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Unspottable News

Live Stream - Gameplay and QA




Unspottable team will be on live 7:00pm (GMT) - 18th June.
https://steamcommunity.com/broadcast/watch/76561199001793048


During the live, the team will be playing the levels in the demo and few other extra levels.
We will be able available to answer any of your question about the game, the development in general or the team.
You can try the demo first and come to give us feedback, don't be shy ːsteamhappyː

Thank You

Live Stream - Gameplay and QA



Unspottable team will be on live 7:00pm (GTM) - 11th June.

During the live, the team will be playing the levels in the demo and few other extra levels.
We will be able available to answer any of your question about the game, the development in general or the team.
You can try the demo first and come to give us feedback, don't be shy ːsteamhappyː

Thank You

Unspottable: New Trailer

We made our first trailer early this year, since then we worked a lot to improve the character designs, shaders, rendering, lights and we added a lot of new levels and mechanics.
So we created a new trailer to show what the game looks like now, in 4K and 60 fps.
I hope you will enjoy it!

[previewyoutube][/previewyoutube]

We made a quick video to see side by side the differences between the 2 trailers and we can see how the game changed. ːsteamhappyː

[previewyoutube][/previewyoutube]

Prototyping an Unspottable level

Working on Unspottable, we're trying to build new levels using the same core gameplay mechanic so the players are not lost with every new level, but adding a new twist in the gameplay so it's feels new and new strategies can be created with every level.

To do that we usually brainstorm to get a bunch of ideas, any ideas, there always a lot of bad ones but some feel good enough to make to the next stage: Prototyping.

This post shows the evolution of one of the Unspottable levels.

1. We come up with the idea:
"It would be cool to have a level where it's a bit dark and some lights the characters, so players have to avoid them!"

2. Prototype the gameplay mechanic specific to that idea:
[previewyoutube][/previewyoutube]

3. We then play the prototype, and tweak it to make sure it's fun and there isn't any loophole in the gameplay.
In that case:
- working on the number of spotlights
- the speed of spotlights and path patterns, to avoid players staying too much in the corner or making it too easy for them to avoid them.
[previewyoutube][/previewyoutube]

- Addition of an extra hiding mechanic to let people hide again after they throw a punch, in that level, turning all the lights off for a few second so it gets too dark to keep an eye on characters.


4. After initial playtests with other people, if we decide the level is fun enough, we move on the art part of the level.


5. We make sure we make a silly gif based on the level to relax.
https://twitter.com/UnspottableGame/status/1241380022121836550

6. We've got a new playable level!
[previewyoutube][/previewyoutube]


It's our first game so some of this is probably not the best example but that's pretty much how we do it, please comment if you have any advice!

Unspottable will be playable at EGX Rezzed London



Unspottable will be playable for the first time at EGX Rezzed London from 26 to 28 March 2020 at Tobacco Dock, London.
Come to our stand to try the game and chat with us ːsteamhappyː

4 players will be able to play in 4 different environments.

[h2]Level: Meadow[/h2]
Goal: Be the first one to punch another player.

[h2]Level: Arena[/h2]
Goal: Punch the others players
!Important: Bots can punch as well ːsteammockingː


[h2]Level: Sushi Bar[/h2]
Goal: Punch the others players or eat 4 sushi

[h2]Level: School[/h2]
Goal: Punch the others players or talk the 4 cool kids

The final version, that will be released later this year, will include 10 levels.