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#i feel like if i were a game dev making a game this huge i'd love seeing how fans use the game to get weird results
slime-crafters · 1 year
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Every time I feel smart, I go into a totk shrine and every time I feel dumb, I go into a totk shrine
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ganondoodle · 9 months
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I was at first in love with totk, and I still think mechanical wise, its quite impressive
And when I collected all the tears and saw the "story" I genuinely got upset in a good way (at first), because man! Did they really got the balls to go that far? Is there nothing I can do for her? Now I MUST do all the temples, see how it plays out and --oh, I've got this cutscene already. Why are all the people so dumb about Zelda, I KNOW where she is, Link say something-- Link??
After finishing all the temples and almost falling asleep, I stopped playing the game, looked up the last boss and remaining cutscenes and went "Thats it?"
Watching other people (including you) being critically about so many things, both character and mechanical wise, I've almost startled myself with a realization what the gnawing feeling I constantly had, actually was.
Totk feels like a fanfic.
And don't get me wrong, I love fanfiction, I think its great and important, I adore fanfic writers, I love finding gems, I love reading self indulgent stories, see new spins and interpretation of characters. I love the casual, the passion, the creativity!
But totk gives me the same feeling everytime I am reminded that Fifty Shades is a Twillight fanfic.
The world is there. The faces I know and grew to love are there. But everything is ever so slightly different, uncannily so. Just how some characters talk, how they act, how they were placed in the story. The Zonai appearing out of nowhere, but no, they always had been there you see, they were these super magical advanced people but they all died, the king is so tragic. And you see, the king is super cool and powerful and-- oh I dont get to interact with him outside of the tutorial. Did they try to do another King Rhoam-- but wait, that only worked because we didn't knew he was a ghost-- totk wait stop why do you take him out of the story, why couldn't he be a companion, he IS ABLE TO TALK THROUGH THE ARM LET THE OLD GOAT COMMENT ON STUFF?? If you bring up all this ancient stuff and you still got a ghost lingering, let him talk?? (I never ended up getting Mineru but I smell wasted potential as well)
Im not even mad, I am disappointed. It feels like the devs saw what all the lore hunters got attached to and talked about and then just... took the "cool". All the Zonai stuff could've easily been Sheikah tech, but got just reskinned to look more exciting instead of being its own thing.
Like... at this point I prefer what fans are doing over what Totk gave us. The characterization of Rauru (and everything Zonai), projects like you do of what totk couldve been, the little nuggets of actual highlights and details of love fans find in the game. I found much more enjoyment in these concepts than I got from a 70bucks game. And thats depressing.
I love fanfiction. I dont love it when my corporate 70 dollar, six year development, console exclusive game feels like a story that passionate fan couldve written miles better in a week (and I've already seen much cooler and interesting rewrites and ideas).
Zelda has been a huge part of my childhood and its depressing seeing it treated like that. It always was about the story, the epic, its The Legend of Zelda for crying out loud. To be courageous to enter a dungeon, to be wise and solve all the riddles. To become powerful over the journey you embarked on. Zelda to me is the campfire story you tell to others and go into the woods or the beach and imagine what monsters you would slay. Zelda is not the sandcastle you build in the sandbox and then add dinosaurs and star wars ships because you didn't had any other toys, and just stumble into and over some story to entertain yourself until lunch is ready.
I'd have an oracle of seasons over another totk any day at this point. They should've just make the mechanics of totk its own thing, but I guess they were scared it wouldn't sell if it doesn't have a Mario or Zelda skin straped over it.
Anyways, sorry for the mini rant - love your art, love your thoughts and insights, and I am looking forward to see more of it - Zelda related or not (your original characters look amazing, I adore your style sm)
Hope you have a great rest of the day!
*nods along through this entire rant*
idk how many of my rants you have read but yeah ... yeah ... and the further you think about it the further it all falls apart, the wasted potential of it all and the goddamn audacity of them to do those interviews in which they make it EVEN WORSE is just
i know the expectation for a direct sequel to botw was huge and understandbly so but i really REALLY think it would not have been that hard to make it a good follow up even taking into account that totk was originally a DLC, pretty much all of botws aspects could have been developed further, i dont know what could have happened to make totk have turned out like this .. literally it feels like something had to have gone wrong, its like someone who doesnt know zelda nor botw at all was given a few prompts and then just made some generic fantasy story while the rest worked on ultrahand for 5 years
the technical impressive things ARE technical impressive, but i dont think it was necessary nor served the game well in any way (and i LOVE building games- however totk is neither a building game nor a story game nor a zelda game nor an exploration game nor a sequel imo) but zelda, this zelda, is not made for that and i cant help but think it was mainly to encourage people to make some ridiculous mechs so it can go viral on tiktok (not trying to discredit them, it IS cool what they are doing but i .... have my doubts if zelda is the right place for that)
ill stop there bc i have ranted so much about everything i dont wanna repeat it here again; it just doesnt feel like a real game (derogatory), it feels extra bad bc i was not really into zelda when botw came out and while i did get it as soon as i could (months after release since i just started a minijob and didnt have the money) i only over time grew to love zelda this much again, devouring any theories and anything about it bc i loved it so much- i was never into it like this when a new title was announced and dont own any special editions so i bought the totk collectors bc i was just so damn excited for it after the 2019 trailer dropped (god i want that time back ... it looked so much more like it was going to be an actual sequel) even if i was already worried it wouldnt be good at that point given how much i started to sense stuff i dont like about the newer trailers
i recently sold it at our local gameshop bc it was like a thorn in my side given how expensive it was and how dissapointed i was in the game, i genuinely think that, technical impressiveness aside, totk is the onyl zelda i truly cannot stand (for alot of reasons) and im genuinely worried for the future of the franchise
i bought an Oki (Okami) figurine for what i got back and i feel much happier with that :3
(also on a note, i did finish the game two weeks after release but stopped playing it right then and hadnt touched it since, i also streamed all of what i played and its still up if you want to see my slow descend into madness fjkdhkdhjk though its been a long while since then and i by far did not talk about everything back then, just what my most immediate frustrations were while still playing)
(also the gameplay isnt as good as people make it out to be, so much is so frustrating and punishing to use i am kinda baffled it got through like that and most people call that its best aspect ..... though i guess if the rest is so much worse even mid gameplay can seem good ooooooooh how dare i)
also thank you for liking what i do!!! <3 it means alot to know it is appreciated by someone :D
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hypersomniagame · 8 months
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HYPERSOMNIA JANUARY DEV LOG : "LOG 1, WOOHOO!"
Hi! For all of you who follow HYPERSOMNIA, or are just stopping by, let me introduce you to this post to really set the tone.
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For 2024, I am going to try to release a dev log about HYPERSOMNIA once a month, may come earlier, may come a little late, but I'm doing this to help give insight on to how the game is going, and to give me motivation to work on the game.
First things first, big news!
HYPERSOMNIA IS NOW AVAILABLE TO WISHLIST ON STEAM! (LINK)
After a while of back and forwarding with Valve, I've finally got a Steam page to call my own, and MAN is it bizarre seeing my weird little RPG in my Steam library. Like, that's my logo, and my key art, and screenshots of MY game, that's so weird. It doesn't feel real. BUT IT IS!
And, I would really really really really really appreciate it if you would consider wishlisting the game on Steam. It helps with the algorithm, and my happiness because I like seeing numbers go up, it feels good.
I even drew this as a announcement/commemoration for the page going live.
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(P.S; if you couldn't tell, I really like Half-Life, it's one of my favorite game series.)
Secondly...
A new trailer is in the works! We were accepted for this year's MOTHER Direct (4th time baby, whoo!)
The trailer has been coming along well, I hope to show more battle oriented clips that I've missed the last few years, like special moves.
Can you believe I've never actually gotten to adding those in the game? I mean, they come set-up in default RPG Maker projects but I've never gotten around to revamping them until now, year 4 of engine work. Isn't that strange?
I also hope to improve on editing in the trailers. Whenever I finish a trailer I come back a few months later to notice minor points where I was kinda sloppy.
I'm not much of a video editor, (I only learned so I could edit trailers on my own) but I'd like to keep them at a good presentable quality. You gotta have standards with that kinda stuff, it's important!
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OK, TIME FOR THE ACTUAL GAME STUFF. HERE WE GO.
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Abilities are now implemented! And work! Wahoo!
In HYPERSOMNIA, players are able to switch abilities between party members. I find this a really interesting mechanic for how simple it seems, you get to choose who plays what role in your party. I think this is HUGE, and opens up a lot of unique scenarios for the game's encounters. I've had this planned for years, as far back as 2021 if I can recall, so it's super cool seeing it in game.
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Mapping is being worked on!
I've also been working on mapping out more areas of the game! The forest part you hopefully saw in the last trailer is almost completely mapped. I've been working on the second part to it and am hoping to finish it sometime soon.
Mapping forests really suck. THOUGH, almost all the maps for the first chapter of the game are done! That's just another step closer to the demo. (Which, FYI, will be on Steam and Itch! ^^)
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I've also been working on re-spriting older scenes!
This one's been really fun to do, I've been going back and redoing older stuff from the 2022 trailer, like this train! It's weird seeing it side by side, because you can definitely see where it's come from but at the same time, it looks so different.
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(Also side note, these sprites are CRUSTY! EWWW!)
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Lastly, Script and Music updates!
The script for HYPERSOMNIA's first act has been completed! with just 37 pages of just cutscene dialog alone! We're also currently working on wrapping up NPC dialog! Not much else to say.
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And music is being worked on!
Music has been making some progress! I like to lay out demo's for areas I'm mapping out to help make both the music and scene come together. (Also, to help break up the eerie silence when playtesting...)
Speaking of music, FIREBALL, the games main battle theme, was recently delisted on our YouTube channel.
We did this because we decided we wanted to resample FIREBALL, and found that it's best to not have the song uploaded until a complete, final version is made. At least for the demo, it could possibly change before the final game but that's a bit too far in the future for me to think about fully.
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Hey! Thanks for reading the whole dev log! Unless you just skipped to the end, you should probably go back up and read it. there's a steam page now. and some cool ross art at the top. you're missing out!
I hope this was like, readable to you all. I'm new to this whole dev log thing, so if you read it all the way through, let me know! It'd be cool!
I'd like to use this portion to pretty much just advertise Unique Indie RPG's.
Have you ever seen that strange purple square at the beginning of the 2nd and 3rd HYPERSOMNIA trailers?
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Yeah, that! That's UNIQUE INDIE RPG's, which is a Discord community for you guessed it, Unique Indie RPG videogames developed by people like me! Or you! Or whoever! Who cares!
I help run it with some of my friends, and we all share cool stuff about our videogames! There's a ton of other SUPER cool RPG Maker games there like Astral Guard [LINK], or SOMEWHEN [LINK], or even MOMOinc [LINK]!
And of course, HYPERSOMNIA. It's a really laid back community, we're all super chill. Come swing by! We'd love to have ya, and SHOW US YOUR GAME!
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[LINK TO DISCORD SERVER]
TWITTER
YOUTUBE
STEAM
UNIQUE INDIE RPG'S [SHOW US YOUR GAME!]
[PREV] [ABOUT HYPERSOMNIA] [NEXT]
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felassan · 2 years
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Quick compilation of interesting comments/comment exchanges from Mark Darrah and folks commenting on his most recent YouTube video, "Mark Darrah back on Dragon Age: Dreadwolf?!" (under a cut due to length) -
[I've loosely organized these into related clumps of comments.]
General thoughts and feelings about the game & its development
Comment: "Well this is a relief. Glad to have a DA veteran looking at this project." MD: "There are lots of veterans on the team"
MD: "I'm helping. The team is very strong" / "There is a strong team there." / "There are lots of strong devs on the team" / "I have great faith in the team" / "I have confidence in the team" / "I have confidence in this team"
MD: "Excited to see how things are progressing" / "Excited to see what the team has been up to." / "Excited to see what the team has cooked up." / "Excited to see how it is coming along" / "Excited to see how things are going"
Comment: "please save DA" MD: "I don't think it needs saving" / "I’m an amplifier not a saviour" / "I'm not worried about Dreadwolf" / "I have every confidence in the state of the game." / "I have high hopes"
Comment: "Please fix that game" MD: "I wouldn't say that its broken..."
Comment: "Can’t wait to see what this game becomes." MD: "You and me both!"
Comment: "This is an interesting development, can't wait to see the final product." MD: "You and me both"
Comment: "Is this a good of bad news? :D" MD: "Good I hope"
Comment: "It must've felt good when they approached you for help! It's definitely a positive sign as well." MD: "I think so too!"
More details on his role, what it will entail and where the game is currently at
MD: "As I mentioned in a previous video, I do consulting now. I did reach out to BioWare first" / "I reached out a while ago to offer my services. I don't expect I will ever be a 'face' for Dragon Age: Dreadwolf."
Comment: "Does this mean that the current bioware lead execs can overlook your advice as consultant?" MD: "Anyone can ignore anyone's advice. See: https://youtu.be/yWPaiWAotwo"
MD: "Game can be played start to back. Still lots to do."
Comment: "Wishing you the best of luck in steering the ship on the game." MD: "My hands aren't directly on the wheel."
Comment: "Hope you will or are happy about what you see that the team has worked on." MD: "I'll see a lot pretty soon."
Comment: "Isn’t it a little too late for that? I mean, if the conclusion is that the game isn’t respectful, will BioWare change huge chunks of the story?" MD: "They are very focused on quality"
Comment: "From your words it seems like Dreadwolf somehow doesn't quite feel like a Dragon Age game and you're coming in to make it feel like one. It should be a great game in it's alpha state, with new ideas etc but somehow people who played it feel like it's at least slightly disconnected from the franchise as a whole. Am I correct? I understand if you don't want to reply since confirmation of that could open the door to negative rumours about the game." MD: "That would be overstating... But its been a long time so it both needs to change and stay the same"
Comment: "I'd love to know what specifically you can do at this point in development, since I assume the game is largely content locked at this point (this might make a good video?)." MD: "Not content lock yet. Firm not locked"
Comment: "Not sure if you can answer this but considering how far along the development of Dreadwolf supposedly is, assumably there isn't going be like major changes to the game's systems and such. So are you consulting them more about lore aspects and whatnot?" MD: "Lore and landing"
Comment: "Has the dragon age team ever done something like this in the past? MD: "We have brought back people late stage before"
Comment: "so essentially.. they had no idea what they were doing and where like 'should we call mark? lets just call mark' 'urgh.. yeah lets. might as well' XD" MD: "Nothing so dramatic as that"
Comment: "I honestly assumed that you were already censoring yourself in regards to Dreadwolf out of respect for your former coworkers." MD: "To some degree I expect this is true."
Comment: "So glad that some deal about collaboration between you and BW has been struck. And I hope the game will benefit from your input, though I do admit I am on the fence about what the leaks have shown, did not look much like any RPG people liking BW content are used to (I hope I am wrong about that)" MD: "Hopefully they can convince you"
Soon™ and after
Comment: "I have real concerns of what is being shared about the gameplay style. Hopefully we get some clarification in upcoming bioware show and tells for expos and trailers" MD: "I expect more to be shared soonish"
Comment: "I hope to see some decent trailers this year. We haven't seen those since 2020!" MD: "We shall see"
Comment: "Can't wait to see more (when you are allowed to talk about it!)" MD: "I'll share what I can"
Comment: "You're still going to be careful about what you tell us, for a while. Totally understandable" MD: "Definitely won't become the all "Dragon Age: Dreadwolf" channel"
Comment: "I realize there's always going to be some things you can't speak about, but I hope that after the game is out and your involvement is completed, you can speak about some of your experiences coming back to work as a consultant vs. executive producer and how/if it shapes your thought and approach towards your contributions to the game and team." MD: "i hope to do this. after"
Questions, feedback and things to pass on to the team
Comment: "I know a lot of the fandom is wondering if there will be more BIPOC and body-type representation in character generation. It would ease a lot of concern if there was an indication that the game does indeed include that representation." MD: "I'll pass this along"
Comment: "Will Dragon Age Keep be supported going forward? Also will we get any recaps of important events from previous games at the start of this one? Also will this be more actioney or more strategic than Inquisition? Dragon Age: Origins is still my favourite for combat and general gameplay, but I appreciate if y'all are going more actioney these days like Final Fantasy, if it's the actioney route though I wonder if you guys could do some gameplay like the old THIEF games for some Rogue quests, that would be hella cool." MD: "I'll pass these along"
Comment: "If you’ll be passing along something to BioWare, I’d be interested to know if the Orlesian Warden-Commander exists as a character in the world. We hear about the The HoF, but nothing from the Warden-Commander. And not being able to port your save into DA: Awakening with a dead HoF, makes me question how canon they actually are. Along with not being able to define them in the Keep." MD: "I'll pass along the question"
Comment: "Now that you have the ear of the project leads I have a small suggestion: It would be great if in DA:D when you hover over a dialogue choice the game would tell you what you are about to say (at least the first sentence) in form of a "subtitle". Deus Ex: Mankind Divided does this for example. Other than that I wish you and the team the best!" MD: "Nice idea"
Comment: "Is Mike Laidlaw going throw two cents as well" MD: "He's too busy"
Comment: "I hope Gaider will come back too." MD: "That seems unlikely"
Comment: "It's a BIOWARE game. Characters and story comes first."" MD: "CHARACTERS CHARACTERS CHARACTERS"
Anthem
Comment: "I hope it's not the same situation as Anthem. :/" MD: "Definitely not"
Comment: "Game has been in the oven for what?, a decade now. I hope it turns out great, but I feel like it will be kinda a mesh with all the iterations and people involved." MD: "Depends on how you count the reboot to pull people to Anthem"
On a possible/requested DA:O remaster
Comment: "you should suggest that it would be a smart move to remaster Dragon Age trilogy like ME Legendary edition" MD: "I don’t think the people that would green light a remaster are listening to be"
Comment: "Get them to remaster DAO ....please. :)" MD: "I'll try"
Comment: " Please consider making a DA remake. I literally pray for this everyday. I hope this reaches you Bioware." MD: "Here's hoping"
Other
Comment: "I don't know how much you can answer this, but I've always been curious: How did you guys manage to come up with the Solas plot twist when making Inquisition? Heck, how'd you guys come up with the character of Solas, period? Whose idea was it, how did you develop it into the absolute masterpiece that culminated in Trespasser?" MD: "I don't actually KNOW the answer to that"
Comment: "It's not about DA:D per se, but please let the team know we still love Dragon Age: The Last Court and hope it can live on in some way MD: "err. I think there are some legal issues in Europe with that..."
[source]
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windchimesgames · 9 months
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End of Year Recap + Plans for 2024
Hey everyone!
Belated Happy New Year to everyone! I know this is a very late end of year recap 😂Unfortunately, the past week ended up much busier for me than expected, so I could only get around to doing this now that things have calmed down a little.
This is a crosspost of a public post I made on Patreon a few days ago, so if you prefer the formatting there, you can read the post at this link:
PS: I do free monthly devlogs / posts there on Patreon, so consider joining the free tier of the Patreon even if you aren't interested in the paid tiers!
For those who'd rather read the post here, I'll leave the extraordinarily long ramble in a Read More cut below!
Let's start with a quick recap of the highlights / achievements accomplished in 2023!
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Okay, this one may be slightly cheating. While Emberfate only launched on Steam in Jan 2023 so the 92 positive reviews came in in the year of 2023, it was up on Itch.io since mid 2022, so not all 383 Itch.io ratings came in in 2023.
Still, I'm pretty proud of these stats! Perhaps the numbers are nothing compared to some other amazing games' out there, but it's still something I'm proud of. It makes me happy that my silly experimental nostalgic little game struck a chord in so many players — much more than I expected given how niche the topic was!
Now, unfortunately, I could not get Emberfate's DLC for Potato's route out by end of 2023 like I had hoped. Porting the game to mobile also ended up much more difficult than I expected because of just how much of the UI I'm going to have to redesign — and hence, programming to be redone — if I wanted to make the game fit a small mobile screen. So both plans are going to have to be postponed to 2024.
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The other notable highlight of 2023 is that both Lyrissa's and Kierdan's routes for Reanimation Scheme were released for beta access! That put the game at 3/5 routes complete, with a total of 431,786 words for the script.
I recruited a handful of beta testers to test the three completed routes a few months ago, and so far, the feedback has been positive overall. That's been a huge relief and lifted a massive weight off my chest — due to the controversial reception of the demo, I've been extremely anxious that the game would be hated by the players, and I've done so many rounds of editing and honestly perhaps somewhat unnecessary and obsessive rewriting of the script, but none of it felt good enough 😂 So hearing the positive comments has been a huge motivation / morale booster. Perhaps I should have done beta testing sooner… LOL
There are two more achievements unrelated to a specific game project that I'd like to mention:
2023 is the year that I became more interested in and better at Ren'Py programming! Most of it is thanks to my amazing programmer friend and Ren'Py wizard, Feniks (whom you may know as the programmer for Our Life series), who sparked my interest in programming and helped teach me a LOT. While I'm by no means a professional now at coding, I feel much more comfortable navigating around Ren'Py code and setting up what I need to in the backend of the games I'm developing, which opens up new doors for me for future projects in terms of what kind of features (big or small) that I may be able to include! Though the side effect of that is I looked back at the code I did for Reanimation Scheme from previous years and was immediately horrified by how ugly and inefficient it was. 😂I did redo the backend code of the Gallery and Achievements system a bit, but the rest will just have to stay for now.
I made quite a few new connections within the indie VN dev sphere in 2023! I made a shocking discovery that there's enough number of indie VN developers from Hong Kong to fill half a minibus, and I was lucky enough to connect with them and share our experiences and learn from each other! Due to new project commissions I took on for $$$ (real life financial needs suck), as well as a couple of small game jam projects I joined as programmer to buff up my programming portfolio, I also made some new VN dev friends unexpectedly. It's been really nice, because honestly, solo dev can be a really lonely and isolating endeavor sometimes. I'm super grateful for the new connections I found myself making in 2023!
Looking Ahead: 2024
Okay, that was a lot of rambling for the recap. More than I thought I would write. Now let's move forward to what the future will look like for this studio in 2024 and what goals I'm setting for myself this year!
Priority #1: Finishing Reanimation Scheme
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Of course it's Reanimation Scheme. As mentioned above, we're currently at 3 out of 5 routes completed (sans partial voice acting). So the biggest goal for 2024 will be to get the game done. and out. Finally.
I won't be giving a concrete release date until we're like, literally in beta phase for all 5 routes, just so I won't have to announce a delay and let people down. But given the current progress and pace of work, I'd say probably around mid-year — maybe Q3 latest.
I'll be keeping up with the episodic updates of Reanimation Scheme's beta build on Patreon (and Kickstarter) from this month onwards, beginning with Jori's route and then followed by Sebastien's.
The remaining Kickstarter rewards may take a little longer — but ideally, all of them (artbook / lorebook / short stories collections, etc.) will be done by end of the year as well.
Priority #2: Potato's Route DLC for Emberfate
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Potato, poor Potato. His DLC had to be put on the sidelines until Reanimation Scheme is done.
Half of the art has already been commissioned and completed by the amazing Remnantation — we're just missing his selfie CG & his MMO character sprite! So the next step would be the script and then the voice acting for the calls part. I won't be able to start on the script until mid-2024 earliest, but given the fact that his route won't be that long if it's parallel in length compared to the existing three routes, it probably won't take too long to do. Perhaps 2-3 months for the development process of the DLC?
I'll likely be releasing his DLC early on Patreon, potentially also episodically as it's completed, like I did with Emberfate. So if you're interested, keep an eye out for it when the time comes!
Something Secretly Brewing in the Shadows?
If you're pledged to this Patreon on $10 tier or above, you'll probably already know what I'm alluding to.
I won't be announcing or talking much about this for now, since I don't know when I'll be able to start working on this project properly (i.e. I need to meet my above two goals first). For all I know, it might end up being not a 2024 thing but a 2025 thing. So I'll only tease it slightly for now here.
Bonus Goal: Market, for the Love of God
If you follow Wind Chimes Games on either Twitter or Tumblr, you'll probably have noticed the sorry state of my social media. I… really do not like marketing or posting on social media. I never know what to post or say. I'm too unfunny and uncreative to meme or write humorous captions that get engagement. 😂It kind of feels like I'm shouting into the void, and nobody really cares about what I have to say on my projects when there's so many cooler and more interesting things out there. So I always try for a brief period of time, and then I give up 😭
This year though, I really really need to take marketing more seriously. With two releases planned for 2024, marketing is going to be important if I want the games to sell more than like 20 copies LOL
So I guess, uh, hold me to it and call me out if I don't start posting regularly after all 🥹
Conclusion
If you've made it this far on this post, thank you so much for listening to me ramble. 🥹 2024 is going to be a very busy year, but hopefully, a productive one that will end with me meeting all of the above listed goals.
Thank you so much for joining me on the wild and bumpy journey that was 2023, and I hope you'll stick around for the exciting things to come this year too! Here's to a great year ahead of all of us!
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amadeusgame · 3 months
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A Small Developer's Next Fest Retrospective
This write-up is mostly intended for people working on their first indie game who have no idea what to expect from an event like Steam Next Fest going in with a relatively small following and wishlist count. Almost all of the advice and available information I have seen is geared for games that have wishlists in the 4-5 digits, which is decidedly not me. So I am publishing my numbers for reference.
For full transparency and disclosure, Amadeus: A Riddle for Thee ~ Episode 1 ~ Waltz went in to Next Fest with 137 outstanding wishlists. This number was huge and hard-earned for my standards, even if it's a number that most studios consider "nothing." If there is one takeaway from this writeup, I hope it's that "nothing" is highly contextual, and any number you worked hard for is substantial.
As the Fest wraps up, the current outstanding count for Amadeus is....
259.
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That is almost double what I started with. THAT'S HUGE!
It is incredibly important to keep perspective in mind when analyzing numbers like this. If you go in to Next Fest with 40k wishlists, getting ~120 more will feel like absolutely nothing. But if you go in with under 150, 120 is remarkable and significant. So whatever amount you have in anticipation of Next Fest, set your expectations based on that. Don't compare yourself to a super polished game made by a team of 30 people and a budget.
What follows is a lot of numbers and strategies and analysis of what I tried and how I think it went.
This write-up is going to be split into three sections.
The first is "Strikes Against Amadeus," in which I will outline all of the things I did that were not-optimal. You can decide whether to learn from that and avoid the same issues, or understand that doing them anyway means your numbers will suffer (as was my approach). This first part is very writing-heavy and has a lot of speculation and subjective commentary from a small solo dev POV.
The second section is "What Apparently Went Well," discussing the things that I think contributed to the game almost doubling its wishlists. Clearly, I did something right!
The final section is just numbers and data. Numbers on wishlists, wishlist deletions, correlations between stream viewership and wishlists/stream viewership and timeslots, etc. Feel free to skip directly to this part if you just want data.
I. Strikes Against Amadeus
Things that certainly contributed to it not doing as well as it might have.
Unpolished demo
Capsule art doesn't really show what the game looks like
Inconsistent gameplay
Streaming mistakes
1. Unpolished Demo
First things first—I ignored a very key piece of advice about getting the most out of Next Fest. Ignoring it was the correct choice for me, but I am aware it almost certainly had a negative impact on the numbers.
The advice: do not enter Next Fest until your demo is basically release-ready, as polished as it will ever be.
Next Fest is showing your game to a massive audience who are checking out hundreds of games. If you want your game to have a chance of standing out it should be the best it's going to be. And you only get one Next Fest for your game.
Why did I ignore it? Because I am a solo developer with limited time making a game that will never feel polished, and I wanted to focus on the big picture of my game's eventual release.
I am aiming to release the full game in October. If I waited until the following Next Fest, that festival would also be in October. I already know from releasing the demo that a release is MASSIVELY time-consuming and stressful. Do I want to deal with the stress of participating in a week-long festival while I am also dealing with the stress of a release? Absolutely not. I decided it was better to enter the June festival so when October comes my attention is not divided.
Given that I'd decided on the June festival, I was faced with another decision: I had already made many mechanical and writing improvements in my test build since the released demo. Should I update the demo build with those improvements before the Next Fest, so the demo feels better?
For similar reasons, I decided no.
Pushing an updated demo build would probably require a dedicated week just to test & troubleshoot all platforms in case something broke, and I am deep in the middle of development to finish the full game. Taking a week off of development to release a slightly more polished build for Next Fest felt like bad prioritizing.
I already know my game is a bit scrappy, and unlikely to do Big Numbers no matter what. More importantly, it doesn't matter HOW many wishlists I get if I don't actually finish the full game for release. So I focused on just continuing to work on my game.
If you choose to enter the Fest with an unpolished demo, as I did, you do need to accept that this means a lot of people will pass on it who may have given it a chance if it was more finished.
If you are anything like me, you might also need to prepare yourself for getting stressed out when you find yourself with 200+ people watching your unpolished game in real time, in silent judgement, causing you to become hyper-aware of every flaw and imperfection.
2. Capsule Art Doesn't Showcase Game
I knew that my game's store visual assets are not, shall we say... optimized. You can barely read the game's subtitle in it. It's also one of the only capsules in the whole Visual Novel category of the fest that doesn't clearly show what any of the characters actually look like.
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I DO think that it looks unique, which is a large point in its favor, but I should probably consider making the protagonist or other discernible-at-a-glance art visible so people can see what the game actually looks like. There are so many hundreds upon hundreds of games in the Fest to scroll through, and a lot of people might scroll right past mine even if it's a game they would like because the thumbnail shows them nothing about how the game itself looks.
I'm not a graphic designer and my budget for this game is $0 + all my spare time, but it might have been pertinent to learn a little about graphic design principles in much the same way I have learned a little about animation principles to create Amadeus's walking animation, etc.
...That said, I am kind of attached to the non-optimal thumbnail just because it really does look different from all the others. Sometimes standing out isn't a good thing, but hey. This game exists because of unmarketably niche self-indulgence. I still feel that it suits it in a way.
3. Inconsistent Gameplay
This is something inherent to my game that I will absolutely not be fixing, but it is worth addressing.
Amadeus has scenes that are pure visual novel with minimal, if any, player input. These largely just feature text, character sprites and/or CGs, music/sound, and... that's really it. There are barely any choices or interactions to speak of.
It also has scenes where you control Amadeus and interact with the environment via point-and-click (or WASD) gameplay. These portions were inspired by my love of games like Zelda and Paper Mario, and for better or worse, I basically refused to compromise on the vision of actually walking around and controlling a little guy in my game.
These two gameplay experiences, in all honesty, have very little in common with each other.
Important note: I scripted every mechanic in the game myself, which means that neither of these very distinct scenarios feel polished (the visual novel scenes don't have pauses after punctuation in the shipped demo - I only figured out how to do this very recently; and the point-and-click scenes have janky pathing where Amadeus walks against walls not-infrequently). This means both gameplay types introduce potential friction/frustration because they're unpolished. This also makes the player experience very inconsistent between scenes.
The reason I draw attention to the inconsistency is that I noticed, during my livestreams throughout the week, a particular pattern in viewership.
It seemed at first that I would accumulate viewers during the point-and-click segments and they would drop off dramatically during VN segments. I attributed this to an elitist "VNs don't have GAMEPLAY" attitude and shrugged it off, until I noticed on a later stream that the exact opposite pattern was happening.
On that later stream, I accumulated viewers during long VN segments with no "gameplay," and they dropped off dramatically when it transitioned to a point-and-click gameplay segment.
That's when I realized that it's not a matter of one part of the game being Better To Market than the other; it's a matter of people generally valuing consistency. This bodes very well for people making pure visual novels, or otherwise hybrids that are more cohesive than mine is. The fact that my game feels like two different games awkwardly shoved together is, understandably, off-putting.
This is also not an aspect of my game I have any intention whatsoever to fix. The jarringly different gameplay experiences in it are a core part of its identity as a visual novel inspired by Sonic Adventure. However, it is probably worth noting that this doesn't make it very marketable.
(Maybe I should put Solea in a mech in Episode 2?)
4. Streaming Mistakes
This is probably the #1 thing to fix for next time I participate in a Next Fest, and the easiest adjustment to make now that I know better.
Before Next Fest, you are encouraged to sign up for 2 hour-long slots during which your game will receive a spotlight on the streaming schedule. This grants it a significant boost because the stream schedule is right there on the main page of Next Fest.
I've seen a lot of debates about when to schedule these and I do not have enough data points to draw any strong conclusions other than "definitely take advantage of this and schedule two, on two separate days." I've published my own numbers in the data section.
If you take no other advice from this write-up, take the following:
Test streaming to Steam before the Fest.
Publish your scheduled stream events before the Fest, so they appear on the schedule in advance.
Start streaming at least an hour before your spotlight time begins.
Continue streaming until you are back down to what an average, no-spotlight stream viewership for your game looks like.
My biggest "mistake" was really that I had no idea what average, no-spotlight stream viewership looked like because I scheduled my first stream at the start of the fest. I did start about an hour before the spotlight, and was steadily climbing in the double digits of viewers. I assumed this was with no boost (as my spotlight hour hadn't started). During the spotlight I averaged around 200 viewers, which felt insane. After the spotlight, I kept going for another half hour and it went back down to a little over 100, and since I was kind of exhausted and stressed I cut stream.
The next time I did a stream with no spotlight.... I averaged, um, maybe 8 viewers.
This was a very important lesson.
I still tried to do streams just about daily, mostly at night when I had time (and since there were fewer streams total, these seemed to do very marginally better anyway; maybe averaging closer to 10 viewers); but not very long ones. I didn't want to stress myself out trying to maximize exposure when I knew my game would never be a smash hit on release anyway, especially since the story won't be finished until all 5 episodes are out.
These smaller streams were really key in helping me figure out what viewers were looking for, though. I kept a close eye on viewer count while playing to look for patterns. More on that in the "What Went Well" section.
My second spotlight stream was on Saturday, and this time I started streaming about an hour and a half before it started. The beginning was pretty average, maybe slightly above average, but right on the hour-before mark I saw a pretty sizeable boost to an average of 30ish viewers (compared to 10ish, that's significant!), and then the hour itself saw a peak of around 400 viewers and an average of around 350, which is almost twice as good as the first stream, and just totally nuts. After the spotlight hour ended, I stayed live for another 2 hours because it was still in the triple digits and I knew that I would never get those numbers again. I eventually cut stream with still over 70 viewers because I was exhausted and needed food, but boy, was that a learning experience!
If I had kept going for another hour or so on Monday's stream (not that I knew better at the time), I really think the numbers from that day could have been even stronger.
II. What Went Well
This section covers the 4 major things that I think are working in my game's favor and helping it gain some interest.
Unique aesthetic identity
Additional marketing efforts
Good tagging
Adapting Livestream Approach
1. Unique Aesthetics
It's impossible to put a number on this, but I believe the fact I am a musician and an artist well before I am a programmer means the game has an aesthetic vision that stands out. It looks and sounds very unlike almost anything else I can immediately think of, including its clear influences. And because I have coded the mechanics myself instead of using an engine built for that purpose, I have made my life harder for no reason, and also made a game that feels unique.
If you can't be marketable, be memorable! Not a lot of people proportionately are going to find or be interested in Amadeus, but I like to think some of the people who saw it were captivated by the heart I've put into it and the clear vision I have for it.
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2. Additional Marketing
This will be further outlined in the numbers section below, but on most days of the Fest I did some shilling elsewhere (mostly on Twitter) to try and get the most out of it. I have no way of knowing whether this was successful, but I will note which days I did which external shilling in case it is insightful.
I sincerely apologize to all of my Twitter followers for all that spam, by the way. You only get one Next Fest...
3. Good Tagging
This was almost certainly invaluable. There are SO MANY games participating in the Fest that anyone just scrolling through upcoming games will never see mine, as it's almost at the bottom in terms of wishlists. But the whole point of the Fest is to connect gamers with games they want to see, including really specific ones.
Steam has an awesome tagging wizard to tag your game on their store to identify really specific factors that people might look for. People browsing the Fest can use tags to filter for games that sound appealing to them in particular. So even if there are thousands of games, someone looking for a very specific type of VN/point-and-click that Amadeus fits the bill for should be able to find it.
(Even before the Fest, I am certain a nonzero number of wishlists came from my game being tagged "werewolf.")
4. Adapting Livestream Approach
Related to a point above, on what didn't go so well... in my second spotlight stream, I was able to get a lot more eyes on my game from knowing full well how much the spotlight hour mattered, by starting earlier and continuing later.
I had also learned from paying close attention to viewership patterns during the smaller streams over the week that certain behaviors on stream tended to drop viewers like flies. Opening menus too much instead of just letting VN scenes play out turned out to be a big no-no! I thought they'd want to see GAMEPLAY AND INTERACTION(TM), but it turns out viewers do not want to see adjustment of text speed sliders or opening of a backlog on someone else's pace; viewers want to see the game so they can decide if it's one they want to play or not.
I learned from this, so by the time my second major spotlight hour came around, I knew that the optimal way to play for viewers was just to toggle on the auto button and watch the Sonic Adventure 2: Battle 180 emblem speedrun world record VOD on another tab until a point-and-click segment came up.
III. The Numbers
Data from streams, wishlists, demo plays, etc.
I showed the overall total wishlist numbers from "demo launch on Steam store" to "right now" at the top to show just how much Next Fest has helped, but here is another view of that: wishlist adds and removals per day, since demo launch through Next Fest:
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The big peak you see on the right, from Day 1 of Next Fest, is the single biggest day ever for wishlists the game has ever had. INCLUDING LAUNCH DAY.
I saw so many people say "Next Fest isn't going to help you if you're a tiny game with 50 wishlists," but, I mean.... I'm a tiny game with ~130 wishlists, and it has helped massively.
Zooming in on the Next Fest week:
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I'll transcribe the exact numbers, for both wishlist adds and deletions, because the deletion number is interesting too:
Sun Jun 09 - 3 adds, 0 deletes Mon Jun 10 - 38 adds, 1 delete - Scheduled Stream 1 Tue Jun 11 - 19 adds, 4 deletes - Unscheduled Evening Stream Wed Jun 12 - 16 adds, 0 deletes - Unscheduled Evening Stream Thur Jun 13 - 9 adds, 1 delete - Unscheduled Daytime Stream Fri Jun 14 - 10 adds, 0 deletes - Unscheduled Evening Stream Sat Jun 15 - 24 adds, 4 deletes - Scheduled Stream 2 Sun Jun 16 - 16 adds, 0 deletes - No Stream
Adjusting for Additional Marketing:
It is probably worth noting that on the following days I made a lot of annoying Twitter posts shilling my game trailer on blue check accounts asking people to post their #indiegame. I have no idea if this influenced the numbers, but here is the amount of shilling per day:
Mon Jun 10 - 1 original post advertising the stream Tue Jun 11 - 2 original posts advertising Next Fest, 11 replies to "show me your indie game in Next Fest" blue check engagement bait posts (I am sorry) Wed Jun 12 - 1 reply to "show me your indie game in Next Fest" blue check engagement bait post Thu Jun 13 - 1 reply to "show me your indie game in Next Fest" blue check engagement bait post Fri Jun 14 - 1 original post advertising the stream Saturday. Lots of unrelated posting about Sonic the Hedgehog Sat Jun 15 - no posts Sun Jun 16 - 1 original post saying "it's my birthday play my game" that got more engagement than usual (5 RTs)
Important data points:
The two biggest days for wishlist deletions - ever - were Tuesday and Saturday. Presumably Tuesday is because it is the day following the most adds ever, and people got around to playing and decided "nah." Presumably Saturday is because it was the first weekend day where people got around to trying the demo and decided "nah."
The two biggest days for wishlist adds were Monday and Saturday. These correspond exactly with the days of my 2 scheduled streams. While I have heard that generally wishlists start high and taper off as the week goes on, the Saturday stream clearly had a massive impact on wishlists. That said, although it had almost twice as many viewers, it did not have nearly as many wishlists, implying the stream was far from the only factor.
Sunday performed above average and I did not stream at all that day.
Thursday performed the lowest throughout the week, and I streamed around midday (other days I streamed at night).
My extrapolations from these data points:
Small non-promoted daily streams... may not really matter; considering how well Sunday performed on a day I didn't stream at all, it seems that the boost I got from doing those small streams could be negligible.
That said, I recommend streaming late at night and not at midday if you are a smaller game for unscheduled streams.
It is difficult to tell if Thursday's low performance was due to the lower-than-average stream attendance from streaming at a more competitive time, or if that is just expected on a Thursday. Also, with numbers this small, some fluctuations may simply be statistically insignificant.
The "worst" day of the fest was still WAY above average for the game, and 4 days of the fest did better in wishlist adds than any other day except Day 1 of demo launch.
I obviously cannot say how well this scales to games that go in with 400-1000 wishlists, or games that go in with 50-100. But hopefully this helps!
I also want to show some metrics from the streams, including the times and whether they were spotlight streams or just extra streams. BEHOLD. DATA:
Mon Jun 10 - 278 max viewers | 7,213 total viewers | 2h16m Tue Jun 11 - 19 max viewers | 454 total viewers | 1h30m Wed Jun 12 - 10 max viewers | 161 total viewers | 1h00m Thur Jun 13 - 12 max viewers | 247 total viewers | 1h58m Fri Jun 14 - 18 max viewers | 481 total viewers | 2h30m Sat Jun 15 - 428 max viewers | 10,440 total viewers | 5h11m
That comes out to the following "average viewers" (total/length):
(All times in Pacific.)
Mon: 53.0 viewers/min - 1:15PM-3:33PM - spotlight 2PM-3PM Tue: 5.04 viewers/min - 9:00PM-10:31PM Wed: 2.68 viewers/min - 9:40PM-10:41PM Thu: 2.09 viewers/min - 10:54AM-12:53PM Fri: 3.21 viewers/min - 9:14PM - 11:45PM Sat: 33.6 viewers/min* - 9:34AM - 2:46PM - spotlight 11AM-12PM * this is much lower than monday only because the stream started well before spotlight and continued for another 2-3 hours after the spotlight ended, whereas Monday the stream only lasted a little longer than the spotlight hour.
Here's how the spotlight hour affected the Saturday stream, so you can see the boost in the hour before as well as how even with the drop-off after, it's a significant boost:
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The boost at that first vertical boundary is it going from ~10 viewers to about ~30 viewers on average, then it is probably obvious where the spotlight hour itself starts. Notice that even with the sharp decline after it ends, it still tapers off to well above the average before the hour.
This is why I think it's essential to stream an hour before your stream starts, and continue well after the hour ends until viewers have truly tapered off to nothing significant. You'll get way more eyes on your game than you would any other time of the Fest!
I honestly have a lot more data points, but this post is getting long enough as it is. If you have any particular questions please feel free to send them my way. My primary goal is to put numbers out there for a game with a very small following, because I want small creators to have some data points on which they can base expectations for their own experience.
I hope you find this helpful or insightful! And if you're interested in a visual novel/point-and-click hybrid about a shithead teenager werewolf getting trolled by Witches in a super metanarrative-y game about memories and trauma, you know where to find it.
Good luck out there!
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smilestrawbunny · 6 months
Note
Hey! Just a heads up, I'm sending this to multiple people, since I wanna get as many different viewpoints on this as I can. I hope this doesn't bother you. Also, this is pretty long.
So, I have a question about gamedev, but more on the marketing/presence side.
Most gamedevs I know, even hobbyist ones, keep their accounts relatively professional. Sure, they may shitpost here and there, but it's mostly in relation to their games, the gamedev sphere in general, or very general inoffensive stuff. And, most importantly, I've seldom seen my favorite gamedevs (or any of my favorite internet personalities, for that matter) comment on random videos unrelated to what type of content they usually post.
All of my social media accounts are quite unprofessional. I've also had them for a long time, so there are a few things on my digital footprint that I'd rather people not see. I also, for lack of a better way of explaining, watch and read random shit and like to leave comments on it sometimes.
I feel like, I were to become a gamedev, I wouldn't be able to do that anymore. I'd have to treat my internet presence as its own balancing act, rather than a place for me to express myself unabashedly. I know this is working under the assumption that I would get big and that people would give a damn about me, but there is always the off chance of that happening. Of a random game you make suddenly blowing up because it hit the algorithm just right. So it's better to be prepared. And even if I don't get that big boom in popularity, I still plan to at least make games consistently enough to build a community of their own. Nothing like, huge, but I really enjoy the idea of people enjoying my work and sharing that enjoyment with others. But I don't want that to cross over into my personal life!
I know that's not an impossible feat, but I feel like it kind of destroys the purpose of the internet for me. To me, it's always been a safe space where I could express myself and easily connect with people with similar viewpoints, but I am now coming to odds with this concept as I consider how I want to become a gamedev.
There's also the side note that I don't wanna rebrand. At least not completely. I don't mind cleaning up my accounts or deleting some old ones, but I've grown very attached to being "Quamai". I can't imagine myself having any other online identity, even if there are some cringy moments attached to it.
So, do you have any advice for my situation? How did you personally go about your own online image, and what do you think is the best course of action?
Thank you in advance!
Oh, I am such a funny person to come to about this- I never let being a game dev stop me from interacting with works I like, haha! Maybe that’s just because I’m a smaller creator, though. Just recently I posted death note fan art, I’m currently working up the courage to post about fandom related ocs, and I’m hosting a game jam encouraging fan works that might be considered “cringy.”
The people who like you and your work will still be there regardless. You can count on that as a fact! So why should you stop yourself from having fun?
Life is far too short to be worried about your public image to such a high degree. Like you said, these are already things that you actively do to express yourself and enjoy! So if it gives you any semblance of comfort, I’ll start doing even more “unprofessional” things to help you out there <3 /pos
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secretgamergirl · 7 months
Text
Consider cloning one of these games...
So the other day someone was showing me the trailer to some neat new indie game they were getting into, and my immediate thought was "that does look pretty nice but FOR THE LOVE OF EVERYTHING! INDIE DEVS, PLAY A SECOND GAME ALREADY!"
Presumably you've already guessed this, but it was a nice little handcrafted thing that was very plainly inspired primarily by Super Metroid. Even had those bubble-looking platforms. I'd say what it was specifically, but I already forgot the name, because, you know, I've kinda seen a few games do this before.
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It's not like Super Metroid isn't one of my favorite games of all time, obviously. I'm one of the shockingly few people who played it when it was new and totally fell in love then. And it's also not like there aren't several games made in its image that I also love. It's just that there's way too damn many of them out there for anyone to play, and while I'd never be one to tell someone not to make the thing they want to make due to market saturation or whatever, I kinda feel like we're doing a huge disservice to our collective creativity and appreciation of classic games to all be so hyper-focused on putting our own spins on this one particular game, especially when it kinda knocked things out of the park back when this wasn't a genre it was just this one super cool game with, among other things, a compelling structure to it.
Like, I do love that Super Metroid became A game that's served as a focal point for indie devs to try and recreate. Back when it was first released it actually sold kinda terribly by Nintendo's standards, and didn't really have anything else out there trying to iterate on the concept until we eventually got the Castlevania series going that route, and Cave Story. But at this point, yeah, Super Metroid has been all canonized and studied to death and if you're the sort of person who cares about this sort of thing in the slightest you know all about how it ticks and the appeal and what other ways the basic premise can be pulled in. So it's well past time for people to take another game that's super great and fairly unique and use that as a jumping off point to make some new things. So I'm just going to ramble here a little about some real gems that nobody's ever really gotten around to trying to replicate.
Punch-Out!!
I want to say we're all familiar with Punch-Out!! but... are we? It's a famously difficult game, so odds are good you've seen speedruns or other challenge runs, but you really have to play it for yourself to see what's so interesting about it. A big part of the initial appeal of course was having these really expressive screen-filling characters, which isn't something we're lacking now. It's also real twitchy, basically unplayable towards the end if you're dealing with any sort of input lag at all, which isn't super unique these days, but structurally, the way it's coded, there's all this weird artificial drama to it.
Like, on the surface, it's a pretty straightforward thing. Enemies have tells for their attacks, you dodge those, you hit them in the resulting openings. But there's also the round based structure, knock-downs, and one-off gimmick mechanics in the mix. Officially, we're playing by the rules of boxing where the outcome of a match is decided by either knocking someone down and them not getting back up, knocking them down three times in a round, or running out of time and having to go to some judge's decision. But that's not REALLY how it works.
There's no random chance of someone going down and staying down. You've got HP meters, you take one down, your opponent falls over, waits until late in the count and gets up, forcing you to drain that HP down three times before the round ends, and if yours bottoms out, you get to mash buttons to stand up and have your other two chances. But then there's times you CAN take someone down, not only keeping them down for a KO win, but even getting there without your opponent bottoming out on HP first. The most famous example, I believe of both of these, being Bald Bull's charge. The big dramatic make or break where he just keeps using this special move which isn't terribly hard to dodge, but deadly if it connects, and dodging doesn't really help as he won't stop until the round ends, and then might spend the whole second round doing nothing but. You need to take that risk, and get that frame perfect stomach strike just before he connects to dramatically KO him and snatch victory from the jaws of defeat... or you can do this:
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I was actually looking for an example of the all or nothing strike when I found this. If you don't face the charge in round 1, he gets into it sooner in round 2 to force the matter, but if you're still not confident enough to go for it there, turns out you can just drop him early into round 3 and have him stay down... and the only real consistent rule any of this follows is drama. Heck looking at the opening screen here, this person knows tricks for getting a KO on at least the first 10 opponents. Most of them I've always just taken the TKOs on myself. Point is though, the mechanics really run on drama. AI scripts change up if you move onto new rounds. Knock-downs turn into knock outs if and only if it fits a certain narrative. This sort of thing is super fascinating to me. Makes me want to look through the game's code line by line. And the only thing I can think of in any other game that even comes close is, of all things, the Ace Attorney series, with those scenery chewing meltdowns, and scattered scenes that "break the rules" with instant failure penalties or no-win situations where you're then suddenly saved by a friendly NPC's dramatic appearance.
I wouldn't suggest anyone literally try to make a Punch-Out!! clone. There's no real reason to stick to the boxing framework. I'd definitely advise against copying all the broad stereotypes. But there's a real unique soul to the drama-driven mechanics breaking stated rules I'd love to see people really digging into to gain a deep understanding of it and apply that to original games.
Yume Kojo: Doki Doki Panic
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I'm not just being pretentious and refusing to say Super Mario Bros. 2. When it was Mario-ized, there were two huge changes- A run button the original FDS game didn't have, and the fundamental structural change of just having you finish levels with whatever character you like (or use warp zones to skip them entirely). In the original game, in order to see the proper ending, you had to play each and every level with each and every character with no run button. And that's neat, actually.
See, just as an example, there's a bit of a skip early on in both versons of the game, where you can avoid taking a door through some whole area by just leaping across a big waterfall. In Super Mario Bros. 2 anyone can do this, just needing a running start, but in the original release, there are no running starts. Either you can jump that gap by way of good airtime, or you can't. Depends which character you play as. Everyone has different stats, so being forced through the same full set of levels, there's a few little things like this where you have to alter your strategy to reflect the character you're running with at the time. That's cool. The whole mechanic of lifting things and throwing them, or riding on enemies' heads, or stacking blocks to reach higher areas or block fireballs, this is also just cool (and another thing SMB2 tweaked actually, play both and see for yourself).
I have seen literally one indie game that riffed on this idea, Curse of the Crescent Isle.
Umihara Kawase
If you've played it, you know. If you haven't, please just watch this speedrun:
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Nothing has physics quite like this game. Nothing really has the same weird mildly distressing dream sort of tone to it either, or weird as hell branching level structure, or the weird system where the game has a time limit, but rather than giving a game over just makes it end after your current level. Other games have played with grappling hooks, but nothing I've ever seen has made me feel like this here is what they were going for.
Altered Beast
You know, I don't even particularly LIKE Altered Beast. I always thought it was a bit too short, a bit too simple, and still somehow it felt like you were just killing time until getting the power-ups that kinda make you invincible for the rest of the level.
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There's... something here though. Somewhere with these bodies getting so bulky and beefy with no change to their heads and the voice samples and the sense of spectacle to it all, and yeah the dramatic gameplay shifts with the power-ups. I don't quite know what the secret sauce is, but if you find it, bottle it up, and slather it over something less shallow, you might really have something there.
Ecco the Dolphin
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There is such a weird mix in the whole series of new age hippie save the whales vibes and genuinely disquieting horror just kinda seamlessly blended together. So much of it is the sound design, but the claustrophobia, the weird sense of speed, the constant pressure of drowning or suddenly being in the face of some huge nasty thing that'll basically one-shot you. The... unspoken but pronounced notion that this is set in a world where all of humanity died and are totally unremembered. There's a hell of a lot you could do with any of this, and the only game I can think of that comes close to hitting the same notes is Subnautica. Actually for that matter...
Subnautica
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I don't want to get into what's so great about Subnautica here, because the most common sentiment I hear from people who have played it is they wish there was some way they could play Subnautica for the first time, again. Just... yeah. If you haven't already, play through it all completely blind, and if you can think of how to recapture all of that, do it, and put it in my hands without a word.
X-Com Apocalypse
So... X-Com is a truly amazing game that to this day feels like a unique enough beast it also wouldn't be bad to try and learn from, but there's actually a good number of attempts at clones already, none quite seem willing to get into the same levels of complexity, and there's the whole remade Firaxis series with a simpler take that a lot of games are using as a template. But Apocalypse? The original third game? That tried to do a lot of new and different stuff. I don't know how much of it didn't work vs. how much is secretly amazing if you internalize how it works vs. what's sort of half-baked per se, but there's some real ambition with mixing the original's tactical intricacies and destructible terrain and such (which somehow works even better with the realtime mode this one has), with this living breathing city. You aren't intercepting UFOs on a featureless world map. You've got a whole separate combat engine on a persistent map where stray shots can damage roads and cause long-term problems because the supplies you order get shipped via trucks that travel on those roads. Tons of factions you ideally want support from but can go attack and rob if they feel like lost causes. A tech tree with really dramatic progress and early discoveries that are either double-edges swords or genuinely just terrible things to try to use.
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And then the endgame is really neat because instead of just one big final mission, you flip the whole script, and suddenly you're invading an alien city, picking targets to wreak havoc on and ultimately destroy, one by one. Incidentally this also did headcrabs before Half-Life so... I feel like it should be better known just for historical context.
Shadow of the Colossus
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I know this is kind of a big technical ask, but why the hell were we not FLOODED with a whole generation of grandiose setpiece-y boss rush games after this first dropped? Perhaps more than anything else on here, someone really needs to get onto scratching this specific itch again, immediately.
I could totally keep going, but more importantly I'm sure you had some game that really left a mark on you that's been largely forgotten since, which I don't even know about, and you should really, if you're up to it, try and teach the world about it and how great it was by blending the old with something new of your own.
Just... draw from wider pools of inspiration, people.
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loverofpiggies · 2 years
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Just read through your whole post and hot dang. I'm honestly really proud of you, and the amount of growth you've had. it's not easy to look inward, and it's certainly not easy to confront those things in our past that make us the way we are, but I'm glad you did. A few bits hit a bit close to home for me as well. Back before my egg cracked and I realized I was trans, I would get picked on by my siblings a lot. I'd get called a girl, and given "girly" names. It was the worst, and I tried to fight back, but it never helped. That and having such deep wells of anger in me all the time, and not really knowing why, or how to get rid of them, or if I even could. I relate a lot to those feelings, and I also relate to having those feelings gradually going away as soon as I addressed the underlying problem(my transness) I dunno how much this will mean to you but for me, as a trans woman, I'm really proud of the journey you've been on. I hope you find yourself being more comfortable in your own skin, and I hope that you have a great day ^u^
Hey there! I won't lie. Posting my post had me pretty nervous. Anxiety and paranoia are things I kinda deal with anyway, but. I felt like I was hiding my problems for too long, and in my heart (as sappy as I may sound) I believed if I just opened up about what I've felt my last few years and was honest, that people would accept it. It was scary to post at all! But... I want to say, that all the messages I've gotten have meant the world. So it means so, so much to hear you say this, especially from a trans woman. To hear that my experiences with my own gender, even being cis, were things trans people have dealt with, was a huge eye opener. And as you could tell from my post, those deep wells of anger you felt, god I know that feeling.
Part of my guilt, anger and shame from this, is actually why I went so quiet online for so long. It's hard to parse all of my emotions, but I've also always had this terrible feeling I never 'deserved' anything good that happened, because 'I was so horrible'. That's also why I had to stop working on Gloomverse. I didn't feel like I deserved the followers I had, or any of that. Truthfully I'm not in the right place to work on GV at this point in time anyway (Partly because I've been so obsessed with game dev fun) but it was a significant factor that caused me to stop. And I was too ashamed to admit it, even to myself, why I really did.
But messages like yours, and the messages I've gotten for my most recent post... I think I'm repeating myself, so I'm sorry, but it's hard to express how free I feel now. I feel like this monstrous weight has been lifted, and maybe I shouldn't have been to harsh about what I 'deserve'. I feel like I'm the happiest I've been in years! So yes. Your message means a lot to me, and I'm glad my post resonated with people. I just hope talking about my experiences can help someone else, too. Also don't worry, I recognize I'm not actually horrible! Horrible people don't feel bad about doing and thinking horrible things, and that was another thing I had to slap my own face to wake me up from.
Okay yall, I promise now my blog will return to fun silly stuff!
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crystallinestars · 4 months
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"Bullying into submission" is unfortunately an excellent way to put it 😔 People really need to learn that while feeling the need to vent is more than okay (just look at how much I've complained so far lol), making posts / snide comments with the sole aim of creating Drama or Discourse or straight up jumping into someone's space to berate them for quietly enjoying themselves in a way you don't approve of is truly the best recipe if your goal in life is to be miserable 24/7, on top of being a huge dick move.
I was also thinking about what other anons have brought up (how they feel straight up alienated by popular hcs always being one 'extreme' or another with no in-between) and I feel like these discussions (including the ones on social constructs, loved your input about that btw) are all linked by a common factor: some people try to draw hard lines in the sand in order to neatly categorize stuff in easily identifiable boxes or tropes. Sometimes what we could call "the norm" seems so ingrained in people's minds that it does not even occur to them to try and question this status quo, and so a lot of nuance is either lost or not even explored to begin with. At least that's how I see it, I still need to think about this some more.
I'd say that these "hard lines" aren't only drawn between all we've mentioned, but between communities too. I'm going to say this kinda clumsily but like, why are we treating anyone who isn't "just gay / lesbian / straight" as if they were an enemy and/or a threat? Is it some kind of insecurity that can only be soothed by constant validation? Why is it that when someone dares to make something slightly different, we're bringing out the pitchforks?
This hostility (and just the fact that these discussions / this Discourse seems very cyclical) kind of reminds of a tweet I saw a while ago. I unearthed it for the occasion lol:
"People love to pretend it’s so weird that others get upset when you claim something they like is bad lol.
Slandering something that another person appreciates is akin to insulting/questioning their intelligence, especially when it comes to a piece of work."
The original post was about slandering works as a whole, but I think it can also apply to more specific aspects, like enjoying something in particular in a given work. Why are we pretending it's weird that people get upset when you keep telling them (explicitly or implicitly) that their fun is lame at best? I know people love to say "that's just how the internet is, Get Used To It" but honestly? It's such an empty excuse and it makes me want to bang my head on a wall, because why couldn't we just all keep our manners to begin with??
I feel like I'm answering everything in a weird order lol but about Welt, that's pretty much what I had heard about him! I've been thinking that I should at least look into Hi3 a bit, just to see the links between the games and Mihoyo's overall evolution 🤔 And I didn't know about that lore book! I don't even know if I'm surprised about this reaction but I do know that fandoms sometimes confuse the hell out of me because I've seen just as much Guizhong enjoyers as I've seen people shipping Zhongli with Childe??
I'm just going to say it bluntly: people should REALLY pick a struggle and/or another hill to die on, because having a meltdown for something like that is just embarrassing. It does prove your point about the shipping lenses tho, because I can't think about another reason why a LORE BOOK would have made them feel so threatened 💀 I had seen the tantrums about Dottore (apparently he's too evil??) and Raiden (she's not evil enough??) but this?? MAN.
Kind of makes me think that people are lowkey hypocritical with their need to have canon confirmations, because they love to brag about THEIR pairings but as soon as the possibility appears that the devs MIGHT offer some kind of confirmation on one they don't like, even if it's one as 'marginal', for lack of a better word, as this one, they break out in hives. And the Thoma and Ayaka situation is just another proof that 1) YOU SHOULD NEVER FULLY TRUST LEAKS and 2) the bar we talked about keeps getting lower in hell.
And YES! I also felt like there were a lot of things about Alhaitham that were there to tell the players that while it's true he comes off as odd, eccentric, blunt, etc., he's rather kind all things considered! He's letting Kaveh stay in his house even if they don't particularly get along, he sticks to his moral code, he recognized Dehya's capabilities, he helps Tighnari with Collei's education, and so on. He seems to be the type of person that won't go out of their way to be palatable to others, but he also never goes out of his way to hurt anyone? And what's more, if you're willing to hear him out and truly pay attention to what he says, you'll realize that he's actually quite helpful? In a way that he's giving advice and letting people come to their own conclusions? At least that's what I can think about off the top of my head, so it's kind of hysterical to me that he gets reduced to "That Asshole Feeble Scholar".
This ask is getting long again (and messy) but I still want to add that I've seen your discussions about Nilou, Candace and Kokomi with Kaveh and it might be biased and/or controversial of me to say this but honestly? I think people, no matter their identities, just don't like women / don't even acknowledge how much they dislike women. As you said, same-sex pairings (and i'd say BL pairings in particular) are that much more popular and I'm getting pretty sure that it's in part due to the fact people don't pay attention to the female characters because they might be assuming they'll be boring. I've seen so many people bashing Kokomi, especially her story quest, yet they praise characters like Itto to high heavens? I know that it's 'to each their own' but sometimes I do feel like people don't give some (female) characters much of a chance to begin with.
At least to me it's pretty funny to see the difference between how you and the others have talked about your ideas for ships, and how the fandom talk about haikaveh lmao.
Kavelou shippers: I think they could bring out the best in each other, they could bond over their shared love for the arts and share ideas for their respective fields of expertise!
Loud Haikaveh shippers: omg they're roommates lol, when do you think Alhaitham will impregnate his 'c a n o n' malewife?? Why are kavelou idiots such snowflakes, 'conflict' is essential to make a pairing worth it and we're allowed to enjoy some fictional toxicity
Also, a bit of a side note, but it hasn't escaped me that people love to say that "toxic pairings are valid" for their BL preferences, but Acheron and Black Swan get exactly 1 deadly dance video and suddenly it's the most disturbing thing they've ever seen??
Anyway, I've seen you mention at least twice that you're thinking about making either a different blog or creating a discord server for all these rants you receive, and I think it's a lovely idea! I'm pretty sure I have an account on discord that I haven't touched in years so it has probably been deleted by now 😭 If there's anyone else interested in it would be a great alternative for you to separate your writing from the rants :)
Once again, I hope you're having a wonderful day or evening!
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There is a lot to unpack here, but I will try my best to respond to everything. I'm sorry in advance if I don't touch on every point.
Regarding your "hard lines" comments. It's true that people draw boundaries between what they find acceptable and not, and while this would ordinarily be a good thing, here it's more to do with controversial topics like race, sexuality, gender, etc... and I can't help but wonder if the reason for such behavior is due to politics.
Most of this behavior is present in the western and english-speaking parts of the internet where American politics reign supreme. From what I have heard and seen, the progressive side deems everything that is considered the majority (heterosexuality, white skin, male gender, etc) as the opposite of what they stand for, therefore it must be conservative, which is bad. There's a lot more at play here than just progressive vs conservative, but I am not well-versed in politics, so I won't speak on it too much. Plus, this is all just a theory. But as I've said before, the West loves to drag politics into every aspect of their lives, fandoms included.
The quote you found is actually spot-on. Acting surprised when you insult something people enjoy or relate to is surprised pikachu behavior. Though I suspect these people aren't actually surprised, but are just trolling the people they offended, and are gleeful they managed to get under the skin of those whose views they dislike.
I think the lore book tantrum is another example of people wanting their characters to be "shiny toys", as you put it. Having an indication for a NL relationship between playable characters is a no-no for gacha games. It offends a lot of groups of people. For example, those that want to pair Zhongli with Childe, or self-ship with him, and the same applies for the Guizhong side (even though we had no idea what she looked like at the time). For some reason, there's not as much negative reaction if the ship being teased is same-sex though. Might be because it offends less groups, but it's still a baffling phenomenon for me.
Which brings me to the point about female characters.
I agree with you that female characters get hated on. In the anime and manga spheres, have seen a lot of comments about female characters from various fandoms, and the main complain with them was that they are not as fleshed out as their male counterparts. Female characters lack complex writing and character development, and get reduced to plot devices or love interests for the MC. Even in media made by women for women featuring female protagonists, some of these protagonists are pushovers that rely on male characters to save them. There is a desire for women to be equal to men in media, but it's not common to see.
It doesn't help that in Genshin, the first three chapters had bad writing, especially for female characters. Though not all, majority were were one-note characters with not much complexity or plot behind their actions, unlike male characters. This has improved significantly since Sumeru's debut, but I doubt it's enough to change the minds of some people.
So to make my point; female characters get hate for being boring. I also feel like women are the ones who hate on female characters the most? I have seen both fujoshi and yumejoshi communities hate on female characters for being the love interest of their favorite male character and getting in the way of their ships.
I am hesitant to delve into the topic of why some fujoshi hate female characters since it's not something I completely understand. I did a bit of research into why they prefer BL over NL, and while the gripe about female characters being boring was a main factor, there was also a lot of misogyny. I'm sure there are some other reasons aside from these as to why women hate female characters, but this topic is too complex for me to navigate just yet.
I will defend Kokomi with my life 😤 She got a lot of hate even back in her beta, and her story quest came under fire, as well. I thought her story quest was decent, though maybe my judgement is clouded because I love her so much. Regardless, her character is awesome and I relate to her a lot, so Kokomi slander will not be tolerated 😤
Regarding the difference between haikaveh and other Kaveh ships, I can only think that one is a fetishization of a gay relationships, while the other is a genuine appreciation for the dynamic between characters.
I actually saw only positive comments under the Acheron and Black Swan dance video. Yeah, there were jokes it was toxic, but I didn't see anyone complain about it, though I believe you when you say some people found it problematic. BL gets a lot of special treatment, I would say. Everything that's deemed bad/boring in GL and NL pairings is often painted as being better/good if it's BL. I've only seen a couple of "omg toxic yaoi ❤️" posts, and while those were jokes, it's shocking how much people love to pair enemies together. I see a lot of depictions of abuse in BL, and the shippers love it, so I suppose it's not that surprising? I find it concerning, though.
Anyways, thank you for your well-wishes, and have a great day as well!
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just-a-carrot · 6 months
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Hey! Just a heads up, I'm sending this to multiple people, since I wanna get as many different viewpoints on this as I can. I hope this doesn't bother you. Also, this is pretty long.
So, I have a question about gamedev, but more on the marketing/presence side.
Most gamedevs I know, even hobbyist ones, keep their accounts relatively professional. Sure, they may shitpost here and there, but it's mostly in relation to their games, the gamedev sphere in general, or very general inoffensive stuff. And, most importantly, I've seldom seen my favorite gamedevs (or any of my favorite internet personalities, for that matter) comment on random videos unrelated to what type of content they usually post.
All of my social media accounts are quite unprofessional. I've also had them for a long time, so there are a few things on my digital footprint that I'd rather people not see. I also, for lack of a better way of explaining, watch and read random shit and like to leave comments on it sometimes.
I feel like, I were to become a gamedev, I wouldn't be able to do that anymore. I'd have to treat my internet presence as its own balancing act, rather than a place for me to express myself unabashedly. I know this is working under the assumption that I would get big and that people would give a damn about me, but there is always the off chance of that happening. Of a random game you make suddenly blowing up because it hit the algorithm just right. So it's better to be prepared. And even if I don't get that big boom in popularity, I still plan to at least make games consistently enough to build a community of their own. Nothing like, huge, but I really enjoy the idea of people enjoying my work and sharing that enjoyment with others. But I don't want that to cross over into my personal life!
I know that's not an impossible feat, but I feel like it kind of destroys the purpose of the internet for me. To me, it's always been a safe space where I could express myself and easily connect with people with similar viewpoints, but I am now coming to odds with this concept as I consider how I want to become a gamedev.
There's also the side note that I don't wanna rebrand. At least not completely. I don't mind cleaning up my accounts or deleting some old ones, but I've grown very attached to being "Quamai". I can't imagine myself having any other online identity, even if there are some cringy moments attached to it.
So, do you have any advice for my situation? How did you personally go about your own online image, and what do you think is the best course of action?
Thank you in advance!
oh gosh what a question ldkjfadl
hmmmm
putting this under a cut because it got long and rambly lakdfa
for me personally i don't think i've ever made that many "right" choices when it comes to how i handle my online presence in game dev, it was mostly just me doing what seemed like the right thing to do at the time. it's also changed a lot all throughout my time as a dev
tho i guess the main thing is that i did create a whole new game dev online identity, so to speak, when i first got into game dev. this wasn't really due to any purposeful thought put into it though and was more just because 1) i didn't really have much online identity anyway at the time and 2) in the beginning i was trying to be more "professional" LOL
when i released easter, i did it without any presence at all. i had no accounts or anything. i literally just finished the game and threw it up on itch and gamejolt using the new studio name i had come up with based on an inside work joke. it wasn't until i started to get a few people talking about the game or linking to it/making vids that i was like hmmm i should have a twitter maybe LOL so like a week later i made a twitter. but i barely posted on it, it was just responding to other people. a year later when i released the 2.0 update i also made a few posts. then thought i might start using it more so started posting just a few random updates of new stuff i was trying out/working on (this was when i made my first couple of posts about early OW stuff)
but then when i shifted out of game dev again for a while, i abandoned it
it wasn't until august of 2021 that i began actively using my account again to post production updates for work on ow. but back then i was a lot more "emotionless" for lack of a better word. like i approached it in a more no-nonsense way than i do today. i also never got that much response from it either, usually lucky to get like 2 or 3 likes on stuff 🤣 over the course of that first year or so though i would change a lot in how i handled my online stuff, acting much more like myself, interacting a lot more with people, and getting increasingly more unhinged(???) LOL perhaps because i'd begun to see that being "super professional" when i'm just a little random person making a game all by myself there's no reason to be so stiff (and it's just much more fun and genuine to not be afraid to be myself and be a bit silly). over this time was also when i'd shift away from using my studio name and just taking the "carrot" identity. because i realized i didn't like people thinking about me as an impersonal studio and wanted to just be me, carrot, interacting with people, making games, and getting unhinged about my chars and stories
is this the right way to do it???? i have no idea. but perhaps since i never have any aspirations of grandeur and don't plan to be any kind of business, it's fine for me. and while it's true that i don't like to post, reblog, interact with, content unrelated to my games or other VN stuff, that's mostly because i don't want to annoy people who i know only follow me for game stuff (i worry about annoying people a lot, actually, it might be one of the core foundations for how i handle myself online LMAO). i don't have any other presence online though. once i started my game dev stuff, carrot became me, and it's all that's out there. so it's not like i need to "separate" anything. but also i'm not a very avid user of social media in general so it's not like i have an active desire to have different accounts so i can tweet about or comment on other stuff lakdjfasd i'm an old socially anxious duck who gets mentally exhausted just scrolling my feed. i don't need to spend any more time online than i already do with my game dev stuff hahaha. i do know some other devs though for instance that have private accounts on twitter just for their friends and more personal thoughts. so that's always an option too
as for what you should do in your own situation with your own online presence, i'm not really sure, as it all comes down to what you want. for me, since i didn't have much presence anyway, and because i wanted my game dev stuff to be its own thing, it made sense for me to create a new presence just for game dev (that eventually evolved into my entire self LKDJFAS). so it's hard for me to say what would be the best course of action if you already have an online presence that forms a core part of your identity that you don't want to lose. it also depends on what you want to eventually do with your games and if you see yourself really wanting to pursue it actively and make it a big part of your life. most devs that i know do have "game dev" presences for lack of a better word, where if you go to their accounts, it's just for game dev. or they create studios and studio accounts. i think no matter what you decide to do, even if you keep the name the same, it would probably be best to at least keep your game dev stuff separate, because people could potentially be put off from following an account for games but then their feed gets filled with a lot of non-game stuff from you that they don't care about
no matter what you decide to do though, i recommend being yourself no matter what. whether you keep with your same identity or craft a new game dev only one, still do what feels right for you on that account and be yourself and have fun with it!! game dev can already be such an isolating and hard experience, so creating a space where you can be silly and have fun with other devs and fun with your chars and ideas can really help so much to give you motivation and just enjoy your time creating games!!!
(sorry if this was a complete ramble that didn't even still fully answer the question; i can only speak from my own personal experiences that i went through after all and i don't really have any good or professional answers since i also have no idea what i'm doing most of the time 🤣)
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lastoneout · 7 months
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hi idk if you're a huge kalos fan but how are you feeling about the direct
I haven't watched it yet, but ngl Kalos wasn't my favorite OR my least favorite pokemon game, I was pretty neutral on it overall. My main complaint was how annoying the map was to traverse before you got fly, but aside from that it was fine, introduced some cool pokemon and had a decent plot. Tbh for the next Legends game I would have preferred Jhoto, but eh. It's not a huge deal to me.
My real issue is that it's a little hard to get excited about it when I know how bad crunch is at Game Freak and that despite saying they were reevaluating their tight release cycle bcs like, ScarVi was borderline unplayable at launch and Arceus got abandoned the second they were done with it despite being the most popular game in years....I just have no faith that this game will be good, or at least it won't be anywhere near as good as it has the potential to be :/
I hope I'm proven wrong tho, and I don't think it's wrong to be excited about the game, something something no ethical consumption and I'd be a major hypocrite if I told people to drop any game company that has bad practices bcs almost all of them do, I just can't get hype. I was really, really hoping Game Freak would slow the hell down and stop making new games for a couple of years, put all of their focus on gen 10 and release that maybe in 2026 or 2027, but nope gotta make that money even if the games we release are falling apart at the seams and our devs are working on two or three projects at once.
And like, given the current trend in decreasing quality I'm genuinely unsure if the game is even going to be functional enough to be worth playing, especially since I figure to hit a 2025 release they probably started working on this right after Arceus came out, and there has simply not been enough time to make this game good. Plus there were a lot of points in ScarVi where I legit just wanted to put the game down and stop playing entirely bcs the graphics and glitches and framerate drops started to make me annoyed and dizzy, and once I was done with the main story I lost like all motivation to keep playing(I like finishing my dex, I did it in Sw/Sh and Let's Go and have almost done it in BDSP and Arceus, but I don't care about ScarVi's dex at all), and I haven't even bought the DLC yet. Tbh I'm probably not even gonna pre-order this, I'm waiting till it's out to decide if I want to buy it or not.
Anyway sorry to be a buzzkill, I don't fault anyone for being excited, I've loved Pokemon for more than half my life, it helped me meet my fiancé, it really means so SO much to me, so I get it, but like....I think I love the series too much to get excited for this. Seeing what Pokemon is turning into is just...painful and sad. I hope y'all enjoy it tho, and who knows, I could be wrong, maybe it will be fantastic and super polished and we can all breathe a sigh of relief bcs they got their shit together! That would be nice.
Edit: I do want to say I'm glad it has been 3 years instead of the usual 2, and I'm VERY glad they didn't announce gen 10, but unless the scope of this game is narrow as fuck and they also don't release until like November-December 2025 AND this team was NOT the same team who worked on ScarVi's DLC that is still not enough time to make a game with the scope they've been establishing as their new baseline. TOTK took SIX years to finish. Elden Ring's DLC was built on top of an existing game and it still took TWO whole years just to make it. Most open-world games take a really, really long time. Adding an extra year is great, but they need to be taking a lot longer than that between games. This is a step in the right direction, but it's not enough to inspire confidence.
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Alright lets talk about STALKER. Which faction(s) do you usually support? I've always been partial to Clear Sky. Former scientist determined to make right the sins of the past through pen and sword is just cool to me. Also have you played GAMMA? I'm having a ton of fun with it, but i understand how some think it deviates from the original vision/atmosphere of GSC.
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Favourite faction? The SBU/USS in Call of Pripyat. I know they're technically the same as the Military faction in the first two games, but there was a significant change in their role and depiction when CoP was released. Come to think of it, this brings fascinating implications about the evolution going on in the Ukrainian society during the period when the Stalker trilogy was being made.
I do have a soft spot for charismatic villains, especially when they're not one-dimensional and there's some nuance in the writing, like the Cæsar's Legion in FNV, but this is not the case. There was nothing appealing about the Military in SoC and CoP. They were just an even more bland subfaction of the Bandits, even the special forces with their gorgeous Mi-24 helicopters.
Call of Pripyat feels different. I love Mayor Degtarev and the Operation fairline boys, I'd kill and die for them. The previous protagonists, Strelok and Scar, have that whining, loser mentality typical for Eastern Europe, best summed up by that one Werner Herzog's movie title: everyone against everyone, and God against us all. They don't really trust anyone and act mostly selfishly. Meanwhile, Degtarev and the Fairline crew went in the Zone for a serious mission since the Kiyv government finally got to get its shit together and try to solve the Zone problem once and for all. The final mission with the choppers flying in felt absolutely badass, like I was evacuating Mariupol. Besides, I loved the mercenary missions, standing up to some anglo boys doing shady business for rich western fucks. Sorry, Timmy the Merc. Not in my Zone, not in my Ukraine, I butchered them all with glee hehe
So yeah, at this point playing as the SBU is one huge power fantasy trip for me. But I have much love for the Clear Sky, too, because the devs wrote them absolutely loveable. Their goals and attitude towards the Zone are both reasonable and noble (Appolinian and solar, even), their armour is peak aesthetic (that camo!) and it's hard to not root for them as the underdog (total Renegade death). Moreover, their camp is the coziest place in the trilogy and I'd gladly live there, even pay the rent. Pic related. I still have this quiet hope they'll somehow return in S2.
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Anyways, thanks for the ask and absolutely *no* apologies for all that mucho texto.
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emblemxeno · 4 months
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Xenoblade Chronicles: Future Connected Thoughts
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-Future Connected is 100% done! All quests, all ponspectors, full collectopedia, all Quiet Moments, and full map! For a 10~ hour epilogue, it certainly had its charms.
-Story and characters were extremely good and heartfelt. Melia getting to be unabashedly happy and powerful in her leadership position is a treat to see. Kino and Nene were feel good team mates that brought smiles to my face, and their inclusion led to Riki being developed without even being there! Best dadapon even more so. Shulk's story was over in the main game, so seeing him in a supportive role was not a shock, and he's so damn sweet. And again, Tyrea's story role in this-as well as Teelan being brought in as a full supportive character-was a welcome inclusion, something that I felt was a great bow tied on to XC1's world.
-Side characters were good, for the most part. Surprisingly poignant and nuanced dialogue from named NPCs, as well as welcome funny moments here and there. I enjoyed Maxis and the Companions, as well as their friction with Gran Dell. Were the game to be longer, I'd call it underdeveloped, but since it's as short as it is, it's just fine.
Gael'gar though... kind of weak tbh. He created tension in the story that, IMO, wasn't necessary or impactful. Mixed blood High Entia hating pure bloods as a reversal of the main game's take is an interesting concept, but something that can't meaningfully take hold in a short adventure, especially since the blood heritage thing is woven tightly into the main game's narrative with the Telethia's origins. Gael'gar blowing up the lab was ultimately for naught in my eyes, as yeah it sets back Teelan and Tyrea's research, but reasonably that probably wasn't gonna be solved before the Fog King issue anyway. He lacks threat and charisma either, so he's not even entertaining or engaging, he's kind of just a negative.
-WE MEASURE! FIND TREASURE! PONSPECTORS TIL WE DIE!
I loved those little fuckers, even if some of the quests involving them were annoying. Shout out to the chuuni ponspector, your quest may have been hell, but I loved your dialogue. They were great in the gameplay sense too, adding some meat to the system. Speaking of which...
-I didn't care much for the combat at all. I have an overall really positive opinion on XC1's combat, where even though spikes are an awful design decision and the game is centralized around topple locking, the variety of arts, skill trees and links, and various armors and gems led to a great deal of customization and fun. Future Connected is a short romp, so it makes sense for it to be stripped, but stripping XC1's combat makes one realize that it's not quite that fun in its bare form. Things become a bit more routine or predictable, and I think the devs knew that, so they made enemies a bit more annoying and tanky (I think even one NPC commented that the region's monsters are stronger on the shoulder than they normally would be). Until I got access to the Ponspector Attack, I felt at the mercy of things just playing out with no major impact; like I was a level 60 hero going through the prologue again. It wasn't hard to eventually adjust, but still. Meh.
-Specific point about battling. Getting rid of Enchant makes sense, since no Mechon. However, why not also get rid of Shield and enemy Talent Arts since there's no visions? Shield's main purpose was to stop talent arts before they happen, but with no visions you never know when they're happening ever. At that point, Shield is kind of worthless the first time round, and it becomes trial and error depending on the enemy if you keep dying to it. Most often, the only Monado Art you needed was Armor, since that's more reliable and multipurpose. Just strange.
-What else... music was top notch, I looooooved the Fog Beast theme. Visuals were great, and huge fucking props to breathing life into the Bionis' Shoulder, since that was major cut content in the original Wii release. Repurposing it for an epilogue mini-adventure was a smart move. Exploring the continent itself was fun, so they did a great job. I loved each location, and I oddly enough enjoyed the high concept names for each landmark and the like. Very fantastical.
-Having played XC3, anything and everything about the Fog King and the Rift, like these:
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They're such brain candy moments for literature nerds like me, oooh, I love it. The XC3 art book revealed that Alrest had a similar event to Future Connected, just not seen before XC3's events. I imagine, that since FC was a rift above Alcamoth that spouted out a Guldo, then there was most likely a rift in the center landscape of the new Alrest, where Morytha used to be. I like to think Alrest's version of the Fog King would be a Telethia that got caught in the rift.
-Last but certainly not least, JENNA COLEMAN! Getting her back for both Future Connected and XC3 was amazing, and she kills it as Melia. So mature, heartfelt, compassionate, an A+ performance.
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-Overall, I had fun! Would I play it again? Ehhh, maybe someday, but whenever I play XC1 again, I'm not likely to revisit FC along with it every time. Still, loved the scenes and what it brought to the overall Xenoblade story.
Taking another break before moving on. Continuing on, I'm gonna play Torna next, then main game XC2. I couldn't be more excited to play those again tbh.
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blueberry-lemon · 10 months
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What I Did In 2023
Ever since finishing school in 2017, I've always had a hard time feeling like I've "accomplished anything" in a given year. The months all blur together, and it's crazy how quickly I will forget something that happened or something I did.
To help myself with this, I wrote up a post last year of What I Did In 2022, which honestly felt good. So I figured I'd try again.
Sorry if you find these kinds of posts obnoxious. Hidden under the Read More just in case you do!
A few things I accomplished in 2023:
I wrote some stuff
I wrote Chapters 3 and 4 of Soul Symphony: Abandoned Encore. This is a sequel to a webcomic called Soul Symphony that I made and completed from 2010-2015. Olivia Myers, former music maestro and magical-girl adventurer, lives life as a depressed freelancer after quitting her teaching job. I think literally only like 2 or 3 people are even reading this, but good enough!
I wrote about JOMO, the Joy of Missing Out, when players have to work with different characters and resources in games.
I wrote a review of Bittersweet, an album by Jamie Paige.
My big piece of the year, which I chipped away at for months, reflected on nostalgia in culture and our personal lives.
I wrote about Cozy Games, which bizarrely was recognized in a Critical Distance weekly roundup.
I wrote about my fear for the direction of art and social media, a review of the writing in Sea of Stars, and other Cohost/Tumblr posts, which you can find in the #blogofkylelab tag.
As usual, I've continued my work as a Writer working on Rhythm Doctor, detailed below.
Art and Game Dev
Another sad year of barely 👏 drawing 👏 anything 👏 which is a huge bummer but I'm coming to terms with it.
Don't have anything finished to show for it, but doing a lot of messing-around in Twine and RPGMaker, which has been good for practice at least.
I funded the guest art and music for an upcoming card game, Isle of Swaps. I commissioned around a dozen artists, who I think drew around 50 total cards. Getting paid work as an artist is getting rough out there, so I wanted to help freelance artists the best I could.
Still working on Rhythm Doctor and A Dance of Fire and Ice at 7th Beat Games
We released Act 5 of Rhythm Doctor, which was our huge undertaking of the year! I co-wrote this with fizzd, and for the first time we were working with a completely blank slate with no levels made beforehand. I was recently looking through my Google Docs and was reminded how many different drafts and outlines I had come up with for this Act, some of which were long before the "athlete" story was even decided upon at all. I eventually helped come up with the character of Lucky (designed by our pixel artist Winston), and we got it all built out from there. I had a part in almost every sentence you see in the Act, I believe. I think I did an okay job, and players seem to really like the story and characters of Act 5, so that's a big relief.
Other Stuff
I've been running IndieGamesOfCohost for more than a full year now! I hope people have been enjoying this. It's been really tough to make the spare time for it, especially getting multiple developer interviews up per month, but I'm gonna keep pushing forward. Maybe "one interview a month" is a better goal to aim for. It's hard to tell how much people enjoy the efforts, but people do keep Liking and Sharing and Following so hopefully that means I'm doing something good with my spare time lol.
My partner and I moved! Aside from Act 5 of Rhythm Doctor this was probably the biggest thing. It was my first time apartment-hunting, as well as finding and paying for a moving truck and buying big furniture, getting renters insurance and all sorts of annoying stuff. In past apartments, I was lucky enough to be invited in as a roommate after the place was already set up. I also helped my parents pack up to move from the house they lived in for 28 years. Lots of moving. Hopefully no moving in 2024.
I hope your 2023 was bearable! Take pride in the little things you were able to get done. Let's all push through 2024 together.
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frauleinandry · 10 months
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okay, now that i've had some actual sleep, i'm gonna make my big p5t review post! or to be more accurate, two posts, since things were getting long. i'm starting with the no-spoilers one, as I feel on the whole I have more interesting things to say in it.
so, i had a good time. i'd easily rate tactica an eight or nine out of ten, and it absolutely clears both persona Q games by a mile. hell, i'd probably say it's better strikers if it wasn't for One Certain Thing.
said certain thing is one of tactica's greatest strengths, yet also leads to its major downfall. it's fairly obvious the devs had a very strict scope/budget. mid-2019 was an awful time for development to start, p5t needed to be released before p3r if it wanted to sell at all, and there are a lot of basic srpg/rpg features in general that aren't there. like, the only equipable weapons are guns, there are no items at all, and the party is limited to three units.
that isn't a bad thing though, as the devs did a fantastic job with the time they had available. the visuals are charming and quirky, and there are so many unique one-off character sprites that really add to the narrative. the level design is extremely tight in the best of ways - as a veteran srpg player, the quests especially are divine. you can glide across the battlefield with the use of 1-mores, and executing a triple threat is always a huge serotonin rush. while I won't go into any details yet, the story and characters are also incredibly executed. p5t is a fantastically crafted game by every metric imaginable.
the game is good because the developers had a lot of constraints, and used them to their advantage. that, however, leads to tactica's major failing. namely, the game quite clearly had a very limited scope, so why the hell does it cost even more than tears of the kingdom???
seriously. what in god's name was atlus thinking? it'd take someone over 40 hours to clear totk, and that's doing no side content whatsoever. i barely clocked 30 hours in p5t and that's with doing all of the quests/talks.
so, that's my non-spoilery tactica review: great game, but it needed to be a good twenty dollars cheaper.
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