Grabbles uses a simple mechanic: players interact with the environment by pulling themselves and others around with sticky elastic arms. Each Grabble is equipped with two stretchy appendages that are controlled using the thumbsticks and fired using the triggers of any USB controller, or with right and left mouse clicks. The character is built from a system of connected springs and responds dynamically to players and the environment. Built using the Unity Engine, this 2-D platformer has a play style that encourages flow control and quick reflexes. Grabbles is easy to pick up and hard to put down. It provides an immersive, colorful world to explore, full of challenging environments for the casual player as well as an exhilarating and highly competitive multiplayer experience for the hard-core gamer.

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Blog RSS Feed Report abuse Latest News: PAX East and Kickstart Post-mortem

0 comments by AnsonKindred on Jun 18th, 2014

We recently exhibited our game at PAX East. It was our first convention, and we learned a lot. Each member of our team wrote separate post-mortems when we got back from PAX to provide as many different perspectives as possible. Then a few days ago we wrote up a little bit about our failed Kickstarter and where we are now with Grabbles. We talk about the costs and there's graphs and everything.

You can read the full write-up here: Post-mortem
When we initially decided to exhibit at PAX East we had planned to go as part of Indie Megabooth. Unfortunately they didn't accept us and we didn't find out until after normal registration was closed. They were kind enough to add us to a waiting list though in the event a spot opened up. At this point we were pretty sure we weren't going to be able to attend. Fast forward to a month before the event and we find out that there actually are some open slots and we have to decide if we want to take one or not. We knew we wouldn't have much time to prepare, but we just had to give it a shot. It turned out to be an amazing experience, but there was a lot of stress involved and a few important lessons learned. We're still not sure if it was worth it or not, but we can all agree that we're glad we did it.

We are from DeLand, Florida (just outside Orlando). PAX East is in Boston. Add in stops for 7 people to the mix, and you're looking at a 28 hour drive in a van with 8 seats. Attempting to sleep sitting up in a van seat for a whole day is a bit rough.Probably the biggest mistake we made was not launching our Kickstarter and Greenlight before the first day. We really messed up on this one and ended up having to drop off our media guy, Brent, in the middle of Boston and basically said "Find stable internet, launch our Kickstarter." He was not very happy and eventually made it back to the convention center but we could have handled it all way better.

Some more bullet points from our longer write up:

  • Get that corner booth.
  • Don't make a ton of last minute changes that will be "just perfect" for the convention.
  • Talk to everyone, also approach everyone who even looks remotely interested in your game.
  • Apply to Indie MEGABOOTH.
  • Confirm everything you order.
  • Become a landmark by putting a large object in the air.
  • Maximize the amount of people that can play your game in the space provided.
  • It's OK for people to be in the aisles, just not your stuff.
  • Perfect an introductory level / talk for your game.
  • Have something fun and informational to pass out.
  • Take shifts when working the floor.
  • Wear interesting things and people will take interest.
  • Address labels are cheap custom stickers.

TWO MONTHS LATER (6-16-14)

After running our Kickstarter for 30 days and ending on May 12th we gathered $3,303. At least $2,638 was from confirmed friends and family. This gives us a total of $665 from just us being a good game that people wanted to happen. With our $20,000 goal, we have failed.

Kickstarter graph
Kickstarter stats

One clear fault that we can point to is not having any fan base at our launch. We launched in the middle of the PAX East weekend while at PAX East. We also didn't have much as far as advertising materials. We had one video, a few screenshots, and a few gifs.

In the two months since we released the demo we've had over 10,000 unique players finish at least one level thanks mostly to the free-to-play sites. We also had a Russian youtuber find us on Kongregate and release a video that has turned out to be our most popular video yet with over 8,000 views and climbing. We've see no discernable difference in our Greenlight because of it though.

Steam graph

Steam stats

PAX East was amazing, but it did not have the influence on our Kickstarter or Steam Greenlight that we had hoped for. We're working on focusing our effort more on building a fan-base and spreading the word. Hopefully once we've generated some more buzz we can do a smaller and hopefully more successful funding campaign.
I'm sure we missed some things and none of us have written anything in awhile so if there's anything else you want to see on here feel free to leave comments, suggestions, and questions.

You can read the full write-up here: Post-mortem

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Grabbles Webplayer

Grabbles Webplayer

Jun 13, 2014 Demo 0 comments

Instead of running and jumping, you use your two sticky elastic appendages to grab and pull on both the environment and other players.

Grabbles Linux

Grabbles Linux

Jun 13, 2014 Demo 0 comments

Instead of running and jumping, you use your two sticky elastic appendages to grab and pull on both the environment and other players.

Grabbles Mac 0.04

Grabbles Mac 0.04

Jun 13, 2014 Demo 0 comments

Instead of running and jumping, you use your two sticky elastic appendages to grab and pull on both the environment and the other players.

Grabbles Windows 0.04

Grabbles Windows 0.04

Jun 13, 2014 Demo 0 comments

Instead of running and jumping, use your two sticky elastic appendages to grab and pull on both the environment and other players.

Post comment Comments
AMCerasoli
AMCerasoli May 24 2014, 5:45am says:

The download link is not working right now. It looks pretty cool.

+1 vote     reply to comment
Themoneyman99
Themoneyman99 Jan 18 2014, 10:44pm says:

Cool

+1 vote     reply to comment
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Grabbles
Platforms
Windows, Mac, Linux, Web
Developer & Publisher
Noble Whale Studios
Engine
Unity
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Official Page
Grabblesgame.com
Release Date
Coming Q4 2014
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Genre
Platformer
Theme
Nature
Players
Single, Multiplayer & Co-Op
Project
Indie
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Latest tweets from @grabblesgame

@Gliitchy Some kids were doing BMX tricks off my walls at work. Ran out with a broom yelling "Get off my lawn!" Getting old is fun.

Jul 19 2014, 1:57pm

@BenKuchera I'm still allowed to be jealous of that sweet sweet funding, right?

Jul 19 2014, 12:27pm

I don't think I've tried uploading a GIF to twitter yet. Skeleton! #screenshotsaturday #gamedev #indiedev T.co

Jul 19 2014, 11:19am

Free computer to the top Grabbles player at #quakecon Here are the finals, the winner got a @CYBERPOWERPC Battlebox. T.co

Jul 18 2014, 8:40pm

Some intense Grabbling at #quakecon2014. Stop by the GIGABYTE booth for that sweet hardware. #quakecon T.co

Jul 18 2014, 11:16am

RT @epocu_feed: Grabbles is a funny upcoming platform game by @GrabblesGame T.co #indiedev #alldev #indiegamedev

Jul 18 2014, 11:05am

@LaurakBuzz Post it in the weekly Feedback Friday thread to get amateur game dev feedback on it. Usually very helpful T.co

Jul 17 2014, 5:23pm

Grabbles is at @QuakeCon right now @GIGABYTE_USA booth. Sweet hardware and a great game! What more do you want? T.co

Jul 17 2014, 1:59pm

Grabbles will be at #QuakeCon by way of @GIGABYTE_USA. Stop by their booth for some of that sweet sweet hardware. T.co

Jul 16 2014, 1:43pm

Some pics from the @ILoveGAAM show last Saturday. Cosplay and good times everywhere. #Jacksonville #gamedev #indiedev T.co

Jul 16 2014, 11:50am

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Grabbles
Grabbles
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