BUBBLE ISLANDS

Bubble Islands was an exciting arcade/puzzle game featuring 10 different and cute characters. It was a finalist nominee at the Independent Games Festival (IGF), Game Developers Conference (GDC), San Francisco, 2007.

© 2004-2010 Alexandre Renevey

"Challenge your opponents, connect your bubbles and preserve your island in a series of funny but competitive duels!! Will you be able to get the Isaac Key and open the Olympus Chest?"

BACKSTORY

In 2004, I developed a puzzle game prototype in Adobe Flash (now Adobe Animate) called Muku Muku Islands; it was inspired by the Puyo Puyo video games franchise, and the gameplay was straightforward: the player had the ability to drop colored bubbles - when four or more bubbles of the same color connected to each other, they disappeared. I also introduced the concept of platforms (islands), that would slowly sink under certain conditions.

While I was working on the prototype, I realized it had the potential to become an enjoyable game; I quickly renamed the project to the more fitting Bubble Islands, and restarted from scratch, writing a better code and creating improved graphics. The new prototype was named Pop'n'Pinky Bubble Islands, and it was quite advanced, featuring several playable characters, various game modes, and a rolling demo.

In June 2005, I shared a gameplay video on the Flash Kit Community Forums, a well-known resource site for Flash developers, and the people's reaction was very enthusiastic.

For some reason, in January 2006, I restarted the project from scratch... again. I don't know, maybe I'm a perfectionist? (LOL). But this time, it was for good: a new game engine, a new logo, new characters (you can see their evolution here), enhanced game modes, a real soundtrack and sound effects, and even a few voices! The game really started to look good and play well; all aspects of the game were vastly improved.

The real Bubble Islands was born!

For this version, I got some help from other amazing artists: Steven 'surasshu' Velema and Frédéric Robinson did an amazing job with the soundtrack (see below). Claude 'yota' Tachnakian provided the voice you can hear at the title screen, while Rinaldo 'fougere' Wirz assisted with a few backgrounds. And last but not least: Nilsen 'hasufel' Filc helped with the puzzles, and also... the servers running Bubble Islands (more on that incredible story below).

In December 2006, Bubble Islands was named a finalist for "Best Web Browser Game" at the Independent Games Festival (more about that below) thanks to a nearly finished version I submitted (it was ready to roll, just a couple of minor details left to perfect).

In January 2007, I finally took the leap and shared the game with the public on the Flash Kit Community Forums. Even though it wasn't quite 100% done, it took off across the web faster than a viral meme, and the feedback was so positive, I started wondering if I was onto a hit or just really, really lucky.

Sometime in February, the game found his way to Minijuegos, a huge online gaming portal with about 6 million unique visits per month... and something terrible happened: although I had unlimited monthly bandwidth, my web hosting provider contacted me right away, and informed me that their hosting for 42,000 sites was becoming highly unstable due to the overwhelming number of people attempting to play Bubble Islands. It was like a real tsunami!

The solution was to put the game offline, modify the URL... or get a dedicated server only for the game. This is when Nilsen 'hasufel' Filc offered his help: he could use his own servers to host the game. He said that there was around 340 connections per second... per server (out of three) O_O That was unbelievable. But thanks to his invaluable help, Bubble Islands was running again!

Thanks to Bubble Islands, I had the opportunity to collaborate with amazing people, outstanding companies, enhance the quality of my portfolio, and acquire a wealth of new knowledge! It was a significant Level Up for me. But the story isn't over yet, I have much more to share and reveal about Bubble Islands! If you want to learn more, please continue browsing the page or select your preferred section below.

PINKY & HIS FRIENDS

INCLUDING THE HIDDEN ONES!

To make Bubble Islands more appealing, I designed and animated 10 cute and colorful characters, mainly inspired by Japanese (pop) culture. They were all unique, and, most importantly, they all had several expressions related to their temperament (motivated, funny, happy, sad,...) so that players could relate to them. Initially, most of the characters had a backstory, but I never had the time to add that part to the game. So, let's discuss about that here!

The game's central narrative revolved around this:

One day, a treasure was discovered at the foot of a gigantic rainbow: it was the legendary Olympus Chest. It was brought to King Yuko, the friendly sovereign of a peaceful country, who decided to organize a tournament called Bubble Islands. The winner would receive the Isaac Key, the only artifact capable of opening the Olympus Chest. But... what's inside? Nobody knows.

Yotta is a samurai octopus, a formidable fighter capable of using his eight tentacles simultaneously. The only opponent who managed to hurt him and inflict a scar was an inexperienced octopus... who had only seven tentacles! Dishonored, Yotta is searching for the Amakuni Katana, a legendary weapon said to produce miracles.
Pinky is a cute little cherub, flying on a small cloud. The Celestial Authorities have sent him to Earth to discover what's inside the Olympus Chest; they suspect that Iris, the messenger of the Gods, intentionally left the chest there. But why? They also hold a terrible secret about Pinky, which he is unaware of himself...
Astero resembles a futuristic cosmonaut, flying in his small spaceship. He is part of a space colonizer race, consisting of a few hundred thousand individuals, and growing in number. Recently, he made a shocking revelation: all these soldiers are, in fact, clones. Revolted, he fled his fleet and eventually found himself on Earth. Engaging in the Bubble Islands tournament, he hopes to gain a deeper understanding of his true identity. What if he is the original?
King Yuko looks like a stuffed animal... His ears are very long, and a huge collar surrounds his body. Besides, he never separates from his crown, which hovers above his head. More than a king, he is the icon of a country that has never known war. Now, he possesses the Olympus Chest as well as the Isaac key, and this situation amuses him. He organized the Bubble Islands tournament to offer them to the winner.
SnowFlake is a young woman from the frozen lands. She dreams of possessing the Sacred Flame, a mysterious artifact that could free her parents, trapped by the cold in the eternal ice of Chrystalis.

Finally, the game included three hidden characters; it was possible to unlock them by winning the Bubble Islands tournament. The first character resembled a skeleton. The second character looked like a red demon, and was the real final boss of Bubble Islands. Finally, the last character was more challenging to discover: you had to unlock the first two, then play with Pinky, confront the red demon... and there, surprise, Pinky transformed into Evil Pinky! His famous secret was revealed: under certain conditions, his demonic side took over. And when he returned to himself, he had no memory of what had happened...

Click on the hidden characters to reveal them.

For each character, I designed a suitable background environment. For exemple, a bamboo forest for Yotta (the samurai octopus), a Babylonesque tower for Maggo (the magician), or an ancient temple above the clouds for Pinky. Each background was unique, and it was possible to make it loop horizontally which was useful for the Puzzle Mode, where the background scrolls endlessly until all the puzzles are solved.

Similar to the characters, I wanted the backgrounds to be colorful and provide some backstory. Each floor was animated (water, lava, ice, light etc.) and interactive (splashing when a bubble fell into water, for example), but the backgrounds themselves remained static - although I really wanted to animate some of them, such as the crowd reacting in King Yuko's level.

Click on the hidden backgrounds to reveal them.

INDEPENDENT GAMES FESTIVAL (IGF)

GAME DEVELOPERS CONFERENCE (GDC)

The Independent Games Festival (IGF) is an annual festival at the Game Developers Conference (GDC). It's the largest annual gathering of the independent video game industry, and it was established in 1998 to encourage innovation in game development and to recognize the best independent game developers. Almost out of curiosity, and because I knew my project had its qualities, I submitted Bubble Islands for the 2007 IGF Competition in the category "Best Web Browser Game" in september 2006.

"Your entry for the 2007 IGF Competition, 'Bubble Islands', has been submitted.
Your credit card has been charged $95.00."

In december 2006, the IGF organizers announced the finalists of the 2007 IGF Competition, from an amazing field of 141 entries. I anxiously and impatiently opened my browser, read the article, took a look at the category "Best Web Browser Game", and... BUBBLE ISLANDS WAS FINALIST! I was so surprised, and happy at the same time!! My game was competing with 2 other great entries: Gamma Bros by Pixeljam, and Samorost 2 by Amanita Design. That was a crazy and inspiring competition! Totally surreal.

JUDGE #1

(INDEPENDENT GAMES FESTIVAL)

"It looks and feels like a Nintendo DS title. It's fun to play and I was impressed by the quality of the user interface. Great job!"

JUDGE #2

(INDEPENDENT GAMES FESTIVAL)

"An exceptionally well-polished and well-made puzzle game; it plays like a console puzzler, you'd never know it was Flash. The multiple characters are great. You should put this out on Game Boy Advance."

Following the (incredible) announcement, I gave a (terrible) interview to Alistair Wallis from Gamasutra (now Game Developer), a famous website that brings the latest in video game industry news, opinion, and most importantly: developer insight. Then, I started to think about my trip to San Francisco... well, I mean OUR trip: indeed, to be eligible, at least 2 people had to register to get a booth at the Moscone Center in San Francisco. After a small chat, Nilsen 'hasufel' Filc (living in France at this time) was honored to travel with me and spend a few days in the beautiful city of San Francisco :-)

Wednesday 7th march was a big day: the winners were announced during an impressive (and stressful) hour of awards ceremony. We were sitting one table away from Shigeru Miyamoto and Alexey Pajitnov, dammit! And the winner of our category was... the excellent Samorost 2! I was happy and sad at the same time... Happy, because it was an amazing experience, and I met incredible people there: Jason 'gigapede' Siadek, Michael El Baki & Boyd Burggrabe to name a few.

Fun fact: Two months later, in May 2007, Bubble Islands was also a finalist at the Web Flash Festival, held at the Centre Pompidou in Paris, France. This festival, which ran from 2002 to 2009, celebrated francophone digital creativity, featuring conferences, live performances, exhibitions, and an awards ceremony recognizing standout web projects. While Bubble Islands made it to the finals, the top prize went to CaféJeux by Motion Twin, a multiplayer gaming portal offering ten mini-games with integrated chat features. One game versus ten? Talk about an unfair fight! :D

Fun fact: I went back to the GDC twice: in 2013 with Grooh!! (Best in Play Award), and in 2015 with FoxTrotte.

SOUNDTRACK

The original Bubble Islands soundtrack was happy, peppy, and very pink! It was composed by two magicians: Steven 'surasshu' Velema and Frédéric Robinson. I was extremely fortunate to have them involved in the project. Thanks to their dedication, the album contained 14 tracks, including 2 bonus tracks not found in the game, and it was released for free in December 2008. The music captured perfectly the vibrant and playful atmosphere of the game, and it featured a mix of catchy and upbeat tunes that complemented the gameplay and added to the overall enjoyment of the game.

To celebrate Bubble Islands' 15th anniversary, I released an enhanced mixture edition of the soundtrack, which includes three additional bonus tracks, meticulously retrieved from the depths of my personal archives. There are now 17 tracks to listen to!

Steven 'surasshu' Velema was already a veteran in 2006: he composed original music for a number of commercial handheld titles, such as Narnia (DS/GBA), Shrek Superslam (DS/GBA), Harry Potter and the Goblet of Fire (DS/GBA), The Sims 2 (DS), Burnout (DS) and Eragon (GBA), among others. He completed his college degree and as such, was a Master of Arts in Composition in Context. All the time he spent at school was put into research on things such as interactive game music and the relationship between developer and composer.

Frédéric Robinson, on the other hand, didn't have any experience in composing music for video games... but he absolutely rocked! He was a guitar player initially, but his passion for all kinds of sounds and harmonies led him to try a lot of differents instruments and computer software. He worked in a studio in Lyon as mixing engineer and musical arranger.

If you'd like to get more info about the album, I've created a dedicated page here. Alternatively, you can head directly to Bandcamp, a platform for independent artists to share their music, to grab the album.

Click here to listen or download this album

MR_MALEE

(FOUNDER OF SOAP & SMGSTUDIO)

"Absolute perfection. Executed in such a way it reminds me of a console game. I love the flowing animation, sounds and attention to detail which makes it stand out so well."

VIZA

(AVID FLASH PROGRAMMER)

"One word can sum up this game: perfect. Everything was spot on. This is one of the best Flash games I've ever played, and it puts most other puzzle games to shame. You've definitely stepped Flash games up to a new level."

STRILLE

(GAME DEVELOPER)

"It's one of the most polished Flash games I've seen, and the gameplay is awesome!"

CLOUD REDXIII

(GAME DEVELOPER)

"You've bumped up the level and quality of Flash games. Awesome work and real smooth."

JP PEPERE

(FOUNDER OF PEPERE.ORG)

"This game is far far away above the average quality. It's actually amazing. Well done!"

ALISTER 'ALILLM' MAUNDER

(FOUNDER OF VARSTUDIOS)

"This is truly a stunning piece of work. The fluid animations, quality sound effects and general attention to detail makes this a real pleasure to play. This could easily pass as a console game. I love it."

KDSH7

(GAME DEVELOPER)

"It's like sweet candy made with your secret recipe - more sugary than the most japanese games and far better than the majority of puzzle games I've played over the past year. A real showcase for Flash and a stunning game in its own right."

ERIC

(FREEGAMESNEWS)

"I spent almost two hours playing with this game today, and overall, if the concept of Bubble Islands isn't really innovative, the game is amazingly fun and addictive. The eye candy graphics and the animations are impressive, the different characters are really cute, and the game offers many challenges and a great replay value, thanks to the game modes available and to the special characters that you can unlock."

SIMON CARLESS

(FOUNDER OF GAMESETWATCH)

"It's incredibly slick and very addictive."

SIETJP

(SENIOR MEMBER OF FLASHKIT)

"This is a game that will stay in our minds."

DEREK YU

(GAME DESIGNER & ARTIST)

"You'd never know it wasn't a DS game. It's extremely well-polished and Japanese-like - let's all try to make Flash games at this standard of quality."

JAY BIBBY

(FOUNDER OF JAYISGAMES)

"Bubble Islands is fun, cute and loaded with enough content to rival similar commercial games."

NGFX

(GAME DEVELOPER)

"G*d d*mn it. This surely makes you rethink the quality of any game in your own pipeline. Hell this is one of the most polished games I've seen for a verrrrry long time."

BONUS STAGE #1: PRIOR TO BUBBLE ISLANDS

POP'N'PINKY'S BUBBLE ISLANDS

Pop'n'Pinky Bubble Islands was an advanced prototype closely resembling the final version of Bubble Islands. Developed in 2005, it boasted nearly identical gameplay mechanics and introduced a host of familiar characters, including Pinky, Astero, Yotta, and Maggo. This iteration marked a significant advancement from the earlier Muku Muku Islands prototype (see below).

If you look carefully, there was a level inspired by Forgotten Myths :-)

Look below to see how the characters in the current prototype compare to the final ones in Bubble Islands. The final characters look much better - their appearance, their expressions, and how charming they are. This change shows how I got better at drawing and designing characters as I worked on the game.

BONUS STAGE #2: PRIOR TO POP'N'PINKY'S BUBBLE ISLANDS

MUKU MUKU ISLANDS ~ BUBBLE ISLANDS

Muku Muku Islands was an early puzzle game prototype, developed in 2004. It was later renamed to Bubble Islands. As the screenshot below says, it was supposed to be a game running on the Pixel Boy, a fantasy console I designed.

The player was able to control a cloud, drop colored bubbles, and make them disappear if at least 4 of the same color connected. Basically, the gameplay was already very similar to the final version of Bubble Islands. Actually, the prototype was OK, but it lacked something... that's why I kept the formula, redid everything from scratch, and definitely renamed the project into Bubble Islands.

BONUS STAGE #3: MEANWHILE...

PINKY RACING

For some reason, I always started many personal projects at the same time (and only finished like 1%), because I really wanted to learn and test new things. Sooooo, here's Pinky Racing, a very short racing game prototype I developed around November-December 2004, starring Pinky and his evil version.

This one was interesting and challenging, because I lacked knowledge in mathematics of perspective drawing, so I learned a lot. At the end, the prototype was working and playable, I was happy enough... and that's why I dropped it and worked on other stuff, of course :-)

Fun fact: The characters used in this prototype are mainly reused from the pac-manesque Pop'n'Pinky.

BACKDOOR ACCESS

UNUSED, MISC, WIP OR EVEN SECRET STUFF!

This is how the Bubble Islands website looked like from 2007 to around 2011, before going offline.
Artwork to showcase different characters (SnowFlake is missing though) :-/
I scanned the official Game Developers Choice Awards booklet; click the image to download the PDF.
Puupa was a potential new character in Bubble Islands. He was animated and playable.
Business card printed and available at my booth during the Independent Games Festival.
Artwork related to SnowFlake's backstory, done by Markus 'Junkboy' Toivonen.
Artwork done by Claude 'Yota' Tachnakian, showing the final enemy of Bubble Islands (spoilers!! :-)

☆ WARP ZONE ☆

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