Tag Archives: RPG

Mages Defence Header

Q&A With Happy Eagle Games

Whilst browsing social media platforms for new video game prospects, I was approached by yet another indie developer looking to bring their game to a wider audience. Mages Defense, under development at Happy Eagle Games based in Brazil, is an action-strategy game with tower defense elements set in a fantasy world reminiscent of the works of Tolkein. The main objective of the game is to protect a crystal from dark creatures bent on destroying the world. Enemies attack in waves and to defend the crystal, players must place traps in increasingly strategic ways and use the magic of the mages to beat each wave. 

Wanting to know even more about this exciting and addictive-looking title, I proposed to the game’s project leader Felix Tedesco about the possibility of conducting a Q&A for the site to ask him some questions about the direction in which development has gone, and my go, and what players can come to expect with this game ahead of the launch of a Kickstarter campaign planned for October. Here’s what Felix Tedesco of Happy Eagle Games had to say about Mages Defense:

 

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What were the influences behind your game?

One of our first influences was that Orcs Must Die. Orcs Must Die is a 3rd person tower defense and we got a lot of elements from there and definitely this game shapes ours. The other game that inspired us was kingdom rush, another tower defense game that gave us a lot of new ideas…

 

What has the developmental process been like?

The process has been fun and positive. We committed so many mistakes, more than we can count, but all mistakes we made became part of us and we learned from them. Of course, we are going to commit a lot more, but we know that is part of the plan.

 

How close are we to seeing the finished product?

We intend to make a Kickstarter campaign in October to gather some money and finish our product. Depending on how the game goes on Kickstarter, we are planning to develop some new and unique levels and release the game early next year. Probably February or March…

 

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What has been the most exciting aspect of development?

We think it was the fact that we are creating our own technique because it’s our first big game. We made a lot of mistakes in the process that made us much more ready for the next one. For the next game, we know how to avoid the mistakes we’ve made and that makes us stronger. We learn how to work as a team and to overcome problems.

 

What has been the most challenging aspect of development?

The mechanics were the most challenging part of development. At the beginning of the project, we had some trouble making it fun, simple, and functional and even after making a lot of the game, we still needed to adapt and change some parts of it.

 

There was limited information on the Internet about Happy Eagle. Can you give a rundown of the history of the company, where you’re based and what prior developmental experiences you have?

We were acting in some game jams, especially here in Brazil. We made some small games and prototypes to train our abilities and gain some experience. The name came because we are focused on creating happy, fun, and positive games especially because of the world’s problems we had. We think the main goal of life is being happy and that’s why we are focused on creating a fun and colorful game. The eagle means that we want to fly as high as possible and we are going to do everything in our control to make it happen.

 

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How well has the game been received so far?

We just showed the game to a local community at the moment… The feedback is being pretty cool and helped us to build a new perspective of the game. Because of the feedback, we think it has a lot of potential, and we are making the best product we can! We are working on a great Demo that will be ready in October for our Kickstarter campaign.

 

What platforms are you looking to bring the game to?

We just have plans to bring it for PC right now. But we are open to new possibilities.

 

Have there been any ideas at this stage of development that have since been scrapped or reworked?

We are reworking on the Boss fights. We planned something that we were pretty cool with in the beginning but when we build it, it wasn’t good enough. So we are making the fight with the bosses again. The initial idea was that the bosses would fight against the player 1 x 1. but now we are bringing the boss along the waves of enemies.

 

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Are you planning to make Mages Defense into a series, or are you and the development team looking to try something new following the release of Mages Defense?

Probably. We are going to try something new. At least this is our thought at the moment. Of course, if the game reaches great success, we are going to make Mages Defense 2 and grow our team.

 

How instrumental has player feedback in terms of shaping the course of the project been?

It was the most important thing! Their feedback made us change a lot of aspects of the game, including some parts of the mechanics making it more simple and easy to master. I think one of our difficulties right now is balance the game and the maps and the players are the keys to that.

 

If you had the opportunity to develop a game with any company or for any franchise, which would it be, and why?

Rockstar is my favorite company by far. I just love the idea of an open-world game where you can do everything and if I had the opportunity, I’d make a partnership with them.

 

Do you have any advice for aspiring developers that may be reading this?

Follow your dreams. Work with whatever makes you happy… Of course, that is not a possibility for everybody but go for passion instead of just money. Money needs to be the consequence, not the goal. If you are really committed to something, the money will come. Be Hunger!

 

Where on the Internet can people find you?

We are working on our other media. You can find us right now on Twitter:

 

https://twitter.com/CreativeFelix

You also can WISHLIST Mages Defense now On STEAM!

 

https://store.steampowered.com/app/1528330/Mages_Defense/

Do you have anything else to add?

We just want to thank you for the opportunity to spread our game and thanks to everyone who is helping us to make the project more and more attractive! You are awesome!!!

 

I also want to take this opportunity to thank Felix for reaching out to me and bringing this game to my attention, as well as agreeing to our interview. Mages Defense looks like a game that can potentially make for ours of addicting gameplay, and as a fan of the conventional medieval fantasy genre myself, I’m very much looking forward to learning more about the mythology behind it. In recent months, I’ve interviewed a number of indie developers originating from Brazil, including 2ndBoss Studios, Statera Studios, and Orube Studios, and the indie scene in the country is looking very exciting at the moment, and Happy Eagle is set to be another prominent example of which. I hope you guys are looking forward to the game’s Kickstarter campaign in October, and hope that you’re looking forward to playing this game as much as I am

 

Game on,

Scouse Gamer 88

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Q&A With Impact Gameworks

After having once again scoured social media for more indie game developers looking to raise their profile and get their game brought to the attention of a wider audience, I discovered another upcoming JRPG that shows all the promise that many of the other games in the genre I’ve covered this year show. Flowstone Saga is a JRPG that takes a drastically different approach to combat than many other classic games that it was inspired by. Combining RPG elements with that of traditional puzzle games such as Tetris, Players attack by clearing lines with tetromino shapes known as flowstones and gaining bonuses in battle such as enhanced attack power, interrupting enemy attacks, and boosting defense by clearing more lines at once. Players can also customize flowstones to gain strategic advantages in battle. The game also has a heavy emphasis on elements such as exploration, character building, and epic storytelling.

The story of Flowstone Saga takes place in the mysterious island landscape of Ocean’s End; it centers around a young lady named Mirai and her pet companion Sprig as they set out on a journey to discover the many hidden secrets of the long-forgotten ruins of Ocean’s End, meeting a massive cast of quirky characters along the way.

Eager to know about what players can come to expect from this game compared to other JRPGs amidst the game’s Kickstarter campaign, I contacted Impact Gameworks, the indie outfit developing the game based in Columbia, Maryland in the United States, to speak with lead designer and artist Andrew Aversa and producer Andrew Luers to discuss with them the influences behind their game, when players can expect to see it released following the Kickstarter campaign and to ask about the challenges and bumps along the road the developers have encountered thus far. So here’s what Andrew Aversa and Andrew Luers of Impact Gameworks had to say about Flowstone Saga:

 

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What were the influences behind your game?

AL: The most obvious influences are the old school Final Fantasy and falling block puzzle games like Dr. Mario or Tetris. Some that might not be as apparent would be the myriad of deck-building games, like Magic the Gathering or Hearthstone, and more character-driven RPGs like the Persona or Trails of Cold Steel series.

 

What has the developmental process been like?

AL: Challenging but a lot of fun too! The concepts and mechanics in Flowstone Saga are quite a bit different than our first game, Tangledeep, so in a lot of ways, we had to start from scratch before we really found something that worked for us. While some concepts (core gameplay loop, town-building, etc) have remained somewhat unchanged since the beginning, several have been iterated on multiple times, using player feedback to improve the fun and remove the frustration. The mining mini-game, for example, went through several changes until we landed on the time-attack version that we have today.

 

How close are we to seeing the finished product?

AA: We’re looking at a release in Summer 2022, but in terms of visuals, audio, and story in the demo so far, it’s pretty polished. The least polished elements in the demo are all UI. Gameplay is somewhere in the middle: a lot of systems are working really well, others we’re constantly iterating on, such as making the battle mechanics even more interesting and engaging.

AL: Content-wise, the demo is just a small piece of the overall story we are looking to tell. We have a ton of new areas to create, and custom animations for cutscenes that we are slowly putting together. We have a lot created, but we want each area to have something exciting to discover in it, and of course, that takes time and planning.

 

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What has been the most exciting aspect of development?

AL: For me, it’s seeing the world come to life and the players enjoying the game. Watching the game improve through various iterations, and having the team be excited about building a fun experience for players has been so exciting.

 

What has been the most challenging aspect of development?

AA: From the programming perspective, while creating game systems and code foundations can be a lot of fun, it can be challenging to extend or revise those systems down the line. For example, we might decide to change a feature coded two years ago, or add something to it that wasn’t part of the original design. Not only does this usually produce the most bugs, but it also doesn’t feel as exciting to work on. Nobody wants to feel like they are doing the same work twice or paving over old work.

 

How well has the game been received so far?

AA: I’d say as of right now – during our Kickstarter – the reception has been really good. The KS numbers and Steam wishlists are doing well, and player feedback as of the latest versions has been very positive. The best part is that it’s really only going to get a lot better from here on out.

 

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What platforms are you looking to bring the game to?

AA: We’re releasing for PC, Mac, Linux, and Nintendo Switch for sure. Everything else is on the table, but no definite plans yet. (It’s actually the kind of game that would work well for streaming services, such as Amazon Luna, where our first game Tangledeep is available!)

 

Have there been any ideas at this stage of development that have since been scrapped or reworked?

AA: Absolutely. We’ve done an incredible amount of iteration on this game. For one thing, the entire visual style of map/town exploration and cutscenes was scrapped toward the end of 2020. That style had more of a side-scrolling profile, but we decided the top-down look was better.

The battle system has been continuously improved and overhauled. We’ve added and removed mechanics. There have been several iterations of various UI elements. And while the core story hasn’t changed, the writing and presentation definitely have undergone several major changes. Even the name of the game changed from “Puzzle Explorers”. Ultimately, we think this is a healthy approach to game development. Like with Tangledeep, we think it’s vital to listen to player feedback, rather than sticking to a rigid and inflexible design document.

 

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The soundtrack promises to deliver the soul of 16 and 32 BIT JRPGs to Flowstone Saga. Who is composing the soundtrack, and what styles of music influenced it?

AL: I am the composer for this game’s soundtrack, and I’d describe the overall mood as a classic fantasy RPG soundtrack- An upbeat main theme, rocking battle themes, lots of different moods for various areas, and dungeons, and emotional cutscene moments. Good RPG soundtracks have a huge variety of styles and feelings, and the great ones do well with all of them.

I am going with the approach of making memorable and tuneful melodies that bring out the spirit of adventure of the game, and I hope that players enjoy it! Obviously, the biggest influence is classic game music, but there are a lot of rock and EDM flourishes. 95% of the songs feature live performers, and they are the real stars in bringing the music to life.

 

How instrumental has player feedback in terms of shaping the course of the project been?

AA: If it’s not clear from my above answers, player feedback has been essential! Developing games in a vacuum is dangerous. It’s easy to lose perspective. Something can seem fun to us that isn’t fun to anyone else. Or, there could be features or characters people love that we didn’t expect.

 

What have been the most significant lessons learned from the development of Tangledeep going into Flowstone Saga?

AA: On the programming side, there are tons of best practices I’ve learned and that I’m applying to the Flowstone Saga codebase to make it far easier to work with. The same goes for player-facing things like UI. There’s also the importance of things like paying for great art contractors, listening to player feedback (notice a theme here?), and being open with your community.

AL: from the creative side, improving the asset pipeline and knowing how to organize and schedule has definitely been an iterative process that I feel we’ve improved on. One thing that is very different with Flowstone from Tangledeep is that this time we wrote our narrative first, whereas the story for Tangledeep was written while we were building. Not only does the story-first approach allow us to have a good idea of what assets we will need ahead of time, we have the chance to add extra details that might foreshadow things as we are building them.

 

It’s mentioned on the Kickstarter page that your previous game Tangledeep ran into issues when ported to the Switch. Would the Switch be the second console you port Flowstone Saga to as well?

AA: Yes, definitely. I’m a huge fan of the Switch and portable gaming in general, so it’s a very high priority. Having gone through the process once, I have a vastly improved understanding of how to avoid some of the same time-consuming pitfalls we hit during the Tangledeep porting work.

 

If you had the opportunity to develop a game with any company or for any franchise, which would it be, and why?

AA: I would love to work with one of Square Enix’s franchises, to make a smaller scale game in an established world using well-known characters. Final Fantasy, Chrono Trigger, the Mana series… any of those would be incredible to work on. I have so much nostalgia for these series.

 

Do you have any advice for aspiring developers that may be reading this?

AA: Spend less time planning, researching, and learning (in the academic sense) and spend more time making your game. I can’t overstate how unprepared I was at the start of Tangledeep’s development. My early code was awful, I was using all placeholder graphics, and I had basically no design document. But every day I kept chipping away at it, and little by little, I absorbed more knowledge and created a full game.

Imagine climbing a tall mountain for the first time. That’s what making a game is like – a long, arduous task that seemingly goes on for ages. But rather than staring at the whole mountain and worrying, planning, or researching, you’d be surprised at how far you can go by taking it one step at a time. Another much shorter tip is to pay for good art, particularly cover (or capsule) art. Promoting and selling games is hard. When people browse for games you have literally only a few seconds to capture their attention. Amateur-looking art can blow up your first impression in an instant.

 

Where on the Internet can people find you?

The Flowstone Saga Kickstarter is live from June 9th:

https://www.kickstarter.com/projects/zircon/flowstone-saga-a-charming-jrpg-inspired-16-bit-adventure/

Our Steam store page is also up, where you can wishlist the game (which really helps us!) 

https://store.steampowered.com/app/1372000/Flowstone_Saga/

Our site, Twitter, and Twitch (where we do live dev streams) are:

https://impactgameworks.com/

https://twitter.com/ImpactGamew

https://twitch.tv/ImpactGameworks

 

I’d like to take the opportunity to thank both Andrew Aversa and Andrew Luers for taking the time out of development during the Kickstarter campaign to answer my questions about Flowstone Saga. To me, it looks like a very unique JRPG with a lot of potential, and with the capability of delivering on what is being promised by the developers, and I can’t wait to get started on this game when it finally releases. The planned release period is in the summer of 2022, but in the meantime, I hope you guys enjoyed learning more about this exciting-looking game, and hope you’re all looking forward to playing it as much as I am.

Game on,

Scouse Gamer 88.

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Arcangel: The Legacy of Peace (PC)

Developer(s) – Megaware Games

 

Released back in 2002 as a PC exclusive, Arcangel: The Legacy of Peace is an isometric top-down turn-based RPG similar to the original 2 Fallout games following the story of an elite army of soldiers known as the Arcangels sent by the titans of the Earth to protect themselves. It was developed by an independent Dutch company called Megaware Games, which were most active throughout the early 2000s and made promises that they couldn’t effectively deliver. The way it went with Megaware is that they would go from one extreme to the other, by either releasing mediocre versions of other people’s games in an attempt to modernize them, or coming up with a few of their own cohesive video game concepts, but never developing them to the best of what could’ve been. 

Arcangel: The Legacy of Peace falls into the second category. It’s a game that attempts to perpetuate new ideas, albeit not without its influences, but fails miserably. It’s a far worse game than what it was billed as by the developers, and very much deserves its place in video game obscurity. 

 

Graphics – 3/10

The thought process behind the visuals was to deliver an experience like the original Fallout games that looked more like a 3D game to fit in with where the market had been going at that time, and what it was still steering towards. But the problem being with that is that although the intentions were there, the developers neglected to focus on the conceptual aspect of the visuals as well as the technical aspect, and as a result, pretty much every level in the game looks like it was recycled from the previous. At least with the original Fallout, whilst being a 2D game, it still had its distinct charm and contemporary setting that did exceptionally well to separate it from other RPGs at that time. But with Arcangel: The Legacy of Peace, that quality is severely lacking.

 

Gameplay – 2/10

Likewise, the gameplay is also as bland as the visuals. It’s turn-based, so it focuses on the player using action points to do things like move around and battle enemies. But it’s a very linear experience with extremely little to play for with the exception of getting from A to B. And again, both Fallout and Fallout 2 offered far more than that 5 years prior to the release of this game. In every aspect, but particularly in terms of gameplay, it needed much more of a push than what it got to make it as great an experience as it could possibly have been, and the developers didn’t deliver. They would’ve clearly been banking on games like this and Alien Logic (another abysmal Megaware game that I will have to tear into another time), to be their breakout hits. But it wasn’t to be, and for good reason.

 

Controls – 3/10

In my review of the original Fallout, I commented how difficult I found the control scheme was to come to terms with, but in this game, it’s even more of a problem. There’s the traditional fog of war effect found in other strategy games such as Civilization of Age of Empires, whereby players must traverse through in order to navigate their way through each level or to find secrets. But again, it’s not implemented properly, and simply serves to create confusion among players. Likewise, even the combat system is not the most well thought out. 

 

Lifespan – 5/10

For those diligent enough to bear with the many, many flaws that this game suffers greatly from, there are actually around 60 hours of gameplay to be had. But given how much is wrong with this game, 60 minutes would be a test of endurance on its own. If there’s anyone who has actually been inclined to spend 60 hours playing this game, I’d to speak with him/her to find out exactly what the appeal is, because I couldn’t see any appeal after 10 minutes.

 

Storyline – 0/10

The story involves the Arcangels, a group of soldiers out to protect a race of titans that rule the Earth. You would have to question exactly how powerful these titans are if they have to have a bunch of regular-sized people with guns protecting them, and why they’re incapable of protecting themselves. If any of the story was perpetuated throughout actual gameplay, I missed it; that’s how difficult it is to become emotionally invested in it. It’s like the developers went back to the NES days whereby you had to read the manual to find out. Unfortunately for them, the times had very much changed by then, which for a gameplay experience that was supposed to be retroactive to an extent, is somewhat understandable, but players wanted the story to be implemented within the game in a meaningful way at this point, and that wasn’t the case here. 

 

Originality – 0/10

Although Arcangel: The Legacy of Peace was one of the more original experiences to have come out of Megaware, there’s still nothing original about it. It’s a mess of a game that is best left forgotten. The developers haphazardly attempted to make this game seem bigger and better than what it actually is, and it turned out to be one of the worst and most humiliating titles of the sixth generation.

 

Furiious

In all, Arcangel: The Legacy of Peace is one of Megaware’s biggest failures. It’s a joke of a game, and nowhere close to topping the titles that it was influenced by. 

Score 

13/60

2/10 (Terrible) 

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Q&A With Reece Geofroy

Whilst once again scouting for more indie gaming prospects on crowdfunding and social media platforms, I came across a turn-based RPG with an already exceedingly elaborate development cycle behind it. Monster Tribe, once named Monster Tower following several changes on the project, is a turn-based RPG reminiscent of Satoshi Tajiri’s Pokemon series, but with very different gameplay elements to it. The turn-based combat system is something very unique compared to those found in classic games in the genre, such as the Final Fantasy games, Grandia, and Chrono Trigger, and takes place in a world inspired by other classic gaming sagas, such as The Legend of Zelda. Developed by Boundless games based in Hamilton, Ontario, Canada, the game has been in development for some time, and has been chronicled extensively ever since development started. Desperate to know more about this game, I contacted the lead developer; programmer, vlogger, and freelance artist Reece Geofroy. I asked him a series of questions regarding the development of the game, the long and arduous development process, and the upcoming Kickstarter project, as well as how his past developmental experiences and feedback from others have helped shape the project into what it is today, and what it will eventually become. Here’s what Reece Geofroy had to say about Monster Tribe:

 

What were the influences behind your game?

As a kid, I grew up on Nintendo games, so I have been heavily influenced to create products that invent something new. Take a genre and turn it on its head in any small way possible! Zelda and Pokemon were specific games that inspired this project, but I feel we are influenced by everything that happens over the course of our lives. Everyone will be exposed to slightly different experiences and perceive things a little bit differently. I also loved the atmosphere of Hyper Light Drifter, and I loved the gameplay mechanics of Slay the Spire. Small ideas from each of these games can be found in Monster Tribe, but we are doing our best to create a unique experience for players to get immersed in.

 

What has the developmental process been like?

Monster Tribe has definitely been the biggest, most complex project I have worked on as an indie developer, so the ride has definitely had a lot of ups and downs. I started a series on YouTube for the game and people fell in love with the game’s initial idea. It sparked new ideas and so a lot of revision was necessary to get the project to where it is now. The art style of the game changed more times than I can count on 1 hand and the project’s scope has adapted a number of times to stay up to date with my lifestyle and the team’s vision. We are very set in what we plan to create now though, so development has been busy and a little hectic, but manageable and overall a successful experience!

 

How close are we to seeing the finished product?

We are expecting to finish Monster Tribe for Q4 2021, but the scope could slightly change depending on how well our Kickstarter Campaign does, so Q1 2021 – Q1 2022 would be the expected release!

 

What has been the most exciting aspect of developing Monster Tribe?

Growing an audience on YouTube and becoming a full-time entrepreneur/freelance artist! I have always envisioned myself working on something I am passionate about and owning my own company, so even though technically the game itself hasn’t paid me for my hard work yet, I have grown an incredibly supportive community and have upgraded my skills as a project manager, game programmer, and pixel artist immensely over the course of the project to be able to play like a professional and make money off of what I love to do—make videos for fans, create art, and design video games!

 

What has been the most challenging aspect of developing Monster Tribe?

Working with feature creep and over-scoping the project. As creators we often find ourselves designing with endless possibilities of ideas. It’s easy to create a concept and expand it, but the challenge comes with actually creating the finished product and not losing purpose halfway through. Working in a team can also be difficult to include everyone’s ideas and make everyone feel heard, but at the same time, the project needs to have limits and has to be kept grounded for it to be feasible and made into a finished product.

 

How well has Monster Tribe been received so far?

Between the fans on YouTube and Twitter, the sites that have covered our game, the interviews I have been invited onto, and the continual growth of the community, I would say the game has been received well with small constructive feedback helping shape the game into what it is today.

 

What platforms are you looking to bring the game to?

Steam/PC is our top priority with a keen eye on the Nintendo Switch. This ultimately just comes down to how much the project gets funded for us to port the game and if Nintendo will accept our project onto their platform. We have high hopes for the console release, but we can’t be certain until further on in development.

 

Will the Kickstarter campaign have any stretch goals? If so, what can you tell us about them?

Our goal is to raise CAD$15,000 for our game, but we have stretch goals going into the six-figure values. We will have small stretch goals to keep the raised amount exciting with big goals every $25,000! A few stretch goals you can expect would be in raising the total number of monsters, items, and fusions you will find in the game, hand-made HD wallpaper art cutscenes, an expansion to the overall island map size with new areas to explore, and quite a lot more to be held back until the Kickstarter’s launch!

 

Have there been any ideas at this stage of development that have since been scrapped or reworked?

MANY! To name a few; changing the art style a handful of times to different styles of pixel art and sprite stacking methods, reworking the battlefield design on 3 separate occasions, scrapping the idea of a rogue-like gameplay loop as it didn’t fit the real purpose of the goal of what the game is trying to achieve, and more as the devlog series has developed over the last 9 months.

 

How instrumental has player feedback in terms of shaping the course of the project been?

Player/viewer feedback has been very important to us. We want to make a game for gamers…not game makers. The people who watch the development unfold have been giving me feedback and suggestions since the initial idea concept and I have kept strong with replying to all of their comments, researching new ideas from suggestions, and even getting inspired by viewer’s fan art monsters to open up my mind a little more creatively.

 

Have there been any aspiring developers who have watched your coding instruction videos that have reached out to you for advice?
I get a lot of starting developers asking me for help through my live streams, discord server, and direct messages. At the end of the day, I love what I do for a living, so inspiring others to start a similar journey and give them my honest advice is something that gives me purpose and makes me feel like I am contributing to something bigger than just myself and my company. Helping others is something I have always wanted to achieve, so I do my best to get back to people and give them my honest feedback in the best way I can.

 

You mention in one of your YouTube videos that making music proved to be an obstacle for yourself. Who is composing the music for Monster Tribe and how has it been coming along?
I brought on a composer “Lennart” who has been doing a fantastic job of bringing our ideas to life through sound and music. I initially wanted to create the music and sound design myself, but as the project idea expanded in my mind, I knew it was necessary to get someone with a more fine-tuned skill set on the project. Lennart was keen on following the Monster Tribe development devlogs and so when he reached out to me with his previous experience and tracks I knew this would be a long-term addition that would be absolutely necessary. His skills have grown a lot since the beginning of the project and he consistently proves himself to be beyond what I thought was a possibility for our game. Every new track is a rush of dopamine for my creative vision.

 


I’ve noticed myself over the last few months that there seems to have been somewhat of an influx of developers originating from Canada. Have there been any other indie Canadian developers who have reached out to you with advice, or you’ve reached out to yourself for advice?

I have quite a few development friends from YouTube, some of which are from Canada. I personally don’t know why an influx would occur, but I have gotten useful connections to people in my province from these friends. Making new connections is a large part of my job, so meeting people that are in your location is quite interesting and can definitely open up more opportunities!

 

If you had the opportunity to develop a game with any company or for any franchise, which would it be, and why?

Personally, I would still choose to work for my own company, making my own games, as I feel very lucky to be able to take on all of the different jobs that being a developer entails, but if I had to work with a company I would love to develop or publish a game under Devolver Digital or Chucklefish! I love their games and believe in the work they do.

 

What have been the most important lessons learned from prior developmental experiences?

Think small in concept, think big in execution! What makes an indie developer profitable is thinking small in scale, but making the best, most polished version of that idea imaginable. As indie developers, time is our largest restriction to what we can create and how profitable we can be in our careers. We don’t have the time to create a game with endless endings or a photo-realistic art style. We need to work with the limitations we are given and create something that will blow people away through the purity of how well thought out the initial idea and concept are and how far it can be exploited. That is how successful indie developers are created.

 

Do you have any advice for aspiring developers that may be reading this?

Create today, stress tomorrow. Becoming a developer—or any kind of entrepreneur really—is something that takes a large amount of time, learning from past mistakes, and doing better with every attempt. You can soak up as much knowledge from books, videos, and games as you possibly can, but actually creating is something that can only be experienced in one way. Actually creating something. Don’t let the stress of failure or what comes next define you or prolong your start. Learn from every failure you face, there is never a wrong time to start something new.
For the developers that have already started but are striving for real success, first define to YOURSELF what success really is. Once you understand that success is subjective you can begin to understand that making a finished game means you are a game developer. Take on the small wins, as they will fuel you to push past the tough times when you don’t receive the praise or funding you one day want to achieve. Set realistic expectations, but get ruthless with the work you put in and the results you work towards.

 

Where on the Internet can people find you?

People can find me on my YouTube Channel, Twitter, or Join My Discord Server to find out more information about me and my company Boundless Games. I am currently working on reworking my company’s website, so for now Discord is the best way to connect with me and the game directly!

 

Do you have anything else to add?

If you are lost in what you want to achieve in life, just remember that you are not bound to what you think you are capable of. Years went by where I only dreamt of making games and starting a company. I convinced myself I was “just another kid” and that only “special people” were capable of achieving amazing results. It took me a long time to get me to where I am today, but I made my dream a reality, even as “just another kid”. You can control your destiny as hard as it might seem, so don’t blame how you grew up or being unlucky that life didn’t fall into your hands naturally, the most successful people will choose to be successful even when it doesn’t seem possible.

 

I’d lastly like to thank Reece for providing such a wonderful and extensive insight into what kind of game players can come to expect from Monster Tribe, and how so many variants have affected the course of development. The Kickstarter will be launching later this month, so if you’re interested in seeing this game come to life, then make sure to back it once the campaign launches. Be sure to also check out Reece’s social media feeds and YouTube channel for the latest news on the course of the game’s development In the meantime, I hope you guys had fun learning more about this promising title as I did to bring this game to your attention and reading what Reece had to say for myself.

Game on,

Scouse Gamer 88

Scouse Gamer 88 Fallout 3 Header

Fallout 3 (PC, PlayStation 3 & Xbox 360)

Developer(s) – Bethesda Game Studios

Publisher(s) – Bethesda Softworks

Director(s) – Todd Howard

Producer(s) – Ashley Cheng & Gavin Carter

PEGI – 18

 

Fallout 3 released in 2008 following a long dispute between Bethesda and Interplay over the rights to the franchise, was developed on the same engine as Bethesda’s previous seventh-generation hit, The Elder Scrolls IV: Oblivion, but provided a very different take on the RPG genre, incorporating first-person shooting elements, as well as many of the gameplay elements from the original 2 Fallout games. Although I think the best of the Fallout series was yet to come following both the release of this game, and Fallout: New Vegas. The third game in the series is a moderately enjoyable title, despite the fact that it was such a radical departure from the original Fallout formula, (which in and of itself caused quite a divide between fans), and regardless of its flaws, still does fairly well to hold up.

 

Graphics – 9/10

In stark contrast to the world of Tamriel from The Elder Scrolls, Fallout 3, like in the original series, is set in the post-apocalyptic USA following a resource war fought between America and China, but the third is specifically set in a post-war Washington DC known as the Capital Wasteland. As such, several Washington landmarks are darted across the land, such as the Washington Monument and the Capitol Building, but the environment is heavily irradiated and the city is in ruins. The visuals of this game are its most striking feature, going beyond what Oblivion delivered on the technical level, and providing something that most RPG fans at the time wouldn’t have been accustomed to, since although the first 2 Fallout games sold relatively well among the circle of PC games in the late 90s, the series didn’t find its way into the top echelon of games until the release of this title. The entire atmosphere of the game is wonderfully dark and gritty, and a lot of the locations found around the Capital wasteland make the player feel things emotionally that they will not expect to feel going into it. 

 

Gameplay – 7/10

The game is an RPG first-person shooter hybrid; a lot like Borderlands without the use of cel-shaded visuals. Players level up using the SPECIAL system that had been perpetuated since Fallout 1, and experience points are also spent on improving attributes such as computer hacking, lockpicking, and proficiency in various different types of guns; again in a somewhat similar fashion to Oblivion’s character progression system. The game also has a new take on turn-based combat with the inclusion of VATS (Vault-Tec Assisted Targeting System), which allows players to scan enemies and aim for specific parts of the body that may be more vulnerable than others in order to gain the upper hand in battle. 

Especially when the player becomes stronger over time, using VATS can feel extremely satisfying, and watching the cinematic kills has become a beloved feature of the series since. But besides this, there are a plethora of secrets, side quests, and different locations to discover throughout the Capital Wasteland that will have players hooked for many, many hours. What I would recommend is that players find a copy of the Game of the Year edition, since not only will they be treated to even more content, but this version also fixes the game’s biggest flaw, which is the inability to play past the end. 

 

Controls – 6/10

The biggest problem with this game, however, is its control scheme; especially in the early stages of the game. Because the player character is not yet necessarily proficient enough in shooting or accuracy, the lack of accuracy can become a particularly big problem; in some cases, even to the point where players may switch off early doors. It’s no wonder Bethesda later enlisted the help of id Software to hone the FPS mechanics with Fallout 4 because it is a big problem that presents itself in a very profound way in this title, especially given the countless amount of FPS games that came before it. Mercifully, the game gets better to play as the player character progresses level by level, but patience can potentially wear thin with some players as well. The Pip-Boy system can also take a little bit of getting used to at first, but that doesn’t pose anywhere near as much of a problem as the shooting does early on. 

 

Lifespan – 10/10

Given everything, there is to do in this game, and the DLC, it can take way beyond 100 hours to complete, which is long enough for any gamer to enjoy. It easily outlasts Fallout: New Vegas, since, in that game, there’s hardly anything to do in comparison, but it also greatly outlasts the original 2 Fallout games. It’s no wonder the fanbase was largely split down the middle when this game came out since despite being such a departure, there was plenty to enjoy with this game.

 

Storyline – 6/10

The story of Fallout 3 takes place 200 years after the US is destroyed in the nuclear war with China. The player character is an inhabitant of Vault 101, and after reaching adulthood, his/her dad James, voiced by Liam Neeson, leaves the vault, causing the rest of the inhabitants to descent into chaos. After being hunted down by the rest of the inhabitants, the player character is basically forced out of the vault into the harsh and unforgiving environment of the Capital Wasteland and resolves to find his/her father. It sounds simple in scope, but events later unfold into something far bigger when it’s discovered why James left the vault and the number of different factions that become involved in the situation, such as the Enclave and the Brotherhood of Steel. As well as being pretty compelling, it also stays remarkably true to the source material of the original games and provides players with a fairly engrossing experience in terms of story. 

 

Originality – 7.5/10

What makes Fallout 3 game as unique as it is are a lot of things, such as the different approach to first-person RPG combat, the contemporary settings not normal for an RPG, and the amount of controversy this game created at the time. It becomes obvious very early on that game goes places where other developers would dare not go at the time. Places such as the Dunwich Building and Tranquility Lane make for experiences that I’d never felt playing a game before, and several of the other vaults darted across the Capital Wasteland have their own sordid stories to tell. A majority of this game’s story is told through its lore, and it’s awesome to experience. 

 

Happii

Overall, Fallout 3, whilst not in my opinion is the timeless classic that other gamers tend to praise it as, is still a very enjoyable gaming experience, and in my opinion, better than the original Fallout. It’s not the best entry in the series (in my opinion, that would be Fallout 4), but it’s still a very respectable entry despite its flaws, and one of the more unique western RPGs ever developed. 

Score

44.5/60

7/10 (Fair)

Scrabdackle SS7

Q&A With Jakefriend

Once again scouring Kickstarter for more upcoming video game projects, I stumbled upon a simplistic-looking, yet potentially addictive title named Scrabdackle. Scrabdackle is a top-down RPG roguelike, heavily influenced by the likes of The Legend of Zelda: Links Awakening, and incorporating a playstyle similar to that of The Binding Isaac, under development by the developer known as Jakefriend originating from Toronto, Canada.

 

The game incorporates a colorful and wonderfully simplistic hand-drawn visual style but incorporates gameplay centered around intense combat with players able to take advantage of a number of various different spells to take out hordes of enemies, and also features a non-linear open world which players can explore at their leisure. There are also multiple paths to go down and secrets to uncover along the way, facilitating multiple playthroughs. Set in the world of Scrabdackle, it follows an apprentice wizard named Blue, who is ejected from his own academy by a dark wizard and thrust into the harsh environment and its many dangers.

 

Eager to know more about the excellent-looking title, I reached out to Jakefriend to ask a series of questions about the game, and what stages in development it currently resides within following the recently successful Kickstarter campaign. Here’s what Jakefriend had to say about Scrabdackle:

 

Scrabdackle SS1

What were the influences behind your game?

There is no outright direct influence, but the biggest of them would be the Game Boy Zelda games: Link’s Awakening foremost, then Oracle of Seasons, and Oracle of Ages. I loved the idea that the world maps of these games were these finite things that you could explore one square at a time, yet still felt endless and always with something new to discover crisscrossing them. A lot of modern games inspired by LA can fall into the trap of having a world be very linear despite the presentation of openness; I’m actively pursuing the feeling of going exploring and getting a bit lost, and the reward of gaining a better understanding of the overall space once you find your bearings.

 

What has the developmental process been like?

So far, it’s been like continually delaying dessert until I’ve eaten all my greens, haha! I’m extremely excited to work on more content, especially bosses, but I’ve tried to be more responsible than that and get the fundamental systems in place first so that the demo represents an effective vertical slice of gameplay. For a long time, it was “I’ll finish the events system, then I’ll tackle the Ducklands content,” then “Okay, I should actually prioritize the GUI updates and lore system, but after that, it’s content time,” to “I don’t really have any time for anything but bugfixes and some polish before the Kickstarter!” Though I’m quite proud of the demo, content is the main thing it’s lacking, and both my longtime players and I are looking forward to having more to see and do in the world than just the ‘same experience, but increasingly polished! I’m adding some new gameplay content as a mid-campaign event right now for the first time since honestly maybe October, and it’s been sooooo enjoyable.

 

Scrabdackle SS2

How close are we to seeing the finished product?

Quite far! I did a rough map of the world at one point, not counting any content additions that backers have now funded, and Junk Heap (the tutorial area) was only about 3-4% of the rough full-scope. While the game is approaching systems-complete, it’s very much content-light at the moment, and expanding new areas and enemies is a big priority of full development.

 

What has been the most exciting aspect of development?

I love doing everything. I mean it! Handling the art, music, design, coding, AND writing means whenever I start to feel burned out on one branch of development, I can skip to another, let that part of my brain rest and refresh, while still making forward progress. Being able to take a step back at something like the Peanut Village hub area – a congruence of all of those branches – and see a thriving place that matches my mental picture of vibrance and goofiness is one of the most rewarding things, barring seeing Let’s Plays of others having their first reaction to it.

 

What has been the most challenging aspect of development?

I’m not very back-end technical. I find figuring out things like multithreading for performance and faster loading quite challenging to wrap my head around; I’m a confident coder otherwise but it’s territory when even the “explain like I’m 5” explanations of how to handle it sound unintelligible. There’s plenty of performance improvements yet to be made as I’m still getting an understanding of that kind of thing.

 

Scrabdackle SS3

How well has the game been received so far?

Extremely well! At around 8,200 downloads presently since September, we’re still trending a 4.85 score in itch out of 5 with 90 ratings, as well as 4.83 on my private Google Form results

with 93 ratings where I ask for players to be critical about their experience. And the community around the game is extremely passionate – I really only pursued a Kickstarter because the demo seemed to be striking a lasting chord with so many people. It’s been really affecting.

 

Although you’ve cited various Game boy games as influences for the music, I got the impression that the soundtrack sounded quite reminiscent of the world of Rare composers such as Grant Kirkhope and David Wise. Would you say they are fair comparisons?

Yes, Grant Kirkhope is a pretty strong influence! Particularly his work on Rare’s Nintendo 64 titles like DK64 and the Banjo-Kazooie games. My soundtrack is still a little more geared towards the instrumentation found in Game Boy era music and is much sparser for exploration themes, but he’s been hugely influential to me in a way that I think is pretty recognizable in the Scrabdackle soundtrack! I don’t know David Wise’s work all that well, but I’d also call out Kozue Ishikawa, the composer of Wario Land II and one of the two composers of Link’s Awakening; her work in those games ranges from quirky and comic to empowering and driving to melancholic and reflective in ways that are very impressive for the limitations of the technology she was working with.

 

Scrabdackle SS4

What platforms are you looking to bring the game to?

Scrabdackle is coming to all PC platforms presently. I’d like to bring it to consoles someday, but am waiting to do that alongside a publisher rather than go it alone. I recognize it’s a gray area of unexplored, back-end-technical space to me, and I can’t sufficiently budget or estimate the time it would take me to do it myself. In a perfect world, if I could only get one console port, it would be Nintendo Switch – I think it’s the perfect market for the game.

 

How fundamental has the Scrabdackle community been in shaping the course of development?

In terms of actually creating a path from a demo to full game development, very! I’ve been pushed forward on a sea of steady encouragement and support. In terms of my development plans, I would say my original vision has largely not been externally shaped – I find it very effective to clarify your own vision then stick to it and to consciously not pursue most suggestions thrown your way unless you’re changing the core vision or it fits within it.

That said, in the original demo I almost didn’t add dialogue at all, and eventually put in a few conversations just before making it public. The feedback on the dialogue was really, really positive, and made it clear that talking to people in the world was a highlight – so that’s been heavily emphasized in the game by that community feedback. The standout “lore book” feature recently implemented also comes from a community suggestion.

 

Scrabdackle SS5

Have there been any ideas at this stage of development that has since been scrapped or reworked?

Well, the idea of the game being a boss battle game with just a little bit of empty world traversal has definitely been done away with, but that happened well before the public demo was released. The level design has changed a lot to be less completely hands-off since the first demo. Initially, you could go anywhere and wander around potentially nearly all of the game’s map without coming across (or requiring) the wand, or coming across any save points or focal goals. I’ve made small but important adjustments in my approach to guide players through one of two routes towards the wand (the game’s immediate first goal), both of which directly pass save points, and to limit the initial exploration space until the wand is found. Players were feeling frustrated that they could explore too broadly without a critical tool; having a soft gate to ensure they collect that tool first has actually really improved the rest of the non-linear exploration experience.

 

If you had the opportunity to develop a game with any company or for any franchise, which would it be, and why?

I don’t think I’d want that – the larger the company, the more you have to fill a tight niche, and what I really enjoy about the work as a small fish is the breadth of exposure and jack-of-all-trades nature. I really love all of the things I get to do, and giving any of them up to mainline just AI coding or just art or something would be a sacrifice of my continued development of those skills, and of my ability to “refresh” by mixing up my creative focus, and of my ability to influence the game in a more meaningful way. If I was offered a game designer role or a sub-director role where I did still get to work closely with the entire development team, that’d be something I’d really love to try but isn’t necessarily company-dependant or franchise-dependant.

 

Scrabdackle SS6

Have there been any ideas incorporated into Scrabdackle that you’ve carried over from games you used to develop as a hobby?

From my own previous projects, honestly, not really! Pretty much everything I’ve worked on has been a different genre – puzzle platformer, arcade shooter, etcetera. I have some strong feelings about what makes for good game design in a holistic way, but nothing game-specific has really traveled between projects. The closest I can say is that the Skrine character, presented as some sort of omniscient entity, is a character brought over from my long-running homebrew D&D campaign, where they played a similar role as an archfey trickster.

 

Do you have any advice for aspiring developers that may be reading this?

If you want to start as an indie dev… just start! Join a 2-day jam, grab an asset pack, forget about quality, and just try slapping something together as fast as you can. The time restrictions of jams are freeing because you can’t endlessly get lost in perfectionism or uncertainty.

 

Where on the Internet can people find you?

I’m active on the very wholesome and welcoming Scrabdackle Discord regularly, post neat gamedev updates and gifs to Twitter, and am currently flying past 100% towards stretch goals on Kickstarter (campaign ending April 15th!).

 

Do you have anything else to add?

A huge thanks to the Scrabdackle community for the long road of support over the last 7 months towards the successful Kickstarter funding milestone! It’s genuinely been life-changing, and I’m so excited for what giving Scrabdackle my full-time attention will bring.

 

Scrabdackle SS7

I want to take this opportunity to thank Jake for taking the time out to answer my questions and to wish him the best of luck with the game’s launch. You can check out the game and its progress via the links below:

Kickstarter: https://www.kickstarter.com/projects/jakefriend/scrabdackle?ref=discovery_category

Official Website: https://scrabdackle.com/

Twitter: @jakefriend_dev

Discord: Scrabdackle

YouTube – https://www.youtube.com/channel/UCE1rInyJzMREQTUFjFV-i0w

You can also download the demo of the game via Jake’s itch.io page:

https://jakefriend.itch.io/scrabdackle

In the meantime, I hope you guys enjoy the demo, and that you enjoyed learning more about Scrabdackle as much as I did.

 

Gaem on,

ScouseGamer 88

Salt 2 Header

Q&A With LavaBoots Studio

Once again looking out for upcoming Kickstarter projects, I came across a title clearly not without its influences, but one which looks like a great deal of fun, and definitely not one to be missed. Salt 2: Shores of Gold, under development at LavaBoots Studios based in Huntsville, Alabama, is the sequel to the original Salt released back in 2014 to commercial and critical acclaim by many reviewers. An open-world pirate game, drawing many similarities with Rare’s Sea of Thieves, featuring an infinite procedurally generated open world, heavy RPG elements such as combat, crafting and leveling up, and a vast amount of exploration to experiences with landscapes ranging from expansive oceans to quaint islands top mysterious caves. Wanting to know more about titles, I got in touch with LavaBoots Studio’s Will sterling to learn about what the final game will offer to players compared to games made of the same ilk and get a better idea of what the developers want to achieve with this project upon its Kickstarter release scheduled for March 23rd. Here’s what Will sterling had to say about Salt 2: Shores of Gold:

 

Salt 2 1

Of course, Sea of Thieves is cited as the primary Influence behind the Salt series, but were there any other games that inspired its development?

Sea of Thieves was mostly an inspiration in terms of the art style but not so much for gameplay. We actually released Salt 1 in 2014, years before Sea of Thieves came out. Our main inspirations in terms of gameplay are open-world games like Skyrim and some old-school MMOs like Everquest. We wanted to take an open-world exploration experience, put a pirate spin on it, and see what it played like in an infinite procedural world.

 

What has the developmental process been like for Salt 2?

The development has been fantastic. One of the benefits of having worked on games for almost a decade now is learning how to refine your process and become much more efficient. We took a visual-first approach to develop Salt 2 and put a lot more emphasis on art and visuals than we did in the first game.

 

How close are we to seeing the finished product?

We’re still a ways off. We plan on releasing Steam Early Access in the Fall of 2021. We currently have a lot of content in the game and most of the core features implemented, but there’s still a lot we need to add and test before we release.

 

Sal 2 2

What has been the most exciting aspect of developing Salt 2?

I think one of the most exciting aspects has been making a sequel to a popular game. Because of this, you have a community that’s very excited about a new version. And because we are confident this version is leaps and bounds better than the original, it’s a lot of fun to share the development process with the community and see the excitement build.

 

What has been the most challenging aspect of developing Salt 2?

We are a small development team of only two members. Because of this, anytime you make a big open-world game with lots of moving parts, it can be challenging. I think just trying to make a large-scale game in a small amount of time, with a small team, and with a limited budget is always a challenge.

 

How well has the game been received so far?

So far the reception has been exceptionally positive!

 

Salt 2 3

What platforms are you looking to bring the game to?

The game will launch on Steam Early Access but we do plan on porting the game to Xbox and Playstation, pending approval of the platforms.

 

Are sea shanties planned for inclusion in Salt 2?

Right now we don’t have any sea shanties recorded. We have recorded about 22 songs for the soundtrack. However, I do think sea shanties is a great idea and might even be a neat way to involve the community in the creation process. So while it’s something that isn’t in the game currently, we aren’t ruling it out.

 

Have there been any ideas at this stage of development that has since been scrapped or reworked?

I can’t think of anything major that’s been scrapped just yet. This is probably largely because the game is a sequel so we already have a pretty good idea of what went right and what went wrong with the first one.

 

How instrumental has fan feedback for the first game being in terms of the sequel’s development?

Very instrumental. We’ve tried to look at the first game and take note of what was popular and what wasn’t. With Salt 2, we’re focusing on doing more of what was good in Salt 1 and adding new features that we think players will enjoy.

 

If you had the opportunity to develop a game with any company or for any franchise, which would it be, and why?

I think for me it would have to be an Elder Scrolls title. I’m a huge fan of world-building in development and I can’t think of any more fun world to be a part of than the Elder Scrolls franchise.

 

What have been the biggest lessons learned from the development of the original Salt?

I would say mostly general development lessons. We’ve learned how to prioritize and be much more efficient with our time so we can develop games quicker. We’ve also improved tremendously in terms of art and have realized how important it is to have a good cohesive art style for your game.

 

Do you have any advice for aspiring developers that may be reading this?

My biggest piece of advice would be to limit your development scope and release something. Don’t be afraid to put something out there, even if it isn’t any good. Going through the process of releasing a game, getting feedback, and improving for the next game will teach you so much more than sitting on a game for years, trying to make it perfect.

 

Where on the Internet can people find you?

You can visit our website at https://www.saltthegame.com/

 

Do you have anything else to add?

Our Kickstarter is launching on March 23rd, 2021. So if anyone is interested in supporting us during development that is a great way to do so. Also, stop by our Discord and ask us questions sometimes! https://discord.com/channels/327559694879293441/327559694879293441

 

Lastly, I’d like to thank Will for taking the time out of developing the game to talk to me as well as to wish him and the rest of LavaBoots Studio the best of luck with its development and the Kickstarter campaign. If anyone is interested in checking this game out or funding the project, the page will be live as of March 23rd via the link below:

https://www.kickstarter.com/projects/1392020915/salt-2-shores-of-gold

But in the meantime, I’d also like to thank everyone who took the time out to read our Q&A, and I hope you guys are looking forward to the release of Salt 2: Shores of Gold as I am.

Game on,

Scouse Gamer 88

Lucid Soul Header

Q&A With Jon Bookout

After once again scouting Kickstarter for more new video game prospects, I came across a title that is exceedingly different from any that I’ve yet to encounter this year. Lucid Soul, developed by a team of numerous artists, coders, and musicians, and fronted by indie developer Jon Bookout of Las Vegas, Nevada, is a JRPG blending horror and dark fantasy inspired by classics of the genre such as Chrono Trigger and the Lunar series; namely Eternal Blue and Silver Star. A turn-based RPG in basic design with a planned minimum of 30 hours of lifespan, it boasts a number of gameplay features new to the genre such as two-tier combat flow, the ability to play bosses, and a feature known as cinematic encounters, whereby certain battles take place across multiple screens. The game’s story revolves around the villains taking center-stage as opposed to the heroes, presenting a vast amount of wonderfully sadistic player characters to play as and develop over time. Wanting to know more about this fantastically brutal-looking JRPG experience, I contacted Jon, the game’s head programmer to answer questions I had about the game, and what the final product will possibly bring to players looking for a potential game-changing entry into the widely popular genre. Here’s what Jon Bookout had to say about Lucid Soul:

 

Lucid Soul 1

What were the influences behind your game?

I’ve been writing Lucid Soul since high school, but the game was written as a hero’s journey from Rubin’s perspective til about 5 years ago. I, like many others, got hooked on a little show called Game of Thrones. For those of us who love fantasy, it was the first to really embrace a true-to-life adult feeling to it. What WOULD happen if an evil prick ran the country? It wouldn’t be like Emperor Gestahl where the lust for power isn’t shown, it would be FELT. So that show and the fact that you recognize MILLIONS of people gravitated to raw, gritty, adult fantasy, caused a massive shift in my concept. It influenced the design from the ground up to not only do maturity but what about the next evolution of our nostalgic JRPGs and RPGs of old… what about the villain? Not a “SURPRISE! YOU WERE EVIL!” style game, but one you knew going in, you will be the ‘bad guy’ or ‘girl’. So Game of Thrones-inspired what Lucid Soul is today feeling the time was right, but the history of it is the great classics, Chrono Trigger, Lunar: Silver Star, and more importantly Eternal Blue, Final Fantasy (Specifically 6 or 3 in the U.S. and 4 or 2 in the U.S.), Final Fantasy Tactics, Shin Megami Tensei (Specifically Digital Devil Saga), and Silent Hill. Horror tends to be all modern-day, so it felt fresh to bring Horror into the world of fantasy. And we hope our influences shine through to all players.

 

What has the developmental process been like?

Once Sangrde, our character artist came on board, pretty smooth. The past is littered with reaching out to people, asking their expertise and thoughts, trying to have them understand the Horror and artistic styles we’re after, and feeling out who can best slip in. Once the team has been finalized development is smooth, and it’s a treat to be able to know there’s quality because no one would want this game with my talent at the helm for art and pixel work.

 

Lucid Soul 2

How close are we to seeing the finished product?

Depending on the final funding of the Kickstarter, I hope to speed our production up by hiring a Programmer, as that’s my task. The projected date is October of 2022 and we feel we can hit that mark, but if I could grab a professional that could drastically speed us into the Beta phase. But to try to be as professional as possible for all involved, 2022 October.

 

What has been the most exciting aspect of development?

Oh man, everything! Honest truth, it’s a learning experience ground up, so every time you catch a bug, or pull a Picard Facepalm, or see a wandering pixel and blurt out “Oh hai Mark!”, it’s fun, knowing you have improvements to make on yourself and a game. But the best part is meeting new people, talking about Lucid Soul never gets old for me personally, but it’s that look on a person’s face when you explain it for the first time and feel the response sinking in. That’s what I’m personally after with the players, so it’s great to see and feel it during development as a new person comes on board for acting or art.

 

What has been the most challenging aspect of development?

Translating concept to the actual controller in hand gameplay. I imagine this is what anyone who creates goes through, but learning it and experiencing it, that’s a challenge. Notebooks in the house are filled with mechanics and being an algorithm guy more than a coding guy, that’s the most challenging aspect.

 

Lucid Soul 3

How well has the game been received so far?

The backers we’ve managed to bring in are absolutely amazing to communicate with and get their feedback on the game’s subject matter, characters, and future plans. Through them I’d say those that put in the pledge to be able to talk, the reception is positive. In truth, the one thing I WISH as a creator I could say is that I can’t reach out to those who don’t pledge or move on. Those that click your title picture but leave. I truly wish I could hear from them as well, because we as creators can never stop learning, and failure I think is the key to success. I’d like to know where I could improve, or what failed to appeal. Praise makes you feel good, and it IS wonderful, but it’s the harsh truths and criticisms that make the end product a better experience, and I openly expect and respect it.

 

Do you and the development team see Lucid Soul as an attempt to subvert the traditional Japanese RPG?

Subvert isn’t the word I’d use completely, because you don’t want to break a wheel that we all know and love. But subverting the EXPECTATION of the JRPG fan, then yes. We want the player to enter Lucid Soul fully feeling comfortable in traditions, the menu, the map interface, the overworld feeling bigger than hubs, a home base to put your feet up, the adventure, the exploration, the artifact gathering, the growing in power. We FULLY want those to be expected and embraced. Much like Undertale’s revelation of what EXP meant to the player, we do hope that the same fun takeaway occurs with our changes. Our team couldn’t think of a mainstream JRPG in which the hero is the villain, and the villain is the protagonist, so how does that affect those traditional elements, is major on our priority and creativity list.

 

Lucid Soul 4

Which entries in the Final Fantasy series have you and the team had in mind most during development?

6 is the most influential to style, and a number of distinct personalities. 7 is the most influential for the villain’s journey alongside the heroes. Lastly, 10 plays a major part in influencing the idea of Cinematic Combat, or Combat that continues on multiple screens without actually leaving it, with dialogue and story, reinforcements and such playing a part to be more dynamic. 4 is, forever and always, my personal nostalgic favorite, but it’s also the only of those which kept far away from technology until the Blue Whale and the Babil Giant, keeping its roots very deep in fantasy. One of my favorite conversations with our tile artist starts something like “Ok, but if this were Final Fantasy, how would they make this ship fly. Ok now, how would we do it?”
I think Sephiroth is considered by most to be the single best remembered Villain, at least every gamer I’ve ever mentioned him too, can give me a response on how they feel about him or things they remember. The remake going mainstream of 7 really helps cement him too. So for our JRPG, it’s taking the impressions people have, and then asking the obvious follow up to us: “Would you play Final Fantasy 7, if he was the main character, and if so…” going from there. I LOVE the responses you get from that, and it’s how we adapt and add little pieces to those responses.

 

How instrumental has the involvement been of so many different musicians famous from all over YouTube?

Youtube is massive, and I dare say the single most important key to if we succeed. Through Alyssa Gerwig (SpectroliteAAA), and approaching her for our animated trailer idea, she introduced me to Diwa De Leon (String Player Gamer), and then the network kind of grew from there. I’m lucky, blessed, touched, and thrilled that the famous ones like these and the juggernaut Camila Cuevas staked their reputation to show us support and introduce us to friends and acquaintances of theirs for getting work done. Sound, animation, music, vocalists, all through their good graces. The only musician I can say I personally played a hand in, is Lauren Kinkade, of Laurenkinkademusic.com and if you went to Dodgers games she sang the anthem for many live performances. She’s a girl I luckily went to highschool with and is actually where the Goddess got her name when she agreed all those years ago to sing in the game.

 

What platforms are you looking to bring the game to?

PC and Mac are first, Steam and Itch are the approved distributors, and our first Platform stretch goal is the Switch. Beyond that we’ll happily do others, Stadia has reached out to me personally, it simply is a budget and programming issue, but we expect to have to gauge feedback on the game first to distribute to more.

 

Have there been any ideas at this stage of development that have since been scrapped or reworked?

Feeling out spriting budgets, so far the number of Bromides and Souls is the first to be affected, this is why we put those as Tier rewards in our Kickstarter hoping we could take a more personal approach to them also while allowing more in the game. In Lucid Soul, we want the main character Scythe to truly feel like an Everyman/Everywoman to the player, but unlike say Chrono who is played without speaking, you never get to change anything about the visual nature. So a female player may like his story and bond with the team, but feeling like “Chrono is Me” never lets him evolve beyond “I control him first”. How MUCH customization to our main character will directly relate to budget, and that’s the first thing I and the others had to talk about and tone down. Most, for now, have not had to be scrapped, and that’s the only (knock on wood) to need reworking.

 

Which characters have been among the most fun to design out of so many outlandish individual personalities?

That’s tough, lol. I mean even as the one who created them that’s tough. My goal’s always been, RPGs are for their characters, people remember Marle hugging Chrono 20+ years after the game’s out, people still have youtube reactions posted or recount that moment Aerith meets her fate. While I want each one to have a memory when it’s all said and done that makes you even recount some things about the ones you didn’t like, my personal favorite is Synella. I play Tanks mostly in MMOs, WoW, SWTOR, etc. so designing how a Tank could translate to the JRPG tactics style and feel like they had character, has been fun… challenging but fun. Since she speaks in groups of 3, one word for each month, trying to convey her stories and dialogue choices and emotion through ‘which’ 3 words she says, that’s by far the most fun. The other is Wick. She’s my son’s favorite and blew him away when I said she’s my second favorite, just because she’s a unique race design, so you don’t know if the slow-moving, long-eared, magical race that let their blood spill and congeal to make hair and Runes, and you never know if she’ll be liked for that alone. But for her, it’s the personality and making sure it’s presented and played properly. All are fun for different reasons but those 2 stand out for me.

 

If you had the opportunity to develop a game with any company or any franchise, which would it be, and why?

Disney. It may shock a reader for that one, but because they have the biggest franchises and genres of fantasy that could be taken down different paths, and the money to be TRULY creative with it if they ever chose to. They shoot down Tim Burton for years, and the irony of ironies, bring him back to do a “his style” Alice in Wonderland. I would LOVE to have an hour just to hear what that experience is like. But I have to give credit where it’s due, the 1 game that I never played until the sequel came out, and truly impressed me and changed what video games are capable of, is Kingdom Hearts. When 2 companies with that much history come together and decide to let the storytellers do their thing… Just the ingenious culmination of that was mindblowing. But their franchise now I would love to see how they’d react on a creative team, is doing a Heist movie in the Star Wars universe, like call it Trick, and have this elaborate subverted movie as a husband leaves out his house without any explanation as the wife gets concerned and starts a “what’s going on moment”, all your typical tropes of breaking into vaults, holding up hostages, etc etc but at the end, the coveted Heist item is brought to a man in a robe that waves his hand in front of him and says “You’ve done all you need for the Jedi console… go home to your wife…” and it’s all a Jedi Mind trick.

 

On your Kickstarter page, you expressed the sincerity that to prove your intent to your backers, you will take accountability on a personal level. Although this indeed sounds like a personal passion project to you, how supportive have your team been throughout this entire process so far?

As supportive as anyone can be on the outside joining in, I think. I truly hope if you asked their opinions they’d say that this is as much THEIR game now as mine. The artists especially, from pixel to drawings, tile, and Alyssa’s animations, are just a blast to bounce ideas off of, that you sense they genuinely take an interest in improving things, and I hope I do a good job adapting THEIR creativity into everything also. But they’re an amazing group of people I’m fortunate enough to work with and have been in my life and this project as a result. I know for a fact I’d not be on Kickstarter without each and every one of them, from Augustinas to ZeitDieb.

 

Do you have any advice for aspiring developers that may be reading this?

Depending on when this article is published or when the person reading it says it… know this: you’re reading this from someone not proven to be a success story or even representing a product that will ever be considered a success. My influences to develop, are Dwarvenaut the movie, Indie Game: The Movie, the creator of Pokemon’s history, Sylvester Stalone’s rejection and aspiration to see Rocky be made, and Tim Burton’s career long before Batman but in the days at Disney when Pee Wee’s Big Adventure wasn’t yet in production. Follow your dreams, believe in yourself enough that people will one day WANT to be a part of whatever world you create, and hold to that. Never believe differently. Creativity is the key to us all playing games and experience things we didn’t know we wanted yesterday, yet today tell our friends we can’t live without, and tomorrow influence someone else’s creation.

 

Where on the Internet can people find you?

I can’t be the only one who reads this question wanting to channel my inner superhero nerd, and write “Where there is injustice… you will find me… where there is suffering… I’ll be there… You can find me using the Bookout signal!” But sadly nothing so dramatic, our website is the easiest, https://lucidsoulgame.com, and our Kickstarter at the moment, where I’ll happily answer any questions to the best of my ability.

 

Do you have anything else to add?

Just that it’s a true honor to have met you and be going through this experience. I cannot thank you enough for the opportunity to talk to others about Lucid Soul, myself, and my development team. We’re nothing without them. Thank you for the questions and your time!

 

I would also like to take the opportunity to thank Jon for taking the time out to talk to me about this promising-looking game, and to wish him and the various different musicians and artists working on it the very best of luck with its Kickstarter project and subsequent release. Lucid Soul is indeed set to be an incredibly unique take on the traditional JRPG and a standout title compared to many of the classic games in the genre, and I can’t wait to play the game when it comes out. In the meantime, if you wish to support the Kickstarter page, you can do so via the link below:

Lucid Soul Kickstarter

But in the meantime, I hope you guys enjoyed reading this article as much I and Jon did putting it together.

Game on,

Scouse Gamer 88.

Humans Took My Neighbours Header

Q&A With Carlos Garza

After bringing attention to a number of indie games seeking crowdfunding on Kickstarter and IndieGoGo this month, I was approached by a developer with a new title that he had uploaded to Kickstarter about an interview in regards to his game. Entitled Humans Took my Neighbours and developed by Mexican indie programmer Carlos Garza, the game is a top-down action-adventure game made in the same vein as classic such The Legend of Zelda: A Link to the Past and heavily influenced by Zombies Ate My Neighbours. It features hand-crafted 8-BIT visuals and takes place in a world inspired by classic horror characters like Dracula and Frankenstein. The objective is to defeat enemies and save the neighborhood from an invasion by monsters. The player’s action also affects the direction in which the game’s story goes, depending on how they choose to deal with enemies throughout the game. Wanting to find out more about the game, I sent Carlos a series of questions to answer about the game, and the answers made for some particularly interesting reading. Here’s what Carlos Garza had to say about Humans Took My Neighbors.

 

Humans Took My Neighbours 1

What were the influences behind your game? 

I’ve always been a fan of the game Zombies Ate My Neighbors and that is the biggest influence,  but I also take some influence from classic ARPGS like Zelda and some modern games like Gungeon.

 

What has the developmental process been like?

It’s been interesting I had the game idea for a while before going into it as I’ve wanted to do a variation of ZAMN, and it has changed a little bit first I focused on getting a visual style for the game set, the gameplay has the been the thing that came after, I thought the gameplay would settle down on something similar more traditional, but I started evolving the gameplay especially in the last months adding counters to melee attacks, making civilians panic, and adding more RPG touches like dialogs and books you can read and collectibles.

 

How close are we to seeing the finished product? 

The mechanics are set, so after the Kickstarter, I’ll be focusing only on creating the levels, I believe the mechanics are the most important so content-wise and ⅓ of the way, but gameplay-wise I’m ¾  of the way with some minors innovations like puzzles and some transformations on characters.

 

Humans Took My Neighbours 2

What has been the most exciting aspect of developing Humans Took My Neighbours? 

Definitely getting the game out there and sharing  I love creating the product, but seeing someone play it or give some positive feedback is definitely a highlight

 

What has been the most challenging aspect of developing Humans Took My Neighbours?   

The Marketing aspect is the toughest I as I believe there are a lot of great games out there with a very arresting visual style, another thing I believe has been difficult might be trying to balance difficulty with fun

 

How well has the game been received so far? 

The people who have played it have definitely had fun with it, I’ve received some bad feedback too, telling me to make it more like an RPG but I believe that would defeat the purpose of the creation.

 

Humans Took My Neighbours 3

What platforms are you looking to bring the game to?

It’s currently slated for Steam on PC/Mac and Linux with a port to Switch later on.

 

How important has Carf Darko’s input been throughout development?

It’s been important. I believe the music has a great impact as sometimes I change the level design somewhat to get along better with the music. 

 

Are there any additional gameplay mechanics that players can expect from the final game? 

More puzzles are going to be added, and in the next half of the game based on how many neighbors are saved the gameplay might change a little bit getting rid of weapon use and turning into monster attacks with a cooldown, also each character will have special attacks with their weapon of choice.

 

Have there been any ideas at this stage of development that has since been scrapped or reworked?

The civilian mechanics evolved, apart from that not much else.

 

Humans Took My Neighbours 4

If you had the opportunity to develop a game with any company or any franchise, which would it be, and why?

I’d love to develop a sequel to Earthbound as It is my favorite game of all time and would love to explore further the world especially with a direct sequel to the second game.

 

You mention on your Kickstarter page the lessons you’ve taken from previous games you developed, but has there any advice offered to you by fellow indie game creators?

For sure, fellow developers have encouraged me to continue working and have given me valuable advice, Skull Commander and the developers of Clan O’Connell along with many others gave tips for the Kickstarter and for promotion.

 

Do you have any advice for aspiring developers that may be reading this? 

Believe in your game and don’t let minor setbacks get you down, also don’t forget to reach out to fellow indies as we are very supportive!

 

Where on the Internet can people find you? 

On Twitter @CarlosGHeron personal account and on @HumansTook for the game.

 

Do you have anything else to add?

Thank you very much for the opportunity and to all developers reading this; keep at it!

 

Lastly, I’d like to take the opportunity to thank Carlos for reaching out to me and requesting this Q&A. It was a pleasure to learn more about Humans Took My Neighbours, and I’m very much looking forward to its release. If you like the look of it, you can back it on Kickstarter via the link below:

Kickstarter Campaign

But for now, I’d like to wish Carlos the best of luck with the game and getting it backed. It has a lot of potential to be a groundbreaking title within the indie game circle and it will be a joy to see what the final experience has to offer.

 

Game on,

Scouse Gamer 88

Reaper's Remorse Header

Q&A With Timeless Hourglass Games

In my efforts to discover more promising upcoming indie games, I stumbled across another great-looking title on Kickstarter entitled Reaper’s Remorse. Developed by Timeless Hourglass Games based in Vancouver, Canada, Reaper’s Remorse is a JRPG heavily inspired by other various titles in the genre such as Witch’s House & Mad Father. A turn-based RPG similar to EarthBound or classic Final Fantasy games, the difference being is that players must also collect the souls of ghostly spirits that inhabit the game’s world by completing side quests they have to offer. There is also an element of puzzle-solving similar to detective games, whereby players must investigate certain situations strewn throughout, which in turn, affect the ending of the game.

Wanting to find out even more about this uniquely crafted JRPG, I contracted its lead designer, Jessica Devitt. She, and the project’s artist, Veronica Prentice, answered what questions I had about this game, and explained in depth what players can expect to see with the finished game. Here’s what Timeless Hourglass Games had to say about Reaper’s Remorse:

 

Reaper's Remorse 1

What were the influences behind your game? 

The biggest influence behind making this game is based around depression and helping recognize its symptoms along with helping others who have it. It is common for people to hide their true feelings. The game follows a similar style. This game comes across as friendly and happy, but deep down lies a dark story. In this game, you will face characters who are struggling in one way or another and will learn how to overcome these struggles.

 

What has the developmental process been like?

Starting the development process has been slow, but if funding goes well I plan to pick up the pace.

 

How close are we to seeing the finished product? 

The target goal is summer 2023.

 

What has been the most exciting aspect of development? 

Seeing your work come to life is really rewarding. After spending hours working on a scene and then seeing it run smoothly is always exciting to me.

 

Reaper's Remorse 2

What has been the most challenging aspect of development?   

Mostly I have had trouble with finding good art assets for making the sprites and maps that match my vision of how the game should look. Though I am hoping to hire someone who can make all the game assets and help better portray the game.

 

How well has the game been received so far? 

I’m still in my first week of bringing my game to the public so there hasn’t been much news yet, but so far, I think it’s been fairly positive.

 

What platforms are you looking to bring the game to?

I am planning to bring the game to Steam.

 

Reaper's Remorse 3

The music accompanying both game trailers on the YouTube channel seems very contrasting; almost like two different types of atmosphere are being perpetuated with the game. Is that a sign of things to come with the final product?

Yes, the mood in Reaper’s Remorse can change quite quickly so you don’t know what you’re expecting as you make your way through the world.

 

Have there been any ideas at this stage of development that has since been scrapped or reworked?

Originally the player was going to play the full childhood of the main character first but there was concern that it would take too long, and the player would get bored. It seemed more effective to put pieces of the childhood throughout the game to keep things going at a good pace.

 

Since anime seems to be at the core of the game’s conceptual design, were there any particular anime series’ that inspired the creation of Reaper’s Remorse? 

I’m a horrible artist so I commissioned my friend Veronica Prentice to do this artwork, so I asked her to answer this question:

Veronica Prentice

“Anime artwork has always been a favorite of mine. A lot of my character inspiration comes from JRPGs. Games like Ib, Mad Father, and Witches House, where the characters are still cute and fun to play while still keeping that dark element to them.”

 

If you had the opportunity to develop a game with any company or any franchise, which would it be, and why?

I have always been a huge fan of Square Enix and would love to work for them. I think the stories they make have amazing detail and depth to them, along with beautiful visuals and soundtracks.

 

Do you have any advice for aspiring developers that may be reading this? 

When I started developing my game I was unmotivated and wasn’t sure if it was possible to make a whole game on my own. But taking the game apart and working on small pieces at a time brought everything together. So my advice would be to breakdown your goals and start small and slowly build your way up.

 

Where on the Internet can people find you? 

I’m still pretty new but I have a website where you can check trailers and the demo game:

https://timeless-hour.com/index.html

The Kickstarter:

https://www.kickstarter.com/projects/timelesshourglass/reapers-remorce?ref=user_menu

You can also get updates on my game on my Facebook page:

https://www.facebook.com/TimelessHourglassGames

 

Do you have anything else to add?

I don’t really have anything more to add, but thanks for conducting this Q&A and I hope it helps get people interested!

 

I’d like to take the opportunity to thank Jessica and Veronica for taking the time out to get to me with these answers and to wish them the best of luck with the Kickstarter program. After having played the demo, I’m confident that this game will go on to impress a wide range of JRPG fans, as well as gamers in general, and I’m certainly looking forward to seeing what the final game has to offer. I hope you guys enjoyed learning more about this title as much as I had fun discovering the game and learning for myself.

 

Game on,

Scouse Gamer 88