Behind the Game: Good Agreement Games

Join us as we get to know the people behind the current games we enjoy to play and future ones we will come to love. This issue we got to chat with Jarret Barton, Cory Rupert and Richard Semenuik of Good Agreement Games

Scott: Hi!, thanks for taking the time out to chat! What role do you each fill at Good Agreement Games ?

Cory Rupert: I take on the role of Game Designer and Lead Artist

Jarret Barton: I cover the Audio/Sound and also Art

Richard Semenuik: I guess that leaves the code for me as the Programmer

Scott: What is the first game you remember playing?

Cory: I’m pretty sure it’s Super Mario Bros on NES but the first game that I have active memories of is Final Fantasy on NES. I remember watching my brother play Final Fantasy and it being the most exciting thing I had ever seen. When he finally got to the final dungeon, and seeing that he had to beat all of the bosses all over again, I was glued to the TV. Then he got to Chaos the Final Boss… I was so excited I ran upstairs to my room, grabbed my disposable camera, ran back down and took a picture of the screen… It did not turn out.

After that my brother would let me play the game. I wasn’t allowed to leave the first island because if I did it would delete my brother’s file. (Or at least that’s what he led me to believe! I honestly have no idea if that is true or not.) But in the end I knew every little detail about that first area because I probably played it over 100 times.

Jarret: Mine was Xargon. A platformer that ran on DOS with one of those 3D printed save icons.

Richard: The first i can think off is Adventure of Microman on DOS.

Scott: What is your favorite game?

Cory: My go to answer is Capcom vs SNK 2 because I love fighting games and that game is my favorite one. But other titles have had a profound impact on me. Secret of Mana, Metal Gear Solid 3, Silent Hill and recently Final Fantasy 15.

Jarret: Chrono-Trigger!

Richard: Sta-

Cory/Jarret: Starcraft!

Richard: No… Starcraft Broodwar

Scott: What is the Premise for Super Beersbee?

Cory: Take the outdoor drinking game Beersbee and make it into a SNES style game. Warts and all.

Jarret: A classic take on a classic backyard drinking game. Knock the can off of your opponent’s pole 3 times before he knocks yours off 3 times.

Richard: (*looking at his phone) “Enjoy the famous backyard drinking game Beersbee from the comforts of your own home. Never again do you have to go outside to drink! A SNES inspired drinking sports game like never before seen!”

Jarret: You read that directly from our game page didn’t you?

Richard: Yup!

Scott: When did you start working on it?

Cory: I think we started late 2017. We wanted to see if we could make a small game in 24 hours and decided it should be based around Beersbee because we knew the games rules and how it should feel. Almost 3 years later and here we are, so I would say we didn’t make the 24 hour dead line.

Jarret: 2016?

Cory: Umm now I’m not sure was it 2016 or 2017?

Richard: 2016- 2017?

Cory: Ok we should probably sit down and figure this out.

Scott: What made you want to make Super Beersbee?

Cory: Like I said we just wanted to make a game and see if we could do it. The Beersbee idea just kinda stuck. It has morphed to this love letter to our friends and what that friendship means to us. So it has become a surprisingly personal story.

Also added bonus we get to be in a video game, so that’s awesome.

Jarret: We started it as a test to see what we could create together, back when we knew nothing of making games, and we didn’t know when to stop. We still don’t…

Richard: To see what we could do together as friends.

Scott: What would you feel is the biggest influence on Super Beersbee?

Cory: The Super Nintendo itself has given this game an Art Direction and Game Direction that informs every decision I make for the game. I want it to drip with that style so that when people play Super Beersbee they feel like it takes them right back to when they first played a SNES.

I mean, how many games try to make you feel like you’re playing a SNES sports title. Not a lot cause they weren’t that great.

Jarret: Super Dodgeball on SNES … Like borderline shameless rip-off.

Richard: Friends and playing Beersbee.

Scott: What’s one moment, during the development, that sticks in your mind?

Cory: Ricky and I were trying to figure out how to give a 2d game a “Z Axis” to make throwing the Frisbee feel right. We had spent hours trying to figure it out when I just got frustrated and told him we will just slap a shadow for the Frisbee. Just trick the player’s eye. Ricky put the shadow and it worked so well I was convinced he had figured out something else to solve the problem. That was our first victory.

Jarret: I remember when Ricky got the Frisbee physics working the way we wanted. It was a big milestone for us in our amateur year of development.

Richard: At an event, Press A To Start, and seeing other people try out our game for the first time.

Scott: If you had any advice to give to other people wanting to make games?

Cory: I hate to say it, because at this point it’s a cliché, but just sit down and do it. Go to a Game Jam, download an engine, hell sit down with a deck of cards and make up your own card game. Just make something. The rest will follow.

Jarret: It doesn’t matter how much or how little you know, whether you think your game will be a success or a failure, just start. You’re not too old, too young, too whatever. Just start making something. You will learn whether you mean to or not.

Richard: Just start making them.

Scott: How do people find out more about Super Beersbee, yourselves, and Good Agreement Games?

Cory: Well, the web page is here which also has a demo of Super Beersbee. You can also follow and keep up with updates on Twitter and on Game Jolt PLUS we have a trailer on Youtube.

Scott: Thanks for your time!