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Found 22 results

  1. The monthly meeting of the Extra Life Los Angeles Guild for April will take place on Saturday the 7th at 4pm via Discord. You can find our server here.
  2. We are working with organizers at Cal State Fullerton to secure space at their gaming expo. More details will be posted as they become available.
  3. until
    Join the Extra Life Los Angeles Guild for the Kickoff of our 2018 activities. We will announce the 2017 participation contest winners, Introduce the Eboard for 2018, and play games and start planning another year of building a community to support Children's Hospital Los Angeles. Where: Children's Hospital Los Angeles in the Dale Herkolz Conference room. When: 12pm to 5pm
  4. until
    We are working on securing booth space at this convention for the purposes of recruitment. Dates subject to change.
  5. stevekrusel

    Indie Cade

    until
    We are working on securing a booth at this convention for recruitment purposes.
  6. stevekrusel

    Anime Expo

    until
    We are working on securing booth space at this convention for recruitment purposes.
  7. stevekrusel

    Wonder Con

    until
    We are working on securing space at this convention for recruitment purposes.
  8. until
    We are working on getting space at this convention for recruitment purposes next year.
  9. Looking for anyone in the Texas Panhandle Area that is playing for the Harrington Cancer Center. Hopefully we can start a group and get ready for this years Extra Life playdate. Thanks everyone and share with and other Extra Lifers in the area. Bryson
  10. Afterthought Games, an indie game studio based in Michigan, recently launched a Kickstarter for their upcoming Violent Sol Worlds. The two-man indie studio is looking to raise $5,000 to complete development, with the goal of completing the title by December of this year. Violent Sol Worlds is a top-down shooter where players are stranded on an alien world to send supplies back to the core worlds while surviving in the rough and tumble wilds. Players must scour the world for resources to craft defenses and upgrades while also shipping supplies home to get the support of the Aviro Corporation. At the heart of Violent Sol Worlds is an AI director to help make sure that there are always new events and stories happening around the procedurally generated world. This AI ensures that players will feel consistently challenged, avoiding that pesky feeling of power creep in the later stages of open world games that leads to action feeling more routine. Players will clash with alien monsters and sentient beings, some good, some bad, all at the whim of the AI director. Players can find vehicles and use them to explore the world. Exploration will unveil stories of ancient alien races and previous settlers sent by Aviro Corp. While Aviro might not care much for its settlers, those who provide the company with enough resources gain access to its space station and 3D printing technologies to make new weapons and gear. Regardless of whether Violent Sol Worlds meets its modest goal, the developers have sworn that it will be finished. However, they can't guarantee that it will be finished by the end of December 2017 if they don't meet their $5,000 target. "This game is getting made one way or the other," Afterthought Games' statement reads, "it will just be better with your help. The only risk is that it could be delayed. We are shooting for a Christmas release, but as life happens delays are possible. We are pretty good about digging in and getting the job done in the time frame set in front of us, so we are not too worried about delays." One of the really cool parts about Violent Sol Worlds lies in its connection to Extra Life. Phillip Brossia, one of Afterthought Games' co-founders, also volunteers as the Extra Life Guild president in Grand Rapids, Michigan and has been participating in Extra Life for the past four years. He shared Violent Sol Worlds in the forums and announced a plan to give 5% of the Kickstarter earnings to Extra Life! I have been with Extra Life for 4 years now and I am the President of the Grand Rapids guild. So this isn't spam. My little company Afterthought Games is going to be doing a Kickstarter campaign next week for a game we are making called Violent Sol Worlds. We're not allowed to advertise it on the Kickstarter (which is ridiculous) but our plan is to give 5% of our earnings to Extra Life, 10% if we are funded in the first 24 hours. Violent Sol Worlds will be coming to PC (hopefully) later this year. Afterthought plans to launch the final game with modding in mind - players should be able to pick up Violent Sol Worlds and find it easy to mod, both for veteran modders and beginners alike.
  11. Afterthought Games, an indie game studio based in Michigan, recently launched a Kickstarter for their upcoming Violent Sol Worlds. The two-man indie studio is looking to raise $5,000 to complete development, with the goal of completing the title by December of this year. Violent Sol Worlds is a top-down shooter where players are stranded on an alien world to send supplies back to the core worlds while surviving in the rough and tumble wilds. Players must scour the world for resources to craft defenses and upgrades while also shipping supplies home to get the support of the Aviro Corporation. At the heart of Violent Sol Worlds is an AI director to help make sure that there are always new events and stories happening around the procedurally generated world. This AI ensures that players will feel consistently challenged, avoiding that pesky feeling of power creep in the later stages of open world games that leads to action feeling more routine. Players will clash with alien monsters and sentient beings, some good, some bad, all at the whim of the AI director. Players can find vehicles and use them to explore the world. Exploration will unveil stories of ancient alien races and previous settlers sent by Aviro Corp. While Aviro might not care much for its settlers, those who provide the company with enough resources gain access to its space station and 3D printing technologies to make new weapons and gear. Regardless of whether Violent Sol Worlds meets its modest goal, the developers have sworn that it will be finished. However, they can't guarantee that it will be finished by the end of December 2017 if they don't meet their $5,000 target. "This game is getting made one way or the other," Afterthought Games' statement reads, "it will just be better with your help. The only risk is that it could be delayed. We are shooting for a Christmas release, but as life happens delays are possible. We are pretty good about digging in and getting the job done in the time frame set in front of us, so we are not too worried about delays." One of the really cool parts about Violent Sol Worlds lies in its connection to Extra Life. Phillip Brossia, one of Afterthought Games' co-founders, also volunteers as the Extra Life Guild president in Grand Rapids, Michigan and has been participating in Extra Life for the past four years. He shared Violent Sol Worlds in the forums and announced a plan to give 5% of the Kickstarter earnings to Extra Life! I have been with Extra Life for 4 years now and I am the President of the Grand Rapids guild. So this isn't spam. My little company Afterthought Games is going to be doing a Kickstarter campaign next week for a game we are making called Violent Sol Worlds. We're not allowed to advertise it on the Kickstarter (which is ridiculous) but our plan is to give 5% of our earnings to Extra Life, 10% if we are funded in the first 24 hours. Violent Sol Worlds will be coming to PC (hopefully) later this year. Afterthought plans to launch the final game with modding in mind - players should be able to pick up Violent Sol Worlds and find it easy to mod, both for veteran modders and beginners alike. View full article
  12. Thanks for all of the hard work and HOURS of dedication this past year! You have a lot of celebrating to do and we have a lot of work to do to make 2017 the best Extra Life year yet. Please share your feedback with us as we look to level-up the Guild program! Guild Feedback Survey: https://www.surveymonkey.com/r/N57ZCL5
  13. As you may know, we’ve been in an ongoing process to roll out Extra Life Guilds in cities across the United States and Canada. Today we’re incredibly excited to share that we are launching Guilds in 5 NEW cities! In just a few short weeks, we'll be welcoming Birmingham, Charlottesville, Dayton, Fresno, and Saskatchewan into the Guild program. These new additions to the Extra Life family will be launching soon, joining the ranks of our 73 other Extra Life Guilds across North America. Guild Launch & Kickoff Meetings Schedule What's a Guild and Why Should I Join? A Guild is an organized group of local Extra Lifers who go above and beyond the typical Game Day fundraising to help strengthen Extra Life in their local communities. Supported by their Children’s Miracle Network Hospital they attend local gaming conventions to chat with people about Extra Life, share best practices with other Guild members in the Extra Life community hub, and host socials and game nights to meet other members in the community. If you want to take your fight for the kids to the next level, seek out your local Extra Life Guild to get more involved. For The Kids! View full article
  14. As you may know, we’ve been in an ongoing process to roll out Extra Life Guilds in cities across the United States and Canada. Today we’re incredibly excited to share that we are launching Guilds in 5 NEW cities! In just a few short weeks, we'll be welcoming Birmingham, Charlottesville, Dayton, Fresno, and Saskatchewan into the Guild program. These new additions to the Extra Life family will be launching soon, joining the ranks of our 73 other Extra Life Guilds across North America. Guild Launch & Kickoff Meetings Schedule What's a Guild and Why Should I Join? A Guild is an organized group of local Extra Lifers who go above and beyond the typical Game Day fundraising to help strengthen Extra Life in their local communities. Supported by their Children’s Miracle Network Hospital they attend local gaming conventions to chat with people about Extra Life, share best practices with other Guild members in the Extra Life community hub, and host socials and game nights to meet other members in the community. If you want to take your fight for the kids to the next level, seek out your local Extra Life Guild to get more involved. For The Kids!
  15. Pokémon Go has proved to be a long-lasting craze with many unique, interesting, and sometimes dangerous stories arising from players going out into the real world to capture the titular creatures. One of the most amazing things to us here at Extra Life, however, is how people in the Extra Life community have been using the game to come together with their community and band together for the kids. The Guilds in Albany, New York and in Minneapolis-St. Paul, Minnesota both organized PokéWalks in their respective areas over the last few days. What exactly is a PokéWalk? People have begun planning events where members of the local community can come together, Pokémon Go players or not, and enjoy a day at a park or other public area. Lures can be placed at PokéStops along the walking route to bring in the Pokémon and the community. In some cases, local businesses along the route have even gotten involved to support participants. In New York, the Albany Guild brought people together to participate in one such PokéWalk on the 16th. Located in and around Albany's Washington Park, hundreds of people turned out to connect and catch Pokémon. By all accounts it was a huge success, even though the servers for Pokémon Go went down. According to Albany Guild president Lucas Fox, @Xeserox: We had about 400 People show up to the event (despite servers being down for the game). We signed up 130+ people in 3 hours. We started sign ups 30 minutes before the official kick off of the event because of the number of people that showed up. And we continued sign ups 30 minutes after the event ended, because our line was still that long. You can find images of the Albany PokéWalk on the Albany Guild page. This was followed independently by members of the Minneapolis-St.Paul, Minnesota Guild working together with local event organisation This Is Geek to hold a PokéWalk in Edina, MN's Centennial Lakes Park on the 17th. Over 2,000 people came to the event, which was merely a test run to see how future walks might go. Guild member, event organizer, and This Is Geek Treasurer Shanna Hartzell described her experience bringing together the community: It was a humbling experience to see well over 2000 people interacting and enjoy each others company. This was a new type of event for Minnesota as a whole. While the servers were down instead of leaving or complaining everyone was talking, sharing stories, tips and going on major nostalgia trips. I am glad that we were able to do what we love; bring amazing people together and shed more light on the good inside of the gaming community. The pictures for that event are over on Facebook page for This Is Geek. Pokémon Go inspires a lot of different opinions and feelings among those who play it and those who don't. However, it is undeniably cool how the app has brought people together over the last week or so that might never have met otherwise. I know there are plans for more of these kinds of events both with and independent of Extra Life, so if you think that a PokéWalk in your local area might be a possibility, go for it! Let's keep this momentum up and bring one another together for fun, friendship, and also for the kids. View full article
  16. Pokémon Go has proved to be a long-lasting craze with many unique, interesting, and sometimes dangerous stories arising from players going out into the real world to capture the titular creatures. One of the most amazing things to us here at Extra Life, however, is how people in the Extra Life community have been using the game to come together with their community and band together for the kids. The Guilds in Albany, New York and in Minneapolis-St. Paul, Minnesota both organized PokéWalks in their respective areas over the last few days. What exactly is a PokéWalk? People have begun planning events where members of the local community can come together, Pokémon Go players or not, and enjoy a day at a park or other public area. Lures can be placed at PokéStops along the walking route to bring in the Pokémon and the community. In some cases, local businesses along the route have even gotten involved to support participants. In New York, the Albany Guild brought people together to participate in one such PokéWalk on the 16th. Located in and around Albany's Washington Park, hundreds of people turned out to connect and catch Pokémon. By all accounts it was a huge success, even though the servers for Pokémon Go went down. According to Albany Guild president Lucas Fox, @Xeserox: We had about 400 People show up to the event (despite servers being down for the game). We signed up 130+ people in 3 hours. We started sign ups 30 minutes before the official kick off of the event because of the number of people that showed up. And we continued sign ups 30 minutes after the event ended, because our line was still that long. You can find images of the Albany PokéWalk on the Albany Guild page. This was followed independently by members of the Minneapolis-St.Paul, Minnesota Guild working together with local event organisation This Is Geek to hold a PokéWalk in Edina, MN's Centennial Lakes Park on the 17th. Over 2,000 people came to the event, which was merely a test run to see how future walks might go. Guild member, event organizer, and This Is Geek Treasurer Shanna Hartzell described her experience bringing together the community: It was a humbling experience to see well over 2000 people interacting and enjoy each others company. This was a new type of event for Minnesota as a whole. While the servers were down instead of leaving or complaining everyone was talking, sharing stories, tips and going on major nostalgia trips. I am glad that we were able to do what we love; bring amazing people together and shed more light on the good inside of the gaming community. The pictures for that event are over on Facebook page for This Is Geek. Pokémon Go inspires a lot of different opinions and feelings among those who play it and those who don't. However, it is undeniably cool how the app has brought people together over the last week or so that might never have met otherwise. I know there are plans for more of these kinds of events both with and independent of Extra Life, so if you think that a PokéWalk in your local area might be a possibility, go for it! Let's keep this momentum up and bring one another together for fun, friendship, and also for the kids.
  17. Hey folks! Just wanted to let anyone interested know that I've started up a Guild in Guild Wars 2 (boy that's a mouthful) for any and all Extra Lifers. Just post here with your game ID or send me a whisper/mail in game. North American megaserver. Crysola Tsara is my character name, and my handle is novusolm.9037
  18. It's time to reach into the past and pull out our lost June Episode. Recorded, but never released until now this episode is chock full of things from June. Sit back and relax, there are some surprises in there along with much vaguebooking. So very much vaguebooking. In this month's podcast Mike learns Gum etiquette.Rick breaks down all the community and Guild changes the team has been working on.Mike Talks about all the things coming up for Extra Life this summer. With much Vague booking.Rick, Mike and Jeromy can't figure out what to share and what not to share.Liz has the final word. Mostly.Note: A portion of this episode involves a "thing" happening in February. This is Extra Life United 2016. There will not be an ELU in 2015. As our organization has moved the annual Momentum conference and celebration of our champions to February, we felt holding a stand alone Extra Life United wouldn't have the same impact. A large part of the success and impact of ELU was getting to meet the kids we play for. Taking that element away would have seriously diminished the event. We'll share full details when we have them. We just wanted to make sure everyone was aware of the change. Download the file here. Extra Life Podcast: Ep. 06 Subscribe in iTunes | RSS | Other Please note the RSS feeds may not update immediately. Please be patient. View full article
  19. It's time to reach into the past and pull out our lost June Episode. Recorded, but never released until now this episode is chock full of things from June. Sit back and relax, there are some surprises in there along with much vaguebooking. So very much vaguebooking. In this month's podcast Mike learns Gum etiquette.Rick breaks down all the community and Guild changes the team has been working on.Mike Talks about all the things coming up for Extra Life this summer. With much Vague booking.Rick, Mike and Jeromy can't figure out what to share and what not to share.Liz has the final word. Mostly.Note: A portion of this episode involves a "thing" happening in February. This is Extra Life United 2016. There will not be an ELU in 2015. As our organization has moved the annual Momentum conference and celebration of our champions to February, we felt holding a stand alone Extra Life United wouldn't have the same impact. A large part of the success and impact of ELU was getting to meet the kids we play for. Taking that element away would have seriously diminished the event. We'll share full details when we have them. We just wanted to make sure everyone was aware of the change. Download the file here. Extra Life Podcast: Ep. 06 Subscribe in iTunes | RSS | Other Please note the RSS feeds may not update immediately. Please be patient.
  20. Greetings! Welcome to the Extra-Life RDU Guild! My name is Andrew Nicol, President of this amazing group of RDU gamers who are looking to do their best to help heal some sick kids. Locally, we play for Duke Children's Hospital in Durham, NC. Below you will find links to all our various social media efforts, list of contacts, etc. President - Andrew Nicol - aka @AndrewRDU Vice President - Marcus Summers - aka @MajorLinux Secretary - Steven Sober - aka @SobeDog007 Hospital Partner - Keri Christianson - aka @Kommander Keri Team Page - If you haven't done so already, make sure you register for Extra-Life 2016 and join our team page! Facebook Private Page - This is where we encourage all of our guild members to start conversations with each other and collaborate on any ideas for events, contact others for volunteer needs or simply just talk about gaming in general. You will need to request access to the group, so it may take a day or two before the mods approve it. If you have any other questions, please e-mail me directly at andrew.extralife.rdu@gmail.com Andrew Nicol President - ExtraLife RDU Guild
  21. I have the pleasure of being involved in Extra Life both as a writer on this website and in a local capacity with the Minneapolis Extra Life Guild. Through my involvement in the guild I managed to connect with Dylan Zellmer who provides the social face for MurWare, an independent development studio that released their first game, titled Oley Poley, a little over two weeks ago. MurWare has decided that charity is a core part of their business and will be donating 5% of the profits from Oley Poley to Extra Life! That is just so great that I decided to have a chat with Dylan about the studio and what it is like to be a relatively unknown game developer. --- Jack Gardner: I'm going to be honest, I don't know much about MurWare. Could you tell me a bit about how MurWare came into existence and what it is all about? Dylan Zellmer: There's good reason for your unfamiliarity; we're brand new! Myself and two skilled programmers (Aaron and Ryan) decided to formulate MurWare about 60 days ago. Most of us have either been directly involved in the games industry, or have been toying with games creation for a long time. At its heart, MurWare is the quintessential independent development company. We want to keep our operations relatively small, and will likely hold onto our day jobs while creating and self-publishing fun games. It's likely we'll stick to the mobile games as we hone our skills, and set out to the PC and console space later-on. JG: What is your role in the company and the development process? DZ: I'm the artist. So far, I've been tasked with taking the overarching game ideas and bringing them to life visually. Being a three-man team, we collaborate on just about everything. I've also taken the helm on the social aspects of MurWare, and our outreach. We're hoping to find someone (FREE) to manage that piece as it's rather taxing on top of the rest of our work. JG: As a developer, what are your priorities for the games you make? DZ: Well, as an indie we aren't concerned with creating the next Call of Duty. Essentially, we're making games for ourselves, and are really stoked when other people enjoy them. From a design standpoint, I'm concerned with creating clean visuals that compliment our gameplay; gameplay being the most important aspect of our creative process. If we don't think something is fun to play, we won't let it past the early prototype phase. JG: Could you describe some of the challenges in being a game developer working on that company's first game and getting it onto the Android and iOS app stores? DZ: There are several, very real obstacles for us to overcome. It's amazing when you think of a studio like Supercell hitting the jackpot with their first outing (Clash of Clans). First off, staying organized and having any semblance of a plan to work with is problematic when we aren't devoted to the process full-time. Another large undertaking is discoverability. Even after making plenty of connections within the industry, it's not easy to get your app in front of key people. In the end, whatever success, or lack thereof, Oley Poley garners is an important step in the evolution of our studio. JG: On July 18, MurWare released Oley Poley for Android and (soon) iOS, could you tell me a bit about that game? DZ: Well, I describe Oley Poley as "The Dark Souls of cute and cuddly reverse-platformers"; whatever that means. A more general description of the game would sound something like an informercial, but I'll take a stab at it. It's inspired by the Coin-Op arcade games all of us used to shove our allowances into. It's fast-paced, extremely challenging, and wonderfully satisfying. The object of Oley Poley is to help him survive a never-ending stream of obstacles, and while doing so, earn points for your hard work. JG: You are personally involved in the Minneapolis Extra Life Guild. What is your story with Extra Life?' DZ: In 2013 I was introduced to Extra-Life by a long-time family friend. He thought it was a great opportunity for me to get involved in charitable giving while doing something I truly love; gaming. I thought it sounded like a perfect fit, formed a team (House Nerd), and raised more money than I'd ever hoped to. I was honored to donate to an institute that holds a very personal connection to another life-long friend whose son has received life-changing treatment therein; Gillette Children's Hospital. JG: MurWare is a relatively new studio, but you have already announced that 5% of the money earned from your games will go to charity and that this year's charity will be Extra Life! Not many devs, to my knowledge, give direct cuts of their game revenue. What led to the decision to make charity a priority for MurWare. DZ: To my knowledge (not extremely extensive, haven't dug for hours or anything) we're at least the only MN-based development team, possibly US-based development team, to give a direct cut of our profits to charity. (Editor’s note: MurWare is currently the only developer giving a direct cut of profits to Extra Life.) As I stated earlier, we all have day jobs, at the same company even, so our game dev career isn't ONLY about money; it's about doing something we love. The decision to give to charity was one that was made very early-on; it was important to all of us to do so. My hope is that we are able to receive enough exposure to start donating large amounts of financial support to great organizations like Extra-Life. As I mentioned earlier, discoverability is the hardest hurdle to overcome, so help us spread the word! --- It is absolutely amazing to be supported by a developer in this way! Thank you to the MurWare team for their support! Also, an update for the game was released today that includes new background music, art, and an updated logo. Oley Poley is currently available on the Google Play store for Android devices for $1.
  22. I have the pleasure of being involved in Extra Life both as a writer on this website and in a local capacity with the Minneapolis Extra Life Guild. Through my involvement in the guild I managed to connect with Dylan Zellmer who provides the social face for MurWare, an independent development studio that released their first game, titled Oley Poley, a little over two weeks ago. MurWare has decided that charity is a core part of their business and will be donating 5% of the profits from Oley Poley to Extra Life! That is just so great that I decided to have a chat with Dylan about the studio and what it is like to be a relatively unknown game developer. --- Jack Gardner: I'm going to be honest, I don't know much about MurWare. Could you tell me a bit about how MurWare came into existence and what it is all about? Dylan Zellmer: There's good reason for your unfamiliarity; we're brand new! Myself and two skilled programmers (Aaron and Ryan) decided to formulate MurWare about 60 days ago. Most of us have either been directly involved in the games industry, or have been toying with games creation for a long time. At its heart, MurWare is the quintessential independent development company. We want to keep our operations relatively small, and will likely hold onto our day jobs while creating and self-publishing fun games. It's likely we'll stick to the mobile games as we hone our skills, and set out to the PC and console space later-on. JG: What is your role in the company and the development process? DZ: I'm the artist. So far, I've been tasked with taking the overarching game ideas and bringing them to life visually. Being a three-man team, we collaborate on just about everything. I've also taken the helm on the social aspects of MurWare, and our outreach. We're hoping to find someone (FREE) to manage that piece as it's rather taxing on top of the rest of our work. JG: As a developer, what are your priorities for the games you make? DZ: Well, as an indie we aren't concerned with creating the next Call of Duty. Essentially, we're making games for ourselves, and are really stoked when other people enjoy them. From a design standpoint, I'm concerned with creating clean visuals that compliment our gameplay; gameplay being the most important aspect of our creative process. If we don't think something is fun to play, we won't let it past the early prototype phase. JG: Could you describe some of the challenges in being a game developer working on that company's first game and getting it onto the Android and iOS app stores? DZ: There are several, very real obstacles for us to overcome. It's amazing when you think of a studio like Supercell hitting the jackpot with their first outing (Clash of Clans). First off, staying organized and having any semblance of a plan to work with is problematic when we aren't devoted to the process full-time. Another large undertaking is discoverability. Even after making plenty of connections within the industry, it's not easy to get your app in front of key people. In the end, whatever success, or lack thereof, Oley Poley garners is an important step in the evolution of our studio. JG: On July 18, MurWare released Oley Poley for Android and (soon) iOS, could you tell me a bit about that game? DZ: Well, I describe Oley Poley as "The Dark Souls of cute and cuddly reverse-platformers"; whatever that means. A more general description of the game would sound something like an informercial, but I'll take a stab at it. It's inspired by the Coin-Op arcade games all of us used to shove our allowances into. It's fast-paced, extremely challenging, and wonderfully satisfying. The object of Oley Poley is to help him survive a never-ending stream of obstacles, and while doing so, earn points for your hard work. JG: You are personally involved in the Minneapolis Extra Life Guild. What is your story with Extra Life?' DZ: In 2013 I was introduced to Extra-Life by a long-time family friend. He thought it was a great opportunity for me to get involved in charitable giving while doing something I truly love; gaming. I thought it sounded like a perfect fit, formed a team (House Nerd), and raised more money than I'd ever hoped to. I was honored to donate to an institute that holds a very personal connection to another life-long friend whose son has received life-changing treatment therein; Gillette Children's Hospital. JG: MurWare is a relatively new studio, but you have already announced that 5% of the money earned from your games will go to charity and that this year's charity will be Extra Life! Not many devs, to my knowledge, give direct cuts of their game revenue. What led to the decision to make charity a priority for MurWare. DZ: To my knowledge (not extremely extensive, haven't dug for hours or anything) we're at least the only MN-based development team, possibly US-based development team, to give a direct cut of our profits to charity. (Editor’s note: MurWare is currently the only developer giving a direct cut of profits to Extra Life.) As I stated earlier, we all have day jobs, at the same company even, so our game dev career isn't ONLY about money; it's about doing something we love. The decision to give to charity was one that was made very early-on; it was important to all of us to do so. My hope is that we are able to receive enough exposure to start donating large amounts of financial support to great organizations like Extra-Life. As I mentioned earlier, discoverability is the hardest hurdle to overcome, so help us spread the word! --- It is absolutely amazing to be supported by a developer in this way! Thank you to the MurWare team for their support! Also, an update for the game was released today that includes new background music, art, and an updated logo. Oley Poley is currently available on the Google Play store for Android devices for $1. View full article
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