The Meansters: Bootcamp Game
The Meansters: Bootcamp is an archery game designed and developed by Hilum Studio. The game is available in the Google Play Store for Free with no In-app purchases.
Choose a game mode from three game modes and a character out of four characters to kickstart your play. The three gameplay modes include Time Attack, Survival and Skill Play.
The game is decent and the goal is to pop the hearts and remove cupid from the throne. Gain points to unlock Mini-Means, powers and shooting platforms.
Choose a game mode from three game modes and a character out of four characters to kickstart your play. The three gameplay modes include Time Attack, Survival and Skill Play.
The game is decent and the goal is to pop the hearts and remove cupid from the throne. Gain points to unlock Mini-Means, powers and shooting platforms.
Great Day Readers! To give us more insights into the game development, Mathieu Guidon, Software Development Director responded with the answers. Here are the Q&A exclusive for our readers.
1. Tell us about the team?
Everything started back in 2008. We did a 48h game jam back in school and it resulted in a small prototype with Cupid as the protagonist but was never finished. This project was the first of many small games made during our school years. We both graduated with a major in 3D imaging and computer gaming. We did an internship at Ubisoft and Behavior respectively. After graduating, Guillaume went to work in the gaming industry in Montreal. He worked at Behavior and Bioware before leaving in joining me in a 3D CADCAM software company to be able to have creative right on his projects outside of work.
Our graphic artist Émélie joined the team right at the start of the project and brought an outside view on gaming. She bring 10 years of professional design and drawing expertise to the table and always strive to create a perfect setting in the game.
Christine handles everything else. Communications, marketing, and some administrative stuff with the help of Maude when needed.
2. What was your inspiration that leads to the creation of this game?
As I said before, the game was a game jam idea back in school. It was similar in style to the current iteration. We mixed all sort of game type to create a fun experience. The new iteration took a lot of thing from this game. We wanted to create a quick time-waster where skills would make a difference but not mandatory to progress. We also really wanted to have a nice mobile game without all the negative that often surround them like paywall, intrusive ads and the like. It was the main points that always followed us when iterating on the game.
3. What was the biggest challenge faced while developing the game?
We had multiple challenges when developing this game. It was our first real project that would be played by random people and it led to a lot of interesting discussions about what we wanted to show/give them. We had, of course, the device optimization that nearly kill the project right in the middle of it because we couldn't achieve a minimal framerate or the fact that we drained the battery so fast playing more than 10 minutes would mean losing over 30% of battery on some older models. Others issues were the motivation to keep on going after each little bump. We realize that we love to create new prototypes but lose some interest after the initial rush of ideas and having a "working" prototype. All those issues, however, come back to mixing everyone idea into 1 game and not create a mess of things later on.
4. What features can be expected in the upcoming updates?
We have 2 things that we can probably add in the next major release. We had to remove all the "story" mode levels since they were too easy and could be finished inside 30 minutes by a good player. We still have all our 40 levels and it just need some love to provide a better experience and challenge. The second thing that could make it would be an online leaderboard and achievements. We currently implemented an old school local leaderboard so you can see your progress and show you friends but it would be more interesting if you could show them anytime you beat them.
5. Is there anything else you want to tell our readers?
This game was made to show our core values. We grew up with games that were fun but challenging and we hope to keep making that kind of games in the future. This game is only a small glance at what we can do and hope to achieve some day.
We had a lot of positive feedback already about the game but always welcome more feedback and discussion!