We will be introducing exhibits at BitSummit 2017. In this article we introduce the exhibit “Headbutt Factory” along with exhibitor Gemdrops Inc.’s comments and the booth’s atmosphere.
At the Booth
About Headbutt Factory
『No Words, Use Your Head』
Your head is the controller!
Now available for PlayStation®VR.
Headbutt your way through this new VR action adventure that’s like no game you’ve played before.
■Take a trip through a beautiful world of fantasy that feels just like a theme park attraction!
■Tons of puzzles and contraptions. Solve them all by literally using your head!
■No controller necessary! And no text from start to finish! A challenging, first of its kind, VR game!
The mysterious headbutting experience unfolds in a virtual land in the sky. Don’t wait any longer! Start Headbutting! Headbutting!
(Referenced from BitSummitHP)
|Genre||New sense VR action adventure|
Q: What kind of game is this? What did you focus mainly on?
A: In this game you go on headbutting while on a railroad track.
The thing was, with your vision obscured by the headset, pressing buttons like “A” isn’t that easy if you’re not used to it.
That was what we didn’t want.
For players who were new to VR, we went through with losing the controller itself and go with headbutting.
*Reporter: I see how this concept matches VR.
Actually, I don’t know how to headbutt in soccer.
I think this goes for a large majority for people, too. Even if you want to guide the ball correctly, most have no idea how to do so.
Despite this, we were able to give the player feel professional at it; this is what we focused on.
*Reporter: (After playing) I noticed it was easy to play. The strength of the headbutts were easy to control, as well.
Exactly. It’s fun to watch the target plop down if you stay still. (laughs)
Q: What were some hardships during development?
A: Being a VR game, developing all 360 degrees with a small team was very hard. Without enough content, the players wouldn’t have fun, and no one would try the game. So we struggled on making the game as enjoyable, and replayable as possible.
Also, we don’t have a sales department, so the developers ourselves; all of us, came to prepare the booth. We’re not used to this, so it was pretty tiring. Doing this ourselves without help from a company was the main reason. But, that’s another point that is unique to indie development.
Q: What do you think about indie games?
A: We’ve been doing consumer games for about 15 years, but now we can make VR and mobile games on a personal level.
*Reporter: Is that where you feel a difference?
Not exactly, I think of them more as the same.
The only difference is the amount of developers, and more importantly, the independency. I think this aspect is what makes indie development stand out.
*Reporter: Personally, I imagine old PC browser games when I hear the word “Indie.”
Yes, indeed. The quality of indie games have caught up to regular companies. It’s certain that indie games have come very far in points like that.
Q: What are your plans from here?
A: We want to consistently launch new games. We’re making original games while doing work as well, so we want to keep that balance and continue releasing.
*Reporter: Does that mean you have things going on in the background?
Certainly, we do. We still can’t clarify yet, but we have VR games and regular games in the works, so please look forward to that.
Q: Finally, a word for your fans.
A: We want to make more original games, and weird ones as well, so we hope you check us out occasionally.
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