Archive for Casual

Light Fall at AGDQ: Recap with FuzzyGames

In January, Light Fall was featured at AGDQ (Games Done Quick) in front of more than a hundred thousand viewers on Twitch. We decided to contact FuzzyGames, the speedrunner who submitted Light Fall, so he could share his thoughts following this experience. You can also watch his whole run on Youtube.

AGDQ (or simply GDQ) is considered by most to be the biggest speedrun event in the world. The goal is to complete the games in the fastest time possible and raise money for charity.

1. First things first, could you explain how this all came to be? What was the process of submitting Light Fall to GDQ like? How did you end up playing Light Fall at the event?

At first, I randomly found Light Fall online. I have always been a huge fan of platformers and noticed Light Fall was releasing at the time I was looking for new games to play. It all worked out well from there, I built a little bit of history with the game and even pushed for the world record at one point, which I did get. Fast forward a little bit and GDQ is coming up… and I really wanted to submit. This event is such a big deal for speedrunners. In my mind, I had to submit Light Fall. I had played so much of it and submitted in many different categories. I thought nothing would ever come out of it but I got accepted and that was an amazing feeling!

2. Following up on that, how many categories can a speedrunner submit for a game? Could you, for example, submit a 100% run and an Any% run? How does that work?

It was one submission of Light Fall, but I could indeed submit for multiple categories. In my case, I submitted Normal Difficulty Any% and Hard Difficulty Any% and only one of them was accepted.

3. What was your initial reaction like when you got the news?

It was funny because GDQ announced in advance at what time the news would come. So, I’m just sitting here on nails, waiting for news of the submission. I was so nervous, even though I believed there was no chance I could be selected… I kept refreshing the submission page and at one point I saw that one of my submissions got accepted. My whole body froze… I didn’t know if this was real or not. I thought somebody must have clicked on the wrong button or something!

4. I can imagine that… GDQ must be the equivalent of the Super Bowl for speedrunners. It must feel like the biggest stage to display your skills on?

Indeed, I don’t know another venue where you would have more than a hundred thousand people watching you speedrun a game live… It’s surreal and scary and amazing at the same time.

5. Have you seen a growth on your stream and channel since the event? Have you got any new followers since?

I did get a surge of new followers after the performance. A lot of people decided to follow just out of the blue. I’ve had people coming on my stream since and say “Hey, I saw you at AGDQ and decided to come check you out. Good job on the run!”. It feels good to have people say that they enjoyed what I did and want to support it more.

6. Talking about the run itself… How did you feel when you sat down on the chair prior to starting the run?

I remember it clearly, because you know, we had to get there early so the stylist could do our makeup and get us ready and everything. Then we went onto the stage and my couch commentary crew got on the couch. I sat down, plugged in my controller and waited… The next thing I remember is that a headset was handed to me and I just kind of put it on automatically. And in that brief moment of putting the headset on, everything hit me. That moment was so quiet and I thought: “Oh my god this is it, this is actually about to happen and I feel like I’m going to explode!”

7. Are you satisfied with your performance at GDQ overall?

Before leaving for GDQ, I sat there and said: “Okay, I know this is a big deal and a lot of pressure comes with it. I need to set realistic expectations for myself and still have something to aim for”. I thought about it and like every other speedrunners, I have my own personal best record. That wasn’t my goal obviously, I aimed for a more reasonable time. On such a big stage, many things can go wrong. I set out for a time around 25 minutes and that’s what I got to (27:13). For that reason, I’m pleased with the run. There are some things I could have done better, for example the Mictlan fight which I messed up a bit. Overall, though, it was good and I’m just glad it didn’t go horribly wrong!

8. If we go back to your passion of speedrunning, what originally got you into such discipline?

It’s funny that you ask that, because thinking back to how I started speedrunning… it starts with GDQ itself. I remember seeing the event’s videos from 2013 and I saw a well known speedrunner, CalebHart, run a Mega Man game. Being a huge fan of this series, I thought to myself: “That’s really cool… I feel like I’m not going to be great at it, but I would love to do something like that.” And that’s what got me into speedrunning. I started replaying a lot of the games that I enjoyed as a kid. From there, I kept learning and improving, thinking about what games I like to speedrun and it just evolved from there.

9. Really cool… That brings me to my next question: Aside from Light Fall, what other games do you enjoy speedrunning?

Most people know me probably for two games that I really enjoy speedrunning. The first one is The Legend of Zelda: A Link to the Past. It’s a fantastic game and it is my favorite of all time. The second one would be Celeste, which is a more recent one. It’s a platformer that feels really rewarding to play through.

10. Speedrun has many categories; 100%, Any%, Glitch-less… Do you have a favorite category to speedrun?

Just to call back out to Zelda: A Link to the Past, some people know that I am a big fan of the glitches in that game. I tend to lean to more glitched categories when it is an option, but I am also a little bit of a purist when it comes to glitches too. If you’re going to follow a glitch category, I kind of want it to stick a little close to the formula the game originally intended. I feel like glitches should accentuate what the game was originally going to deliver and not necessarily skip huge parts of it and take away from the experience. Other than that, I would say Any% is my favorite. 100% tends to be a little drawn out in some games. Any% is the typical “let’s see how fast I can beat it”.

11. A lot of people really enjoy watching speedrunners, but are sometimes put off by the difficulty of such discipline. What would you say to someone in that situation?

The first thing is to not expect to learn it all quickly because nobody ever does… Secondly, I feel like the only difference between someone who currently does speedrun and someone who doesn’t yet is that the speedrunner is willing to fail. A speedrunner is willing to be bad at the game until he masters it. Start by picking a game that you enjoy, a game that you could play over and over again… because you’re going to see it a lot. If you find some tricks too hard, just skip them and come back later. Your time will not be competitive out of the gate, so just give it a shot and see where it goes.

12. Now let’s put you in my shoes… If you were a developer of Light Fall and could make any changes to the Speedrun Mode, what would it be and why?

I feel that in its current state, the game mode is very enjoyable and welcoming. When the game first came out, there were a couple of rough edges that did get worked out quickly. That was an example of great communication between the community and the developers. Honestly, I don’t feel like speedrunners are too picky in general. A lot of games get speedrun without a dedicated game mode, so it’s a bonus. I feel like the team did really well with it!

13. Lastly, could you describe yourself as a streamer and speedrunner? And if some of our fans would like to know more about you, where can they do so?

Well, you already know my name (FuzzyGames). I’ve been streaming on Twitch for a little over a year and it’s the best place to find me. You can also follow me on Twitter. I’m always online Tuesday and Wednesday nights and Saturday and Sunday mornings. I try to keep running a few different games to make it exciting. Feel free to drop by!

This concludes our interview. We hope you had a great time learning more about speedrunning. Bishop Games always makes sure to support the speedrunning community. As for our projects, we know we have been quiet online recently. We are currently working on a brand new, top secret project and we are also preparing something for Light Fall! Stay tuned!

Light Fall wins Best Hardcore Game at Game Connection!

Hey everyone, it’s been a while! We thought this news would be perfect to begin a new post with, so here we go… Last weekend, Light Fall won the ‘Best Hardcore Game’ award at Game Connection Europe in Paris! This win puts the cherry on top of a great few months of nominations and accolades for our game.

It’s Praise Season for Light Fall!

It all started at the beginning of this summer, when we submitted our game for the Game Connection Development Awards. We then attended the BitSummit in Japan, where Light Fall was named Title of the week in the world-renowned magazine Famitsu.

Shortly after, the game was selected in the Indie Arena Booth for Gamescom. A booth that gathered the 80 best indie games in the world. It was obviously a great honor to be among such a tremendous group of games.

After our event in Germany, we then traveled to Korea for the Busan Indie Connect Festival. There, Light Fall was nominated for Excellence in Audio, Art, Narrative and Casual, as well as for the event’s Grand Prix. Unfortunately, we didn’t end up winning in any category! However, it felt great to be nominated and showed that the game was on the right path.

Then, at the beginning of October, we got an email… We were nominated in two categories at the Game Connection Development Awards; Best PC/Console Hardcore and Best Hardcore Game. We ultimately won the latter. This means a lot to us as it is our first big award in the industry. It’s cool to see the game being well-received, even though it isn’t released yet.

David attended the gala to receive our award for Best Hardcore Game.

SFX/Soundtrack Update

We are currently finishing up our first pass for the SFX and soundtrack of the game. As we said in an earlier post, we are working with Peak Media, an agency specialized in this field. They have been very pleasant to work with and their talent truly makes the atmosphere of Light Fall much more immersive.

Right now, they are working on the remaining SFX for the last two acts of the game. After that, we will be left with the ambiance of the in-game cutscenes and a final pass to fix things here and there.

Complete PC Version Almost Done

Right now, the complete PC version of Light Fall is almost done. We are finishing up some stuff on the last boss of the game and entering the final polishing phase of production. We have been working on the game since March 2014, and it feels surreal to finally see it all in one piece. Without revealing too much, we have a few screenshots to share below.

The Vipera’s Forest: the dangerous and exotic third act of the game.

A magical elevator taking you somewhere unknown…

Puzzles… Did someone say puzzles?!

We will also need the help of our Alpha Agent backers on Kickstarter to test the entire game soon enough. A special update will be posted when we release the next beta build on Steam. You should definitely keep an eye out for that!

Starting Up Console Certifications

We decided to push back the release date to March 2018 because we wanted to launch across all the platforms at the same time. With the PC version almost complete, it’s now time to start working on the console certifications for Switch, PS4 and Xbox One. This is quite the tedious work but we are confident in our timeline and release date.

It’s an ambitious bet, but we want you guys to enjoy Light Fall on the platform of your choice! We also feel that having a multi-platform launch will help us with the press and the content creators. That’s it for today. Thanks for your continued support and stay tuned! Cheers!

Light Fall Releases in March 2018!

Hello everyone. Today, we have great news to share with you. First of all, it is with excitement, pride and joy that we can, at long last, make it official. After more than three years of hard work, Light Fall finally has its release date. The game will launch in March 2018 on Steam (PC/Mac), Xbox One and Playstation 4.

A Dream Becoming Reality

The journey was quite long, but we’re finally approaching the finish line.

Looking back at our humble beginnings, it feels surreal to see how our game and our studio have evolved these past years. Three inexperienced dreamers that became a full-time team of five, surrounded with great partners and mentors across the industry.

Light Fall has also changed quite a lot from its initial concept. Truthfully, we are very fortunate to see our dream becoming reality. Often times, indie projects have to be cancelled or greatly altered in the development process. It’s hard to make a game starting from scratch… and we were lucky enough to do so with Light Fall. But the road wasn’t without bumps and dead ends.

Drawbacks and Delays

We suffered many drawbacks in order to make the game as we initially envisioned it.

If you look at the estimated date on our Kickstarter page (June/July 2016), you clearly understand that we have suffered from many drawbacks and delays throughout the production of Light Fall. The reality of it is that we got lost in the scope of our project. There was no way we would be able to deliver on all the things we wanted to do (Speedrun mode, console ports, etc.) in our estimated timeline.

However, we never lost hope and now that we have an official release date, we can see the big picture of our game… and it’s f****** awesome! Your patience and support throughout the years have been much appreciated. We realize that a big part of this dream was made possible by the support of our earliest fans, and we are grateful for it.

Gamescom Recap

Another great news is that we’re back from Gamescom 2017, in Cologne. We were part of the Indie Arena Booth, a selection of 80 of the most promising indie games out there. It was a great honor for us and it was the perfect opportunity to show Light Fall to the European market. We met a lot of cool people and it was fun to chat with the other developers around us. The event was very tiresome but we managed to survive the 5 days of show.

They said 500 000 people attended Gamescom this year, and as you can see in the pictures below, it’s not hard to believe!

Just one of the many hallways of the show floor.


The Blizzard expo hall was quite something… As you would expect from them!


Donkey Kong… What happened to you???


A really cool setup from ARK!


Blizzard went all-in with these amazing Overwatch statues.


And in all this craziness, here’s our booth in the Indie Arena!