Working on a little demo reel for the game in advance of GamesCom! I'm not awesome at editing videos so I did my best. I'm pretty proud of it nonetheless. Our little game looks so awesome ✧。◝(ᵔᗜᵔ)◜✧*。

Jar Jar Binks Fan Club
hello vonnie

Product Placement

#extradirty

Love Begins
untitled

oozey mess

❣ Chile in a Photography ❣
sheepfilms
"I'm Dorothy Gale from Kansas"
Today's Document
Not today Justin
KIROKAZE
EXPECTATIONS
RMH

PR's Tumblrdome
NASA

Kiana Khansmith

titsay
The Stonewall Inn
seen from United States

seen from Vietnam
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seen from United States
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seen from Malaysia
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@ratacombs-game
Working on a little demo reel for the game in advance of GamesCom! I'm not awesome at editing videos so I did my best. I'm pretty proud of it nonetheless. Our little game looks so awesome ✧。◝(ᵔᗜᵔ)◜✧*。
Progress screenshot for Ratacombs! This will be the sacrificial room, where you will sacrifice your friends at the behest of your evil lynx goddess :3 (sorry for the blurriness, not sure why tumblr is doing that)
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This is a mini devlog for Ratacombs! An upcoming play-with-friends silly horror game made by me (programmer + art), Kati (art but insane), and Petu (sound). For the time being, I exclusively post on Tumblr while I work up the courage to branch out to other social media sites. You can join us on discord or keep following along on this blog!
Also, we are looking for a good environmental (shaders + lighting artist) so let us know if you know anyone! :3
Working on the tutorial! It's gonna be 2D, in a storybook, playable, and multiplayer! You'll see when another player is in the tutorial in the lobby and can click "join in" and possess one of the bodies of tutorial NPCs.
INCOMING INFODUMP ABOUT HOW I CAME UP WITH IT
I worked as a TA in an intensive program for a while in university. My university in particular was super reputable in the pedagogy field of our discipline, so TAs were held to a high standard of learning how to teach effectively and in some cases to participate in pedagogical research and lesson plan creation. I really loved it and got heavily involved. I even got to show my student research at the top research conference for pedagogy in my field! It was really cool :). My favorite thing that I did, however, (which was also the subject of my research) was getting to walk students through doing things on their own.
Tutorials are often most similar to lecture slides, even if they pop up as you play. They're incremental, involve a good bit of text, and often don't feel very interactive. The best lecture slides in a classroom environment are ones lead the student through the thought process of how the involved people came to the conclusion the professor is presenting to you. It also makes you feel more connected to the work you are studying, you feel more engaged, and you feel like you could have figured that out on your own, given the time! Given how predictive confidence is on student performance, that confidence boost is everything, especially to students that are prone to do a little self-gatekeeping from their field. (Marginalized students, impoverished students, or just students who haven't had the opportunity to feel proud of themselves often enough)
But even these excellent, "lead-you-through-it" lectures are not the gold standard. The gold standard is literally doing it yourself. The thing is, unless you have very few students or a subject that is well-geared for that kind of thing, that's very difficult to achieve. You have to create the perfect conditions for the student to figure it out on their own, which often involves a lot of time, and a lot of one-on-one time. My research was working on a tool that would fit that said "gold standard" by having students draw open-ended diagrams simulating code using little HTML tools to create boxes representing variables and drag pointers to and from different places. Then we had a little auto-grader (no AI, it was completely deterministic!) that could grade the diagrams using graph theory. It was SO COOL. But even though the tool is fully automated, it still requires a lot of teaching support and good quality education to actually do its job, because even with a gold standard tool that allows students to "figure it out" themselves, you need the educational support for them to be proficient and confident enough to do that to begin with.
Just like teaching, you want to tell the story of the rules instead of just stating them. But too much exposition is a bad thing in short-play, cooperative games like ours. We also want to leave the story relatively open ended to preserve some of the mystique of it and allow players to come up with their own narratives for why the rats are doing such terrible things as sacrificing each other to appease an evil, isolated goddess. Any way I sliced it, it seemed like the 'slides' approach to the game, built-in or otherwise, would feel clunky and take away from the experience. The game is simple enough that we could maybe leave off a tutorial for the central playerbase, but given that it's a friendslop game it's super important that it's accessible to the least common denominator of "gamer experience". The best tutorial is no tutorial at all (Minecraft, Lethal Company, etc.) or a tutorial so profoundly built in to the story it really doesn't feel like one (Hades, Portal, etc.) But for our game, with a very novel mechanic requiring a tutorial plus a genre that is allergic to tutorials and an overbearing story, neither option was a perfect fit. We would just do a built in tutorial and make it as minimally invasive as possible.
God knows why it took me so long to figure out given my past research in pedagogy. It finally dawned on me: Why not do the same thing as I did before in my research? Instead of making it fully "learn on your own" the metaphorical lecture slides, make it interactive! Make the tutorial a mini version of the game with minimal text, one that you can play with friends (just like the real game), and one that leaves wonder still to be found by the player. Multiplayer-only games involve a lot of in-lobby time, but players would generally much prefer to spend that time chatting over doing a stupid singleplayer tutorial. This helps alleviate both issues, adding an extra "toy" to the lobby and making it something you can do with friends.
It's even more funny because I evaded the "feels-like-powerpoint-slides-tutorial" feeling by making a bunch of art that looks suspiciously slide shaped. But I really do think they feel less like a Powerpoint Presentation than most other tutorials in play.
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This is a mini devlog for Ratacombs! An upcoming play-with-friends silly horror game made by me (programmer + art), Kati (art but insane), and Petu (sound). For the time being, I exclusively post on Tumblr while I work up the courage to branch out to other social media sites. You can join us on discord or keep following along on this blog!
Also, we are looking for a good environmental (shaders + lighting artist) so let us know if you know anyone! :3
chapel chappell roan roan
(the chapel is under construction and i thought it would be funny to put chappell in the chapel for now while there's nothing in it)
(then kati suggested we also put a roan in there so it's chappell int he chapel and roan with the chappell roan)
(so then I thought why not combine them)
(i am now beginning to suspect ratacombs' artist was/is a horse girl because i had no idea what a roan was before this (╭ರ_•́))
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this abomination is placeholder art for Ratacombs, my upcoming co-op social deduction game with medieval rats in catacombs! follow along for more or join our discord ~ - Noemi out o7
bat guide in the ratacombs based on doodles in MS. Ashmole 304 (p 47v) from the 13th century
I'm thinking of maybe cleaning up the gif and/or adding more frames but I kind of like him as he is ~
his job will be to guide you to the ritual room once another player has already found it for the round. kati's suggesting that he has two friends (like the original)
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Ratacombs is an upcoming co-op social deduction game with medieval rats in catacombs! follow along for more or join our discord <3
Hello!! This is my announcement post to start out this account for the debut game of Sip Sip Soup Studio, Ratacombs!
I don't use a lot of social media myself so I thought tumblr would be a great place to dip my toes before branching out to other sites. I'm a big Strange Aeons fan actually but I also posted art on here when I was younger, so I'm somewhat familiar with the Tumblr culture? But honestly I am terrible at social media etiquette/use so please feel free to correct me. I am a forever lurker in my personal life.
ANYWAYS! We're a team of three, an artist/programmer (me, Noemi), an artist (Kati), and a sound person (Petu). We all really like social deduction games like Among Us, Blood on the Clocktower, Town of Salem, etc. (Kati played Among Us back in 2018!). We also all really like "friendslop" games like Lethal Company, PEAK, R.E.P.O., Phasmophobia, etc. So the game mechanics are kind of a mix of the more typical silly 3D "friendslop" game-design style that's been emerging with the social deduction, "lie to your friends" aspect of Among Us, BotC, etc. You play as a rat in a cult exploring dangerous catacombs and the castle above it to prepare a ritual to sacrifice one of your friends (unbeknownst to said friend). In some ways it kind of flips the typical "mafia" style social deduction game, where instead of few lying to many it is many lying to one. I'll get more into the specific mechanics in a future post!
The art style is 2.5D medieval and retro with a focus on the colorful and bizarre-ness medieval art is so known for. It's also a horror game so it's like, a whismical horror game if you can imagine that. We have a professor of medieval art and culture as an advisor to help us find good resources for all that.
We've been working on it for a few months now and have a lot of cool stuff to show, so I'll definitely be making some posts going more into depth on the game mechanics, artstyle, audio, and more! I kept some related ramblings out of this post to avoid it being too lengthy, but please let me know if the tumblr would prefer lengthier, more info-dumpy posts -- I'd be happy to oblige :) If you'd like to join our community, we have a discord server (and a fluxxer server with no current members if anyone is privacy-minded). We don't have a public Steam page yet, so social media or discord is the best way to stay up to date with what we're up to. You can also sign up to playtest the game via discord.
Thank you for reading!! Noemi signing off ~ o7