Devlog 21: Preparing

I’m starting to put the finishing touches on my first build, and I plan to release the first demo version on Itch on Friday, October 18. I’ll also be demoing it at a local games fest to get some player feedback on what works, what doesn’t work, what needs to be added, and what needs to be removed. This will be the first time in my life officially releasing something I’ve put this much work into, so I am a bit nervous about getting it all done in time. I’ve had to put quite a few features off until the next release as I did overestimate how much I could get done in the little time I have left, most of which is now being spent finding and fixing any game-breaking bugs that may show up during the demo, and making something that looks presentable.

With that being said, some of the highlights of this build:

  • Added sprite for cameras
  • Added outside tileset
  • Added roof tileset
  • Added player/NPC walking sounds
  • Added popups for objects/NPCs the player can interact with
  • Added hint popups for controls
  • Added intro

I’ve also settled on a name for the game, one that fits it very well and, more importantly, doesn’t conflict with an existing media franchise or an existing game on Steam.

Obviously I hope the game does well, but I’d also like to stay grounded in my expectations for how popular something this small can be. It’s obviously very tempting to think that your game is going to blow up and be the next Super Meat Boy/Undertale/Lethal Company, but it’s naive and dangerous to delude yourself into that way of thinking. If a few people like it, that would be more than enough to make me happy. If someone donates $2 to me through Itch, I’d be ecstatic. This isn’t a full-time job for me, I have a “real” job that I am happy with so I am definitely not in a financially dangerous position should this fail.

I’m just ranting at this point, time to get back to work.

Also, LA CREATURA arrived this week. He helps me stay motivated.

Game of the Week

I have trouble completing RPGs, mostly because I find them to be huge timesinks and you can only put your own spin on “save the world in this 40 hour adventure” so many times before they all start to blend together. The exception to this has always been the Mario & Luigi series for the GBA, DS, and 3DS. The first one I played was Mario & Luigi: Superstar Saga for the Game Boy Advance when I was very young, and it definitely set the standards for what I want out of an RPG. I’ve played every entry in the series and love every one of them, and I am very excited for Brothership coming out on the Switch next month.

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