In the image above, the view from my office window!!!
The title is a joke but explains well my current situation. I'm working on several games, mainly Loren RPG, and every 2-3 hours I go outside with temperatures ranging from -4°C to 10°C (even during the day) to shovel an incredible amount of snow!
It has been snowing since the first days of February, and this situation HAS slowed down considerably my development, since beside the time spent shoveling, when I get back to work I'm exhausted :D
Anyway, I got almost all the items artwork for Loren, and hopefully by next weekend I'll have it all. Code-wise we added some more features, like the possibility to randomize a bit each vendor. So the items on sale will change through the course of the story, based on your progresses and the current equipment you have.
Also, each vendor has a specific "lore": the human town of Grimoire is specialized in heavy blade and armors, while in the capitol of the Elves, Grandtree, you can find many excellent bows and magic items.
Not only RPGs!
But progresses are being made also in other games, in particular Heileen 3 and Amber's Magic Shop. For Heileen 3, I got a bunch of sketches for all the ending images, and I can assure you that some are VERY interesting...! The writing is also at a good stage, the writer reached the 60th scene, so more than half is finished!
Now admire an image of Morgan in a more casual outfit. What do you think, girls? ;)
I must also say that even if the writer isn't a native English speaker (so had to ask a friend to proofread the script) her writing is really very funny, and perfect for Heileen 3 mood. I laughed lots of times reading some of the scenes she wrote, in particular those with Juliet and John :)
For Amber instead I got already the lineart of many of the characters. As I said, I was lucky to be able to hire Loren's artist again, and the results are great. They're still uncolored, so for now will just post an image of Vin, the witch and adoptive mother of Amber:
I really like her "floreal dress" :) but even the other characters are all quite cute. Once I have the finished colored images will post more previews!
In the picture above my cat Gilda sitting over a "hot water bottle" (hope to have found the right word!).
Yes because at the start of the year, for the first time in the last four years, I got the flu and high fever! So I had to momentarily pause my work. At the moment of writing this post I still don't feel really well, but at least it's an excuse for typos/grammar mistakes ;)
I think this was a sort of warning. In 2011 I worked like NEVER before, but since I'm human, in 2012 I plan to take things more relaxed. Don't worry this doesn't mean I won't release any games or slow down incredibly! But thank to the effort of the previous years, I'll be able to release new games reusing good part (or almost all) of the code I've already written, speeding up the process.
This is a commonly used tecnique, even in the top AAA games. Making a new game from scratch is one thing, but doing one with already a solid code base, even if of course needs to be changed, expanded, redesigned, is much faster, believe me!
Loren The Amazon Princess uses a new RPG Framework, but luckily the big part of it was written in past year by Michael (also known as "Anima" in some forums). There's really not much work left, and what I have tested so far seems to work very well apart some inevitable minor bugs. I spent most of this week redoing several times the battle screen layout.
In the image above, an almost final GUI layout. But as the user "Foxfeeder" rightly pointed in my forums, it's a pity to use those small portraits, when I have such well done waist-up images of all party members and enemies! So I'm going to tweak/change it again next week as soon as I can resume working.
Planet Stronghold: Warzone will obviously reuse the first game code, but with some improvements that will have a big impact on gameplay, like area of effect Psionic Powers. Even in this case luckily, I did most of the update last year, so there's "only" the story to write and the item/enemies. Still quite a lot of work, but should be done before the year ends (don't want to say this Summer even if I hope to)!
As promised, above you see a "sneak peek" of Joshua possible romances. What do you think? I believe the sequel will satisfy everyone and every tastes ;)
Nicole, (the Mystery/Otome game), Amber's Magic Shop and Roommates (set in college with all romance options available) will use Always Remember Me interface with some changes, so that each game will feel somehow unique. In Nicole I plan to put some clue system, in Amber there will be a potion brewing simulation, and in Roommates you'll be able to take different jobs based on some of your statistics.
Heileen 3: New Horizons will use a scheduler similar to Flower Shop games. There won't be any farming simulation, but other mechanics. Some coding will be required, but at it's core is a Visual Novel, since the first two games were "pure" Visual Novels I didn't want to transform it into something too complex. There will still be stats, relationship system and other things though :)
In the image above you see Sebastian, the "new entry" and 4th male dateable character of the game. The artist Rebecca will be working during January-April of this year on the art for the game, I saw the preview of the romance CG for John - Heileen and is very interesting ;)
The "New" Games
If you follow me and knows all the various games I'm working on, you might have noticed that from the list above is missing both Undead Lily and Queen Of Thieves. That is because they are the games which will require more brainstorming, coding, and testing, since will use very different gameplay mechanics:
The Queen Of Thieves will use in part a map/life sim, but also several new gameplay methods. I have already in mind some interesting ideas for it, but I think will either find a coder for it, or if I need to code it myself will take some time... :)
Undead Lily is almost finished art-wise. It's missing only a few backgrounds but all the character art is done. However, I have an idea on how to make it, but I am almost certain that it cannot be done with Ren'Py (maybe using some black magic with the Sprites class... but I don't know how!). So I might even do this game with Flash or some other language. I had started making it already but I paused it, since I want to make the game the best I can.
In the photo above, my cat Gilda sleeping in a plastic bowl :)
In the image below instead you see the almost final main menu of my upcoming fantasy roleplay game "Loren The Amazon Princess". Please note how I wisely placed the Buy Now text :D
Current Game Status
Jokes apart, the game story is nearing completion, even if there are still many things left to do, mainly finding typos and checking the flow. It's going to be a very LOONG and detailed game. Without doubts, my biggest game under every aspect: story, characters, art, sound effects/music, gameplay, longevity (you can play as male and female, and there's a big variety of party members to select).
For the first time I also used an artist to do the GUI (windows,buttons, icons), and I must admit that it was worth it. Special thanks also to Aleema who helped with tweaking the GUI as well!
The Game (Many) Features!
Every character has a main skilltree (the Class, which can be Warrior, Thief or Mage) and a specialization skiltree which is unique to each character. In the image below you see the Berserk Skill description of Ramas, the dwarf berserker warrior that you'll recruit early in the game.
The quest system is also more complex than Planet Stronghold, since you can have quest and sub-quests (or steps). In the image below you see the main game quest "Find Queen Karen" (Loren's mother) and also the first step, that is going to the town of Grimoire to gather more informations.
The game will have a map system and also lots of items, divided into weapons, armors, potions/scrolls/useable items. Each item will be divided into sub-categories like happens in most RPGs, for example you have cloth armors (usable by Mages only), light/medium (usable by Thieves) and heavy armors (usable only by Warriors). Same thing for weapons. You can also have items that can be used only by a specific character.
I have added already over 200 items in the game database, and will add more in the final version!
Of course, there's no need to say that the game has a lot of romance options, including all the possible combinations (straight and homosexual of all genders)! You can advance the romance talking to characters while in the camp, and also during the main plot. The writer Aleema did an awesome job in the character interactions/romance paths!
The Battle System
So I'd say the only thing that still needs lots of tweaking is the battle system. Not the rules or the skills implementation which is at good stage, but the layout. Right now there are 8 vs 8 battles, but as the coder remarked, they could be too long. My idea was to have the player fight epic battles against "hordes of undead", so having 8 enemies would be cool. In particular for the mages and their Area Of Effect spells! However, perhaps I should limit the number of party members, since controlling 8 members every battle could be too much: I am thinking to limit it to 6 or perhaps even 5, and keep the 8 enemies instead.
Also, I won't be able to use the same display view of Planet Stronghold, because of the bigger scope of the battles, so the battle might use the view of a sort of card rpg game. Getting feedback on the battle is one of the main reason why I've decided to release the game as beta pre-order (see below).
The Soundtrack
The game will feature another custom song by Cristina Vee & Matt Myers. I have it already but for marketing reasons (we'll launch the song also on youtube and itunes) I will add it to the game only on the official release day (so pre-orders won't have it). Trust me when I say that is one of the best pop-rock song I've heard this year!
The Release Plan
Those of you that follows me on twitter already know that I've decided to release this game in beta pre-order like I did for Planet Stronghold last year. However, differently from Planet Stronghold, I won't be able to sell it initially at a cheap price, because I put too many hours and invested too much money on this, sorry :(
So the game when will enter the pre-orders beta will be regularly priced at $24.99, while the expansion will be likely priced at $9.99.If things go as planned I'll start the pre-orders stage in January - however is more likely the END of January.
The expansion instead will be released about 1-2 months after the main game. All the people that buy the game during the preorder phase though will be able to play it in exclusive before the others, and will also receive some extra items inside the game as reward, and possibly other "goodies" (suggestions are welcome!)
"Show Me The Sales" is an indie initiative promoted by my friend Cliff of Positech and other developers. In practice is a time limited sale where you can get many indie games at very discounted prices. The games list includes:
Planet Stronghold Evochron Mercenary Scoregasm Space Pirates and Zombies Mr Robot Project Aftermath Magical Diary: Horse Hall AI War: Fleet Command Gratuitous Space Battles Solium Infernum New Star Soccer 5 Revenge of the Titans Frayed Knights: The Skull of S’makh-Daon Smugglers IV Frozen Synapse
...and many more!
As you can see there are many interesting games for all tastes, including my Planet Stronghold RPG game with a generous 60% discount. I also updated the game to use the latest Ren'Py build even if this caused a few problem/bugs, so make sure you download the latest version, the 1.4c!
Even if the promotion was live since monday, don't worry: it ends the 28th of November so there's still plenty of time to buy the games. Now about my currently games in progress, I'm pleased to show you this:
Yes, in the gallery above you see the main menu, the credits and the gallery screen of Flower Shop: Winter In Fairbrook! The current goal is to have the pre-orders available at the end of the month! Stay tuned for more news.
Yes, I was talking about the in-game customers! For those unfamiliar with the game (which is still work-in-progress) it will feature a shop simulation similar to the popular Recettear game. But one thing that annoyed me a bit of that game was the fact that there were only 3-4 different customer appearances :) So in my game I asked the artist to draw a sort of doll-dressing game, and as you can see, the combinations can be a lot.
The main variations are by body shape (normal, fat, old) and by social status (poor, middle clas, noble, guards, priest, wizard). And of course there are several minor variations based on face shape, hair and beard color/shape and hats.
Beside the example above, there will also be female customers of course!
The writing is being done right now and art-wise there is really not much left to do. The game will be a bit different from my usual ones, even if I haven't yet decided how I'll do the mission part. I would like to use a sort of 2d boardgame view, where you move your characters in a sort of turn-based strategy game.
I am not sure yet if I'll also include RPG battles, even if the temptation is strong, since I have lots of armor/clothing/weapons ready to use, but the playable characters would be max 3 (the three sisters Joanne, Kira and Thalia) so it would be a somewhat simplified RPG.
So in theory it could be an otome life simulation game with strategy and RPG elements :D I don't want to rush things with this one since I have anyway other games in production, so I'd like to experiment a bit with a different gameplay system. Time will tell, as always!
The other games
Meanwhile, all the other games I announced are progressing, and we're waiting for the UI/skills/items art to finish an alpha build of LorenRPG to release it to public to get feedback about the battle system. I think it could be ready next month, so stay tuned.
In the picture above, Batman looks broken. In reality, he was sleeping since hours...
What's about the numbers? Well, not many people know what's behind a game. It's much more complex than what you think. That is, if you do the things like a good game designer should! ;)
Numbers of a dating sim
What's behind a simple dating sim like Heileen 3 that I'm writing right now? nothing, you might say, it's just text and images, and a few choices. No, not really: the choices needs to be balanced, otherwise the gameplay would be a disaster! So, even for an apparently simple game like a dating sim, there's a lot of work behind the scenes. Check the image below:
this is the OpenOffice spreadsheet of the first 37 scenes of the game. In each row, I put a short description of the scene, and then I added a "1" when the choices possible involve one of the seven Sins or Virtues. Below, at the bottom (but is not visible in the screenshot), there's a formula called "Summatory" that sums all the values. Why? Because a well designed and balanced game should offer the player the same amount of choices for each of the seven Sins/Virtues!
So, while writing, I keep constantly open the spreadsheet, and I try to balance the game so that the player will always have the chance to get one of the 14 possible job endings (tied to the Sins/Virtues).
I'm not going too much in the details since discovering the skill+sin/virtue combo will be part of the fun of the game, but for example, the "Nun" ending will involve having max Chastity and max Faith skill.
On the right part instead, there are the choices that will affect the 6 possible romances of the game. The labels means: Morgan, John, Jonathan, Sebastian (the 4 male characters, Sebastian is a new one) and Marie, Lora (the 2 female characters).
Numbers of a RPG!
If a dating sim is so "complex", imagine a RPG! Making a RPG without spending at least one month first designing the rules, is a suicide. Don't do that. I can guarantee that you'll be unsatisfied by the result.
one is the condition/skill relationship for Loren the Amazon Princess RPG. How you read that? is a bit complex, but in practice:
the first table is the warrior skills. the cells with orange background require the target to be "Staggered". Once it is, you can use for example the Gladiator "Battle Cry" (which has chances to Scare enemies), or the Blademaster "No Mercy" (which has chance to Weaken the enemies).
the second table is the thief skills. Thieves have weak attacks, but if the target is in the right condition, they can deliver powerful critical attack using their skills. They can set a target in a specific condition themselves. For example, using the Flaming Torch on a Slowed target, they can set a target in the Burning condition too. Then, a Demonblood (Mesphit) can use the Immolation skill to deal an incredible amount of damage.
the third table is the mages. Differently from Warrior and Thief class, a Mage doesn't need any condition pre-requisite. They can just attack using their spells, which will inflict specific conditions as you can guess (Blizzard will inflict Frozen condition, Plague inflict Poisoned condition, and so on).
The second image instead is a work-in-progress of the weapons dabatase. Some values might not yet bet final. But as you can see there's already a good variety of items! We've decided to use the following weapon division based on damage type: Edged (dagger, sword, axe), Impact (mace, club), Flail (Flail, Morning Star), Polearm (Staff, Halberd), Bow, Missile (Crossbow).
Explaining all the values will take too long, but if you're familiar with RPGs you might understand already what is their use.
This was just to show the tremendous amount of work behind a RPG, and just for the skills and weapons (there's more, balancing the classes, the enemy encounters, and so on). Now you understand why I've decided not to make more than 1 RPG a year? :D
Homosexual relationship in games
I want to spend a few words about the homosexual relationship that I plan to put in all my future games. First of all, I am honestly a bit shocked by how Spirited Heart Girl's Love announcement was mostly ignored by the press and reviewers. It's not something new for me (I'm used to that) but this time was even worse than usual.
I really hope that is NOT because of main theme (women homosexuality) of the game, and hope is due only to random circumstances (I know from past years that September is not really one of the best months to do a new game release).
In any case, everyone who played the game said that the romances are much better than the original game, and in general the players' feedback was overwhelmingly positive, and that's what matters to me. So I plan to keep adding homosexual romance in all my future games, alongside the straight options, since all I care about is what my customers think!
In the photo above my cat Grillo sleeping deeply with a stuffed toy near him :)
Now you might wonder why I picked that title for my post? As you know I've always worked on many games at once, as a way to keep up with the occasional disappearances of artists. However, while this method is working well for my visual novel, dating sim and life simulation games, for RPGs is a different story. I've noticed that is very hard to keep focused on doing more than one RPG at once (lol, not a surprise!) so I've decided that, to avoid releasing poor/mediocre games, I won't be working on more than one RPG a year!
This doesn't include expansions or even sequels like Planet Stronghold: Warzone. When/if I can re-use most of the gameplay and rules of a previous RPG, then I believe that is possible to make even two a year, but if I have to create a new RPG from scratch... that's not possible!
I am not talking only about the coding. The coding is a tough part of RPGs, that's for sure, but what makes really hard to release a good one is the amount of content needed. I dare to say (and I'm sure most game developers will agree with me) that a RPG is the kind of game that requires more work of all the game genres. You need a story. You need several quests, which are basically subplots, and they need to fit in the main story and not be just stupid "kill 10 rats" quests (having some of them are OK, but not all quests should be like that). There's need of art, lots of art. Since I do mainly 2d games, every enemy is a sprite. How many enemies a RPG have? Planet Stronghold has 40, though some re-use the basic shape changing color/weapons. Loren RPG, my upcoming fantasy RPG will have 40-50 enemies as well, but they will be all different ones! So that's already a lot of work just for the art.
And last but not least, testing. Unless the RPG you're making is very linear and has "casual gameplay" (very simple rules), the testing will be a major pain ! :) You have to take into account every possible variable and combination, and often if you don't ,you end up with very mysterious bugs and unhappy customers (though I have to say that my RPG buyers were much more supportive than those of other games genres!).
So, what does this means in practice? that while I'll keep artists working on Undead Lily's artwork, I will release Loren RPG first, and Undead Lily next year. This way, I'll be able to release two quality products. Loren RPG is at good point - even if I keep adding "just one more enemy" since a month, the plot writing is going steadly and the battle system coding is almost finished. As I announced in my forums, once the RPG framework reaches a decent state I plan to release a small alpha to get user feedback and do some testing.
As for Planet Stronghold: Warzone, the artist said that after this last convention, she will work fulltime on it. There's need of quite some art, new enemies, a new playable character to replace the old Bellamy, and more CGs scenes for the romances. I don't have any planned release date, my idea is to keep this game going on parallel with the others and see when is finished. As I said, since I can reuse a good part of the previous Planet Stronghold code/rules/system, this game will be easier/quicker to produce than Loren RPG or Undead Lily.
So the plan is to try finishing Loren RPG by end of this year (no guarantees) and Undead Lily for summer next year, while Planet Stronghold: Warzone might really be finished anytime between the two. Obviously, I'll keep releasing visual novel and dating/life sim in the meanwhile, like I did this year.
In the picture above, my cat Othello who found a bizarre spot to relax in my home. He seems caged but in reality he is relaxing in that pose!
As the title says, since I have no relevant news of my various games work-in-progress, today want to make some ramblings about those three game categories: visual novels, life / dating sim and roleplay games, since are the genre of games I made the most in the last 3-4 years (since I discovered Ren'Py in practice). In the end I will assign a percentage to each skill required to make them (is just for fun, remember!).
Visual Novels are rather easy, coding-wise. The main focus is the story, without any doubt. By story I mean: the basic setting/idea (which personally I believe is the most important thing), the characters and the style of writing. I put the style of writing as last thing, because even if I think a good writing is important, I think it's not as important as the game idea and characters. You can have a good writing, but if your visual novel uses a very common setting (high-school...) won't be as much interesting as a more uncommon/original setting. An aspect most VN developers ignore though is the visuals/soundtrack. I believe nice visuals will make the gaming experience much more interesting, even if is true that the main focus should be the story. A nice soundtrack, or even better, atmospheric sound effects would help even more to get into the story. So in summary: visual novel = 60% story/writing, 25% art, 10% sound/music and 5% coding
Life or Dating Simulation are already much more complex. No matter how much branching your visual novel can have, a dating sim will be more painful to code. Take my latest game Always Remember Me: there are lots of gameplay factors to consider. Difficulty balancing can be solved by adding a difficulty setting at start of the game, but making sure that each scene plays in the right order it's not easy as it seems, and making sure there are no easy cheat/way to win by raising a statistic requires lot of time and testing. I grouped life with dating sims because usually are very similar. Almost all dating sim I've seen have much in common with life sim: a calendar, several statistics, several action/location to visit to improve them, character relationships and more. While not as complex as RPG, life sim can still be quite hard to develop, even with a powerful tool like Ren'Py. Writing is important, but in general life sim have much less texts (in some cases even A LOT less) than visual novels. Art and music are always important, but since there is also the gameplay element, they are LESS important than in a visual novel where the user will be staring at the screen reading for most of the time. In life sim the UI/interface is much more important than beautiful animated backgrounds. My conclusion is: dating / life sim = 20% story/writing, 20% art, 10% sound/music, 50% coding
Roleplaying games are probably one of the most difficult kind of games to code! they have everything life/dating sim have (statistics, relationship, skills, location to visit, actions to perform) but in addition they also have a complex inventory (life sim can have inventory, but easier stuff) and obviously, the combat! I remember when I was younger, I almost ignored the story in RPGs and played them only if they had a well developed combat system. Now I pay more attention to the story but still I believe that MOST of the players care only about combat and exploration, and skip most of the writing. Art is important, but probably is the kind of games where it matters less. If you look at the various RPGmaker games or Spiderweb ones, you can clearly see that having a top quality art is NOT needed to be successful in this field. Is more about the ruleset, the battle/level up system, the skills, the quests, maps and so on. Clearly having ALSO a better art, will help, but is not an essential requirement. Same for story/writing, is enough to see how many successful action RPGs are there! I'd say that a good RPG = 5% story/writing, 15% art, 10% sound/music, 70% coding.
Please note that I am talking only about 2d games, so 2d RPG too, since 3d RPG are of a completely different league!
This justifies in part why took me so long to make a RPG game like Planet Stronghold vs the other kind of games. And also why I'm probably going to focus on life/dating sims in future, with some RPG hybrids from time to time. Ideally I'd like to make a life/dating sim every 2-3 months and a good RPG every 6 months (or perhaps more). That's why I put the Loren princess game on hiatus for now, since I wouldn't have been able to do a decent job while doing so many other projects at same time (lazy artists aside! lol).
Cinders visual novel
The picture you see is from a upcoming visual novel game from MoaCube, the debut title of a new development team friend of mine. They're new in the visual novel world but they're well known in the casual market, and the art style is quite unique. I've seen it in action and the attention to details is amazing, lots of particle effects going in the background. I cannot comment much on the story because the version I tried was early alpha but as the title says, is going to be based on the Cinders fairy tale.
In the picture above, Gilda sleeping in a "wooden drawer" we had in our previous house. She seems to enjoy it :)
After about 2 months of playtesting, I can officially announce the release of version 1.0 of my sci-fi RPG game Planet Stronghold! It has been a very long journey, from the "classic" early prototypes with programmer art to the final result which features beautiful manga artwork and a very detailed combat system. I started the game at the end of 2009, worked on it until beginning of 2010 then paused it to release the two Vera Blanc games. And then I resumed working on it in September 2010, and I've listened to all the suggestion people made in the course of those last 6 months, implementing lots of features that people requested.
Hopefully this process made Planet Stronghold a better game (I have no doubts about it) and for that I want to send a special thank you to everyone who sent their suggestions, who supported me buying the early alpha versions back in september 2010, when the game was only a few chapter long and still quite rough, and who is supporting me in any way (offering free proofread, telling friends about my site, and so on).
I don't know if the game will be a success or not, but I've enjoyed making it. And most importantly it helped me build a sort of "RPG framework", so that I'll be able to release new RPGs in future at much faster pace! :)
So, for those who don't know yet what I'm talking about, check the official game trailer:
If you like RPGs, stay tuned since I have plans to create several more RPGs in the next months, alongside my other projects (mostly visual novels and dating sims). And now for those who enjoy reading postmortems:
The making of Planet Stronghold
It was the end of 2009 when I thought would have been nice to do a visual novel with some "light" roleplay elements, so I started working on Planet Stronghold.
Initially I had picked another artist, but she was lazy and uncollaborative, so I "fired" her and found a much better one (more reliable and much more skilled). A typical mistake that I always make is to be forgiving with people, but the reality is that if you're running a business, if you're not an amateur anymore, and you need to do things the serious way. You can still be friendly of course, but as soon as you notice people are trying to take advantage of you, don't hesitate to put them back on track, or you'll end up wasting lot of precious time yourself and in the end have to change collaborators anyway!
So, at the end of 2009 - beginning of 2010 I had a very simple system in place. Then I took a break to make the two Vera Blanc games, but I was still working a bit on Planet Stronghold in the "spare time". And then, I started adding features. I had the battles, and I thought "why characters must always use one single weapon? it's unrealistic! and voilà, I added an inventory. Then I thought "if all heroes have same skills, what's make them different?" and again, I added the Skills system. But what is a sci-fi RPG without some fancy replacement for the fantasy RPG magic? And so I added the Psionics skills! :D
As you can see, with such kind of games, if you like to add new features, you can basically go on as much as you want. But unless you're mad you have to stop at one point! And indeed when I was about to implement some sort of movement system, like a tilemap I thought "wait... I need to release this game before 2012", and so I opted for a simpler movement system.
Then I began writing the main plot which, as you probably have noticed if you just played the demo, is VERY LONG. Once again, maybe as first attempt into a new territory (for me) I made a mistake in making such a big game. Perhaps I should have made the game smaller, to test the waters first? Who knows, I know for certain that nobody can complain about this game longevity since I can say without doubt that is the longest (and also most replayable) game I've ever made!
From September through today, I've started working on the game full-time, and I decided to try the "open-alpha" and then later "open-beta" approach. If you're making a complex game, not necessarily a RPG, I strongly recommend doing it. Some people do a closed alpha pre-orders, and that's fine too, but I found out that by making the alpha public I got lot more feedback. Considering I'm a small indie developer, I was surprised by the amount of feedback I got, both in my forums and privately by emails!
Overall I'm very satisfied by the game - since it has already sold well during the alpha/beta stage, so means there's some potential for VN/RPG hybrids. I could have probably done it faster using some different coding tecniques, but now at least for future games I know how to get started quickly. Also, I have to be honest, while coding it the library I choose (Ren'Py) got the biggest update of its whole history, switching from software rendering to accelerated OpenGL, and adding a new screen language format. This was a great thing, but happened right when I was stil coding the game! So I was unsure what to do, and in the end I decided to upgrade, so had to redesign some parts of the game to use the new language.
This delayed the game, even if now plays much faster even on very low-end netbooks. Future RPGs will be done directly in the new system so I won't have those problems anymore.
Lastly, about two weeks ago I decided to try the "Steam Lottery". Some developer friends and I have called it that way, because you never know if you're going to be accepted by them or not, also especially because they have no guidelines, and give no explanation when your game is rejected. Since another manga game with RPG element (Recettear) was recently quite popular on Steam, I thought to try.
Obviously, they rejected it, but this time it wasn't an immediate email, they actually asked for demo and played it! It must mean that is my best game so far, in a way or the other :)
I've finally finished writing Planet Stronghold's official strategy guide! You can now purchase it for only $4.99 and get four unique extra weapons in the game (see picture below). The guide comes as PDF download, and once purchased it also adds four new items in the game. To get the items, you need to start a new game and make sure you're connected to internet. After you get the activation message, you can then continue play the game offline as usual. Please Note: if for some reason you use a different email to buy the guide from the one you used to register the main game, please email me to activate the new in-game weapons!
The guide is over 50 pages and is full of tips & tricks, including:
how to defeat the boss enemies
the right dialog choices during the romances subplots
which are the best items of the game and how to get them
some "cheats" and "exploits" that you can use to your advantage ;)