Category Archives: postmortem

So, what’s next?

2016sofar

This year, so far I finished three games, with the fourth (Queen Of Thieves) already in a good state for a beta. So, what’s next? πŸ™‚

First half of 2016

First of all, we’re halfway through 2016. I’m not going to lie, things have changed A LOT for the indie business. For the first time I heard other indies quitting or taking contract work to pay the bills. It’s scary. I am fine, since I live very frugally (my biggest expense is cat food! haha) but still, I cannot deny that I’m a bit worried too!

Early this year I released PSCD, which underperformed despite great writing and good gameplay design (not my biased opinion, it has 100% positive ratings on Steam!). I didn’t know why at first, but soon I understood the main reason: the art. The next games, C14 Dating and Heirs & Graces, did as expected, or even better than I thought.Β  Queen Of Thieves is in beta and in preorder since a week so it’s a bit early, but so far the impression is very positive.

In summary, all is good! I only hope the artist finishes the main plot CGs soon… I might need to use my motivational whip to speed things up! πŸ˜‰

So, what’s next?

Going back to the original question: a few weeks ago I talked about burnout, and the risk of ignoring it. So I’m well aware of it, and indeed I’m taking frequent breaks from work. In practice instead of long holidays, I work every day (even weekends!), but less hours than I used to. Thanks to that, I am not really burned out or tired right now, and I’m planning what to do in the next months.

As already posted in the past, I am thinking to do some “other games“: games in which the gameplay is more important, without a plot or with a smaller plot. This because honestly, writing a good story of 120k+ words (like all my recent games, in some cases even double that amount!) is going to take time. And I don’t want to rush writers, because if the story of a story-based game is bad… yeah, you get it! So, an alternative is to work on something else on the side, while I wait for them to finish.

They could be pure-gameplay, or mixed with a story, but one thing is to write a story of 120k words, another thing is to write a story 30-40k words long (which is more than enough if a game is not strictly story-based!).

I made a small poll in my forums asking what kind of gameplay people would like to see mixed with visual novel/story: http://www.winterwolves.net/viewtopic.php?f=19&t=3885

At the moment of writing this, “simulation” seems to be the most popular. Which is good, since it’s one of my favorite game genres and one I think I’m skilled enough (my early games were all simulations). This means that maybe I’ll try to add a more complex/detailed simulation part in my upcoming game Amber’s Magic Shop!

This is what I’m planning to do in the remaining months this year: some gameplay experiment/prototypes. I might post them in public and ask for feedback and then decide if they’re ideas worth pursuing or not.

Of course, the “regular games” will have the precedence. I’ll do those experiments while I wait for my collaborators to send me updates and make progresses πŸ™‚

Heirs & Graces officially out!

I’m pleased to announce that Heirs & Graces is now officially out! You can see the game trailer above. For more info, screenshots and a free demo visit this page: http://www.winterwolves.com/heirsandgraces.htm

This game is my 3rd released game this year so far. I am not being lazy this year, am I? πŸ˜‰

Jokes apart, it’s not like the three games in question (PSCD, C14 Dating and Heirs & Graces) were all created this year! I started working on them long time ago. In more detail:

  • Planet Stronghold: Colonial Defense started in Fall 2014. Originally a tower defense game without romance, it turned into a card game/dating sim hybrid!
  • C14 Dating was a project started back in 2013 (the original plot and writing)! then for various reasons was delayed until this year
  • Heirs & Graces was another “side project” started back in 2014, and it’s out now

So as you can see all the three games took a lot of time to make. But there’s no shortcut: if you want something to be good AND long (all three games have a script over 120.000 words, PSCD passes even the 200.000 mark!) you need to wait!

And now, a short postmortem for this game.

Heirs & Graces short postmortem

It’s obviously too early to say how it will do, also considering I have planned to release it on Steam later (to avoid the Summer Sale that as you know happens every year).

However, so far the reaction from people and the feedback/sales I got from my own site gives me hope. I was really unsure since it is my first yaoi-only dating sim, so I had no clue how it could do. I can say that I feel more relaxed now πŸ™‚

That said, as I explained also in my forums, I really don’t think I’m going to do anymore games with a single romance combo in future. No yaoi only, yuri only, otome only, etc. Simply because making a game it’s already a lot of effort, and people need to wait years, I want at least to try offering something for everyone πŸ™‚

This doesn’t change anything for the games already in production of course. So Never Forget Me will be a straight otome, Summer In Trigue a yuri only, etc.

Back to Heirs & Graces, I think the fantasy setting combined with dating sim was a good move. I just realized now that beside Spirited Heart, all my other dating sims aren’t using a fantasy theme. So I believe I should do more dating sims like this.

And I’ve already talked about the “no more grinding” in dating sim, and the scheduler system I used in this game was perfect I think: requiring some strategy to pass the main plot checks, but never grindy even replaying the game several times. I must reuse this system even in future games whenever possible!

Another thing that went well with the game was the “bittersweet theme”. It might be personal tastes of course, but I personally I prefer when there are funny/light scenes mixed with more serious/sad/melancholic ones (those who already played the game know what I am referring to!).

So except for games that are meant to be pure comedy (see Roommates!) I believe adding some more serious/mature/sad scenes to the story could help overall. As long as there is some way to get a happy ending πŸ˜‰

Planet Stronghold: Colonial Defense postmortem

So first the great announcement: Planet Stronghold: Colonial Defense IS OUT!!!!!!!
YEAHHHHHHHHHHHHHHHHHH πŸ˜€

To get the game or try the free demo, visit this page: http://winterwolves.com/pscd.htm
Like always, buying direct will grant you a free Steam key when the game will be out on that platform (probably around March, not sure yet).

It was basically done since early January, but I wanted to wait to get some extra voices added for some cards. I think it was worth the wait, check some previews:

A postmortem aka “The Miracle”

The story of PSCD is a very troubled one. It all started back in autumn 2014, when I had the crazy idea of combining the tower defense gameplay with a visual novel. Yes you read it right: originally the game was to be a tower defense game! :O

Then for various reasons, I gave up the idea (I had to use a custom engine, learn new stuff, etc etc, doing those kind of games is harder than it looks). So, what could I do? Already the whole base plot was written by Miakoda, the game writer, and I had to find something that could fit. I had this enlightening moment: since for Undead Lily I wanted to have a collectible card gameplay, why not use it also in PSCD?

This way, once the coder had built the system, I could have used it at least on two games (more in case it was well received). I’m a big fan of making engines/frameworks and reusing them, as you can see with what I did with Loren’s framework: I reused it on SOTW (adding 31298 new features! lol) and I am reusing it in a different way for Queen Of Thieves as well.

Anyway, I had made my mind. Unfortunately, the coder couldn’t work until August on it. The situation was a bit weird last year, since I had so many games in production, and SOTW was a “relative flop” (would still be a good seller if only I hadn’t used 10 months of my own time coding it!!). I needed to get at least one game out, since as you can imagine until I release the games, I can’t recover the money I’ve invested. At some point, I can’t keep investing in new games if I don’t release anything new! πŸ™‚

Of the other games, while they were making progresses, none was really advanced as PSCD. The other one, Queen Of Thieves, was at good point but still missing all the scripting and romance CGs and there are MANY of those πŸ˜‰

That hot Summer, and the Fall/Winter rush

Seems a porn movie’s title, doesn’t it? haha nothing like that though! Summer 2015 here was insane, with temperatures over 39Β°C (and I live at 800m on sea level!!!). As result I couldn’t regularly work for almost 1 month and half. Then, at end of August / beginning of September, it cooled off and it all started.

As of the 1st September 2015, PSCD was just a prototype of the deck building screen.
By the end of that year, PSCD was basically finished!

I think it was an amazing achievement, to do such a game in 3 months!! Of course I already had most of the writing and art done, so I am talking about the coding part on my side, but still there were so many things that could have been gone wrong!

Thanks to some dedicated forum users (among them I want to mention Franka the master of CCG, and Troyen who is always willing to help with typos/proofreading) I was able to test the game, and I also made a very smart move adding a “VN Mode”, so everyone could play the game, even those interested only in the story/romances (and there are really some interesting ones in the game!).

The work done by Anima (the coder) and Miakoda (the writer) together with Dennis (main artist) was amazing. Without their help I surely wouldn’t have made it!

What is even more fun, it’s that this was the latest (or maybe one of the latest) game I started, and was the first to be finished! And surely not because it’s small, rather the opposite: 200k words of story (not including the DLC!), complex optional gameplay, lot of romance CGs and ending CGs!

It is also the most expensive game to date I’ve made, and I think it shows (the quality of art, music, everything put this among the best games I’ve done I think).

Conclusions

I can only draw a conclusion from this experience: if you are motivated, and work with people who are motivated/professional as well, nothing is impossible. On the opposite, if you work with amateurs/unmotivated people, even doing the simplest task becomes impossible.

I don’t know yet how the game will do in the next months: I hope well enough, since beside recovering all the money/time I’ve spent, I really enjoyed designing the cards and the gameplay in general. And I have already Undead Lily that will use this system. But I hope in future I’ll be able to do even more card games beside that one πŸ™‚

A SOTW postmortem

rowindavolcano
Well, if nothing else, SOTW brought some new awesome characters like Rowinda in Aravorn’s world!

At the time of writing this, will be exactly one week after SOTW Steam release. How it went? ahem, let’s say it didn’t meet my expectations… πŸ˜€

Don’t get me wrong: a lot of people liked the game. But it didn’t do as well as I hoped. In short, game sold, rather well to be honest, but compared to the amount of work I’ve personally put on it, I wouldn’t do it again. Now I’ll get into the details and try to find possible causes of this:

  • game length/price: this was my first mistake. The game, for the length, amount of work and resources put in it, should have been sold for $29.99 (is longer than Loren+DLC!). However, in nowadays market, is really not possible to offer a game at that price, it was better to split it in two, or do a DLC/expansion. So when I finished the game, I was “forced” to price it $25.
  • gameplay: I wanted to put more RPG gameplay on this game, more combat, skills etc than Loren. It wasn’t a bad choice on itself, but the main issue was to put too much REQUIRED combat in it. I’m not talking about the random battles, or grinding. That one was also present in Loren but was entirely optional. If I count the required battles (to advance the plot) of Loren and the ones of SOTW, there are 3 or 4 times more in SOTW!! and most people didn’t like it. Also, the clever AI resulted in longer battles after act2 because they could heal/resurrect. It’s a mechanics that is fun to play once in a while but on every battle (for most people at least, there are exceptions of course). The DLC I’m working on is much more similar to Loren under this aspect.
  • feature-creep disease: haha it is not a real disease, but it affects many game developers. The fight is nice, but why don’t you add custom battlefield conditions? the items are nice, but more variety? let’s add a random items generator! enemies AI is too dumb, let’s recode it completely! OK I’ll stop here, I think you got what I mean πŸ™‚ Adding features is not a bad thing in general, but adding too many, without thinking about all the extra work needed to test? yep.

In conclusion: I am NOT saying that SOTW was a failure, or is a bad game, or anything. I still think is a great game, sold well and without doubts the best RPG I’ve made so far. However, as you know, when running a business you need to consider the time/resources spent vs money earned. You remember when I said that the game sold more than Loren the first month? Now 3 months have passed and comparing the first 3 months of Loren, SOTW sold less (not by much, but less).

And if I take into consideration Steam? Loren outsold SOTW by ten times or more! πŸ™ this might not be about the game itself though, since even other very good games like Roommates didn’t do particularly well after they “opened the floodgates” and several new games are launched daily (Loren could stay in homepage for a whole week, SOTW for less than 8h). It seems you need to put a lot of fanservice to do well with manga games on Valve’s platform (this is a topic for another long post though).

And the problem is that this game budget was twice Loren’s, and the amount of time I’ve spent on it is longer by at least 50%… you do the math πŸ™‚

So what happens now?

Well, I actually had FUN making SOTW. Not always (especially when fixing crazy bugs), but I had fun. However it doesn’t matter much really. If from now I was making always games like SOTW (taking me 10 months of hard work every time), I wouldn’t go out of business, but I would be in serious financial trouble in just 2-3 years… and probably I would be totally burned out (I still am, have problems coding for long hours now).

So I am sorry for those who loved SOTW, but I can say that for sure the upcoming RPGs will be:

  • more focused on the story. After all, all my games are story-based, so makes sense to stick with it.
  • with less required combat! I can leave grinding open as option. But those playing mainly for the story shouldn’t be forced to play 100 fights πŸ™‚
  • more “casual”: an easier interface and rules, so that even non RPG experts can understand and play it. This has nothing to do with actual game difficulty, only with fewer rules, easier to understand. An example: if SOTW was Magic: The Gathering, upcoming games should be Hearthstone πŸ˜‰ Still very fun, but easy to learn and play.
  • better balanced for length/price. Wait, I am not going to make only cheap/short games, I am talking only about my internal management/budget. In practice I need to make sure that I don’t add too much content and spend again so much time/money on a productΒ  that then can’t be sold at the price it should be sold!

Sadly my most precious resource now is my own time. To make an example, if I want to make a game more polished, is better to add 10 new CGs, even if artist takes 2 months toΒ  draw them, than adding feature XYZ using 2 months of my time. Also because, when I do stuff myself, for obvious reasons I can’t multitask and follow other projects as I should.

Anyway, with everything I’ve said, I’m quite optimistic for SOTW DLC, because it’s like Loren: it focuses on story/romance, has a lot of character romantic interactions, a few battles, a lot of lore and “tough choices” and plot twists πŸ™‚ Hopefully will be out after the Summer!

2015 releases plan, and Loren vs Seasons Of The Wolf

amukikivsshea
This is a fun mockup image I made a while ago to promote SOTW πŸ™‚

It’s the first post of the year! I imagine people’s main question will be: which games will be out next? since I don’t know myself, and after the big fail of last year (I announced like 5 games but I finished “just” 2), I’ll just say which ones should be definitely out this year (not tomorrow though! could be even Summer or Fall! but still technically 2015).

2015 Possible releases

Nicole yuri: the game is at a good point. I don’t want to say “first quarter” officially, but it should be really out by April/May max!
C14 Dating: even this game is at good point, missing some extra outfits and CG scenes, but not much else. I don’t think will be done before Summer though.
Queen Of Thieves: much depends on the yuri routes writing. This game should be smaller than others (for story’s length) so I think could be out this year!
PSCD: story and art are at very good point. All depends on the gameplay. I have some ideas but need to make experiments first. I include this on the list even if might be out very late this year!

So that’s it. As always, remember there might be more, or different ones finished. For example, SOTW DLC could be out, depending how much extra art is needed (will be more focused on story-relationship than battles). But as I said I only wrote about those that should be really out this year.

Loren vs SOTW

Back to the title, those who follows me since long time might remember that when I finished Loren, I did a “Loren vs Planet Stronghold” post.

Here I want to try doing the same analyzing the various aspects of Loren and SOTW. Before I start I want to say that personally I don’t think one of the two games is better or worse than the other, simply they’re DIFFERENT πŸ™‚

Story

Many people complained about Loren’s story to be clichΓ¨. I think 99% of stories ARE clichΓ¨ nowadays πŸ™‚ Anyway, with SOTW you cannot really say the story is clichΓ¨. Still most people liked the first two chapters, there are many mixed feelings about the third (for some being too open is good, for others bad) and many felt the ending was a bit rushed (the DLC should fix this hopefully).

I still think that SOTW main story is better than Loren’s. SOTW 1 – Loren 0

Characters

Hehe this is quite an unfair comparison, simply because Loren has so much more characters! I read some reviews about SOTW saying that the “characters aren’t memorable”. What? Rowinda isn’t memorable!?! Chalassa? Krimm? Riley!?

Ok Jariel might be too much “classic good elf”. Althea and Shea’s personality aren’t well developed for gameplay/plot reason (since you can play as both). Still is true that Loren’s characters are awesome. Draco? Mesphit? Karen? I could go on… πŸ™‚

So, I’m not going to argue on this. Loren’s big cast and characters is what made that game successful, so here Loren is a clear winner. Loren 1 – SOTW 1.

Gameplay

This is another not very fair comparison since basically SOTW is Loren’s engine but greatly updated. Random items, more advanced skills, custom battle cut scenes, etc etc. And the difficulty had much more meaning. Hard difficulty is hard, and Nightmare… a nightmare πŸ˜€

But is not just that, there’s the isometric map, and several small or big improvements. SOTW is the clear winner here. The only thing some people didn’t like is the “prevent grinding” feature I added. I am not sure if I’ll keep it in future games, even if that means that the boss battles will never be balanced (because if you can grind unlimited time…). But if that’s what people want… who I am to argue? πŸ˜‰

Loren 1 – SOTW 2

Soundtrack

This is a close one. I really like SOTW main menu music, and even the theme song is much better than Loren’s (hehe), but overall Loren’s soundtrack is awesome.

Listen to those Loren’s tracks:

 

 

Or those SOTW tracks:

 

 

I really don’t want to decide, but if I have, Loren’s is slightly superior in my opinion, but is a very close call! Loren 2 – SOTW 2

Artwork

Hard to say: Loren’s had a different coloring style, but more CGs. SOTW has a better (in my opinion) coloring, A LOT more variety of backgrounds, the isometric map art which I think is beautiful, but less CGs (even if the ending ones are nice, but the romance one can’t match Loren’s).

I think this one is really a draw – if you liked more romance/event CGs then Loren (obviously, since had more romances!) but if you liked more variety of backgrounds and isometric map, SOTW.

Loren 3 – SOTW 3

Longevity

Loren has shorter RPG gameplay, since has no maps and less battles, and most are optional (unlimited grinding). It has much more dialogues between characters though, even if the base game text is just slightly higher than SOTW (I’m not including the DLC).

If you like RPG combats, SOTW is a clear winner. If you like romance/camp talk, Loren is much better, again if only because of the bigger cast.

Another draw? yes, since this really depends on people’s tastes! Loren 4 – SOTW 4

Conclusion

What, the conclusion is a draw!? Really? Yes, really! And believe me is not a diplomatic solution. Even if SOTW took me a lot more time than Loren, I don’t think is vastly superior overall. It depends only on tastes. I have many people who were disappointed because SOTW was more a RPG than a “fantasy dating sim” πŸ˜‰ but also many who were pleased to see that the RPG gameplay was much deeper and the difficulty better balanced.

It’s like asking: is better apples, or oranges? πŸ˜€

Of course, you might disagree with me. In this case feel free to post a comment with your opinion either here, or in the forums!