Confetti Carnival is a unique physics based action/puzzle game. You control a bunch of semi-suicidal liquid filled creatures called ‘The Splatters’. Splatters love, well … spreading their liquid internals around and they absolutely adore confetti. Each level presents you with a group of Splatters and confetti bombs – to ignite the bombs and release confetti you need to have the Splatter blow up and hit the bombs directly with the liquids they spill. You need to make all the bombs on stage explode to go to the next round.
But Splatters are creative creatures, and just making confetti bombs explode is not enough – they wanna do it with style! As you play the game you’ll unlock many talents for your Splatters that will help you make your confetti show more and more spectacular. You’ll smack from mid air, ride the slides, do airborne acrobatics and collect all sorts of bonus stunts on the way to rack up crazy combo multipliers.
Confetti Carnival is a physics-based game like no other – there are endless ways to finish each level and every single play session is unique due to the nature of the physics simulations. Your skill constantly grows revealing additional nuances in play and opening up new play style options for you. It can be played slowly while considering each shot carefully, or, if you have the skills, at an almost insane speed while performing stunts everywhere on stage – it’s all really up to you.
The game evolves naturally at your own pace, from a quirky puzzler to skilled action play as you master the skills of the splatters …
I think the biggest inspiration came from the booming Indie scene, whether it was games like World of Goo, Braid or ‘Splosion Man’ – just quality games with reasonable size. I mean, we just don’t have the time or the need to play those 40 hour games anymore – we’d much prefer a shorter experience that is more condense and respects the player’s time.
About the game specifically, it’s definitely not any single game that inspired us … we started out with the things we appreciate, either personally, technically or aesthetically. We aimed to create a game that we would love to play and watch others play. It had to have a deep skillful element in it, because that’s where we believe the ‘fun’ in games really comes from – that feeling that you’ve mastered something that is non-trivial. When you have those moments where you realize something about the game that has a significant impact on how you play. We wanted to have a large ‘possibility space’ so that many different things can happen (hence the physics based gameplay) but still keep the player in, almost, total control over what happens.
Confetti Carnival turned out to be a really unique game, in our opinion. I mean, just the main idea of it is totally far-out – splatting liquid gel like creatures so that they’re liquid spills out and hit bombs that release confetti in various shapes and sizes??? All that done with a distinct visual style and innovative soft-body and liquid physics.
Also, the stunt combo system we designed is really unique. You can combine them anyway you like and no combo is predefined or scripted. It’s not about button mashing or memorizing button presses – it’s about using the environment in clever ways, making indirect shots and being creative in the way you play to find that extra stunt you can add to your move. Seriously, even though we made the game we have no idea what’s the highest possible score or longest achievable combo for any give scenario – it’s up to the players to find out 😉
And lastly, we strive to craft the game in a way that conveys a single cohesive experience – you can call it polish or whatever. For us, it was creating a system that never breaks-up and you never have the feeling that ‘oh – they made a special case just to handle this or that’. It’s what makes it appear deceptively simple and/or random at first until you really discover what it’s about – over and over again …
We started throwing around ideas for the game around Nov’ 2008, we both still had different jobs but had already decided to ‘go indie’. There was a really long prototyping stage – I think more than 15 months of constant iterations, experiments and tweaking. We were totally open minded during that entire time and really trying hard to keep our focus on our initial goals and not get too attached to any current implementation, which is easier said than done!
Making a video game is hard in so many ways. Every technical little thing, graphics element that needs to fit in the whole, a sound effect that works – it’s just endless.
We’re just two guys working at it while keeping day jobs to pay the bills for a long period of time. Don’t get me wrong, we’ll do it again in a heartbeat – but working for so long sort of in a vacuum having only each other for motivation is a hard thing to do.
We’ll let the players discover those…
We were pretty nameless for a long period of time while iterating and experimenting with various things – we just called it ‘Project Powder’ (as the creatures were filled with powder back then – not liquids).
Then, we needed to pick a name for some submission (I think it was the experimental gameplay sessions in GDC 2010 – that got cancelled) and Confetti was the latest thing we added to the game – before that the bombs simply disappeared into thin air. ‘Carnival’ came from the fact that from day one we aimed to have a game that would also be ‘a show’. A game that would be fun to play but also mesmerizing to look at (even when you watch others play it). Confetti Carnival was born.
We were both born and raised in Herzliya – a small coastal town a little north of Tel-Aviv, Israel. It’s actually a great place to grow up and the beaches are incredible!
I studied in Tel-Aviv university and Sagi never saw the point of schooling he just taught himself whatever he wanted to know …
The game industry here in Israel never really picked up – we did work on one title called “The Family”, a 3rd person mafia style action/RPG kind of game about 12 years ago. But that project never saw completion and then we went on to do a number of other things.
Sagi and I are really good friends for more than 20 years I think (since the 7th grade). We studied in the same class and almost instantly hit it off because we both were into computers and video games.
Mostly Confetti Carnival 😉
Niv: Working on this game (and keeping another part-time job) leaves me little time to play – You can catch me playing the occasional ‘Magic The Gathering – Duels of the Planeswalker’ match late-night on my Xbox or PC.
Sagi: Add 3 tiny cute kids to my equation and you’ll see that I have no time to play other things at all.
Niv: Ninja Gaiden (Black) is just a superb game all around, and Unreal Tournament 2004 – where I played thousands of office LAN matches, it’s just so well rounded and balanced.
In smaller titles – I had a ton of fun with Trials HD, ‘Splosion Man and World of Goo. The list really goes on … it’s a damn hard and unfair question!
Sagi: For me, it has to be Doom. For its time, the game was just packed with innovation and fun.
No comment 😉
I once bumped into Mario while walking the streets of Amsterdam …
Niv: Dragon32 – Not a gaming system specifically, but that’s the first thing I played video games on …
Sagi: Apple 2c – Not a game system either. But the first.
Xbox 360 – specifically for the Xbox LIVE service, it just works well and keeps annoyances down to a minimum.
Niv: I love electronic music so I fiddled around with music production and DJ’ing for a while back when I had some spare time
Sagi: I’m just having fun wherever I go 🙂