We’re going to EGX Rezzed!

Hello everyone!

I’m super excited to announce that 101 Ways To Die will be playable on the [email protected] stand at EGX Rezzed next week! 😀

For those of you who haven’t heard of EGX Rezzed before, it’s the Indie focused sibling to EGX (Eurogamer Expo). This year the event is moving to London, Tabacco Dock and will run from Thursday 12th March to Saturday 14th March. There’s going to be a fantastic lineup of games (Click here for a full list) as well as developer sessions and a GamesIndustry Fair for anyone interested in getting into the games industry.

We’ll be bringing a selection of 7 gruesome levels from the latest Alpha build for you to play, and running a competition for some lucky people to win one of these killer 101 Ways To Die T-shirts (more details will be announced via our Facebook and Twitter pages closer to the event).

If you don’t have tickets already you should cancel all your inferior plans and buy some right now you can buy them here

Look forward to seeing everyone there!

Weapons in 101 Ways To Die – Part 3

Weapons in 101 Ways To Die – Part 3

One of the key features of gameplay in 101 Ways To Die is the arsenal of weapons we give to players. We’ve already got a sizable number of these devious tools and weapons working in the game, so here’s all you need to know about the Cannon, Fan and Slime.

As the game is still in development, some of these weapons and mechanics may change between now and the release of the game (if we feel that there is room for improvement). We want this game to be the best it can possibly be – listening to your feedback and making adjustments where necessary is an important step towards achieving this goal, so let us know what you think.

Fan

Death by Fan

The Fans in 101 Ways To Die are blade-less (similar to those fancy ‘Dyson Air Multiplier’ fans that look really cool)… Anyway, this means that Fodder that get caught in the area immediately behind the Fan will be sucked up and forced out of the other side (rather than getting blended up into little bits as you might have expected). Fodder in front of the Fan will be pushed back, away from the Fan – perfect for directing Fodder straight towards your most deadly traps.

Manipulating a Cannonball with a chain of Fans

The Fan’s angle is adjustable, allowing you to blow Fodder in a full 360 degree range of angles. Fans have a usage limit which prevents you from using it to trap a Fodder indefinitely; in addition to this the Fan will also affect cannonballs – meaning that cannonballs can be diverted away from their usual straight trajectory.

Cannon

3,2,1, Boom!

Cannons need to be manually triggered; this makes them a little more of a challenge than automatically firing tools as they require precision timing in order to be used effectively. Cannonballs will explode on impact with a Fodder however it will take more than one hit to kill a Fodder.

A Series of Unfortunate Events

The force of being hit by a Cannonball will push a Fodder in the direction of fire, which is useful for achieving certain combos. This mechanic can also be used to trigger a ‘Rube Goldberg’ style chain of events to cause destruction and mayhem by affecting the movement of other tools, such as Boulders and Bombs.

Slime

A Slippery Slope

This super slippery substance causes Fodder to slide along uncontrollably, unable to avoid the dangers that are in front of them (or behind them, or above them… or from any direction really).

Into the Fire

Slime can be used on slopes to make Fodder slide down (perhaps towards certain death), and also on flat surfaces to make Fodder slide along in the direction they were moving when they first stepped foot on the Slime patch. Although Slime does not directly damage the Fodder it does prevent fodder from running, jumping or changing direction, which makes it very useful for diverting Fodder away from the exit and towards their demise.

We hope you’re looking forward to the next part of our weapons rundown, and if you missed out on the previous parts check the links below:

Weapons in 101 Ways To Die – Part 1
Weapons in 101 Ways To Die – Part 2

If you want to see more screenshots and GIFs of these weapons in action (and maybe some sneak peaks at the weapons to come in part 4 and beyond) please check out our social media pages which are regularly updated with cool new stuff.

101 Ways To Die
@101waystodie
facebook.com/101waystodie

Media Museum Lates Round 2

Last week we took 101 Ways To Die back to Bradford’s National Media Museum for another Lates event. We got a very positive response the first time around (read about our first Lates event here) and some really useful feedback from everyone who played our game. We also learned a huge amount from watching people play, leading to some big changes in the game’s inventory and control systems (read about that here).


(Do you like our super stylish blood-stained tablecloths?)

When we were given the opportunity to return for the ‘Lies, Deception and Illusions’ themed Lates event at the Media Museum we jumped at the chance as this was the perfect place to test those changes we made since last time.

What Went Right

  • No bugs!
    The game ran smoothly and the levels we used were more or less bug free. This was thanks to thoroughly testing the build for several days before the event, allowing us time to find and fix any game-breaking bugs we found on these levels.

  • High visibility.
    Lots of people saw us and wanted to play 101 Ways To Die. This was thanks having the use of the Museum’s projector which showed looping footage of our gameplay throughout the night – it was huge and you couldn’t miss it, so a massive Thank You to Gina Cooke and the Media Museum staff for this!

  • People enjoyed playing!
    We set out to make a fun game, but there’s always that nagging insecurity that other people won’t like it. Well it looks like we can put that fear to bed for a while (until it inevitably comes creeping back).


(Looking good on the big screen.)

What Went Wrong

  • Last minute panic.
    The Lates event was held on a Thursday evening, which meant that the equipment being used for the event was in use during the day for developing the game. This gave us about half an hour to get the PCs packed up, taken for a short drive to the museum and set up for the event (a pretty small margin for error).

    A comedy of errors then ensued – the guys arrived at the media museum with the PCs 10 minutes before the event was due to start. Then while we were carrying the PCs to our table (up a lot of stairs), our junior level designer who was dropping the equipment off, drove home with the monitors still in his car! We were able to call him before he’d driven too far and get the monitors in place just in time (more or less).

    One of our setups worked without a hitch… but for some reason our second PC was not letting us log in. After some frantic ringing around, we managed to get the admin login working about 20 minutes into the event. Better late than never…



(Spot the community manager – hint she’s the one channelling her inner Zen to recover from the “WHERE ARE THE MONITORS?!” fiasco…)

  • Lack of tutorials.
    After the big changes we’ve been making to the game over the last few months we required new tutorials to teach the player how to play. Unfortunately these were not quite finished in time for the Media Museum’s Lates event. This meant there needed to be at least one of us on hand to explain the game and the controls to each person who played the game. This wasn’t a terrible thing as it gave us plenty of practise at getting our ‘elevator pitch’ right, and gave us a chance to interact with every person who played the game to get a good idea of what they thought of the game.

  • Target audience.
    The previous Lates event in October had a ‘Digital’ theme and primarily attracted people who were gaming and tech savvy. The latest Lates event had a more psychology orientated theme – ‘Lies, Deception and Illusions’ which attracted a much more diverse mix of people, many who did not identify as ‘gamers’. We met a few people who had never held an Xbox controller before (or any kind of gaming controller in some cases).

    This presented a bit of a challenge – some people who seemed curious about the game were reluctant to even try playing, giving excuses like “I’m not very good at games”. People who were more adventurous and picked up a controller often needed a little more guidance than simply being told things like “use the trigger buttons to zoom in and out” because they didn’t know which buttons we were referring to when we said “trigger buttons”. I got into the habit of pointing to each button on the controller each time I mentioned it, which seemed to make things easier.

    The fact that many of these people still enjoyed playing the game even with these barriers to overcome makes me feel very optimistic about 101 Ways To Die – I’ve seen self-professed hardcore gamers and gaming newcomers alike enjoy playing our game. That’s something that we should definitely feel proud of.


(Comment of the night goes to “I like this I’m actually good at it!”)

Overall, showing 101 Ways To Die at the Media Museum’s Lates was amazing fun, we were able to get some useful feedback from a diverse range of people and our game will be the better for it.
That’s all for now, if you’re not already following us on social media then you can like us on Facebook and follow us on Twitter by following the links below.

Follow us on Twitter
Like our Facebook page
101 Ways To Die

Weapons in 101 Ways To Die – Part 2

Weapons in 101 Ways To Die – Part 2

It’s been a while since our last post – sorry for the dry spell in 101 Ways To Die news. We’ve been busy making changes to the game based on feedback and wanted to wait until these changes were implemented properly before revealing them.

As the game is still in development, some of these weapons and mechanics may change between now and the release of the game (if we feel that there is room for improvement). We want this game to be the best it can possibly be – listening to your feedback and making adjustments where necessary is an important step towards achieving this goal, so let us know what you think.

The Inventory (Part 2)

Back in October, we were lucky enough to be able to show off 101 Ways To Die at Bradford’s National Media Museum and let people get hands-on with the game. The most important thing we took away from the event was all the great feedback we got from the people who played the game. The feedback was overwhelmingly positive, people really enjoyed killing the Fodder and plastering the levels with blood and gore, however we discovered from watching and talking to people who played the game that many people were having a hard time figuring out how to navigate the Inventory Wheel. We want the puzzles in the game to be about how to kill the Fodder – not how to work the controls!

Old Radial Inventory

Determined to find a solution, we started designing alternative ways for the inventory to work and making sure our solution fulfilled key criteria for accessibility, function and communicating information to the player. After prototyping 5 or 6 different solutions for the inventory we’ve come up with something that is much easier to understand and navigate.

The new Linear Inventory system will appear at the bottom of the screen rather than in the middle to avoid obscuring the player’s view of the level when placing and manually firing tools.

We found that navigating the Radial Inventory as an ‘arc’ confused a lot of people, so the linear format of the new inventory makes moving between tools much easier to understand. The compromise is that moving between tools in the new Linear Inventory is slower, as you will need to cycle through each tool until you have selected the one you want rather than being able to jump to any tool on the arc as you could previously.

New Linear Inventory

Our new linear inventory system is not 100% final (it mainly needs some visual improvements) but should look very similar to this – tell us what you think.

Back to our weapons – let’s take a look at bumpers, a staple of the 101 Ways To Die tool kit that will help you to redirect the Fodder towards certain death.

Single Use Bumpers

Bumpers are spring-loaded devices which knock a Fodder into the air – brilliant for throwing Fodder onto higher platforms or into the path of your deadliest weapons. Bumpers can also be used to affect other tools and props.

Single Use Bumpers are one of two types of Bumpers in 101 Ways To Die. Identifiable by their blue top, these Bumpers will break after one use, meaning that they will only fling one Fodder before breaking and disappearing. This may seem like a limitation, however it can be very useful if you have multiple Bumpers and want to send each Fodder down a different path. This method will often result in more variety in the ways Fodder are killed as well as opening up more Death Recipes and Combos that can be achieved (and perhaps even a higher score).

Single Use Bumper

Single Use Bumper

Multi Use Bumpers

Multi Use Bumpers can be identified by their yellow tops, and differ from Single Use Bumpers as they can be used five times before breaking. These are useful for flinging multiple Fodder or tools down the same path.

Multi Use Bumper

Multi Use Bumper

We hope you’re looking forward to reading part 3 of our weapons rundown, and if you missed out on part 1, you can find it here.

You can support us by following us on Twitter, liking us on Facebook or watching us on Indie DB and spreading the word to your friends!

101 Ways To Die
Follow us on Twitter
Like our Facebook page

Weapons in 101 Ways To Die – Part 1

We originally posted this on our Indie DB page on 7th October 2014 and have decided to re-post it on our website blog so that fans can find all the 101 Ways To Die news in one place!

Weapons in 101 Ways To Die – Part 1

One of the key features of gameplay in 101 Ways To Die is the arsenal of weapons we give to players. We’ve already got a sizable number of these devious tools and weapons working in the game (too many to talk about in a single post). We’re working on adding more weapons into the mix to make things even more interesting, so this is by no means a definitive list – just a little something to whet your appetites.

As the game is still in development, some of these weapons and mechanics may change between now and the release of the game (if we feel that there is room for improvement). We want this game to be the best it can possibly be – listening to your feedback and making adjustments where necessary is an important step towards achieving this goal, so let us know what you think.

The Inventory Wheel

This is where you will find your arsenal of weapons, select a tool from the Inventory to place it in the environment and lay out your traps. You can also use the Inventory Wheel to manually trigger or detonate any weapons such as Bombs or Cannons which have manual fire abilities. A yellow highlight in the Inventory Wheel indicates that the tool has been placed in the level.

The Inventory Wheel can hold between 1 and 6 tools. We find that having more than 6 tools in the Inventory Wheel at a time makes things too crowded, and is also unnecessary since levels can contain any number of pre-placed tools. This means that it is still possible to combine long chains of tools and weapons to create the most elaborate and spectacular deaths, even when limiting the player to 6 place-able tools per level.

Bomb

The Bomb does exactly what you would expect it to do – explode! It will automatically detonate when it comes into contact with Fodder, props, or other tools. It can also be manually detonated to explode at exactly the right moment to cause maximum destruction.

To enable weapon combos to work, a single Bomb explosion by itself will not deal enough damage to kill a Fodder. Therefore Bombs must be used in combination with other tools, creating more elaborate Ways To Die. Bombs will roll in the direction of gravity unless placed on a flat surface. This can work to your advantage, strategies involving rolling Bombs down slopes may be useful in some levels, however this can also work against you if you aren’t careful!

Boulder

When initially placed in the environment, Boulders are not affected by gravity due to an ‘anti-gravity field’. This allows you to place Boulders on ceilings and walls, manually triggering them to fall at an opportunistic moment. Once set in motion the Boulder will crush any Fodder in its path, leaving a puddle of blood and Fodder gore in its wake.

When rolling down a slope or falling from a higher platform, Boulders will gain momentum the same way you would expect with real-world objects, so placing them high up in a level can make them particularly deadly – and even more fun to watch.

Spikes

Spikes are sharp, pointy and lethal. When Fodder are pushed, thrown or impaled upon these cold, metal teeth it is game over for them. You won’t find spikes in your Inventory Wheel, instead these jaws of destruction can be found scattered across the laboratory in many levels.

As one of the few tools which deal 100% damage, Spikes can only be the final stage of any combo or recipe. Any weapons or tools used on a Fodder after they touch the Spikes will not count towards a combo or Recipe, as the Fodder is already dead.

As this post is getting quite long, I’ll save the descriptions of the rest of our weapons and tools for another day – so stay tuned for Part 2!

You can support us by following us on Twitter, liking us on Facebook or watching us on Indie DB and spreading the word to your friends!

101 Ways To Die
Follow us on Twitter
Like our Facebook page

A Night at the Museum

We took 101 Ways To Die on its first ever public preview for the ‘Let’s Get Digital’ Lates event at the National Media Museum in Bradford.

We were very interested (and anxious) to find out what people would think of our game, so we set up our ‘feedback wall’ for people to let us know what they liked, didn’t like or would like to see in 101 Ways To Die in the future. We were really pleased with the responses we got, which ranged from things that we already have planned for the game like “MORE GORE!”, to things we had not considered before which could help us make the game look and feel much better.

We had a very positive response to the game overall, and at times even had people queuing to play the game, even though it was a fairly small event. Everyone who played found the puzzles (and watching the Fodder die) to be fun and enjoyable – many people were very determined to achieve all of the objectives for each level even if it meant replaying the level several times to get that perfectly timed killing combo!

As developers there is nothing more rewarding than seeing other people enjoy playing our game, the evening has not only given us some really useful feedback on how to improve the game, also but a moral boost and confidence that 101 Ways To Die is already shaping up to be an awesome game (minus a few bugs) and it can only get better from here.
Take a look at a selection of photos from the night (if you attended the event and played our game you might just spot yourself).


The Feedback Wall early in the night (grew much bigger)


Our producer gives some helpful hints.


Watching is almost as amusing as playing.


Killing (and bug-finding) with style!


Get your game face on.


Waiting in line – ‘dying’ for a chance to play!

101 Ways To Die Around the Web

Even with the ongoing excitement of gamescom we’ve still seen a good handful of websites feature news about our Press Release.

We have posted our press release on our Four Door Lemon Blog as well as sending it to Gamespress and Gamasutra.

Many thanks to these websites who have been wonderful enough to write about our press release:

Also a big thank you to these non-English news sites. We don’t speak Croatian, German, Spanish or Slovak but good old Google Translate gives us a pretty good idea of what’s being said. We particularly liked “101 Ways To Die will kill the steam in the second quarter of 2015th” – Watch out Gaben, we’re going to kill Steam!

Have you written about us but can’t see your website on the list?
Contact us via email ([email protected]) or on Twitter (@101waystodie) with the link to your article and we’ll add you to the list!

Introducing 101 Ways To Die!

Here’s our official press release!

banner

Aug 11th 2014 – Bradford, UK – Four Door Lemon Ltd reveals their gory platform-puzzler game ‘101 Ways To Die’ on the UKIE stand at Gamescom, Cologne.

It’s not about killing… it’s about killing with style!

101 Ways To Die is a platform-puzzler with a twist – full of dark humour and cartoon gore. As the assistant of an eccentric (and slightly evil) scientist, Professor Splatunfuder, it’s your job to help him in restoring a damaged Recipe book. These aren’t any old cooking Recipes, but Recipes for dispatching your enemies in the most stylish ways possible.
The name of the book is 101 Ways To Die!

banner

Key Features:

  • Manipulate the environment to kill the characters
  • Create mutilation, mayhem and destruction by laying brutal combinations of tools
  • A series of bone crunching animations showing your creatures being maimed, sliced, burned, exploded, ripped and impaled
  • 101 delightfully gory death Recipes to unlock
  • Over 30 blood soaked levels

Gain points for killing lab created creatures – the Fodder – by using the arsenal of lethal tools. Gain more points for killing them with hilarious recipes; combining multiple deadly tools to achieve the most outlandishly cruel deaths possible for the hapless Fodder. Do you have what it takes to restore the book with all 101 Recipes?

Our gameplay revolves around using tools and physics to trap and punish the Fodder before ripping them apart. It combines strategy, reactions and a twisted mind-set to make the most deadly combinations. The reward? Finishing a level and completing challenges is one side, sitting back and watching as the characters are grotesquely eviscerated is another. The post round replay system means you never miss your bloodiest efforts.

banner

101 Ways To Die is scheduled to be released on Steam in Q2 2015 with other versions to follow.

Four Door Lemon Ltd is an independent developer based in Yorkshire, England.

Starting out as a work-for-hire and middleware developer in 2005 we have continued to expand our hugely experienced team to develop games of all genres and scales for every released (and some not released!) gaming platform.

Recent projects include the PlayStation Vita’s AR titles Table Football, Table Ice Hockey and Table Mini Golf. We have since collaborated with other games developers on projects such as New Star Games’ New Star Soccer, Hello Games’ Joe Danger for PSVita / Android, and Mediatonic’s Foul Play for PS4 / PSVita.

In late 2012 we began work on our original IP ‘101 Ways To Die’ as part of our gradual shift from work-for-hire to own IP development.

banner

If you are interested in finding out more information about the game or doing a preview of 101 Ways To Die we are happy to provide a pre-release steam key.

Press Contact:

Contact: Amanda Jones
Phone: +44 (0) 1274 737820
Email: [email protected]
Website: www.fourdoorlemon.com or www.101waystodiegame.com
Twitter: @fourdoorlemon or @101waystodie
Facebook: facebook.com/fourdoorlemon or facebook.com/101waystodie