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Dev Storytime #1: The Girlypop Journey Continued!

[h3]Are you ready for part 2 of the girlypop journey?

I’m Jane, the lead developer at Funny Fintan Softworks, and this is…

✨Dev Storytime✨

Following on from our post last week, we’ll be continuing the girlypop story! In this second part, I’ll be talking a bit more about the games that inspired Don’t Stop, Girlypop![/h3]



Our inspiration story begins when I was about 10 years old and I was at a store called EB Games, which is like the Australian version of Gamestop. They used to have these consoles in-store that you could play on and I’d go there to play the demo for Star Wars: Battlefront on the Xbox One. I was blown away by the “real life graphics” and decided I needed an Xbox One.

I traded in my New 3DS XL and a bunch of other stuff to get an Xbox One SX, but then tragedy struck! I didn’t have enough credit left to buy Star Wars: Battlefront! I was walking around the store trying to find another game I could buy and then my friend pointed out a game that “looked kind of like Star Wars.” That game was Destiny. Since that day, I’ve probably sunk over 2,000 hours into that game. I’ve played the first game, all of the expansions, Destiny 2, and all of the expansions for that. It became the initial inspiration for the artistic direction for the landscapes and buildings in Don’t Stop, Girlypop! In particular, a lot of inspiration came from Dreaming City, which is from Destiny 2: Forsaken.



In terms of the gameplay though, my first major inspiration was Quake 3. In high school, we had these PCs that all had Quake 3, Halo Combat Evolved, and Minecraft on them. Whenever the teachers weren’t looking, my friends and I would just play Quake 3, although the one at our school was this weird open source version of the game called OpenArena. It was the first time I’d played a shooter on PC instead of console and I couldn’t get over how good the raw PC game mouse aim was. The arena shooting in Don’t Stop, Girlypop! was definitely inspired by Quake 3 and then after that Half Life 2 played a major role, with the gravity gun serving as the inspiration for our magic wand.



Back in 2020, the game was initially going to be a Battlefield-style shooter, but then I went to a friend’s house and experienced DOOM Eternal for the first time. It was the best thing I’d ever seen in my life!!! I loved how they’d taken the arena shooter and brought it into the modern day.

After that, I ended up playing ULTRAKILL, which was another huge inspiration. I felt like ULTRAKILL took a lot of the ideas and mechanics from DOOM Eternal and pushed them even harder. The alt-fires in ULTRAKILL in particular were mind-blowing for me, especially the coin flip alt-fire. I loved the idea that an alt-fire could be something so creative and different, rather than just being a more powerful version of the default fire.



When it comes to the girlypop style, that all started back when I was at GDC last year and I came across Bratz: Rock Angelz. I stood on the show floor and played that game for hours. Back in the day, I used to play a lot of flash games on a website called Friv. There were millions of dress-up games on that website that I loved playing. Bratz: Rock Angelz reminded me of those dress-up games, but if they had a real budget. That then became the inspiration behind the girlypop style and in particular the dress-up mini-game in Don’t Stop, Girlypop!



This may seem like a weird one to everyone reading, but I bet you wouldn’t have guessed that Alan Wake 2 was also a major inspiration!

That game totally changed my perspective on video games and made me fall in love with gaming all over again. It was the first time I’d seen a game lean so hard into the concept of video games as an art form, taking elements from other art forms like music, writing, film, TV, and theatre and embedding them into the game itself. Alan Wake 2 really explored all of the different types of art forms that comprised video games individually and I wanted to do that in Don’t Stop, Girlypop! as well. There are a bunch of vignettes throughout Don’t Stop, Girlypop!, along with music videos and weird boss fights. All of these ideas came from Alan Wake 2.



It’s a big melting pot of inspirations that have all come together to make something totally unique!

I love games like ULTRAKILL, TURBO OVERKILL, and DOOM Eternal, but they’re all grimdark and gritty. Aesthetically, when it comes to most shooters, we’re always in hell or in a castle or a cyberpunk dystopia. Don’t get me wrong, they’re all beautiful looking, but there’s this common set of aesthetics within the FPS genre and particularly in arena shooters. When I first started pitching our game to publishers, I kept getting knocked back because we were “just another sci-fi shooter.” We needed to find a way to stand out. I was in an escalator talking to our PR & marketing consultant Michal and I had this revelation. What if our enemies exploded into PINK BLOOD???

I prototyped it straight away and it looked AWESOME! An FPS game is sort of like an advanced button pusher, so you need to make the button pushing as satisfying as possible. Having the enemies explode in love hearts and pink blood was just as satisfying as seeing them explode into gibs and red blood. The whole world started to form around enemies exploding into love hearts and that’s where the aesthetic began.

We really wanted to lean into a lot of colour and a lot of pink, which is not a palette that is used a lot in FPS games. It’s a very maximalist aesthetic. We get a lot of comments from people saying “this looks like slop” or “this looks like vomit,” but we’ve learned to just respond with “if it’s not for you, it’s not for you.”

That’s also where the idea of songs with lyrics came in. It all started when I was re-playing DOOM Eternal. I love the DOOM Eternal soundtrack but, the second time around, I muted the game, played with my own music, and loved it. I decided then and there that I wanted Don’t Stop, Girlypop! to have songs with lyrics.



From a gameplay perspective, I wanted to bring arena shooters even more into the modern day, so unintentional but integral mechanics like bunny-hopping have been transformed into something intentional that we call wave-hopping. I wanted to add such a huge feature of the arena shooter genre and make it an official mechanic! In original arena shooters, you were never really required to move (but it was the most fun way to play the game), so I wanted to bring movement to the forefront in Don’t Stop, Girlypop! and I’ve solidified that intention with the wave-hopping mechanic.

In terms of the Y2K aesthetic, it’s really more related to nostalgia for me than an actual recreation of the Y2K era. I love the idea of tactile technology, so like chunky mobile phones, DVDs, CDs, etc. I’ll talk about the Y2K inspirations more in our next dev storytime though, so keep an eye out for that!

I hope you’ve enjoyed our first dev storytime and I can’t wait to share more with you soon!!!!

https://store.steampowered.com/app/2610650/Dont_Stop_Girlypop/

[h3]Click the buttons below to join our Discord and follow us on social media for the latest updates on Don’t Stop, Girlypop! ❤[/h3]



Dev Storytime #1: The Girlypop Journey!

[h3]Buckle up, girlypops!

It’s Jane, the lead developer at Funny Fintan Softworks, and I’m here to kickstart the first…

✨Dev Storytime✨

In this update, I’ll be talking all about how development on Don’t Stop, Girlypop! started and what it’s been like up until this point. It’s been a wild ride and I’m excited to finally tell you all about it![/h3]



Our story begins in March 2020, when I was around 15 years old and I was taking a class called Tech Graphics. As part of the class, we had to do a mandated project and a personal project, kind of like a workshop class. For your personal project, you could pick anything you wanted to do. Some students did woodwork, some kids made skateboards, some made music albums, and a few even did whittling! All that mattered was that you were making something and you were managing the project yourself. My friend came to me and said, “Wanna make a game?”

And that’s how the girlypop journey began!



The game was first known only as “Untitled First Person Shooter.” Super original name, I know. Then it became Project Snowtiger, which came from the fact that my sister had a snow tiger plushie that she loved and that she just called Snowtiger. Yeah, coming up with super original names totally runs in my family. Fun Fact: The name Project Snowtiger became the inspiration for the name Tigris Nix, the evil corporation in Don’t Stop, Girlypop!

The game was known as Project Snowtiger for almost all of its first year, but then in December I was searching the Internet for cool words and came across “incolatus.” I read that it meant “a short stay somewhere” or a “sojourn,” which felt perfect because the game was originally going to be about dying and temporarily occupying different bodies. As time went on though and the game started to gain more recognition, I had people coming to me saying that wasn’t the meaning of “incolatus” at all! It turns out “incolatus” had a lot of different interpretations and pronunciations. Based on that and the fact that the game had changed so much thematically from the original concept, we decided as a team to solidify our tagline “Don’t Stop, Girlypop!” as the final name for the game.



Along this whole journey, I’ve been engaging with members of my local game development scene.

First of all, I want to start off by saying I love the Australian game development scene. I used to be vice chair of an organisation called WAGIC (the Western Australian Games Industry Council), which is where I met our producer Caitlin. I’m passionate about advocating for game development in my local community and try to attend as many local events as possible, like Tokyo Alley and Pixel Expo. I attribute my success to this community and the amazing people around me who have been so willing to help!

In fact, my first time showing off the game was at a local event called the Perth Games Festival, which was hosted by Let’s Make Games (the original name of WAGIC). This was my first proper introduction to the game development community in Western Australia. For context, where I live is one of the most remote cities in the world! Perth is the only real city in Western Australia and you’d have to travel about 28 hours by car to reach the next nearest city called Adelaide. We’re literally on the other side of the continent with all of the other cities in Australia. For that reason, we’re a tight-knit community and the support has been unbelievable!

I met our producer Caitlin back when I was 17 years old and Caitlin was working for Screenwest, which is a government agency that provides funding for art projects throughout Australia. I wanted to get a grant to help fund the making of Don’t Stop, Girlypop!, so I was meeting with Amelia, who worked at Screen Australia, and I ended up also seeing Caitlin, since Screen Australia and Screenwest work together. I asked if Caitlin would be willing to mentor me to get a Screen Australia grant and she agreed! She would spend hours every week looking at all of the documents I was submitting and working through my application with me. My application ended up being successful in large part thanks to Caitlin’s hard work and invaluable guidance. I also received a lot of help from Nick Lowe at Hungry Sky and Vee Pendergrast at CODE NZ throughout this process, so big shout out to them as well!

Since then, I’ve met so many wonderful people in the games industry throughout Australia!

I have so many amazing stories that I could share. One that stands out in my mind that I think is really emblematic of what the industry is like here was when I was to SXSW Sydney last year. I met another developer called Ally McLean Hennessy, who is currently working on an awesome game called Mystiques: Haunted Antiques. I ended up catching COVID during the event and, even though we had only known each other for 4 days, Ally brought a care package full of masks, soup, medicine, and all sorts of other super useful stuff to my hotel. Being in an unfamiliar city and being trapped in my hotel room with COVID, let me tell you I really needed that care package!!!

Jane Fiona (left) with Caitlin Lomax, Co-chair of WAGIC (right) and Samantha Rowe MLC (centre) at the launch of WAGIC in 2024.

I was inspired by all of the support I’d received from my local community to join WAGIC and I’ve been campaigning for the government to provide more funding to local game developers ever since!

I remember another one of my mentors Stuart Scott, whose background is in business, mentioning how people in the games industry are so friendly, and that really stuck with me because it’s so true. Games are like a combination of art and tech, but they’re more art in my view. No one in the indie development scene is out to make buckets of money and you can really feel it. If you wanted to make money, you wouldn’t be making video games. It’s honestly a miracle that games ever get made, considering how complicated and ridiculous they are!

I’m not going to lie, game development is really hard. You have to work long hours and there was a period of time where I couldn’t even pay myself for 7 months. The thing that keeps me going is that the people I’m mutually enduring this experience of making games with are so lovely and supportive. What I’m trying to say is, if you’re an aspiring game developer, then put yourself out there. You’ll find that the people who are making games will most likely be just like you.



As an indie developer, I’ve had to face a lot of challenges trying to get my game off the ground. The greatest challenge on the girlypop journey so far has been trying to run a business while simultaneously creating an art project. Getting involved in budgeting, legal discussions, marketing, and finding a publisher can feel overwhelming at times. Turning my passion into a job was really difficult, but I also feel so lucky that I’ve been able to do that!

So what is my passion? What do I want players to feel when they play Don’t Stop, Girlypop!?



As corny as it sounds, I want to make people happy. I love when games just make you chuckle a bit, not because they’re funny but because they’re doing something really clever or satisfying that you find fun. For us as a dev team, no matter what we put into the game, it all comes down to “Is it fun?” We’ve cut a lot of cool concepts and features because they weren’t fun. I hope that clicking on things in Don’t Stop, Girlypop! and making them explode will be satisfying.

I wanted to dive into what other games inspired Don’t Stop, Girlypop! but this storytime is already waaaaaaaaaaay too long!! I’ll be releasing a second part to this next week so I hope you enjoyed this update and be on the lookout for the Girlypop Journey Part 2!!!!

https://store.steampowered.com/app/2610650/Dont_Stop_Girlypop/

[h3]Click the buttons below to join our Discord and follow us on social media for the latest updates on Don’t Stop, Girlypop! ❤[/h3]



Celebrate Women’s Day with Don’t Stop, Girlypop!

[h3]It’s time for a little girl power, lovelies!!!

We’re proud to announce that Don’t Stop, Girlypop! has been selected to feature in the Upcoming section of the Women’s Day Sale ❤[/h3]



The Women’s Day Sale is an event set up every year by WINGS and is designed to spotlight games made by women-led studios.

Our developer studio, Funny Fintan Softworks, is women-led and made up of almost all women (we’ve got one man in the team but men can be girlypops too :3). Just like the world of Don’t Stop, Girlypop!, our studio is powered by The Love, so we welcome developers and players of all backgrounds to join the girlypop movement ❤❤❤

Make sure you check out the full event to see some critically acclaimed and totally amazing games made by women-led studios that are all on mega discounts for the sale!!!

https://store.steampowered.com/app/2610650/Dont_Stop_Girlypop/

[h3]Click the buttons below to join our Discord and follow us on social media for the latest updates on Don’t Stop, Girlypop! ❤[/h3]



New Gameplay Trailer Revealed!

[h3]We’ve got some big news!!!

You might notice that we have a ★~sparkly~★ new name!

We’ve decided to officially go all in on “Don’t Stop Girlypop!” as the full title, since we got such a positive reception from you all on it!

We revealed our name change, along with our brand new gameplay trailer, as part of IGN Fan Fest 👇[/h3]

[previewyoutube][/previewyoutube]

For any lovelies out there who still don’t know, Don’t Stop Girlypop! is a Y2K arena movement shooter where standing still is not an option! The faster you move, the more damage you deal and the more you heal. As you can see in our gameplay trailer, each gun is unique and has a different alt-fire, which can synergise with other guns to create cute and deadly combos!

Pop pop pop your enemies to pieces with the explosive bubblegun, light up the room with the electrifying railgun, and use the shotgun’s portal ball alt-fire to really spread the love!

And remember girlypops…

❤ Just ❤ Don’t ❤ Stop ❤ Moving! ❤

We’ve also partnered with games publisher Kwalee to make sure that we never have to stop (until maybe the game is out and then we’ll take a little break or something)!

https://store.steampowered.com/app/2610650/Incolatus_Dont_Stop_Girlypop/

[h3]Click the buttons below to join our Discord and follow us on social media for the latest updates ❤[/h3]



Don’t Stop, Girlypop! Selected for IGN Fan Fest!

[h3]Guess what, girlypops?

The lovely people over at IGN have selected Incolatus: Don’t Stop, Girlypop! to be included in IGN Fan Fest![/h3]

It’s a mega big deal for us to be chosen to feature alongside some massive games, so we hope all of you will check out the event and show your support for us!!!



So what is IGN Fan Fest?

It’s one long week full of big game announcements, new trailers, cute clips, and fun interviews with developers. The event starts on Monday February 24th and ends on Friday February 28th (PT).

In fact, old school girlypops might remember that we revealed Incolatus: Don’t Stop, Girlypop! at IGN Fan Fest last year!

This year, we’re going to be revealing a brand new gameplay trailer that shows off some of our cool ass guns and the synergies between them. We hope you like it!!!

[h3]Keep an eye on the IGN YouTube channel around 13:00 PT on Thursday February 27th to make sure you don’t miss our new trailer going LIVE 👀[/h3]

https://store.steampowered.com/app/2610650/Incolatus_Dont_Stop_Girlypop/

[h3]Click the buttons below to join our Discord and follow us on social media so you’ll be the first to know when our new trailer goes live ✨[/h3]