Category Archives: general

posts about general topics, even not related to computer games

ToA: An Elven Marriage officially out and thoughts on wishlists

ToA: Official story trailer

I’m pleased to announce that my new VN/RPG “ToA: An Elven Marriage” is now officially out on my own site/itchio, and will be also out on Steam the 16th of current month. If you haven’t, you can wishlist it here.

I’m happy because the game didn’t end up in adult-only category, which means anyone will be able to buy and play it. There’ll be a separate free uncensor DLC for those who want to see the more spicy stuff.

What is ToA: An Elven Marriage?

If you don’t know what I’m talking about, this is the first of four spin-offs based on my first fantasy RPG “Loren The Amazon Princess”. It features Saren/Elenor and some new and old characters.

The other three spin-offs will come out gradually, maybe one every two years or so. It depends on how my other projects go, so I can’t give you an exact date. This game has about 200,000 words of text, which is similar to the original Loren without the DLC. I think it’s a good deal for the price, because of that.

I wanted to give a satisfying ending to the existing romances with Myrth and Rei, and I also introduced two new love interests, Lydia and Nathir, who are very different and appealing (Lydia is one of the most powerful female characters I ever created in my games) and I also tried to make the main story engaging and thought-provoking, with many moral and ethical dilemmas that affect Aravorn.

For the gameplay, I brought back the front/back row system in battles, making them more strategic (but maybe less flashy since there is no first person view anymore) and I also used some ideas from Planet Stronghold 2 like the crafting/upgrading system. Moreover, many legendary items have unique skills/spells (this was an idea I already used in Cursed Lands, but here I expanded it a lot) that allow you to create many different builds.

In summary, I am very happy of the final result, and I hope if you give it a chance that you’ll acknowledge all the efforts behind it and that you’ll enjoy it!

Wishlists are really so important?

And now time for some discussion about this recent obsession in getting the highest amount of wishlist for a game before its launch. Of course, I’m not saying that they’re not important! They obviously are.

But they’re not everything! I recently started digging some numbers of my past RPGs to see what happened regarding wishlists and sales, and this graph is interesting:

They’re the wishlists at launch, and units sold first week (usually the biggest week of sales) of my last 4 RPGs. Bear in mind that Seasons of The Wolf launched back in 2015, and Queen of Thieves in 2017 and Steam was a completely different world vs now, but in positive (it was way easier to make money) so those numbers have even a higher impact.

Very interesting is the comparison between Cursed Lands and Planet Stronghold 2: there’s “only” 2 years of difference between the two releases, and Cursed Lands sold almost 3 times Planet Stronghold 2, despite having a third of wishlist at launch!

Of course that’s not enough data to draw clear conclusions, but I really hope that high wishlists before launch aren’t the only way to have a moderate success on Steam nowadays!

What’s Next?

I have two projects in progress: one is a Kickstarter campaign for a psychological horror game set in modern times. It will be a VN with some adventure elements and mini-games (yes you heard it well, will talk about it in details next month).

The other is the final game of the Tales From The Under-Realm series, which will have a half-demoness protagonist and Evelyn from After Midnight as one of the two love interests (I will reveal the other one later). I have already written an initial draft of 100,000 words for this game, so it will be much bigger than the first two!

That’s all for now. Please go buy ToA: An Elven Marriage so I can keep making more fantasy VN/RPG!

ToA: An Elven Marriage update and other stuff

Hi everyone,

as I’m writing this blog post I’m waiting for the last backgrounds (I was using temporary/placeholders in some scenes) and edited texts of my upcoming VN/RPG ToA: An Elven Marriage.

One of the new backgrounds I recently added to the game

This month I also got the custom outfits for Elenor/Saren from the backers, and I like how they turned out!

I must admit that’s “fun” to be working on a RPG during the same months that Baldur’s Gate 3 and Starfield come out! But as I’ve said many times, it’s not really competition, more like the opposite – new players could be attracted to this genre after playing those two big games, and maybe they’ll decide to try some smaller indie games like mine!

Estimate beta date

So, what’s left? When the beta will be ready? that’s the question I often get asked in my socials and Discord. I don’t know how much time will take exactly, but I can tell you this: the beta will begin even if I don’t have all the final backgrounds. I will start it shortly after I have all the final edited texts.

After I get them, I will take probably 1 week to retest everything and then the beta (on itchio only) will start. Considering that there aren’t many texts left, I think that’s safe to say that the beta should really begin this month, maybe towards mid/end of it. Anyway, not much left to wait!

Other stuff

As you know, I work on many things at once. I’ve been experimenting with creating a sort of adventure framework for a future game. Not with walking characters on screen, more like “first person” adventure. I can’t talk much about it yet, but likely will be my next Kickstarter, once I figure out a few things.

It will be a slice-of-life psychological horror game set in Spain near the border with France, and will be one of my “shorter experimental games”. I call them like that when I want to try new ideas or new genres/combinations without investing too much time or money. Sort of “test the waters”. A bit like what I did with Save the World (a game that it seems was well received).

Will probably be able to talk about it later this year or early next year! That’s all for now.

Tofu

Tofu, together with Nina, was my favorite cat of mine. Her big round eyes and her funny expression will always remain stuck in my mind. She was pretty popular on social media as well, the picture below was shared on Tumblr almost 45,000 times!

Sadly, today I had to put Tofu to sleep, due to a tongue cancer for which there was no cure. She was only 12 years old, and I’m very sad that she didn’t live longer.

When I think about Tofu, I remember the first day she came home (first picture from top-left). She was very slim and hungry. She followed me to my car and jumped on it, waiting patiently to get to her new home. She trusted me immediately, it was like she knew we were meant to stay together.

She arrived the 28th August 2012, and her arrival concided with one of the luckiest period of my indie career. Tofu definitely was a lucky charm. And today, 11 years later, the exact same day, we had to put her to sleep.

During the years we spent together, I have a lot of memories of funny moments, because she had that natural “startled big eyes” expression that never failed to bring a smile to my face.

In her last days she would often pay a visit to me in bed before going to sleep, as if she wanted to comfort me and give me a final farewell. I really hope there’s something beyond this life, a place were we will reunite with everyone we loved in our life, people and pets, because just the thought of never seeing her again makes me cry every time.

Goodbye Tofu, I’ll never forget you.

Why making RPGs is harder than you might think

First of all, an update – ToA: An Elven Marriage beta could be out this Fall, September or October (much depends on editor right now).

A preview of the game theme song

I’ve been working on this RPG since past year, taking frequent breaks. It’s taking me so long due to my eye issues (now solved in one eye, but likely will need to do surgery on the other as well) and to avoid burn-out. But also because, making RPGs is very very very hard.

Personal quests design and coding

Just an example, I decided to have even in this game the personal quests. Personal quests are optional quests you can do, for each character in your party. In this case, since the party is made of six people, the personal quests are five (I’m excluding the protagonist).

Each quest consist on a unique storyline, takes into account success/fail (you can fail them and still go on with the story) and offers a custom battle and custom item reward (or in Lydia’s case, a custom new book with alchemy recipes).

Now you can clearly understand how much work is that. Think about the scene, write it (2-3k words of length), design new enemies, design the item reward, balance it, etc. All of this for something that’s also completely optional. In the same amount of time, I could surely have written 20,000 words for a “regular” VN!!!

You can easily see that doing a RPGs is much more complex than a simple VN (if you want to do it properly and not just reuse assets, enemies, items, etc). And you can also see why after I make this game, I’ll need to see how it goes before doing more RPGs.

Doing indie RPGs is no longer viable?

a screenshot of Planet Stronghold 2 exploration map

Already after Planet Stronghold 2, which is the most long, and complex game I’ve ever made (easily offering 50h of gameplay) I had my doubts if it was a good move or not to keep going with the RPGs. I decided to do this one because I love doing RPGs and also, because this one is fantasy, vs Planet Stronghold 2 that was sci-fi.

But if even this one will give me disappointing result in sales, then I’ll definitely need to stop and think. I was doing RPGs in the past because each one would earn me from x5 times to x10 times a normal VN. In recent times however, this has changed, especially considering the time spent vs revenues. How? Let me explain.

It’s all about the return of investment (or time)

I’ve already talked about this in the past, but I want to repeat it: even Planet Stronghold 2 sold x3-x4 the amont of a normal VN like the ones I released after (TFTU series, At Your Feet, Volleyball Heaven, etc). So it’s not like the game did badly, not at all. The problem is that took me 1 year full-time to make since I had to do everything myself (design, writing, coding).

For An Elven Marriage I wanted to do it faster, and I tried, but just the design part already took me 4-5 months, and even on the writing side I’m already past 185k words (editing might make it closer to 200k)! Differently from Planet Stronghold 2 though, this time I had Kickstarter funds which will help to recover some of the money and time already invested.

I don’t remember if I already explained this, but for each game I try to keep track of expenses, and the development time (in months, I’m not too accurate). Then, I divide the earnings by the months, getting a sort of “virtual salary”, basically how much I earned each month making that game.

Of course, the longer the development time and the bigger the expenses, the harder is to have a good virtual salary. For example, a simple game like At Your Feet has a higher virtual salary than Planet Stronghold 2… I think I said all lol!

Plan for the future RPGs

Anyway, too early to talk about this. And in any case, don’t worry – I still plan to do all the four Elenor/Saren spin-offs, worse case, they’ll just be simpler VN, or I’ll come up with some other gameplay idea but that’s not as complex as doing a party-based RPG like the one I’m currently doing (an idea could be doing a RPG in which you control just one character and not a party, that would simplify things a lot already I think).

Are there any “real indies” left?

Before getting into this blog post topic, I want to thank everyone who supported my Kickstarter campaign for ToA: An Elven Marriage. If you haven’t and are just waiting for the game to come out on Steam, please wishlist it now!

I know this is a provoking title, but listen to my reasoning first! The term indie means independent. When first started doing this, was also called “Shareware games” back in 2003-04.

TV Station Manager, a game I made back in 2007. I was still using 800×600 resolution!

Back then, you’d make your own game for a few months, release it on some websites, and see if people liked it or not. You had full control over your creative vision.

But things have changed a lot in the last 20 years, from 2003 to 2023. I have many friends in this industry and I know some insider stories. Nowadays, most indie teams create prototypes or “vertical slices” of their games, showing different gameplay elements and stages, and then pitch them to publishers. If a publisher is interested, they fund the development, and there are different types of deals, from upfront payments to milestones and so on.

The details of the deals vary, but that’s not my main point. My main point is that without a publisher’s support, many of those indie teams wouldn’t make their games.

How is this different from being a hired developer? Sure, there is still some degree of independence, but not much. And it’s not just your idea anymore, but also the publisher’s money and influence. Sometimes, publishers even ask for changes in gameplay, characters, art-style, etc.

How is this “artistic”? It seems more like working for someone else to me, someone who can also stop funding you, cancel your project or interfere with your vision (I’ve heard many horror stories about that).

If you consider that, on average, 9 out of 10 indie games on Steam top10 ranking are published by a publisher, you realize how little “independence” is left. Not much, in my opinion.

I’m not saying this business model is bad, obviously it works. Many of those teams are making much more money than I do doing this. And in a way, I do something similar with my crowdfunding campaigns, where I present my idea for a new game to an audience and see if they think it’s worth making. But it’s mostly my fans who support me, and I still have a lot of freedom in making it (how else could I come up with a game like “At Your Feet”??? LOL).

despite what you might think, this game has some nice romantic scenes and varied love interests

In conclusion, I’m just wondering if you can still call yourself indie in this scenario, and if this was a real progress or a regression. In 2003-04 we got rid of the middle-men. Now, 20 years later, they are back. For now I’m still indie, and I hope to stay that way until I retire.