Shimapanzer Strike-ing Out at the Tactical RPG Scene!

A closeup on the upcoming game from Team Falldog; Shimapanzer Strike! Featuring some of the most adorable Wolf Girls with monstrous panzers (tanks), taking to the field in a tactical RPG with some unique twists sure to please anime lovers and games alike. Welcome back Enomviewers to your indie news with me Reno Morgan your north star when it comes to finding the best upcoming games that you should be keeping an eye on and dropping some support for, one of the best-looking indie games slated for release late 2018 into 2019! That doesn’t mean you can’t drop by Team Falldog on any of the following links RedditShimapanzer’s WebsiteTwitter, and GAB!

I had the awesome opportunity to interviews David Simon who is the project leader for Shimapanzer Strike, working with 1 other developer Paul Dalessi a senior artist for CD Projekt Red. Together we spent more time talking about our shared love for a lot of what makes Shimapanzer Strike adorable, alluring and fan servicing. Shimapanzer is shaping up to be a gorgeous Tactical RPG and to start things off let’s get right into what that means, right from David Simon “It’s a tactical RPG similar to fire emblem there’s a handful of unit classes, and they level up from fighting and get stronger, and are gone forever if they die.” For those not familiar with Fire Emblem it is also a tactical RPG from Nintendo you may also recognize the name for several characters that are from Fire Emblem in Super Smash Bros. With Shimapanzer we will see a unique cast of characters taking to the field in your control as you maneuver the battlefield as the tactical commander. If your adorable girls survive, is completely in your hands because death is permanent!

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With the drastic contrast in prior work, both David Simon’s and Paul Dalessi’s Art Station show a strong change in style compared to their current masterpiece Shimapanzer it was really cool to see how flexible they can be with their work. I had to ask them “What gave you guys the idea of wolf girls and tanks, your prior work samples are so different in contrast going from the seriousness of some of those spaceships? (In your Artstation)” David’s response gave me something really important to think about when it comes to developers who are always given a set style when getting into a project that is not completely their own. He said I think a lot of it is that everything we did before now was always for other games that already had defined art styles this is our first time deciding everything we do from scratch and since we’re huge weebs we obviously went with anime girls” While David may not have meant a lot by it, I took a lot from it. With a massively growing industry, Video Game Design has always been leaning pro side over Indie which means so many new developers are joining projects where they may not have enough creative control to express what they would want to do. For me, this is what makes Indie so alluring. It puts the creativity right into the hands of the artist and designers who may not have had that opportunity in the past. Creating an environment for developers to explore what they would like to make ground up which is where many unique games come from. I did not share these later thoughts with David so I am not sure what he may have had to say regarding my personal thoughts. I hope we start to see a lot of professional side developers start to explore alternate routes into the indie scene, it offers everyone a freedom where ideas can grow into masterpieces!

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Nonetheless, that is why Enom focuses on Indie! With such a beautiful world Shimapanzer sure was mixing some cute things with some worrisome things. Having giant tanks pointing at my adorable wolf girls gave me an anxiety I couldn’t shake, I had to know “Will anything bad happen to the wolf girls(?)” and David just making it worse “it’s a war game after all” So if you do get a chance to play Shimapanzer, keep your girls close and your enemy closer! While David could not release any information to me about the story for Shimapanzer we can just keep our fingers crossed that we will see more cute things than sad things, but in a war zone expect the worst! To balance out that anxiety, Falldog shared some amazingly cute minigame gifs on Twitter of one of my favorite girls cleaning a tank and they assured us that a tank cleaning minigame will be a thing. So, at least after scouring across battlefields and facing life or death you can relax with your girls while giving your panzers a good scrub! Maybe it will distract you from the thought that your next battle might just be the last one for someone!

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Thank you all for reading Enom, and I hope you give our friends at Team Falldog a look! Feel free to leave a question in the comments, or reach out to Team Falldog on any of the following RedditShimapanzer’s WebsiteTwitter, and GAB, and before I say adieu have some tentacles!


Indie Interview: Ashley (AshumBesher)

It had been a while since we last managed to corner a developer for an interview. But this time, a developer cornered me to get an interview done. After looking at their game (Muffins and Apples) and playing it for a bit, I decided to agree to that interview. After grabbing some muffins myself to sustain me during the interview, I met with him again.

Welcome Ashley. I’ve just tested out your game and I am surprised. But before we get into details of that, can you first tell me a bit about yourself?

My name is Ashley Spencer-Phillips, I’m 26 years old and I live in the United Kingdom. I’ve been into video games for most of my life starting with my Playstation 1. I would say I am mainly a retro-gamer, Pac-Man being my favorite.

So you are also a retro-gamer.  I’ve seen two games you’ve released. Am I right to assume that the older games were an inspiration to use 8-bit graphics?

Yes, I am very much inspired by older games, so I try to incorporate their qualities into the games I develop.

As well as using 8-bit style visuals, I like to keep the gameplay quite arcade-like. I believe the qualities of old games translate very well into modern mobile gaming; for example my games which are about beating the high score are enhanced with the inclusion of online leaderboards.

Apples and Muffins 1.PNG

Indeed, it does a bit, although some of the mobile speedrunners would disagree. But on to another question, when did you start making games and why?

As a gamer, I like to think I know what makes a fun game, when playing existing games, I’ve often thought about how they could be improved or tweaked. It was around 6 years ago while I was studying art and design at college I discovered Scratch software, so I played around with some basic coding to prove to myself that I know what makes a fun game.

So it was initially just for myself, but after others seemed to like what I had done, I started publishing games to Android.

I have never heard of scratch. What programming language does it use?

Scratch is a very basic drag-and-drop programming interface, it is very limited in what it can do and what file types in can publish to, but it was a good starting point for me. I don’t really remember about the programming language, it has been a while since I have used it. The software I use these days is GameSalad.

I see. So both your released games were made through that program. I myself started with RPG Maker, but I am more a writer than a programmer. What was the first game you made?

My initial game made using Scratch was called Chris’s Muffin Adventure, and the first game I made using GameSalad and published to the Play Store was called Chris and the Badgers.

I’ve seen Chris and the Badgers, which was released last year, right? And now you’ve released Muffins and Apples. What was your inspiration for that game (Muffins and Apples)?

Yes I believe it was released last year. The idea for Muffins and Apples was partially inspired by a specific level in a 2013 Pac-Man platform style game in which eating food would slow the player down making it harder to avoid the enemy. I took this concept one step further by making my game’s character get fatter as he eats muffins, and instead of an having an enemy to avoid; getting too fat would be the thing to avoid. I added constant weight loss from running to make being too thin a danger too. I am influenced by collect/avoid style games, but to make my game a little different, I decided to make the things you are collecting and avoiding the same things. One second a muffin could save you, the next second it could kill you.

Yes, that is something I’ve experienced several times in your game. Then there are the three modes, the standard mode: Where you gain points based on time, Muffin where you gain points based on muffins eaten, and apples based on apples eaten. What was the reason for these three modes?

The first build of the app only had the standard mode. I later added the other modes for a couple of reasons. I thought these other modes would give the player extra incentive to take risks such as trying to up their score faster by grabbing more muffins when already quite fat. I also thought it gives players two more opportunities to become number 1 on the leaderboard, so if they can’t beat a score on one mode, they could on another.

Apples and Muffins 2

How long have you been working on this game?

I don’t really remember how long it took altogether, but in the period I was working on it I was working pretty much nonstop.

Any other hardships you’ve encountered besides the nonstop working?

One small problem I encountered was with the score counter on normal mode, it was originally meant to be in decimals going up 0.5 days per second. It wasn’t until after I had published the game that I noticed Amazon GameCircle (the leaderboard system) didn’t support decimals. Luckily I was quick to remove the decimals in the score system before people wondered why their scores weren’t displaying properly.

That can be an issue indeed. We are nearing the end of the interview. Do you have any last words to our readers?

Muffins and Apples is an addictive retro throwback that’ll surely keep you entertained in short bursts if you’re on the move, or for hours on end if you really want to beat the high score.

I myself am not a fan of most mobile games, but this one was reasonable fun. If you want to try the game out yourself, you can find it on the google playstore.