Miracle Jam – Winners Announced!

Miracle Jam – Winners Announced!

Miracle Jam served as a catalyst to encourage the unconventional and deeply personal. We encouraged jammers to explore making personal games as a form of self-therapy and deepening ones understanding of their own psyche. The very first instalment of Miracle Jam wrapped up last weekend. We had over 40 participants from all over the world and a total of 8 games submitted! The jam far exceeded our expectations and we thank all of you for putting time into sharing a little piece of yourself.

Theme

In 48 hours jammers were asked to make “A Love Letter Game”…

“Whatever it is you love most in this world. That thing you hold close to your heart, be it a person, a pet or your favourite game. We would love to see games intended as love letters to that special thing of yours.”

Forget Me Not – Most Beautiful Visual Award

“While there were several nuggets of beautiful visuals in many entries, I would like to give the Beautiful Visual Award to ‘Forget Me Not’ by Elliot Chester and Andreea Mazarianu. Playing through the game got me transported to all of those non-conversations we all have with our pets, where we talk while knowing we will never get an answer back. Yet we find solace in those conversations, sharing our worries and frustrations. Trying to communicate that when we leave, we will come back. Cause isn’t that the most heartbreaking feeling, leaving your pet while not being able to make them understand we will return. This game is simplest yet perfect little homage to our beloved pets. And that feel of simplicity is only strenghtend by the beautiful visuals provided. Showing us that with a few well placed lines you can get your point across. The choice of using a watercolour art style is well thought out and goes hand in hand with the theme of the game. The blinking animation and falling petals are nice touches that make the game feel complete. This game made me smile. As a sidenote to the artist: I do hope you explores this art style more as I believe it is definite proof of your skill.” – Camille Carpentier

Them: Companions – Accessibility Award & Spin Tingling Audio

“Whilst many games entered into the Miracle Jam were accessible in a range of admirable ways, I’d like to give the accessibility award to Them: Companions, the personal love letter to our companion pets by Illien Alizée. The clear & contrasting gameplay elements as well as clear sans serif fonts create a visually very accessible game. The persistent and clearly presented control scheme and HUD alongside generous balancing ensure the tightly balanced experience is widely accessible. And finally the alternative input scheme gives flexibility to players with mobility impairments.”- Joe Kinglake

“The Spine Tingling Audio Award will have to go to Illien Alizée’s “Them: Companions”. We had multiple entries with beautifully composed sountracks but Them: Companions was the only game that painted a full soundscape covering every single gameplay element with accurately designed sound effects. From the footsteps to the eerie ambience, from the ghastly whispers to the cute jingle when you rescue all pets, the sound of this game truly is spine-tingling, and the fact that Illien designed it all herself just makes it extra special.” – Enrico Ercole

Homeward Bound – Most Heartfelt Game

“Homeward Bound by Kaitlin Haughton and Gina Loughlin has a special place in my heart. Not only did all the judges reacted strongly to the ending with a very genuine emotional response on Enrico’s live stream, but it’s a wonderfully complete entry for the time that was given. This was an entry I shared with my sisters and mother which they adored. This led to nostalgic conversations about our own old dogs and reminiscing of fond memories. Homeward Bound is relatable and touches on a genuine part of the human experience. The game very balanced visually and very well executed with little bugs. There’s so much potential for further depth in the gameplay here, I’d love to see this developed into a full release. I love the choice of green that’s used and its audio really helps establish a pleasant outdoorsy mood that feels like a walk in the park. The world needs more games like this!” – Brad Smith

Entries

We adored all of the entries in their own way. All of your games will have a special place in Miracle Tea history. The personal expression that individuals were willing to share was deeply meaningful and encouraging to see. You can play and follow teams from all of the games submitted for Miracle Jam #1 below:

Honourable Mention

Shout out to The Tower of Memories team and their commitment and drive! It was great to see you so active within the game jammers voice chat over the weekend and we look forward to seeing more of all of your work in the future!

Thank you!

A goal with Miracle Jam was to create a wholesome community offering a safe space for struggling creatives to express and share themselves however they see fit. This goal is already starting to emerge and we’re excited by what this space will one day grow into.

Thank you to all the jammers that participated in Miracle Jam for sharing a little part of themselves to the world. Shout out to our judges for giving us their support and time. Make sure to give Joe, Camille and Enrico a follow and send them some love for helping us out!

Look out for more events from us in the future. We’re still very new to all of this and we learnt so much from organising this event as a result. If you have any suggestions on how we could improve the jam feel free to reach out to us in our commune.

– Miracle Tea

A Miracle Tea Game Jam!

A Miracle Tea Game Jam!

We’re hosting a game jam online for the first time on Friday 13th –  Sunday 15th November 2020. We have a bunch of Ruya related prizes that we’re going to give away to entries that are selected by our wonderful list of industry judges.

Miracle Jam serves as a catalyst to encourage the unconventional and deeply personal. If you have something to express that you feel you can’t express anywhere else. This is the place to do so. We applaud and encourage personal games as a form of self-therapy and deepening ones understanding of their own psyche.

You can find more information about Miracle Jam on on itch.io.

Participants can also join our Discord where the theme will be announced. A handful of developers, artists and other creative types are hanging out there as your read this so come have a chin wiggle. Don’t be shy, and if you are you’ll fit right in!

– Brad

Our Tranzfuser Experience

Our Tranzfuser Experience

What is Tranzfuser?

Tranzfuser is a graduate game pitching competition for a grant of £25k supported by the UK government. You pitch a prototype and teams that get selected will be awarded £5k to develop and work up their prototypes over the summer period. At the end of the summer, Tranzfuser hook you up with a free both space at the biggest trade show here in the UK called EGX. Teams demo their prototypes and go on to pitch their games for an additional 20k.

If you’re thinking of entering, you can read lots of wisdom from our friend Caoimhe here.

We competed in Tranzfuser in 2016. Back then we were younger and fresh faced. We can say with certainty that competing in the Tranzfuser programme has been the best thing for our careers to date. It not only raised the profile of our company it has made us very employable as individuals. The programme has changed a lot over the years since we competed but in the best possible way!

What was our project?

We made a game called Ruya for Tranzfuser. Ruya is a meditative puzzle game about dreams and motherhood. You can pick it up on Steam if you’re curious. Ruya launched in 2017, about a year and a half later to when we were competing in Tranzfuser.

Where did it come from and how has it evolved over the past number of years?

Tom built the core mechanics as a university project. I later got involved and started helping him with the design and the visual style. The art that I brought in come from another game I made for a game jam called Indie Speed Run. We kind of merged that art style and Toms mechanics and then it grew from there. We set out to re-imagine match style games, to try and make them ‘cool’ I guess, they get a bad rap from a lot of people in the indie scene I find. Our thinking with Ruya was to marry the mechanics of a game like Bejewelled with the emotional depth of a game like Monument Valley.

Ruya - Tranzfuser Booth, EGX 2016

How did we find out about Tranzfuser? 

Tom heard out about Tranzfuser through the news and mentioned that we should apply. We were trying to pursue our own thing and make own video games full time for a living, but didn’t necessarily know the whole logistics of doing that. I think we were both good at making games but had little to no idea about setting up a business, so it seemed like a no brainer. We applied, got through and started working out of the Eastern Enterprise hub – a lot of the work for Ruya was done there, especially working out our pitch and deconstructing its design. Back then it felt like doing a fourth year of University and getting paid for it which was really cool!

Why Tranzfuser?

As a team we simply wanted to form a game company to create the kind of games we think have value. There was also an element of wanted to compete in a more serious and professional capacity. To see what we could do and where we sit relative to the rest of the industry. We had entered a lot of game jams in the past but Tranzfuser was a big step up with tangible rewards and greater stakes at play.

How did you apply your university learning to Tranzfuser and beyond?

My dissertation was in game jams which taught me to work quick and iterate and fail a lot. We were taught at university that are first 10 games would like suck and that you should just get them out of the way. Most of how Miracle Tea approach making games specifically the emotional and mechanical side comes from our teachings from University. Our lecturers really encouraged that. There was also a part of me that wanted to prove to lecturers that what they taught us at University had value and that we really listened to them and that their teachings had a real impact on their students. I think Tom really learnt how to get good at coding and craft mechanics. And I got really into the more emotional side of game design. And I think when we come together it makes for an interesting team dynamic. There’s a kind of push and pull that happens when me and Tom work. We pitched a lot of games at University. Every couple of weeks we would have to pitch our game to a panel of lecturers – so when it come to Tranzfuser it felt very familiar.

What did Tranzfuser do for you?

Tranzfuser opened a handful of opportunities in the industry that otherwise would have taken us years to understand and achieve. How Miracle Tea pitch our games today is built upon how we pitched to Tranzfuser back in 2016. Only with more confidence! Tranzfuser gave me personally a shortcut to a certain level of confidence and growth that I never knew I had. As a result of that growth, we’ve been asked to mentor students at our local university, be a judge for game jams in our community and asked to speak at conferences overseas.

High Points?

The psychological impact of getting into Tranzfuser was a big deal for us. We saw a lot of our peers getting big studio jobs or succeed in various game jams and competitions. It gave us a certain level of confidence and esteem that I think we all needed. Observing people play. People taking photos with plushie. We knew that even if we didn’t get the funding for Tranzfuser that we’d be able to get work in the industry, people were coming up to us saying if this doesn’t work out email us and we’ll hook you up with a job. All of that was really re-assuring and motivating.

Low Points

Watching people being confused by your game is always difficult, it still happens too. We were bug fixing stuff throughout the EGX competition, Tom would setup his laptop around the corner from the booth and would be iterating big usability issues on the fly. A lot of sleepless nights and anxious days! Game development is really hard, such long hours and staring at a computer can sometimes be really soul draining. I think back then the way we worked wasn’t necessarily the healthiest. We’re a lot more balanced these days.

If you could turn the clock back, would you do anything differently?

Pre-EGX I would’ve spent less time crafting the later stages of the game and more time focused on refining the first 10 minutes of gameplay. Because that would’ve resulted in a stronger slice for the EGX demo, and allowed us more time for testing to iron out usability and readability issues beforehand. With the pitch, I would’ve worked on projecting more to the entire room to assert a level of confidence. Also, avoiding apologetic language when discussing the game or ourselves might have been useful. With networking to be more assertive when seeking out the people that could help us achieve some of the things we needed at the time. I think when your starting out that is normal though and it gets easier with time.

What were the challenges of team working?

Sometimes the worry can be paralysing but at the same time the amount we worried probably sometimes helped because we’d be over prepared as a result. We all got really close after Tranzfuser, our team getting funding kind of built more mutual respect and re-assured everyone that we’re on the right path. When we started out communication was difficult, we’ve slowly figured out how to articulate things with more clarity. Talking about finances was something we shyed from in the early days but we quickly got over that once things started getting more serious with the business. A lot of that also seems to come from just slowly becoming comfortable with another person and being real and honest and clear about what your goals are.

What Motivated Us?

The idea that we had people aware of what we were doing and had eyeballs on us is a real motivator. You know, being awarded funding and having people say congratulations is a motivator, there’s a moral responsibility associated to that to set out what you indented to do.

Being in sticky financial situations can give you a certain amount of drive to get something done and I think when we were starting out that was true for all of us at a point in time. I think we’ve all realised what we have going in our team is quite rare. Just the idea that we still get on post-release of game is apparently not always the case within the industry – people often end up hating each other from what I’ve observed.

Why should the up-and-coming game dev talent of tomorrow apply to Tranzfuser 2020?

We took part in Tranzfuser to make running a video game company a reality. It’s the best way to show the games industry that you’re serious about what you do. Tranzfuser was for sure the best thing we could have done for our careers coming out of education. If you don’t try it you’ll never know what you’re capable of.

Why is Tranzfuser important?

It allows the opportunity for great games to exist which is a really important thing, especially right now with what’s going on in the world. You know, games are a safe haven for a lot of people to escape or unwind from their life, and that’s important. Tranzfuser increases the chances of those games being put out into the world. I think we’re really lucky to have something like this in the UK. I’ve met developers from other parts of the world that don’t necessarily have that support and as a result the game scene is really sparse and it’s difficult to survive. It’s an initiative that works too. We’ve been able to stay in business and hire people for almost 4 years and Tranzfuser was the catalyst for all of that.

After Tranzfuser?

We got really motivated after Tranzfuser and then Ruya launched about a year and a half later. We pitched a hack and slash game called Oath to UK Games Fund shortly after Ruya released – that would’ve been in 2018, I think. Oath got rejected but we learnt a lot as a result. Then we started doing client work to sustain the company and working on prototypes on the side. We trickled out Ruya on other platforms slowly maintaining the game overtime and secured a licencing deal after shortly after Ruya launched on Armor Games. This was a big deal for us.

How have we sustained our business?

We’ve had good client work post-Tranzfuser. We worked with lady called Helen who we helped build a platform that teaches people about financial education. We made her a series of small games for her. The licencing deal was a real help. We have the mentality of playing the long game and trying to sustain ourselves over a long period of time. A lot of developers seem to bank on having a hit game and I think that’s kind of the wrong attitude to adopt. I think it’s better to plan worst case scenario which means expecting your game to make no money. If you always plan for that, you increase the chances of staying in business. I think it’s really important to live within your means too.

What are we doing now?

Miracle Tea have been running for over 3 years now since competing in Tranzfuser. We are a remote studio and our list of working contractors is growing. Ruya launched, it won a handful of awards that have given us studio recognition. We are now working on our new game Alula that was recently awarded the UK Games Fund round 5 grant. We aim to launch next year.

If you have any questions for our team about Tranzfuser, feel free to join our lovely Discord community, don’t be shy!

Who is Miracle Tea?

Who is Miracle Tea?

It’s 2am in the morning. All of a sudden, I’ve had the urge to start this blog. We’ve been running Miracle Tea for almost 3 years and only now have I had the realisation that keeping a blog might be a productive and healthy thing to do. Better later than never I guess. If you already follow us on twitter you would have had a taste for our work. But this is the place where we’ll be baring all. All the gritty game dev tricks in what into making a Miracle Tea game. All for you. So welcome!

Anyway, hello! I’m Brad, I run Miracle Tea with my buddies Tom and Enrico. They’re lovely. These last few years have been a real trip for us. Here’s some of the highlights of what Miracle Tea have achieved to date:

◆ Won Tranzfuser back in 2016

◆ Launched our first game Ruya – Nov 2nd 2017

◆ Ruya featured in UK, US, China and Australia iOS App Stores

◆ Game of the Show – Game Anglia 2017

◆ 700 twitter followers

◆ Wonderful press coverage

◆ UK Games Fund Awards – They Delivered

◆ UK Games Fund – Round 5 Official Selection

We’re best known in the independent game scene around the UK as the creators of Ruya and have made some wonderful friends in those spaces along the way. Recently, we wrapped up our announce trailer for our new debut game Alula. Check it out…

These next few weeks are going to be intense for our team. We’re currently working up the mvp build in preparation for EGX in October next month. There’s a lot riding on that event for us. We’re competing for funding in Round 5 of the UK Games Fund. Not only does the build have to be solid, so does the way we communicate about it, how the stand looks, and all of our supporting pitch material.

We’ll be throwing up new posts as and when we can, we figured the announcement of Alula would be a good time to start a dialogue about its development. Hope you enjoy the ride!