Category Archives: dating sims

Friday (Saturday) catblogging – Planet Stronghold and Heileen spin-off

OOps, I forgot my friday cat-post yesterday! So I’m going to post it now. In the picture on the left, you see Batman on the stairs of my old house, taking advantage of a rare sunny winter day 🙂

I’ve been working non-stop on Planet Stronghold race quests. I don’t want to say too much because is a spoiler, but later in the game (after chapter4) you’ll have to pick a side, and either submit or unify all the other alien races. Each race will occupy a sector of the map, so each race quest will take several special locations to complete. Considering the races are 6, this part is quite long, probably the longest chapter of the game.

After this, there’s the “final battle”, and the romance subplots. Is fun because even if in this game the dialogues are very reduced compared to a normal visual novel, it’s still VERY LONG, because the story itself is long. I think players should appreciate it, and I hope nobody will say “the game was too short”! 😀

Today I also got some sketches from Rebecca for Heileen spin-off. They’re the pirate clothing for some important characters: Lora, Ebele and Robert. They’re great as always – you can’t go wrong working with her, a pity now she’s making a career in comics fulltime 🙁

Maybe will post the sketches on twitter. As I wrote, this game won’t be a visual novel but something ver different. I have yet to decide myself how the gameplay will be but I have an idea in mind. Will be a mix of several genres. There will still be the a main plot and dialogues, but not in form of a VN only.

Probably this will disappoint a bit the VN fans but I want to try something different, and broaden my audience. It’s tough times for indie devs! 🙂 As for the other games in progress, no news about them this week. So Love & Order, Remember Me, and Flower Shop: Winter In Fairbrook are still going on- expect them coming out somewhere in the next months, just follow my blog or twitter (or subscribe to the newsletter) to be the first to know when they’re out!

Hey look! I have a Thanksgiving bundle too!

Thanksgiving superbundle

Actually it’s not even a normal, regular bundle. But it’s a SuperBundle! ™ 8)

What’s in it? Well, there are the two Heileen games (two visual novels with over 80k words combined), Summer Session (a very fun and replayable dating sim) and Bionic Heart (a fully voiced dark-sexy-creepy sci-fi visual novel with 24 different endings). So as you can see, there’s a game for every taste!

And what about the price? it’s just the price of one single game. Yes, four games for the price of one!

What are you waiting? Go check the offer now!

Superbundles like that are said to be seen only once in a human lifetime. You should really take advantage of it now 😉

(Don’t worry, tomorrow I’ll make the usual friday cat blog and will get back to writing like a normal indie developer)

Flower Shop on iPhone


Just a short blog post to inform everyone that there’s a “story-mode” version of my game Flower Shop available for iPhone. The game has been subtitled “Summer in Fairbrook” to differentiate it from the sequel that is still being worked on and will have a winter theme instead.

This version focuses on the story, so doesn’t include the weekly scheduler or the farming sim, but instead the whole story was re-arranged and now the game features over 9h of reading and 5 different endings.

Definitely a visual novel more close to a book, with a wonderful story and beautiful art (indeed it’s under the “Books” section on the Appstore). The game will be available shortly also on iPad and possibly Android.

More of my games are being ported and will come soon on iPhone/iPad/Android so follow my twitter/blog to know more!

There might be an Heileen 3

pirates!Yep…discussed with the artist Rebecca who is totally busy doing webcomics until this December, but there might be a 3rd chapter of the Heileen series. But really different from the previous games! I don’t want to anticipate too much but while it will have a strong visual novel element, it will also mix with other kinds of different gameplay.

I’ll try to be vague but I have to spoil something so if you haven’t yet played the game, maybe don’t read below 😀

The premise would be that at the end of the 2nd episode, you would end up in the pirate ship with M. Then you would wander around a mysterious caribbean archipelago to find out the missing companions from the first episode. So it would be a sort of “find all the remaining characters”. But it’s not just that: the game would have a bit of RPG (I might even include a VERY SIMPLIFIED version of Planet Stronghold combat) and some adventure parts (use object X on target Y).

For now is all just pure fantasy since I have nothing written down yet, but if this happens it might be:

  • fully voiced – this mainly because the game would have MUCH LESS text, so in this case it might be possible to voice it all. But don’t worry the story would still be intriguing and full of plot twists like the previous ones!
  • multiple endings – well, this is almost a classic. However, the multiple ending part would mostly be in the final part after you have regrouped with everyone
  • simulation – you would need to travel with a ship, you could play the evil pirate or good trader as you want
  • RPG – as I said I might include even some very short combat. After all since I coded all that combat system I need to reuse it in more than one game! 🙂
  • adventure – in some location you would have to use items and solve some simple puzzles
  • strategy – I was thinking it could be cool some sort of meta-game like Risk. Nothing that would affect the game/story TOO much, but a bit yes (you could either try to win it or ignore completely)

so yes a rather unique combination as you can see. I like a lot the idea/setting and the kind of resulting gameplay could be quit interesting. If this goes on the game might be done probably by next summer, depending how other projects evolve in the mean time!

Why you shouldn’t compare adventures with other kind of games

Was talking by email with Dave Gilbert of WadjetEyeGames yesterday about some complaints from players for the length of story-based games like adventures or visual novels. Some would say that for $20 they expected at leat 8-10h of “gameplay”, since most other games you find (especially in portals) offers you that.

As I wrote already a few weeks ago in my “how long is it” post, you can’t really compare such kind of games with other games. Take a look at the Hidden Object Games you see in portals: they offer usually 4-5h of gameplay, but they do that using several tricks:

  • first of all, there’s much less text/narration. This isn’t necessarily bad: many people don’t like to read much texts, and that’s why I want also to make some more classic adventure games alongside my actual Visual Novel and Dating Sims. But is much easier to write a story with less dialogues, than come up with a long story rich of plot twists and interesting situations, as you can imagine
  • then they’re filled by minigames. Many minigames are mini-puzzles, so it depends also how skilled you are. But should that count towards the gameplay length? If so, the problem then is not the actual story/plot length but the kind of minigames that are in it. Also the risk is of breaking the narration by putting too many minigames, so there will always be someone unhappy
  • reusing content. Many games reuse locations, for example the same background, but you have to find different set of objects. That’s ok of course, as a game designer I know perfectly that you often have to find a compromise. But is the player really happy about that? I mean, why stretch the story/gameplay recycling stuff, just to “reach 5h of gameplay”?

I understand the complaint of some people, but you need also to understand the amount of work that’s behind those games. Is much easier to come up with a new “reskin” of time management games or even strategy games (unless you put something different). Many RPG made with RPGMaker XP uses all the same tilesets/sprites! So you need to understand how hard is to make adventures, since you can’t recycle/reuse stuff, but everything needs to be drawn from scratch, a interesting story needs to be written, and so on. There is a reason if mainstream AAA companies left adventure games a few years ago. Now they’re coming back a bit because with 3d content is indeed possible to re-use many assets (a new character can be easily created starting from a old 3d model as base).

I really think that the only solution in this case would be recurring to microtransactions but also some online game. If I was selling my Vera Blanc games for $9.99 I probably would sell more copies but would almost for sure make less money overall (believe me I tried so many times to lower prices but I simply couldn’t survive with the revenues).

So I was thinking that a webgame made like an adventure, at a very accessible price (price based on game length) should make everyone happy and at same time being online could get more viral and known, so get more exposure (needed because if I set such low pricetag I need to shift much more copies).

Though I’m sure there still would be someone who complains about price 😀