Category Archives: the flower shop

Downloadables are dead, long live downloadables

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In the picture above, Otello happily posing in middle of the flowers. I love spring 🙂

As you could guess from the title, this is a rant-post. I’ve heard so many discussions recently about the dying downloadables, how online games is the future, and so on. It’s a very complex discussion, so I’m not going into every detail (also because I want to talk about my games) however I feel the need to say a few things:

  • “dead markets” doesn’t mean that you cannot make any profit in them. It only means that the main hype moved elsewhere. Also, since there’s less hype, means that there’s also less competition. I believe that as indie, having less competition is much more important than having a bigger potential target market.
  • speaking for my games, in general story-based games works best as single player. I’ve never played a multiplayer game that also was immersive or told me a good story, simply because storytelling requires only one viewer/spectator. If you give other people the possibility to influence a plot or ruin the mood, don’t worry, they’ll absolutely do it (anyone who played a MMORPG surely has met people that would destroy the fantasy setting atmosphere in a second with some typical US-slang words :D)
  • remember that very big portals are still using the downloadables model. Big Fish Games in the casual world, Steam, D2D, Gamersgate, Impulse and others for the more “hardcore/niche” games. They’re not going to disappear overnight, and I believe not even in 5-10 years
  • also as indie, we’re different from big publishers and most of the discussions don’t apply. Look at Spiderweb games. Old-school RPG are dead, right? since about 1990. He is not doing well indeed. He is doing extremely well! As indie (especially if you work alone or in a small team) you don’t necessarily need to sell a $1 game to 100,000 people in a week, but you can have better luck trying to sell a $20 game to “only” 10000 in several years. That makes quite a difference!

That said, of course online games/web games can be profitable! I never said the opposite. Only that they require a completely different subset of skills vs the traditional downloadables, and also on marketing. I am currently doing research to make some online games as well, but it’s a big step for me. Most of the successful online games are run by a team, with a few exceptions, and don’t want to committ myself to something “too big” yet. I could do some experiments though.

For example, an idea I recently had was to add an online mode to Planet Stronghold. You would play online battles (not PvP though, at least initially) and as you win you would get experience, money to spend on better equipment or buying skills, and so on. It would be completely separated from the main game, so that I was even thinking to sell it as stand alone game or maybe use the free-to-play model. However I’m not sure if there’s enough interest to justify the time I’d have to spend to do this (especially coding the server part), even if it wouldn’t be a completely new game since I would be able to reuse good part of the normal offline game system.

In general I think that while visual novel, dating sims, and other similar games gain zero benefits from being online, other kind of games like RPG, simulation, strategy games can become more interesting with new online features.

Speaking of dating / life sim, I’ve made more progresses on Remember Me this week, and some events are really cool like the one below:

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Who is this mysterious secret admirer? you’ll have to play the game to find out, even if honestly is not that difficult!

I’ve also got some important news about the other games in development. Flower Shop: Winter In Fairbrook is getting close to the release! I don’t have yet an exact date, but should be before next June, so not much left to wait. I’m currently writing (with help of external writers) and getting the art done for the simulation/RPG game Queen Of Thieves and the comic-RPG game Loren: Amazon Princess. My sports simulation game Universal Boxing Manager 2 is also going on well, even if right now there’s not enough to make a video, since the coder is mostly doing stuff that appears behind the scenes (statistics, AI, gameplay, and so on).

My planned release schedule (which surely will be messed up completely) would be:

  1. Mid/End-April – Remember Me
  2. End of May/June – Flower Shop: Winter In Fairbrook
  3. July/August – Loren The Amazon Princess
  4. September/October – Queen of Thieves
  5. November/December – either the superheroes game or maybe UBM2

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!

Flower Shop spin-off

I can officially announce that the original team (me, Ayu Sakata and M.Beatriz Garcia) started working on a spin-off of The Flower Shop 🙂

I call it spin-off and not sequel because, even if you’ll re-encounter several characters from the first episode (Uncle Sam, Clara, Marian, and so on) the point of view, the minigames and several other aspects will be completely changed. The first major change is the point of view or perspective: you’ll play as Natalie, a cute young girl which you see sketched on the left of this post by Deji (Garcia nickname).

As you might have noticed from the kind of clothes she is wearing, is definitely NOT summer anymore: it’s cold, it’s winter! The game indeed takes place at end of autumn/beginning of winter (we’re still planning the story so that’s why I’m so approximate) and will see Natalie helping Susana in the flower shop. So the farming-sim of the first game will become a “flower raising sim”, but there are other minigames and metagames that will be present. And they’ll be perfectly integrated with the story! This means that you’ll be able to spend the money you’ll earn in a very interesting way (I don’t want to announce it yet but is really a neat idea) and it will definitely affect more the endings than reaching a minimum earning thresold like was in The Flower Shop.

The game will be called “The Flower Shop: Winter in Fairbrook” (working title, subject to a possible change) and of course, being a spin-off, it means that it’s a completely stand-alone game: those who played the Flower Shop will be pleased to see again some characters and “familiar places”, but the new players will be able to experience the game completely even if they haven’t seen/played the first one.

I can speak for all the team saying that we’re very excited to work on this game, which should be out soon, probably after the summer!

Flower Shop released + making of

First of all, in case you don’t know, the game is now out! You can get more info at the official page here: http://www.winterwolves.com/theflowershop.htm

Then I want to give a brief background history on this game in case someone is interested. It all started shortly after I found out about Ren’Py engine and the visual novel / dating sim world. I got to know the LemmaSoft community (which has been very helpful for me in making those games since then) and several great people like Tom Rothamel, Ayu Sakata and M.Beatriz Garcia. Those two last people were later fully involved in the game.

Summer Session, a dating sim made together with Hanako games, was released in July 2008 and was very successful, with mentions on Gamasutra, Macworld, and so on. So I wanted to make another, but at same time go on with my other projects (Heileen, Spirited Heart would get released in the next months). While browsing Lemmasoft forums I found out Deji (Garcia nickname) and of course I was impressed by her skills, but also by the fact that at those times (if I remember correctly) no games (even freewares!) were ever released with her beautiful art.

I thought to ask her if she was interested, and I still remember after I sent her my initial game idea she wasn’t much motivated because of the “guy goes after girl” theme: but when I expanded it mentioning one of the main girls would be a Flower Shop owner, she immediately changed her mind! Also, in the beginning, the game was really like another Summer Session. But then (luckily I think) I decided to ask Ayu Sakata to write it completely on her own, just following my original plot idea, but leaving all the dialogues to her.

Was July 2009, she had just done some proofreading /editing for Bionic Heart and I really liked her work, so asked her if she wanted to take care of the project, and she did. She changed the player perspective from the classic male point of view (the one of Summer Session for example) to a more delicate, romantic view (I’d say definitely more female!).

Meanwhile Deji was going on with the pictures, but was a bit slow because had to do an internship. In late 2009 the plot was fully written but there was still several pictures left: I still remember Marian was the last girl to be added, and some of her poses were paused for over 3 months 😀 But then, the internship ended and I must say I was surprised to see Deji motivation and speed (quality was NEVER in discussion) ! She finished all the remaining art in December, and the main menu in early January.

The background art was done by other external contractors and the interface… is my fault in case you’re wondering 😉 In December 2009/January 2010 I had lot of fun programming the farming sim part: I wanted something casual, not very complex but not too easy either, and I think I made it. Once again I was pleased to work with Python which is without any doubt the best language ever to do … just anything, from games to any other kind of programming task!

So that’s it… basically the game from its original concept in October 2008, was finished more than 1 year later, in January 2010! Of course, there were lots of pauses and dead moments so isn’t like the game took 1 year of actual work to make!

And now, what’s next? I am already discussing with Deji and Ayu about a possible “girl side” version of the game. I agree, I think many girls would like to deal with nice guys like Jacob and Trent…!

Moving forward with Flower Shop and Planet Stronghold

The Flower Shop game is near completion. The farming sim is 100% done, and the game is being tested. Fixed some minor typos, and adjusted some gameplay elements, but in practice we’re waiting for 3 missing backgrounds and the beautiful (even if I haven’t yet seen it) main menu from Deji.

Also, I’m finally moving forward with my other game Planet Stronghold. I got a new artist that’s going to do all the enemies in the game. Below you see a sketch of one of the first enemies, a robot-terrorist that we could call “RoboAnt-06”. (this because it vaguely resembles an ant!)

Then she created small variations of the base model, each one with a different weapon. In Planet Stronghold the combat will be focused on damage type, there are 5 in total: energy,explosive,armor penetrating, acid, psionic. Below, a screenshot of the in-game battle showing the new robot that replaced my ugly 3d renders of the first WIP screenshots 🙂

Note how the left arm of the robot has a different weapon. The one on the left has a gatling cannon firing armor piercing ammo, while the one on the right has a powerful laser cannon! I also got 10 new shiny backgrounds for the game that will show in future screenshots (yes I gave up on the idea of using pre-rendered 3d backgrounds).