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Emoji Scream
 
 
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Platforms: PC, Mac
Languages: English
Players: Single-player
Posted
Updated
Dec 14, 2016 @ 12:32am
Jan 2 @ 8:45am
Recent Announcements View All (1)
New Gameplay Video
Description
Play the first ever "scream-em up"!
Use your microphone to scream to make Smiley shoot at incoming emoji-fied objects of your anger!

* Take on Wall Street bail outs, social media, and selfies galore.
* Scream through 5 levels of existential angst and scream-em-up gameplay.
* Use your microphone to scream to make Smiley shoot at incoming emoji-fied objects of your anger.
* Scream it out during screen-filling boss duels!
* Scoring system encourages "carefully timed screaming". Not screaming builds your multiplier, then scream to shoot a special shot!
* Play all the levels through at once, or unlock them individually to give your voice a break!


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NOTE: This game requires a microphone to play!
The game *will not work* without a microphone.
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There is a version on itchi.io.
I plan on adding Achievements to the Steam version.
https://mommysbestgames.itch.io/emoji-scream

Controls
The game itself controls like this. Your smiley emoji player moves up and down the screen automatically as enemies move towards you. If you scream, laugh, talk, sing, clap, or otherwise make some loud sounds, it causes the emoji to scream in the game. But it also makes your emoji stop moving up and down. In this manner you can shoot, but also control your player's movements.You'll need to use this "hold" move to get past environmental objects that can't be destroyed, but will kill you if you crash into them.

Scoring
The scoring system actually rewards "thoughtful screaming". As long as you are not making sound above the volume threshold, your player builds up to 3 times, a score multiplier of sorts. On the left side of the player, three colored outlines will appear. If you then scream to shoot, the next bullet will have the 1+, 2+, 3+ score addition. If you hit an enemy with this special shot, you'll then get 1, 2, or 3 extra coins that bounce out of the enemy. Killing enemies, but also grabbing coins is how you increase your score. Holding back and strategically shooting is the key to a high score in Emoji Scream.

Boss Fights
Each level culminates in a giant boss fight called a "scream duel". Here, the player can no longer move, but based on when they decide to scream, they will have a bigger or smaller mega-shot to use against the huge boss. And some bosses require you to stop/start screaming again, depending on their defenses.

Game Structure
Emoji Scream has three unlockable difficulty settings, 5 distinct levels, detailed, in-game statistics about your playthrough, and an animated ending. After each level it records your progress and let' you pick up from that level to continue.

Developer
Mommy's Best Games has been independent since 2007 developing such games as Shoot 1UP and Serious Sam Double D XXL. We work hard on our games so you can have fun. Emoji Scream is a quality experience.
Check out our full library here: http://www.mommysbestgames.com
Thank you for your interest!
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36 Comments
Mommy's Best Games  [author] Jan 11 @ 11:33am 
@Veskaida Thanks for the vote of confidence! I've uploaded a new video showing some more straightforward gameplay of the game, and hopefully showing how the scoring system has some depth. Basically just killing an enemy gets you 1 coin, but getting 4 coins out of enemies is tricky but gets you a lot more points!
Veskaida Jan 4 @ 8:17pm 
See how far you can run with this then. After all, you've come this far with it. I think people do want to play "silly and goofy" games, and that there is a big market for that style of game. Even if this game doesn't capture lightning in a bottle, I'm sure you have and will continue to learn from this. Who knows, maybe we'll see an "Emoji Scream 2" and I'll be eating these criticisms later. I don't think this game looks badly made or unoriginal, maybe just a bit in the rough, or missing some essential advertising hook. Nothing some polish can't improve.


By the way, I like the Greenlight icon gif. It's eyecatching and conveys the game well.


But in the meantime, go for it. See what you can do with this project and how far you can take it. It's really refreshing seeing a developer that is trying to innovate, I'm sure that takes a lot of work. Sorry if I was overly harsh, and I'm really glad to see that I was wrong.
Mommy's Best Games  [author] Jan 3 @ 7:02am 
@Veskaida Hmmm... I think my initial enthusiam for how fun and silly the game could be clouded my view of getting across the core concepts. I assumed people would want to play something silly and goof around in it. Very good feedback thank you!
I'll work on a "basic concepts and strategies" video.
Veskaida Jan 2 @ 8:18pm 
I don't think a product being gimmicky is even a bad thing, nessecarily. Gimmicks can be a good thing, when done right. Right now though, the gameplay looks simplistic. The advertising material doesn't have to be utilitarian, it can be fun, over-the-top, or satirical. Do whatever make you happy, but if it doesn't convey compelling gameplay, not many people will want to try it.

Maybe the problem isn't so much in the game, as in the content advertising it. I think the current trailer which shows people having fun with the game is good, but it doesn't show us a lot of the gameplay, and especially not a lot of gameplay variety. People's reactions to the game are good, and you've captured some good moments, but perhaps a more dedicated "gameplay trailer" which highlights some of the game's features would help to better sell the game, alongside the existing trailer? You don't have to explain every mechanic, with text or narration, just show us some of the variety the game has to offer.
Veskaida Jan 2 @ 8:17pm 
Okay. That is understandable, and probably a good thing this game is built around that mechanic.

I'm not saying that the game is bad, I've yet to play it. But from the material you've put forward to advertise it does not make it look appealing. If you have scoring or combo systems, different sounds or patterns to beat for different enemies, or the like, power to you. But we don't really see any of that in the promotional material. Like different voice patterns were the equivent to say, different weapons in a shooter. That could make the "scream duels" really fun, and even a climactic build-up across the level.
Mommy's Best Games  [author] Jan 2 @ 8:12am 
I've added more detail to the description above to better communicate the depth of the scoring system and how it encourages player's to think about when they are screaming for the most points/most 1UPs.
Mommy's Best Games  [author] Jan 2 @ 8:12am 
@Veskaida
As to the idea of it simply being "talk or "don't talk", many things in the game work to break up this simple thing.
1. Getting around environment objects mean you need to a "long sound". And sometimes it's pretty tough.
2. The scoring system is intentionally built to encourage "thoughful screaming" :) What is that? It's detailed below in my blog post about the game in which I work to explain everything carefully.
3. The boss battles are pretty original experiences. Even there, you don't just need to scream the entire time. The "scream duels" are big and funny and unusual experiences.

Take a look at the blog post here:
https://mommysbest.blogspot.com/2016/12/emoji-scream-first-ever-scream-em-up.html
Mommy's Best Games  [author] Jan 2 @ 8:08am 
@Veskaida Thank you for your detailed feedback. It's much appreciated.

I understand that you would think I'm simply trying to cash-in on a gimmick. The voice controls could be a gimmick.
I take game design and balance very seriously though (this is not my first game, I work hard to make every game I create a quality experience).

If I removed voice control from the game--the game would be complete broken.
What does that mean? Well the game was balanced for voice control *only*.
Shouting and not shouting is a very different experience from simply pushing a button down with your thumb.
Because of this--everything in the game is designed around voice control very carefully.
That means the movement and shooting are all balanced to make since only in this game.
If you were to put a button on this game--yes--it would be very easy!
But because you have to use your voice it's tougher on your body and keeps it interesting.
Veskaida Jan 1 @ 11:33pm 
(Voice Control)
+) Voice control an interesting and unique gameplay mechanic that hardly ever been used. It's almost completely untapped. But I think it is far more accessible than say, VR, and I also think with modern computers often having built in mics and 3rd party mics being cheap, they're a lot more common than VR headsets.
-) I don't see the voice control in this game being compelling. It doesn't ask you to be quiet, it only rewards you for screaming, frequenly, and it doesn't even seem make that rewarding. "Surgeon Simulator" and "Octodad" did a really good jobs making a janky physics engines into a funny games. I'm sure you could make a cool game using voice control to jump, shoot, or hide from a monster, but this doesn't do that. It's gimmicky. If it didn't have the voice control, and all you did was control the avatar with the mouse and keyboard, it wouldn't be nothing more than the thousands of similar flying shooters.

Thank you for your time and submission to Greenlight.
Veskaida Jan 1 @ 11:33pm 
(Emojis)
+) Emojis are a fine idea for a game. They're simple sure, but "Candy Crush" has similarly cartoony and generic items, and so does "Cookie Clicker". Novelty or nostalgia can be really powerful too, and emojis could play into that.
-) But I also don't see this product capitalizing on either emojis or voice control.

(Gameplay)
+) Simple gameplay is fine too. "Gradius", "Space Invaders", or "Galaga" are all very simple games, but they have multiple mechanics which keep them interesting. Enemies coming at you from different directions, different kinds of attacks or projectiles from you or enemies. This is much too simple.
-) There only seems to be really one game mechanic: "talk" or "dont talk". Level design doesn't seem particularly inspired either.