2011 - 2019 Puzzle Shooter • WebGL
Spacetriss, our first game ever, was born in 2011 after working on Call of Duty: Black Ops.
At this point we were no longer working at Treyarch but going full indie. The
idea was simple—merge puzzle mechanics from Tetris with the shooter action of Space Invaders.
We wanted to see what would happen when two classics fused in one, and the project
quickly became our first real venture into design. We almost called it "Blockstar," but settled
for that moniker as an achievement, thus Spacetriss stuck.
The initial concept was supposed to be simple: a ship shooting blocks and enemies while navigating infinite
puzzle rounds, but six months in, we hit major snags. First, it quickly became
reminiscent of Bejeweled because of the color matching, which threw us off as an unintended
byproduct. Second, ship mechanics and power-ups felt off, so we switched things up—blocks
would be destroyed when color matched, and shots would change them instead. Then we flipped
direction, making blocks come from below the player rather than above, making it easier to
focus on clearing core puzzle rows at the top.
Our friend Yosh suggested adding dynamic camera angles to spice things up. While fun, it felt
like a gimmick than a real game enhancer. We also tried going for an Atari-style minimalist
aesthetic, hoping it would stand out by nostalgia, but it failed to garner interest. Collision
detection was another hurdle, but after some effort, it worked out.
By mid-2012, we released the game for the web, with lukewarm response. We tried adding
a boss battle where blocks would form into large enemies, introduced various block types, power-ups,
star-blocks that cleared rows, and even bombs that exploded to eliminate all cubes of smiliar hue.
Despite all that, something still felt off—the game wasn’t fun, and we couldn’t figure why.
We eventually decided to move on and focus on other prototypes, like Marble Maze and
The Monkey Game. It was a valuable lesson: sometimes simple ideas are the hard to
pull off, especially when it comes to fun.
Fast forward to 2019—we wanted to give it another shot. After pausing Bastille, Spacetriss
was revisited, determined to fix previous issues and adapt it for iCade and iOS. One major breakthrough was
allowing any number of adjacent blocks to match, not just three. This opened up new
possibilities for special perks and power-ups, such as a cube that could clear the
entire screen.
We stripped out anything that didn’t serve core gameplay, ditching 2011's
gimmicks. It was a reminder that sometimes less is more. A game can feel off not
because it’s lacking mechanics, but because of too many, or they’re unbalanced.
Finding rhythm between reward and challenge is crucial—when you get it
right, the game is golden. It’s like the law of supply and demand in business—but for
games.
Bruce Straley, co-creator of The Last of Us, once said, “You can’t plan fun.”
While we were hesitant to agree, there might have been some truth to it. We always believed
if you understood fundamentals, you'd be able to find engaging mechanics without endless,
mindless, hours of trial and error.
Despite our best efforts, we didn't succeed in cracking that formula. Regardless, after a two-week
marathon Spacetriss: Remix worked well, tested positively, and even got pitched for
Apple Arcade. Though it never made it past the first round, it didn’t matter—we were
ready to move on. Our next project, Proton Rush was raring to go.
A Theory of Fun
On average, among all our prototypes, we’ve found about 40% ended up feeling fun, while 60% didn't.
Maybe Bruce was right. Game design, like songwriting, can be unpredictable—sometimes everything
falls into place, while other times it doesn't ... until years after. We think once a formula for a genre
is established, hits become clear. It might be why successful designers specialize in one
area, or as our colleague Jeremy Luyties once said, “It takes at least five years to make a hit—same
genre, same team, same engine. Change any one of those, and it's going to fail.”
We’re not sure if these lessons fit the whole story, but we’re glad Spacetriss worked out, even if it
got shelved for almost a decade. One day, we plan to revisit and launch it as a mobile app.
We’re proud of the positive feedback it received and hopefully you’ll get to try it
as soon as the demo becomes available in the links below.
Family Fun for Everyone!
Here, we took an old Nintendo ad from the 80's and gave it a fresh take. You can see a photo
of our iCade setup mixed with a classic family fun scene from back in the day, which is why their joypads
are blacked out. It was neat to make this for marketing and hope in the future we can do more of these.
To make it blend, we had to light and photograph our iCade with the same direction, warmth, and angle as the photo.
You'll notice our desk lamp lighting from the left appearing to blend the whole together. The
rest of it was Photoshop. Good times!
What ever happened to that overtly happy family?
Apple Arcade Pitch
When Apple Arcade was announced, we saw an opportunity to publish as a launch title.
Above, is a preview of the original pitch deck we put together for it, with an 80's
laser punk theme like game covers from back in the day.
For more, check out our links below to view the full
presentation.
Classic Concepts (Version 2011)
One of the biggest lessons learned from 2011 to 2019 was to never give up. In our early days,
support was hard to come by. Every time we shared progress, criticism, skepticism, and doubt was
faced. It felt like no one understood or cared about what we were trying to achieve, and we were still figuring
it out. Social media marketing was at its infancy and online groups were hard to come by.
At one point, after a long, drawn-out development cycle, we were desperate for guidance, ready to
throw in the towel. We reached out to a friend involved in mobile publishing, but in hindsight, it
was a big mistake. He tore our game to shreds, and with it, any hope we had left in it. Discouraged,
we quit, feeling like maybe we didn’t have what it took to be a game dev.
Lessons learned: Don't Quit
It wasn’t until years later we gave it another try and realized these setbacks were nothing more
than common roadblocks to push through and a normal part of the journey. Most indies go through
similar struggles, and it's to be expected. By 2019, we solved many of the issues that
plagued us in the past across all games. We also learned to be careful about whom and when to share
our progress—indie development isn’t for everyone.
Fortunately, today there are so many groups and communities that support devs, one might say
there's no excuse for failure other than inexperience. Providing encouragement, as well as spaces
to share ideas, these groups go a long way in helping up-and-coming developers. This is why
we make every effort to lift up discouraged indies whenever possible because we know firsthand how
vital it is. We lost nearly a decade for not having this and never want anyone else to
go through the same. If there’s one key to success, it’s the will to keep going and
finish what you start, success is time and chance.
For more info, check out our links below!
Details, Demos, Videos, & More
Behind the scenes
Demo