Press Release – Indie developer Total Monkery secures Microsoft Greenshoots funding for its second original IP release ElemenTales

February 2015. Plymouth, UK. Up-and-coming indie developer Total Monkery has secured support from  Creative England and Microsoft via the Greenshoots programme to enable the development of its original action puzzle game ElemenTales, due for release on mobile at the beginning of June 2015 with PC and Xbox to follow later in the year.   ElemenTales follows the adventures of four brothers who have been cursed to exist in the form of the classic elements – Earth, Air, Fire and Water. The brothers must solve puzzles and collect hidden objects in order to progress through the levels, combining their talents but careful not to drain each other’s powers.   As with Total Monkery’s first release, MagNets (currently on Steam), they continue to combine colourful design with inventive and engaging gameplay and puzzle elements.   The Greenshoots support will enable the company, who were highlighted in Creative England’s CE50 report on innovative businesses in January, to continue to develop a solid base of original games. It also marks their first foray into the mobile market.   Total Monkery founder, Richard Weeks, also brings his wealth of industry experience (including time at Psygnosis and LucasArts) to his other role as an Associate Lecturer […]

Press Release – 30/01/2015 – Award-nominated Indie Game MagNets Now on Steam!

MagNets, the TIGA award-nominated debut title from indie studio Total Monkery, was released on Steam today with 10% off. The product of an inter-generational family development team, MagNets blends 90’s console charm, 80’s arcade relentlessness, and a unique gameplay mechanic. Described by the developers as ‘an arena shoot-em-up with no guns’, players must battle through 20 single-player story levels using their electromagnetic nets to circle rampaging robots and recycle their scrap. The game also includes time, score and scrap challenges and local multiplayer, where two players can test their MagNeting skills in battle. Total Monkery’s Technical Director, Richard, says, “We were thrilled when we found we’d been Greenlit. We’ve been out on Itch.io, Desura, and others for a month or so, but it’s obviously very exciting to be able to bring our indie game to the number one digital distribution platform.” Total Monkery have been working on MagNets for just over a year, after securing funding from Creative England’s Gameslab fund to support development. They were recently included in the Creative England 50 report, highlighting some of the most innovative businesses in the creative industries. MagNets will also be coming to consoles throughout the year. MagNets is priced £7.99 / […]

Total Monkery has been included in Creative England’s 50 most creative businesses report!

Anya Jan 20, 2015 Blog 0 Comments
The MD & TD are off to London today to attend the Creative England 50 event, celebrating the most innovative businesses in the creative industry! We’re very pleased to be included in the list alongside some really big names and the bosses are looking forward to the opportunity to showcase (with a little nervousness, I’m sure.) The event has also been covered in the Telegraph! And big up to our fellow Plymouthians Mutant Labs, also in the #CE50: their super game Yak Dash (which we got the opportunity to test a while back) got a couple of notable mentions in the article. To read more about the report: http://www.creativeengland.co.uk/story/creative-england-celebrates-a-record-year-for-the-creative-economy-with-ce50

Where to Buy MagNets!

Anya Jan 07, 2015 Blog 0 Comments
Hi guys! Here’s a list of all the places to buy MagNets. As we add more platforms, we will update this post. If you buy MagNets through these widgets, we usually receive a referrer bonus.

Tips and tricks: A handy Unity trick for detecting when scene changes in the Editor

We really needed to have some code run as soon as a new scene was loaded in the editor. We’re making a 3D tile-based game and we calculate most of the data associated with them automatically from the GameObjects layout (such as the navigation links between them and debug display information). This is great as changing anything in the editor recalculates it, so we always know our data is good. However, we need to have that step of “Reclaculate Dynamic Stuff”. We use custom editor components to handle a lot of this, but again they don’t have any nice “scene loaded entry point”. We needed a solution. So here’s the trick. Firstly you need to have an update function that is called all the time the editor is active. This is done by patching into EditorApplication.update. The easiest way to do this is using the very useful InitialiseOnLoad system that Unity provides. Here’s an example: [InitializeOnLoad] public class EditorCallBack { static EditorCallBack () { EditorApplication.update += Update; } static void Update () { } } When Unity starts up or you click play, Unity will hook into the update callback so you get a nice way to run things every frame. […]

Merry Christmas from Total Monkery!

Anya Dec 23, 2014 Blog 0 Comments
Merry Christmas, everyone! Check back in January for our multiplayer update!

MagNets is Available on Itch.io!

Anya Dec 05, 2014 Blog 0 Comments
So this is it. The big moment. MAGNETS IS NOW AVAILABLE TO BUY ON ITCH.IO! About this release: MagNets is our first game. We’ve never released a game before. Even our Technical Director, a 20-year veteran coder, is on new turf today with the first release from the first project he has ever headed, from the first business he has ever headed, and the first project he has ever had a hand in designing and producing with the first team he has had a hand in choosing, training and managing. This time last year, two of the three of us had never even started making a game, let alone finished one, and our new artist only had 6 months experience when he joined us, 6 months in. In summary, we’re all shaking in our boots. Bear with us at this difficult time, and please don’t hesitate to contact us if you buy the game and encounter a problem. We want to thank everyone who has made this possible, especially all the playtesters, event patrons, help forum contributors, local talent and other indies we’ve met – both in person and cyberspace. Everyone we’ve spoken to has been so kind, so fun, so […]

Dev diary, week…?

Anya Nov 21, 2014 Blog 0 Comments
I would make an excuse about our rubbishness in the blogging department, but I haven’t the time. This is because: We are approximately a week from release! EEEEEEEEEK! I say approximately because we have never submitted to sales sites before and we have no idea how long it will take until our first distribution platform okays us. But very soon, with any luck, we will be on Desura, Indie Games Stand, Itch.io and a few others, with Steam hopefully following after – we hope to get some users to Greenlight with our initial sales push, and we hear that finished games on Greenlight do better. When everything is a go, we’ll be back on form and hopefully post a decent, in-depth and probably quite emotional development summary, along with a nice rush of promo art, freebies and fun. But for now, I’m going to keep it short and leave you with a little promo gif:

TIGA Awards nominations!

Hello all! We’ve been shortlisted for a TIGA award! We’re in two categories: Arcade (Small Studio) and Debut Game. Although the competition is stiff, it’s still nice to be shortlisted and we’re looking forward to seeing the results! There’s also a vote for  TIGA’s Game of the Year award at the moment (voting closes on the 20th Oct) – we’re on the list, down at the bottom (whose idea was it to call our company such an alphabetically sub-optimal name?) as well as loads of other great games, so give it a look. Good luck everyone!

MagNets Dev Diary… Pre-orders! Betas! Release Dates! Oh my!

Anya Oct 10, 2014 Blog 0 Comments
Apologies for the infrequent posting of late! We have, of course, been working flat out bringing MagNets together. This week we’ve begun prepping the Desura and Indie Games Stand sales pages, as well as Green Man Gaming – look out for an announcement when they go live. As of sometime next week, then, we will be available for pre-order. We are also hoping to go live with Desura’s Alphafunding option during the period between next week and release, so that anyone who wants full access right now can get stuck in! We intend to have a final release build ready-to-go on the 20th of November. This might mean we’ll be go live that very day, or it might take some time for submission and approval and such. We’ve never done this before, so we’ll have to see! :O As part of all this absolutely terrifying exciting release prep, we’re working on a new video. This one will have a rundown of everything we’ve got; 8 (maybe 9) bots types, the MagNet, special moves, zones, challenges, multiplayer, action! We’ve learned a lot from our previous vids, mostly about communicating what’s going on and how to play, showing a broader range of features, […]
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