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What happened to Mathoria’s Trading Cards

It’s been a few months since we have released Mathoria: It All Adds Up on Steam, and we have received a fair share of positive and negative reviews from players across the world. Most of them are about the gameplay and game mechanics, but some have also noticed something about one of the features we wanted to implement in the Steam release: the badge system.

Not so long ago, we have announced here that we will add a badge system in the game, where people will earn trading cards from playing the game and complete them, earning them a profile badge to brag in their Steam profiles as well as profile backgrounds and chat emoticons. We were very excited to have this “gimmick” in the game, but we have noticed a few weeks after that they are not dropping any cards. (more…)

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Senshi.Labs Turns 2!! The Year of Sequels

Forgive us for being pretty quiet during the first half of the year. It might seem unusual because we were able to release 3 games (Prologue, Mathoria, Adarna) before our first year and 3 more games (Song of Pisces, Zenaya, Anemone) by the end of 2015. But 2016 is what we call the year of the sequels. We decided to slow down a bit and work on the feedback we’ve received from the previous year. Yes, we were quiet, but rest assured that no, we were most definitely not slacking off. In fact, we will take this time to give you guys a run down on what you can expect from us in 2016. (more…)

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Book 1: Pisces (Relaxed Edition)

We were supposed to start working on Book 2: Taurus in January of 2016, right after all the character illustrations have been submitted by our resident concept artist, Sao Menguito. In fact, our pixel artist Hans Antonio had already begun creating the tile sets and the character sprites for Taurus. To this day, I have not started building its world. The reason for this? Last January, I was paralyzed by the lack of closure I had with Song of Pisces. By that, I mean, despite the fact that I had labored so much to build its world, I had been unhappy with the outcome. That is, fans of its predecessor, Prologue, had been completely alienated by it.

(more…)

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The Art and Music of Mathoria

Hello, everyone!

First of all, we would like to thank everyone who made it possible for us to be Greenlit on Steam. Many of our supporters never wavered, and we’ve even gotten new ones. Of course, as with all happy news, they can be dusted with negativity sometimes. At this point, we would just like to briefly address many comments about the art and music being RPGMaker assets. Here’s a quote from the longer version of one of our announcements in Steam: (more…)

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Mathoria has been Greenlit by Steam!

HAPPY NEW YEAR!!

As our header says: We have been greenlit by Steam!!! From the bottom of our hearts, THANK YOU, THANK YOU, THANK YOU! Those who have supported us made us stronger. Those who bashed us actually helped us promote our other games that were made in Unity and Construct2, so we would like to thank you as well. Isn’t it nicer to spread love and good will? Our mission is education, and we are determined to inform, inform, inform, as well as open a venue for constructive discussion.

In fact, while the game is already finished and is just being set up for Steam, we are gathering constructive criticism for the improvement of the sequel, which we are also working on (we had to divide and conquer tasks between the two projects). This is how important your feedback is for us. How else can we truly deliver and be true to our mission, if we don’t listen to our players? (more…)

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E-Sports and Gaming Summit 2015

Four of our games exhibited at the E-Sports and Gaming Summit 2015, which was held at the SMX Convention Center. We would like to thank everyone who dropped by and played our games.

It was also quite an event, where most of the happenings actually transpired outside of the Senshi.Labs booth. The work of DocB’s thesis advisees, Cutout, won second place for game of the year, while Senshi’s QA Lead, Neil Alcuran, won the PBA tournament.

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Mini-Games as Lab Experiments

Some of you might have noticed that we have released a couple of small games in the last couple of months, while some of our bigger dream projects remain in the back burner.

There is a reason for this: experimentation. We did not want to burn resources working on a dream game for years and years, especially with the huge possibility of having only one game to our name and an outdated looking one at that. We’ve all heard of horror stories about game projects taking too long to finish, only to be outclassed by newer games. John Romero’s Daikatana had been one example, and had become a huge learning experience for the game dev legend himself. If you look at YouTube and do a search for “games in development hell”, you’ll find a number of them. (more…)

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Philippine Game Festival 2015

We were happy to be given a space at the IGDA booth for both October 2 and 3, 2015, for the celebration of the Philippine Game Festival. DocB was also one of the speakers at the conference and she talked about how to survive indie burnout on Sunday, October 3, 2015. You can read about the whole event at the IGDA website, including an article contributed by DocB. This blog post contains a photo summary of Senshi.Labs’ participation. (more…)

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Anemone

Overview

TITLE: Anemone
GENRE: Puzzle, Sidescroller
RELEASE DATE: September 3, 2015
GAMEPLAY LENGTH: Approximately 30 minutes
PLATFORM: Android

Get it on Google Play

A mini-game about Anemone, a young girl whose mother had passed away. Drag her through 5 stages of grief to help her emotionally recover from her loss. Find the angels who could tell her mother’s story and help Anemone relive her most precious memories.

This was originally a capstone project by College of Saint Benilde students (team SirMoonSheep) under adviser Dr. Lapa. The pre-alpha version of this game, which was then only available on PC, won three awards at the Philippine Game Festival 2014 Game On student competition: Best Narrative, Best Art, and Game of the Year. It was also Best Capstone Project in the very first Incendium 2014.

(more…)

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