You are a minotaur-looking creature who is minding your own business in a Mexican supermarket, when all of a sudden you are magically whisked away to Candy Land and forced to wrestle! The thing is, you want out. So you need to jump out of the ring and jump off of as many gummy bears as you in order to escape.
As you jump, slip, and slide off of the gummy bears you collect money. This money can be used to purchase really cool powerups in the shop. As you purchase more powerups, more of the game is revealed (such as new gummy bear types and new areas as your jumps go farther).
Burrito Bison has simple and fast gameplay mechanics (the left-click is all you use), and the powerups and achievements make it really fun and addicting! This game has great polish as well with excellent artwork and music. Another stellar short-form game by Juicy Beast- congratulations on the win!
Get To Know Juicy Beast
Tell me about yourself- how many people are on your team? Where are you based?
We are 4 dudes handcrafting small games in a basement, and we’re located in Quebec, Canada.
How long have you been making games? What did you do before?
We’ve been making game for almost 2 years now (will do on June 1st 2011), and we basically started out Juicy Beast Studio right out of school. So yeah, we didn’t do much before Juicy Beast Studio (except for Dom who worked at Gameloft for a year before).
What was your inspiration for Burrito Bison”?
Burrito Bison actually started out as a “Run & Jump” type of game. We wanted to give the game a really interesting twist so we did a LOT of prototyping on this one. Around 2 months later, the game didn’t have anything to do with “Run & Jump” anymore. The final result is a lot closer to the “tossing” genre, even if didn’t started out as a “tossing” type of game.
The theme also started out as something pretty different. It was supposed to be a game revolving around “heavy metal” and our protagonist first was a metal head guy, kind of similar to Eddie Riggs in Brutal Legend. While sketching some stances for our little hero, J-P (our lead illustrator) dressed him as a Mexican wrestler for fun. Later on in the process, once the gameplay had nothing to do with the initial idea, we decided to go back with that funny luchador.
The whole gummy bear idea came from a little challenge we gave ourselves. We wanted a hero to literally smash people by bouncing on them, but we didn’t want any gore elements. We then thought of gummy bears since they’re easy to animate (humanoid form) and you can smash them without any gore stuff splashing everywhere!
I have noticed that you guys have been successful with short-form games- is this a strategy or style that you strive for? Or is this accidental?
We’re pretty much more into short casual games than 5 hours up Flash games (for instance). So yeah, we’re always developing games that we like in the first place. One of our games is smaller than the others (speaking of Feed the King) but that wasn’t really planned. We developed the game in a 24 hour jam so it can explain why it’s a short game.
What types of games do you like to create the most? What types of games do you like to play the most?
Even though all of us have different tastes when it comes to games, we can definitely say that we’re always trying to create “accessible” games, which often end up being pretty small and casual. We also enjoy playing small and casual titles so it’s all natural for us to develop such types of games.
With the hundreds of new games coming out every week, people don’t have a lot time to invest in each of them. That’s mainly why we play a lot of small games and why we love developing small ones as well.
How long is your game creation cycle? What is your process?
It really depend on the initial concepts. We always try to make our games as refreshing as possible by tweaking an already known genre. We have a lot of “twist” ideas, but once we test them out, they don’t always end up being as fun as we thought.
We then iterate on new prototypes until we’re happy with the results, which is the hardest part. It’s really hard to set a time frame on this particular step, since we never know when we’ll be happy with the results.
Once we have a solid prototype that we like, we start adding depth to it (more power ups, more upgrades, more level, etc.). From that point, it’s pretty straight forward; it’s not about experimentation anymore (even if we still try some new ideas here and there), but more about production.
For more details on our creation process, you can check out our blog posts series that covers the development process of our upcoming game :D
Are there any game developers that you admire or consider “rock stars”?
Wow. There’s waaaay to much haha. Here a couple, only to name a few (and not to mention the bigger companies like Blizzard, Valve, Nintendo, etc.)
Dominic Mercure (Gameloft Montreal)
Retro Affect (Kyle Pulver)
Shigeru Miyamoto (Duh…!)
Team Meat (Edmund McMillen)
The Behemoth (Dan Paladin)
What is it about making a new game that you enjoy most?
Exploring new possibilities, new gameplay, starting from nothing and creating something cool, putting our imagination to the test, and a lot more stuff! There’s really 2 (or maybe 3) main steps in our creation process: 1) Testing out our ideas, prototyping, exploration, etc. 2) Developing the whole game, and 3) Looking for sponsors and releasing the game.
As you may have guessed, we really enjoy part #1 :]
Do you have any hot projects you’re working on right now?
We’re almost done working on Bloom Defender, our brand new Tower Defense game!
We’ve also recently announced our partnership with Ravenous Games to bring Burrito Bison to the iOS devices :] You can read more on that right here.
Congratulations Juicy Beast, and good luck with your upcoming projects!