (e.g. End Boss slow-moving ball of death will be removed when he dies) - Boss and Arena rooms are now considered cleared when the RuneKey reward is collected. - Boss Rush mode rework, now gives you the option to choose 1 trap and 1 arrow ability from a pool of all unlocked abilities (finding the trap/arrow in the world unlocks the option) - Added an in-game Timer which can be enabled in the options. The timer stops when going between rooms and portals, which should give a more accurate timing of the run for those who wish to speed run the game.
We have added support for gamepad controls! While certain items like the title menu remain unsupported, the game should have been fully supported during gameplay. If you encounter any issues, please let us know on the bulletin board.
The term "Early version 1.xx" refers to "Version 1.xx of the Early Access," so after the official release, it will become "Version 1.0 of the Official Release."
Fixed a bug where halo count wouldn't display in the shop. Fixed aura skill and changed summon and totem skills. Fixed a bug with quest requirements. Fixed a bug with dialog.