The relax week

As you know if you follow me on twitter, after Loren RPG release I decided to take a break for a week. Break from coding, but not really a total break from work 🙂 During this week both good and bad things happened:

Good things

In the first week of release, Loren is the best selling game I’ve ever made. However I must not forget that it is also the most expensive and the one that took most time, so I haven’t even recovered costs yet, and sales are starting to decrease already (that’s normal).

Of course, just a week means nothing, will have to wait at least one month or perhaps 2-3 to judge better, but so far the early results are somewhat reassuring and I don’t exclude the possibility of making more deep RPGs like this one in future.

We’ve started working already on the expansion that should be out sometimes in the next 2-3 months, depending how much content we decide to put in it 🙂

Also, the press release outcome wasn’t bad as I thought: I said last week that my PR was mostly ignored. Luckily, I spoke with a veteran indie, Chris of Arcengames, who enlightened me about how PR actually works. It’s uncommon, if not very rare, to get press coverage for a game after just one PR. You need to chase journalists, send follows up, and so on. He stated it’s a marathon, not a sprint.

So I followed his advice and sent some review codes to some journalists, and while I cannot be sure when they’ll do it, they said will review the game. This include two of the biggest review sites online, so if a review appears in those sites that would be pretty good 🙂

I made good progresses also in the other games. I got new texts for Queen Of Thieves, Roommates, Nicole. I got new art for Nicole and Planet Stronghold: Warzone. Below you can admire the Marada Knight, one of the new enemies:

Marada_knight

And this is Kurt from Nicole game, one of the 3 dateable boys:

Kurt

One last thing, curiously Bionic Heart is my best selling game on Android. I would have never thought about that, and while Android sales in general are very poor due to the rampant piracy, it’s interesting, since on desktops that game definitely doesn’t outsell Heileen or Spirited Heart.

Combined with the many ports of Flash games I’ve seen, I’m thinking that Android is a mostly male-dominated market, while iOS is more neutral or even more female oriented.

Bad things

Of course, also some bad things happened. First of all, I realized how wrong I was to commission a J-pop song for a RPG. Basically, lots of people don’t like Loren theme song, and even those who like it say that is out of place. I’ve now removed it from the main game menu (you can listen it in the credits screen) and I’m thinking to replace the trailer in the game page as well, since I’m quite sure it was hurting sales.

Even if I have already commissioned Heileen 3 song, I’m thinking won’t make theme songs anymore in future, since that money could be better spent in making the game bigger with more art or texts.

Another bad thing was the reaction of some people to the game art. I realized that as a straight male, I simply cannot understand if a female outfit is too skimpy/sexy, so from now on for the games that need to appeal both genders, or only female players, will ask the feedback of female friends.

Right now, the artist is redoing most sprites of Amber, the main character of Amber’s Magic Shop, because as my writer Aleema suggested, her outfit was completely wrong for an otome game! And beside Amber is supposed to be an alchemist and I haven’t seen one with such outfit in any game yet 😀

Of course I plan also to have games with more adult themes, like Bionic Heart 2 will be. Lots of fanservice and sexy outfits, horror/mystery, betrayal and blood. Well, like most tv series airing on TV lately, no? 😉

Loren Amazon Princess is out and postmortem

In case you missed my newsletter or twitter announcement, the fantasy RPG game that kept me busy for the last six months is finally out!

You can download the demo from the game official page:

http://www.winterwolves.com/lorenamazonprincess.htm

The postmortem

Making such a big game like Loren was really a tough journey. Now that I have finished it, I can confess that several points during the development of the game, I thought to quit, to cancel it. Yes, I started thinking that perhaps I could reuse the art in a simple fantasy VN, or that I tried to make something beyond my capabilities and was the biggest mistake of my indie career.

If you tried the demo, or purchased the game (thank you!) you’ll quickly realize how complex the game is. It’s a full RPG, with classes, statistics, skill trees, several characters, a detailed turn-based battle with many tactical choices, quests, different endings, map,  and more.

Now that is finished I’m really really proud of it. I’m happy to have finished it, despite several problems I had to face developing it.

The bad

As I already wrote, the bad is that is a game that is quite hard for a small team to make. I want to thank again Aleema (the writer) and Anima (the coder) for their effort, but even with their help, “assembling” the game was still a real pain.

It was also my fault, because from the initial design, I added lots more skills and more complexity to the game. The result, as you’ll notice, is very good since there are lots of different strategies to win the game, lots of different character skills customizations. That’s a clear sign that I made a good job with the design, however implementing it was a real NIGHTMARE.

The problem with RPGs is that there are so many gameplay elements linked together, that is easy to break everything: when you fix a bug in a point of the game, there are good changes that you’re adding a new one in another point! Add to this that I didn’t have an autoupdater in place, and every time I had to reupload the whole game (100mb) I cried.

As you can see, “the bad side” is not really bad because I screwed up something, but because it’s just how hard those kind of games are to make. I’d say is the hardest kind of game you can make nowadays.

So, now I know that if I ever start a new one beside the already planned expansion, will need to restrain myself from adding too many features, because each new feature is extra pain to debug and extra weeks to test.

The good

I had a fantastic support from several people who pre-ordered the game as soon as it was out, and helped a lot during the beta testing phase. The beta testing lasted two months, during those I had lots of feedback: both bugs/typos report but also very good suggestions to improve the gameplay.

Of course I wasn’t able to implement all of them, but the ones I implemented really helped making the game even better than it was.

I think the final result is awesome – I usually am pretty modest with my games, but this time I’m breaking the rule, because I think Loren is the best game I’ve ever made and I’m not even sure if I’ll ever make a better one.

Yesterday I sent the game PR and a BIG site showed interest in reviewing it, even if I know from past experience that I must not get too much excited until I see the actual review.

Conclusion

Even if I sent it just yesterday, I can say that the press release was the usual disappointment, the game was mostly ignored (except that big site above that I won’t mention now) and people quickly labeled it as “just another bishoujo game” just looking at screenshots. But that’s something I am used to 🙂

I was however pleasantly surprised to see how much traffic I got from social network like Twitter, Facebook, etc. Seems really like that lots of people started talking about the game. Not journalists, not websites, but people who discovered the game through other friends, the infamous word of mouth!

In the end, is still too early to draw any conclusion. Anything can happen from now until the end of the month, and will most likely decide if I’m going to make more games like Loren in future or not. So if you’re reading this and enjoyed Loren, and want to see more games like this, you know what to do – spread the word about it. Contact the big websites and tell them to review it – maybe they’ll listen to you more than they listen to me 😉

The Release Candidate

What is it? As Wikipedia says:

A release candidate (RC) is a beta version with potential to be a final product, which is ready to release unless significant bugs emerge. In this stage of product stabilization, all product features have been designed, coded and tested through one or more beta cycles with no known showstopper-class bug.

So, I’m proud to present you Loren Amazon Princess version 0.97a which is a release candidate! Download it here:

http://www.winterwolves.com/download.php?game=LorenRPG-0.97.zip

The game should be playable from beginning to end and not contain any blocking bugs. Does it means it doesn’t contain ANY bugs? not even a wrong text, or a slightly different value in gold, or some skills report a slightly different damage prediction, or…?

Again Wikipedia is useful:

A release is called code complete when the development team agrees that no entirely new source code will be added to this release. There may still be source code changes to fix defects, and changes to documentation and data files, and to the code for test cases or utilities.

Once the game is released as version 1.0, we’ll keep releasing updates to fix any new bug that might be found, while we work on the expansion for the game.

Murphy’s Law at work

In the last 3 days I’ve seen all possible things to happen to prevent the release candidate to be tested. First, a few days ago I uploaded a wrong build myself (0.95) that had a crashing bug early in the game. But that was my mistake because I didn’t retry the game from beginning, as I should have done.

Then yesterday (I live in GMT timezone) was the last drop: the new version was uploaded, but SOMEHOW the file was corrupted! It’s the first time that this happens in over 5 years that I’m indie. How can a file be corrupted, if shows the right size on FTP ? A mystery, really, especially considering that I uploaded it in one single try, and connection didn’t drop.

Anyway I uploaded it again, and several people tested it confirming that it works.

A few final words

I’ll do a proper “post-mortem” about Loren next month, but all I can say is: making RPG game like this one is really very very hard. It was stressing. I was foolish for not having an autoupdater system in place. It was a real pain, even with the help of Aleema (writer) and Anima (RPG coder) that really did an awesome job, and I want to thank them again publicly for what they’ve done.

But as simple fact: it had the logest development time and it’s the most expensive game I’ve ever attempted to make. Will it be ignored by the main press as always happens for my games ? Won’t end on any big portal (Steam…) like usual? So in the end, after all this time and money spent to make the game, it was worth it?

I think it was worth it, no matter what will happen, since I’m very proud of the result. However, if I must say the whole truth, I am not looking forward to make another one before next year minimum (this doesn’t include the expansion of course). I need to RELAX! 🙂

Word of mouth power

Imgp8159

First of all, let me say farewell to my cat Orfeo, 7 years old. Found him dead on the road nearby our house 2 days ago 🙁 Man, how I wish I could get a house far away from all the roads and crazy drivers…

Word of mouth ?

Getting back to the post topic: word of mouth is really one of the most powerful marketing tools available for indies. Very few indies can afford to spend lot of money on advertising, and many don’t get covered by the biggest review sites. Of  course, some do, but mostly indies doing games in popular genres, not “niches”.

As a visual novel/dating sim author, is quite hard to get covered. Even Planet Stronghold which is mainly a RPG, probably didn’t get much coverage because of the “excessive texts” problem. I remember a reviewer politely emailing me, saying that they would rather not cover PS because they would have to give it a bad rating because it has “too much texts”.

I believe it wasn’t just the text amount though, but also the quality, since Loren The Amazon Princess RPG has over 175,000 words of texts but so far nobody said “it has too much texts”… 😉 Did I mention I’m not going to write directly any of my games anymore? ok good!

Anyway, what happened this month? In some very popular RPG forums, people discovered my game Planet Stronghold. Here are the forums threads:

http://www.rpgcodex.net/forums/index.php?threads/mass-effect-gaiden-planet-stronghold.70928/page-8
http://www.rpgwatch.com/forums/showthread.php?t=16777

Let’s say that in the beginning the tone was definitely NOT positive towards my game 😀 But on the other hands I could understand since they were comparing it to Mass Effect 3! But then… something incredible happened! Some people realized that behind the manga artwork (which somehow is associated with younger audience, like if is a negative thing!) and the slow beginning, there was a full featured RPG with armor, resistances, different attack types, skills, moral/ethic decisions and so on, and some of them started to be literally enthusiast about it!

Of course, despite what they say, I know that my game is NOT better than Mass Effect 3 🙂 But I think that it offers something that most games nowadays don’t include: gameplay. The few AAA games that have been successful in recent years, beside top production values, also include lot of gameplay/innovations.

Anyway, this month’s sales for Planet Stronghold have been much higher than normal, thanks to the “word of mouth” started by those threads but also by other people talking about it as a consequence. I got many new members in my own forums, and got suggestions for the sequel. I even got a journalist from RockPaperShotgun online magazine to play it, and while I don’t know if it will be actually reviewed (so many good indie games out recently), before it was always ignored!

Sometimes, to have some “success” (modest in my case, of course) you just have to be patient and wait. Make the best game you can, and then be patient, because remember, not all the indies have quick success stories like Mojang.

One last thing before I forget: Loren version 0.94 is now ready! Get the update here, and the full changelog in my forums.

Getting covered

I’m not talking about getting coverage as indie, but getting the characters of Loren RPG covered! As you can see below, was enough a spell by Apolimesho the Archwizard to give a proper cover to those excessively undressed fantasy heroes:

Coveredspell

…no exceptions…

Morecovers

Jokes apart, I decided to put more cover to some characters based on customer’s feedback. Initially I admit I wasn’t much convinced, I kept thinking “well, I’m an indie, so I should do what I feel right”. However some friends and my writer Aleema convinced me that having an OPTION (because you can still play the game without any cover of course!) was not a bad idea. For example some users in my forums mentioned being quite embarassed to play the game on netbooks while traveling in public places, or when some family members were asking what they were doing…I pictured the scene in my head:

– “What are you doing, son?”
– “Hi dad! I’m playing an awesome indie RPG game!”
– “Oh! RPGs? You mean those games with mages, swords, dragons and… wait. What is that? Boobs!?”
– “…” (covers face in shame)

So, since there was already an option to skip the ending romance scenes, we have tied it to showing covered characters, but you can conveniently toggle it on/off with 2 mouse clicks 😉

I also got the battle voices, and made a very short video showing some of them:

I know I know that now the question is… when the next version will be out? the one with the voices? the one with many bugfixes? the one with the full plot/romance implemented?

Well, while I cannot say for sure, it should be out this weekend! As usual follow me on twitter or Facebook to be updated in real-time 🙂

Bionic Heart 2 prototype

Bh2prototype

During some pauses in Loren development I started prototyping the dialog system for Bionic Heart 2. My goal is to make a sort of RPG-style dialog system, similar to those seen in classics like Fallout: some choices will be tied to specific skills and on the left will be displayed a sort of scheme of the dialog, showing the various possible paths (icons represent a choice that needs a specific skill).

I’m still in the early design stages though, and since Loren has full priority I’m working on this only during the pauses. I know, working on another game when you have a free moment is a bit weird but… 😀

By the way, speaking of Bionic Heart, I made the port to Android even of that game. You can play the demo here.