Gato, the social gaming platform for everyone

Today we bring you a new useful article for players and developers. Our games are available on different platforms, and for the past few months, some of our titles have been on GATO. But…what is GATO? Stay and find out.

To begin, GATO is a free global and social platform with the mission of supporting, boosting, incubating and developing indie games and their creators, while exposing the games in front of thousands of players.

Its idea is to seek to publish and scale games of any type or state, for example: pre-alpha, alpha, demos, experiments, about to be launched or already launched, all this through a multi-device platform that has a large audience eager to play all kinds of games. All this sounds good, on one hand players can find a great variety of games and developers a platform where they can showcase and even test their game ideas for free, but that’s not all, they can also monetize them.

 

Just like other platforms, GATO shares advertising revenue with developers who have uploaded their games to the platform. But the big difference is that the developer doesn’t have to integrate strange APIs or make weird adaptations, GATO takes care of everything, which is a great advantage. Now, how is the balance of what was generated calculated? It’s very simple, when your games get the most attention from users, for example, the more sessions and minutes there are, the more you’ll earn. It is calculated based on the CPM (cost per 1,000 impressions).

 

GATO GAME QUEST

Previously we mentioned that GATO seeks to publish and scale indie games and help their creators, and a wonderful way it has to do this is Game Quest, an event where developers can upload their games, be voted on by the public and finally be analyzed by industry experts who are part of the “GATO Council”, which includes people from Argentina, Brazil, the United States, Spain, Mexico, Peru and Italy. We have to highlight that in its first edition we were part of the council and had the opportunity to play great games.

In its latest edition, more than 600 games were presented and more than 100 were selected to participate. They were played by players from more than 100 countries and there were various prizes for the winners.

 

Finally, if you are players and want to see what you can find on GATO, we share the link to their website with you. Also, if you are developers and found everything we told you interesting, you are invited to upload your games!

 

Beacon of Neyda Dev Diary #9

Welcome back to another development diary, I’m Christian and I’m here to tell you the news about the development of Beacon of Neyda.

 

 

 

Future Demo


Every day that passes brings us closer to the planned launch of our demo along with other news (coff cough Kickstarter).
The Demo announcement it is completely official and will be available in a maximum of a couple of months.

 

What will this demo cover?

The introductory level of the campaign, where all the basic mechanics will be taught and a little of the internal Lore of this universe will be explored, leaving enough crumbs of history so that there is interest in seeing the following chapters.

We want it to be a playable experience of about 30 to 45 minutes but that depends on how much time each player takes to explore and want to search for all the secrets.

 

 

 

 

Development Status


As we mentioned in the previous Dev diary, we continue working on the enemy Spawn system, not only refining the formulas to use but also moving on to the more practical part of animation for the enemies.

The interfaces and internal menus are being updated, again if you saw our social networks we have shown new sections such as a codex, a space for the information that the player finds to be saved and can review it more calmly later.

New scaffolding systems were created for each of the buildings and their upgrades, as well as rework of the main tower of the tower stations (Main base). Currently, restoring the main tower will not only be the main goal to achieve but will also provide a practical improvement to the player for each level restored.

Finally, the specific upgrade system for each building offering one more layer of strategy is already created, these annexes will offer temporary or specific improvements. The simplest example to explain this concept is that of the defensive wall, it can be improved with an extra barricade that will accept the integration of the different cores, giving two effects, first it will give some extra life points to the defensive wall and secondly by combining it with a core, when destroyed, it will generate an explosion that will affect the enemies with the effects of the core it had inside.

 

 

 

 

Future plans?


What does the future hold? At the moment we just want to finish our games in development, and in our short-term future we want to be more active on social media again.

We do not rule out the idea of possibly adding vlogs on YouTube and other platforms to spread more about our experience and the development of the game, although this aspect is less oriented towards our audience of players and more towards other developers or people interested in that type of thing.

We also plan to participate in digital events, although for reasons of budget and focus on finishing our game we believe that this year we will not participate as actively in in-person events. It is true that they can be very interesting but they generally have a high cost in terms of finances and in terms of time.

 

And that’s all for this dev diary. Remember to join our patreon or buy our minigames if you want to help us with the development.

 

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