Sausage Factory: Meat To The Beat


This article is part of Pixeljam’s 10 Year Anniversary MEGAMONTH, and we’re doing a semi-chronological retrospective on every one of our games each day of the week. You can read them all HERE.

After Pizza City we worked out a deal with Adult Swim to make 4 new games of much smaller scope. We were permitted to come up with whatever we wanted, which was a first for a contract job. Exciting times!

We finally came up with the idea of 4 games connected loosely by a fake storyline, best described in the following video:

Making 4 small games at once gave us the opportunity for each of us to play lead designer. Rich’s idea was Mountain Maniac, Turbo Granny was… I honestly have no idea where that one came from, we worked with Messhof to create Creamwolf, and my baby was Sausage Factory.

Puzzle and rhythm games had always interested me, but I never imagined how challenging it would be to fuse them together. A lot of the heavy lifting on the logic side was handled by Wayne Marsh, which allowed me to focus more on level design, dialogue and management of the other 3 projects in development.

SFscreen06

(The challenge of the game lies in being able to plan ahead, very quickly!)


Most of the visual design was handled by Graham Lackey, an extremely talented pixel artist who freed Rich up to devote most of his time to his project. Mark Denardo of course tackled the soundtrack, a mischievous, Rube-Goldberg-esque romp that is still one of my favorite chiptune tracks all of time.

It’s worth noting that getting 1-3 extra friends to play with you on the same keyboard is REALLY fun. It instantly turns it into a party game, and helps tone down the game’s difficulty level as well.

I’m not actually sure if it’s a *great* game, but it did turn out pretty much exactly how I wanted it to. Good enough for me!

PLAY SAUSAGE FACTORY HERE
SausageFactoryBox

Thanks to Josh Larson for making the awesome box art!

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by Miles Tilmann