Blog

2024 Year in Review

If 2023 was a new leaf for me, then 2024 was a year of tying up loose ends. I started off 2024 with multiple unfinished projects that needed wrapping up—more than I like having open at any time.

Canvas Menagerie was entering its 2nd year of development, I was in the midst of finishing Asphodelium—which was supposed to be a Winter Jam 2023 project—and a separate Winter Jam 2022 project, Lost Lune, that only had a partial amount of progress made on it. Suffice to say, I was somewhat in over my head with unfinished games.

I’m the type that is self motivated while working, but I can get overwhelmed when I have several projects in progress (including game dev, marketing, IRL, etc). So, clearly I needed to actually finish some things, even though my games were just hobby projects.

…But, I also had to start some new projects. An idea I’ve had for a while was an otome sequel to Crimson Waves on the Emerald Sea, something I told myself I wouldn’t make unless I could get a writer and artist to help me with it. Well, guess what my Otome Jam 2024 project was…

In February I set up a new side website—Arimia’s Doujin Den! It’s a little blog for me to share the doujin fan games I’ve collected over the years, many of which no longer have any internet presence at all. It takes a lot of passion and dedication to make an indie game but maybe even a touch more for a fan game, and I don’t want that passion to go to waste. I’ve only catalogued a few so far, but I want to do even more in the future.

However, about halfway through 2024 I was laid off from my software development job very suddenly. I was partially expecting for months to be laid off at any point as the company has lay offs every single month, but it was still incredibly sudden. I had hoped to at least make it through to the end of the year, not only half the year!

I also began doing social media work for Studio Everium, an indie otome studio. I’ve only ever worked at Studio Élan for marketing (and this marks my 5th year there!) so it’s been a fun change of pace to help share even more visual novels to the world. Speaking of Élan, I spent a few weekends this year traveling and attending conventions! We had booths at Offkai Expo and Otakon, where we sold our yuri games and met a lot of fans & fellow developers. It was my first time going to a convention outside of Memphis and was so fun to finally meet so many friends (and make new ones).

At the tail end of the year, I finished rereading Umineko in October (on the 5th, of course), which I hadn’t read since….middle school. It was such a refreshing reread, to not only read something made with so much love for the world but also to confirm that it was just as good—even better, with fresh eyes on the queer narrative—than I remembered. Anyway, that’s what led me to get back into reading novels. I wanted to see some of r07’s inspiration for it, so I picked up And Then There Were None and dived into several other of Christie’s tales, which led me to joining an in-person book club (where all of the members could be my parents/grandparents…!) to force myself to get out more.

Continue reading “2024 Year in Review”
Articles

How to Finish your Indie Visual Novel

December comes and rolls by again like clockwork. It’s the capstone month, the month for tidying up loose ends and getting ready for a fresh start in January. You wrap up what you’re working on and release your game to the world – you did release your game this year, right? Right?

As I procrastinate finishing Canvas Menagerie—which releases in 4 days as I write this—I wanted to talk about the incredible miracle of actually finishing and shipping indie games.

starting is hard…

Taking the first step to start a new game is a tough one. Do you start with concept art? Outlining? Character bios? Mood boards? There’s really no bad way to start making a game other than not starting. However you want to go about it- as long as you make that first jump – is up to you.

…but finishing is harder.

They say the last 10%—well, really the last 5%—of development is the hardest, and it definitely feels true when you’re in the thick of it. Play testing, bug fixing, small edits you pushed off to later—it all adds up.

What’s worse is that you start running off of fumes rather than fixation and can lose steam—and love for the project—the longer it drags on. How can we avoid burning yourself out before the project is released?

Continue reading “How to Finish your Indie Visual Novel”
Articles

Developer Interview — Developing Slay the Princess

A little over a year ago, Steam players were tasked with a simple order—slay the princess. They took up the call to action in droves, diving into the depths of one of the most branching and intertwined visual novels to release in years and pushing it to well over 12,000 reviews. Now, a year later, Slay the Princess has received a massive expansion called The Pristine Cut, bringing it well past 16,000 positive reviews on Steam.

Today I’ll be talking to Tony Howard-Arias and Abby Howard, the developer duo at Black Tabby Games about their work on Slay the Princess and Scarlet Hollow!

Continue reading “Developer Interview — Developing Slay the Princess”
Articles

I played another 50+ visual novels in 1 month and here’s my advice to devs.

Again, not clickbait!! I played over 50 entries for Spooktober Visual Novel Jam, a Halloween-themed visual novel game jam, where I’m a judge. Every visual novel in the jam was made in 1 month, with judging taking up about 3-4 weeks during October.

As a follow up to last year’s article I played over 100 visual novels in one month and here’s my advice to devs, I’ll be talking about some of my favorite entries and what we can learn from them!

Continue reading “I played another 50+ visual novels in 1 month and here’s my advice to devs.”
Articles

How to Make a Visual Novel Solo

Making an entire visual novel is hard enough, so could you imagine making one by yourself? Solo visual novel development is hard, but not as hard as you might think.

As a visual novel developer myself, most of my games are made solo – you can see my portfolio here. But how do we define “solo”?

Typically, a game is made “by yourself” if you’re not only the primary contributor but the only person with a say on the project. Using creative commons materials (like free to use backgrounds, music, etc.) and getting input / advice from friends doesn’t disqualify a game as being “solo made”. Even commissioning others, such as hiring a musician, can still be considered “solo made” if they don’t have a say in the rest of the project and are just being hired for an asset(s), whereas hiring a programmer can negate this because they work with every department (writing, art, sound) to bring it together. The primary factor is typically if they have a creative say in the project.

With the definition out of the way, how do you actually make a visual novel by yourself, especially if you can’t do every aspect a game requires? I surveyed over 30 other visual novel developers and together we’ve assembled some advice for you!

Continue reading “How to Make a Visual Novel Solo”
Articles

Comparing the Visual Direction of Tsukihime VS Mahoyo

The classic April Fool’s joke as old as time is now our reality—here in the West we’re finally able to play not only Tsukihime officially in English but also Witch on the Holy Night (Mahoyo). It’s a dream come true for many visual novel fans to not only have one Type-Moon visual novel officially released in English, but for multiple to be available after years of pleading.

The version of Tsukihime you can now buy from Walmart is the recent 2021 remake of the original game, removing the erotic content and updating the artwork and story, making it feel fresh again. But this remake wouldn’t exist in the capacity it does now without the prior work, Mahoyo. Today, I want to look at the visual direction similarities and differences between these 2 stunningly cinematic visual novels.

This will be a mostly spoiler-free article, but I will be talking about the general premise of both stories. If you’re a fan of modern fantasy stories with magic and such, try them both out! You can even play Mahoyo on Steam.

Continue reading “Comparing the Visual Direction of Tsukihime VS Mahoyo”