Full Mojo Rampage |


June 28, 2016

Full Mojo Rampage: Release Day!

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It’s launch day for Full Mojo Rampage! Get your voodoo on as the game is now available on PS4 and Xbox One in the US and Europe! To celebrate launch day, we have one final blog post that talks about Multiplayer! First, a brand-new trailer, and then – on with the blog post!

Greetings! Rob here again, and this time with an important Full Mojo Rampage public service announcement: friends don’t let friends practice voodoo alone. Well, sometimes they do. Actually, Full Mojo Rampage is pretty damn fun in single-player mode, if I do say so myself. But the point is that you don’t need to play solo, and that’s why there are multiple ways to enjoy the game with friends.

First of all, there are the campaign quests. As I’ve talked about before, there are four story campaigns, and any of them can be played in cooperative multiplayer for up to four players. This is where you can take advantage of different characters’ skills and use complementary parent Loa to form a balanced team to wipe out the enemy, or utilize other tactics. When playing in multiplayer, the random level generation follows the same rules as in single-player mode, but we don’t want the game to be too easy, so the difficulty scales as you add more players: the enemies are tougher, they have more health, and they hit harder.

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Four players can join forces to play through FMR’s campaign mode.

Plus, when you visit a shrine and receive a reward, we don’t want you fighting with each other over who gets the prize, so usually we’ll give out four rewards when there are four players. But how you use them is up to you. Most of the time, everyone will want their own item, but other interesting situations could arise as well. Some of the items you get at shrines are really strong, so if you wanted, you could let one player take all the items and sort of become a powerhouse to lead everyone else to victory. There are lots of tactics you can try out in cooperative multiplayer!

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In cooperative multiplayer mode, enemies hit harder and have more health.

Second, we also have a competitive multiplayer modes for up to eight players. We didn’t feel that we had to reinvent the wheel here, so we stuck with tried-and-true concepts like deathmatch, team deathmatch, and capture the flag, which is especially fun if you play in teams of four against four. My favorite is probably King of Mojo, which is your king-of-the-hill mode, where one character is king, and you have to hunt him down and defeat him. I admit, we didn’t try anything too crazy or experimental, but I think what we have works well and is a lot of fun to play.

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Battle it out in eight-player versus modes such as deathmatch and King of Voodoo.

Whether you’re playing co-op or competitive, single player or multiplayer, campaign mode or endless mode, I think there are a lot of ways to enjoy Full Mojo Rampage. It’s been a tremendous experience making the game, and we’re very excited to finally be bringing it to console audiences with help from Nicalis. I hope you all have a chance to try it out, and on behalf of all of us at Over the Top Games, we’re very appreciative of your support.

June 24, 2016

Full Mojo Rampage: Meet the Loa Part 2

Launch day is almost upon us! Before the weekend we wanted to talk a bit more about the Loa in the game!

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Previously we introduced you to Baron Samedi, Maman Brigitte, Loko, and Ghede – four of the parent Loa that you can enlist to customize your character’s play style in Full Mojo Rampage. Each one brings something different to the table in terms of both abilities and personality, but those are only half of the Loa in the game. Here are the other four!

Erzulie: The flirtatious Erzulie is the Loa of love and beauty, but she also draws strength from tragedy. As your parent Loa, she’ll grant abilities suitable for both support and attack, including an anger field that slows enemies, and boomerang-like tear projectiles that cause damage both coming and going.

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Erzulie’s tear attack will leave enemies crying.

Ogoun: The Loa of war and fire, as well as the patron saint of blacksmiths, Ogoun supports a risky but aggressive play style. With Ogoun as your parent Loa, your attack spells will consume your health, but killing enemies can also restore it, as well as grant bonuses to some other stats.

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If you’re willing to sacrifice your health, Ogoun can unleash some deadly spells.

Lenglensou: Lenglensou is a righteous, wild Loa known for drinking bulls’ blood and having an obsession with sharp objects. He grants enhanced resistance capabilities, including a shield, and you can unleash a swirl of fire. Max out your rampage meter and you’ll transform into a giant, invulnerable bruiser for a limited time.

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Lenglensou is the most defense-focused Loa in the game.

Agaou: A violent force of nature, Agaou is the Loa of thunder, lightning, storms, and earthquakes. Though he’s probably the most powerful Loa, he’s also the riskiest to use. If you choose him as your parent Loa, your health and rampage meters will be one and the same, and though you’ll have a lot of power and increased chance of landing critical hits, doing so is the only way you can only restore health, and the meter drains when you’re not attacking. You can also create a decoy of yourself to confuse enemies.

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Agaou is incredibly strong, but very risky to use.

By the way, early in development we had plans to include nine Loa, but we decided that the initial eight offered a good balance and lots of variety, so we never got around to finishing the last one. Hopefully the descriptions of these eight over have left you eager to try them out and decide which one suits you best once the game hits PS4 and Xbox One.

June 23, 2016

Full Mojo Rampage: Console Enhancements

Greetings! This is Rob from Over the Top once again, and this time I’d like to address the differences between the upcoming PlayStation 4 and Xbox One versions of Full Mojo Rampage and the previously released PC Steam version.

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All of the content of the Steam version of Full Mojo Rampage will be in the PS4/Xbox One version, plus it’ll run at 60 FPS in 1080p.

First off, what all is making the jump from the PC version to the console version? Pretty much everything. All the campaign missions, all the parent Loa, all the mojos, single player, multiplayer…it’s all here, fully intact. And better yet, we made sure that it runs at 60 FPS in 1080p on both consoles. It took a little bit of work, but we got it working, so expect the smoothest Full Mojo Rampage experience you can get.

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Sorry, Ogoun, but you won’t be able to become OP in the console version.

Also, since the PC version has been a round for a bit, we’ve ben able to take player feedback into account and make tweaks to the game so it will be more balanced from the start. Because of the random nature of FMR, it was very hard to test out every possible situation, so in the PC version, you might be able to “break” the game using certain combinations of Loa and pins and mojos. For example, if you chose Ogoun as your parent Loa, and you found some certain special items, you’d basically be able to heal forever and dish out high damage constantly without being hurt. It wasn’t something we noticed while we were testing the PC version, but after a player pointed it out, we were able to ensure that didn’t happen in the console version. And that’s just one example of many, many tweaks we made based on user comments.


The big new addition: Endless mode! How long will you be able to survive?

The biggest difference between the console and Steam versions, however, is the new addition of Endless mode. After you’ve finished the game, you’ll be able to play through this new, never-ending quest to see how far you can get. As you get further into endless mode, the levels will become harder and harder, of course, and this mode will have its own leaderboards to see how far players can get. We already had a lot of replay value due to the randomization and extra difficulties in Full Mojo Rampage, but I’d say that Endless mode really adds a lot of gameplay and you can spend many, many hours trying to see how far you can go. I might be a little biased, but I think it’s a really fun new addition!

In short, the console version of Full Mojo Rampage will have everything that the Steam release had and then some, so I hope you look forward to checking it out!

June 20, 2016

Full Mojo Rampage: Creating a Roguelike

One of the big goals we set for ourselves with Full Mojo Rampage was to ensure that players never had the exact same experience twice. Personally, I love being able to launch a game – especially one that I made – and not know what’s going to happen. We wanted something new and different every time you play, so we designed FMR as a roguelike, with proceduraly generated levels.

As it turns out, making randomly generated levels that are still fun to play can be a bit difficulty, and requires some trial and error. Early on, we constructed large chunks of levels – big rooms, an entire edge of a level, etc. – and had an algorithm to place those pieces randomly to form a square. There were a lot of corridors and narrow passages, too. But we decided this approach just wasn’t working. The square layout just wasn’t interesting to wander around and explore, and the narrow areas didn’t really work well with the abilities that we wanted players to use. So we scrapped that method and went in a different direction.

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The overall shape of each level is determined by a special algorithm.

Instead, we decided to create level shapes that were much more organic. We chose to use a procedure that generates noise on a texture, optimizes the texture, and then results in a shape that’s something like a splash of water on a surface. From there, algorithms are applied to make sure there aren’t places in the level that are unreachable for your character, and also to determine where enemies are placed.

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 Every level is randomly generated but has specific ranges for walls, subdivisions, corridor widths, and dozens of other settings.

But beyond the overall shape, there are dozens of different parameters that can be adjusted or toggled on and off to give a level its character. We can set X and Y ranges to determine if the overall dimensions are rectangular or more square-shaped. How wide should the passages be? Do we want doors that lead to shrines or treasure rooms? How many, and how close to one another should they be? What’s the environment style? Will the level have subdivisions with special parameters? Should the level include lots of walls or should it be wide open? We can also create levels that are mirrored on the left and right sides – great for competitive multiplayer – and set up special areas for boss encounters. There are more than 110 parameters for each level, and we kept testing and experimenting with different ranges for settings and combinations of settings to make sure that levels would be random yet fun, and also distinct from other levels you may come across.

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In roguelike fashion, you’ll lose all your mojos (and your quest progress) if you die, so use them while you can!

As for other ways that we wanted to make FMR roguelike, well, there’s the fact when you die, your quest is over – it’s back to square one as far as your progress goes, and all of your useable items – your mojos – are gone. In some regards, though, we didn’t stick to true roguelike convention. You keep your character level and accumulated experience points when you die, and you keep your pins as well. Even if you fail, it’s not a total loss, because next time you’ll be able to come back even stronger. It’s all of the fun of a roguelike without the most frustrating aspects, and hopefully it means you’ll want to keep coming back for more.

May 27, 2016

Full Mojo Rampage: Why Voodoo?

Greetings! This is Rob again from Over the Top Games, here to tell you more about the creation of Full Mojo Rampage. One of the unique things about Full Mojo Rampage is its voodoo theme, but it wasn’t always necessarily going to be that way. As I mentioned in my previous post, I’ve always been a huge fan of The Legend of Zelda, so early in development we were considering making an action-adventure game in the same vein.

Our early prototype was in 2D, and it featured a lot of square rooms that were all connected, Zelda-style. The hero had a sword and other weapons like a bow and arrow, and we may have even borrowed a few 8-bit Zelda sprites to create the initial concept. As development continued, though, the visuals transitioned into 3D, and the rectangular environments evolved into something more organic. Around the same time, we decided that, as much as we love the dungeon-and-fantasy motif, it’s something that’s been done a lot of times by a lot of game developers, so that might not be the way to go. So we got the team all together, ordered some pizza, and began brainstorming what direction we should go.

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The NES classic Legend of Zelda was an early inspiration for what would eventually become Full Mojo Rampage.

We considered doing a Greek mythology theme, but we already did that with NyxQuest. It was my brother, Juan, who eventually suggested doing something based on brujeria or voodoo – something a little dark, something different from what we’d done previously. And we all thought about it for a second, and it seemed like the perfect idea. It’s not something that many developers have used in video games, or that’s very frequently represented in pop culture at all.

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Here’s some of the concept art we came up with when we began exploring using a voodoo theme for our game.

We began researching deeper into voodoo and started coming up with concept art, and we ended up turning our focus specifically toward New Orleans voodoo (also called Louisiana voodoo). Voodoo isn’t just one thing; there are several types of voodoo – Haitian, South American, African – and each one is different, but we tried to draw from New Orleans voodoo as much as we could, since that’s the one we were already most familiar with. (Juan was already pretty knowledgable, since he’s pretty obsessed with history and religion.)

The more we learned about voodoo, the more it made sense for a game. The Loa, which are basically spirit gods of voodoo, aren’t just powerful beings; they have a lot of personality, too. They like to drink, they like to smoke, and they like to party, which makes things much more interesting as elements of a game. Baron Samedi, the Loa of the dead and sort of our central character, is an especially notorious partier, so we made him kind of goofy. His wife is Maman Brigitte, another of our Loa, and she’s tired of his debauchery and womanizing. We tried to work as much of that into the game as we could.

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The Loa of voodoo lent themselves well to a unique and interesting video game.

In the end, I think we were able to come with something that was fun and different and a bit dark, and that works really well as a thematic complement to the kind of game that we wanted to create. Thanks for reading, and be sure to check back next time when I discuss the Loa you can use in the game!

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May 25, 2016

Full Mojo Rampage: Meet the Loa Part 1

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One of the fun aspects of Full Mojo Rampage is that you aren’t limited to just one play style. There are eight parent Loa (voodoo gods) in the game that you can pick from to customize your character, and although there’s only one available at the beginning, you’ll be able to unlock the others by collecting medals. You can think of them as character classes; each one has his or her own unique spells and passive abilities to augment your standard projectile attacks, some of which are great for solo play, and some that are best used in multiplayer mode. Here’s a look at four of the parent Loa you can choose from.
Baron Samedi: Baron Samedi is the only Loa available when you start the game. He is a mighty Loa of death and resurrection, but he’s also a known partier and womanizer who loves to drink rum and tell dirty jokes. He offers an evasive dodge and a voodoo bomb, making him a well-rounded choice for your parent Loa. When you fill up your rampage meter, you can summon Baron Samedi himself to join you on the battlefield.

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Baron Samedi’s mix of offensive and defensive moves make him a solid all-around choice.
Maman Brigitte: Like her husband Baron Samedi, Maman Brigitte is a Loa of the dead and could be considered the keeper of the cemetery. She’s an extremely powerful loa, and she sometimes turns that power toward her husband for his affairs and unfaithfulness. Her attacks are fire-based; she lets you surround yourself with flame, shoot out a wave of fire, and protect yourself using bombs.

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Powerful Maman Brigitte has an affinity for fire.
Loko: Loko is the Loa of healing and vegetation, and one of the founders of the voodoo priesthood. He has a strong sprit of justice, and is ready to quickly punish evildoers. Though his health and damage-dealing capabilities aren’t the best, he lets you fire bombs that hurt enemies while healing allies, plus you can bless the earth to gain quicker attacks. His abilities make him a great ally in co-op mode.

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Loko specializes in healing and comes in very handy for co-op play.
Ghede: Ghede is another Loa of death (and also fertility, FYI). He’s a mischievous sort who likes to confuse humans with his mind-control powers. If you choose him as your parent Loa, you’ll use spells to place totems on the ground to either shoot at enemies or provide protection for you and your allies. Placing totems costs points from your rampage meter, but Ghede’s meter generates faster than those of other parent Loa.

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Choose Ghede as you Loa to take advantage of totems.

These four are only half of the Loa that you’ll be able to use in the game. Next time, I’ll give you the rundown on the remaining four: Erzulie, Ogoun, Lenglensou, and the super-destructive Agaou.

March 29, 2016

Full Mojo Rampage: Hello from Voodoo Land!

Greetings! This is Rob from Over the Top games, developer of the roguelike action title Full Mojo Rampage, which we’re bringing to PlayStation 4 and Xbox One with some help from Nicalis. I’ll be bringing you a bunch of details about the game in the near future, but first I thought I’d tell you more about myself and Over the Top.

I’ve been a gamer for a long time – I’m an especially big fan of Nintendo games, particularly the Mario and Zelda titles. I also love deeper, story-driven games like Deus Ex and The Elder Scrolls III: Morrowind. My colleagues and I are also huge fans of The Binding of Isaac, and I’m not just saying that because we’re partnered up with Nicalis!

After I became a programmer, my first job was at a company called Pyro Studios, which is best known for the Commandos series. My first project was a strategy game called Imperial Glory, which I worked on from start to finish over a couple of years. The next title for Pyro was a WiiWare game, but after around two years in development, one of the higher ups decided to scrap the project. That was my wake-up call to go independent, so in 2008 I decided to start Over the Top Games, where I was joined by my brother and one of my friends.

Our first game, which you might have heard of, was a 2D platformer originally called Icarian: Kindred Spirits, but was later renamed NyxQuest. It was fairly well received when it was released on WiiWare, and it later came out on Steam and iOS. That caught the attention of the folks at Electronic Arts’ EA 2D studio, who were interested in using the engine we developed for NyxQuest. That led to us working with them to bring Fancy Pants Adventures to console and mobile.

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Platformer NyxQuest: Kindred Spirits was our first release as Over the Top Games.

After that we considered doing something a bit bigger, something grander. We started prototyping a few game concepts and began reaching out to publishers that could help us bring these ideas to life on a greater scale. In the end, however, we decided that the financial environment at the time just wasn’t right for what we wanted to do. This could have been considered a setback, but it was actually a good thing, as it allowed us to make exactly the game we wanted, completely by ourselves with our own funding. That’s the game that ended up becoming Full Mojo Rampage: a voodoo-themed procedurally generated multiplayer action game that provides a new experience every time you play. FMR hit PCs via Steam in 2013, and now we’re working on bringing the game to console. The PS4 and Xbox versions will have all the features that the PC version had, along with some technical improvements and even a new mode.

Full Mojo Rampage, an action game fueled by the power of voodoo, will soon be released on PlayStation 4 and Xbox One.

We’re very excited to be bringing this game to a whole new audience, and we hope you come back to hear more about the development process. Next time: how we ended up going with a voodoo theme in the first place!