How It Started

Back in November 2017, when I was having a walk around Hoan Kiem Lake thinking of what game I would create next and the idea about Beat Stickman came up.

The idea hadn’t come up from nowhere though. The idea was to mix 2 genres (that were trending on mobile at the time, and I played quite a lot): idler and beater (I’ve just made up the latter, but keep on reading).

The idler

Voodoo’s Idle Ball is the idler game that the original Beat Stickman was inspired. You can easily see the similarity in the UIs.

The beater

There were many beater games I played at the times, here are some of them:

Kick the Buddy by Playgendary
Despicable Bear also by Playgendary
Beat the Boss by Game Hive Corporation

My Take

The continuous Beating

I love the energy of Beat Stickman (that’s why I created it that way). Always feel not satisfied by all the control, UI navigations,…of the other beater games. I can understand, the other games were based on a different philosophy, as I see it, they are like a sandbox or game levels/missions. And I wanted to make Beat Stickman like an engine that just works, and the player’s job is to upgrade that engine, add more things to it, make it stronger, look better and enjoy looking at the system operating.

In Beat Stickman, weapons work continuously and tirelessly for you.

The stories

Since when I was a kid, I love imagining a different world (luckily, I just loved that, didn’t have anything to escape from), and I went deep into that, think of plots, characters,…and all. As a gamer, I only play story-rich single-player games. So, naturally, I had the urge to created a universe for Beat Stickman. Not all of what I had in mind made it into the game though. But they will be.

Beat Stickman: Infinity Clones’s story had only a humble place in the game. But things are gonna change in Beat Stickman: Beyond.

Other elements on-top

This feels more like “game design’s chores”, but I do have fun figuring out what small things to add to the game to make it playable and enjoyable. And there came things like Weapon’s corruption, Hat collection, Star rain, Lucky wheel… Really had fun making those 😁

Beat Stickman: Beyond and even after that

Beat Stickman: Infinity Clones was originally designed for mobile and later ported to PC. Beat Stickman: Beyond is a console-first game (also plays very well with mouse and keyboard, too). Beat Stickman: Beyond (BSB) will have a bigger screen experience, deeper and richer stories, better visuals, and better-designed game features.

And still, BSB won’t have all that I have in mind for the franchise. Good things take time, let’s see how the will perform financially and there will be more of it, I’m always excited when thinking about all the ideas I have will be realized one day.

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