Game Makers Yorkshire and the North

GaMaYo 23 Showcase #22:
Dunk Dunk at GaMaYo

More than 45 new games will be on show at GaMaYo on 21st November with 400 developers attending the event to try them out alongside publishers, investors and platform holders. The event is managed by Game Republic along with their Official Partners Red Kite Games, Barclays Games and Creative and Escape Technology  

We look at demo number 21 confirmed to be at the event – a game from Badger Hammer

Dunk Dunk

What would be your description of your game?

Dunk Dunk is an easy-to-learn pick-up-and-play party game with a deep skill curve, developed by a duo of dads in their free time… over five years… with zero budget. The Dunk Dunk universe is filled with quirky customizable characters, spectacular goal celebrations, and wacky arenas setting the scene for GIFable moments that players will want to share. With its unique literal “block” system and full 360 arm control, it’s a gameplay experience that’s as rewarding to master as it is fun to pick up.
 
Summed up it’s like Smash Bros meets Rocket League.
 

How did development start? Were there any key inspirations or ideas that drove you?

We set out right from the start to make a party game. Something you could play with your mates or your family. Our previous game was a puzzle game, which meant we had to make lots of levels and test them thoroughly for exploits, sooo much time, and not amazing fun. Inspired by the dash movement of Fox in Smash Brothers we wanted to make a game with a lot of exciting movement options. Something you could pick up and play, but with a deep skill curve that left room for replayability and personal improvement. Kind of like fighting games, anyone can pick them up, mash the buttons and have fun, but being a master requires practice. Initially it was a two stick control scheme, we always loved the level of immersion and accurate control you got from games like Skate or Fight Night. But while demoing a prototype at Rezzed we realised that the two sticks weren’t very intuitive for new players. NickH reprogrammed the controls to be classic Mario style Left Stick + two buttons in a Pizza Express that night and the next day we really saw a difference in the instant engagement and quick improvement of players at every skill level. The two stick controls remain in there for the dedicated, we call them “Pro Controls”
 

Tell us about the team behind the game?

Long story short… We met nearly 30 years ago on our first day starting a degree in Fine Art. We’ve been best friends ever since. We spent a year on the dole together. Commuted to London together for two. Ran a badly named online ad agency together. Ran a web games company together. Worked for the hugest brands. Lived on opposite sides of the planet for more than half of those years. And now with our own careers and families we’re making indie games together as a hobby.
 

What kind of experiences do you hope to bring players?

We want to bring people together to laugh and have fun. A story we love to tell is when we “forced” a grandma to take a controller when demoing at the Science & Media Museum in Bradford. Afterwards she came to us on the verge of tears and thanked us for making her play. She explained that she’d always seen her grandkids playing video games, and wanted to share and enjoy it with them, but felt like she wouldn’t be able to. Being fun for everyone is so important, but the game has depth that allows you to skill yourself up and become a real master. We’ve watched a pair of teenagers sit and play it for hours before an exhibition opened, working out strategies and discovering new ways to play.
 

In 10 words or less, highlight the appeal of the game?

Pick-up-and-play dunk party fun for everyone.
 

Any links to access/wishlist the game?

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