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.
Projects
Canvas Menagerie
My main goal for 2024 was to finish writing Canvas Menagerie, but my secret internal goal was to finish the entire game—and I did! Just a couple of weeks ago I managed to release it to the world after 3 years of solo development. It’s not exactly what I envisioned it being when I started outlining it (and I definitely chunked and rewrote my outlines several times), but I’m still happy with how it came out.
I’m also happy to finally have a commercial game out that doesn’t have my writings & art from early college (that’s practically high school…!!). It’s something I’ve been somewhat self conscious about for a few years—to be honest, I don’t like my prior commercial works. I can only look at them and cringe somewhat, knowing how old the writing and art is. Now I finally have a commercial project I’m (mostly) proud of.
The final game ended up being 138k words with 15+ CGs and 10+ character sprites. I did all of the work on the project, outside of the backgrounds, music, and GUI design. I’m thankful for all of the people who supported the project to the end!
I was also able to do a lifelong goal—have a physical release for one of my games!
These were handmade by myself. I think they came out pretty cute~
Asphodelium
My other main goal for 2024 was to finish and release Asphodelium. Well, about that….
I did end up finishing it, releasing it in January. That version was right at 40k words long with 1 story line and 2 slightly different endings. But, well… I wanted to do more with it!
I got several extremely positive comments after releasing it and I loved writing Aster & Hazel’s push-and-pull relationship, so I started secretly working on an expansion afterwards. The main story already covers a lot of ideas regarding cults, but I wanted to expand upon it even more. There’s plenty more aspects I want to touch on such as the depersonalization cult members experience and the idea of self identity after leaving a cult. It’s a completely different vibe from the comfyness of Canvas Menagerie, to say the least!
I’m currently aiming to make it a full commercial release sometime in the first half of 2025 by adding a new story path (with at least a couple of new endings), at least 25k more words, and several new CGs. I’ve already written 14k words and drawn 2 new CGs, so it’s progressing smoothly. This will be the main project I’m working on going into 2025.
Crimson Waves on the Emerald Sea: Amaranthine Moon
As mentioned before, I couldn’t go the entire year without starting a new long-term project of course. I began preparing as soon as Asphodelium was out the door to attempt a sequel to my 2021 fantasy mystery visual novel Crimson Waves on the Emerald Sea. I say “attempt” as I went into the planning phase sure that I would only make it if I was able to find solid partners to make the projects with—after all, I had enough projects to work on solo! It’s been years since I directed a project without my writing and art, so I wanted to give it a shot again.
I was lucky to find Runa Winters to helm the writing based off of my terribly shoddy outline & character notes, Iron to edit it into a cohesive narrative, and Dule to bring the colorful cast to life. Together, we were able to get a demo out and also later get featured on the IGN YouTube as part of the Dames 4 Games Fall Showcase!
Witch You Want
Over at Élan, in September we wanted to try something new—a game jam! Several of us had already entered game jams in the past (and I had just finished a game jam—more on that later), so we thought it’d be a good way to rejuvenate ourselves and our creative juices.
I lead a team with Natasha Luna providing her wonderful writing and Dani creating our own magic with their lovely illustrations. The premise is simple—a local witch desperately needs help making enough potions for the festival that weekend. She’s just, like, only slightly incompetent and ditzy. Slightly.
We made the game in under a month alongside 3 other yuri visual novels from the game jam. I did all of the programming, with some outside assistance from Feniks. I think it turned out pretty cute!
Dahlia
Around April I got the itch to join a game jam (we hadn’t decided to do an internal jam at Élan quite yet) and became interested in the Velox series of jams. They’re Ludum Dare-inspired visual novel game jams which is absolutely perfect for me. I got my start making games with Ludum Dare, as a bunch of my first visual novels were Ludum Dare entries. They taught me how to actually make a game from start to finish and set deadlines for myself.
I entered Velox Formido, which was by far the strictest game jam I’ve ever entered. You have 36 hours to make a visual novel. Still, somehow I was able to make a story with 2 character sprites and multiple endings in the time frame. I think it came out rather nice, as the art direction came out exactly as I imagined.
Starlit Regrets
After entering Velox Formido, I found I really liked the format and was eager to enter the next in the series. In August they held Velox Fabula 2, a 10 day long version of the jam. This gave me a lot more room to work with my idea—maybe a bit too much!
Starlit Regrets is a melancholic story focused on reminiscing and letting the player guide the narrative, both the past and present. It has quite a few different scenes in it depending on choices and 5 endings over 15k words long (I don’t know how I was able to churn out that much in such a short time)! Most of my long visual novels are very linear, so it’s fun to try branching narratives for my shorter games.
Articles
Continuing from last year, I interviewed other visual novel developers! I was lucky to have Katelyn from GB Patch Games, Gabby from Two and a Half Studios, and Tony & Abby from Black Tabby Games all sit down with me in 2024 to talk about their visual novels and how they approach the medium.
Interviewing other developers is still a bit nerve-wracking for me, but it always turns out to be a fun and informative experience.
After getting home from Offkai Expo, I wrote up an overview of our (wonderful) experiences as well as some takeaways from it. We had a great time selling there, but it’s not something that can easily be replicated…!
And continuing from last year’s article looking over Mahoyo’s very questionable marketing campaign, I took a look at both Mahoyo and Tsukihime remake‘s approach to visual direction. So no badmouthing Aniplex this time, but instead praising Type-Moon’s art direction.
My last blog post for the year was also partially a postmortem for Canvas Menagerie. I’ve been on a lot of projects in varying states of being finished, so it was a big relief to finally finish my 3 year long project. I hope it’ll help other developers push themselves across the finish line…!
Art
This year I did a lot of art assets! 4 of the images here are in-game assets and 4 are promotional artworks for the games.
I also participated in Umitober this year, an Inktober-inspired month-long art event where you draw Umineko arts based on different themes each day. Most of my submissions were sketches as I wanted to just try a bunch of different poses and focus on quantity over quality—the best way to get better is to draw a lot, so I used it as pose practice.
Goals
- Fully write Act 3 of Canvas Menagerie: This was the lite version of this goal. I actually wanted to fully finish the visual novel but didn’t want to overshoot, as I was still working a full time job. Suffice to say I cleared this goal with flying colors.
- Release the full version & an artbook for Asphodelium: I actually forgot I was going to release an artbook with the original release… Well, I hope I’ll release one with the extended cut next year. I made an artbook for Canvas Menagerie which was a lot of fun, so I want to do it again.
- Go to an out-of-town convention: I’ve never been to an anime convention outside of Memphis…until now! I was able to travel to Offkai Expo and Otakon this year which was so amazing.
- Share more VNs I like: I was able to do this as well! I’ve started sharing my favorites from Spooktober after the event as well as cataloguing some of the doujin games I own on Neocities. It’s fun to be able to share some of the visual novel gems I’ve played.
2025 Goals:
- Release the extended version for Asphodelium: In January I released the “full” version of Asphodelium, but as mentioned I want to extend it even more. This edition isn’t too far from being done, so I hope to release it in the first half of 2025.
- Release Crimson Waves on the Emerald Sea: Amaranthine Moon: CWES: AM has had a lot of progress on the writing front, so I need to get back to scripting it…! We were originally thinking of releasing it Q1 2025 but want to give it more time in the oven. It’s only been in development for half a year as of now, so a later 2025 release would be great.
- Fill an entire sketchbook: I have a sketchbook from 2 years ago I started for doing pose practice and this year I want to finally fully use the sketchbook with practices. Not full arts—just practicing everything.
- Get back to kanji studies: I feel like this is a goal for a lot of people, hah. Given how often I try to navigate JP websites and play JP games, I need to get back to learning JP!
- Document more doujin games: One of the hobbies I started in 2024 was archiving doujin games I have, as many don’t have any documentation online anymore. This is still a side project of mine, but I want to continue blogging about doujin games (namely fangames) and sharing these gems.
2024 certainly had a lot of ups and downs and changes and curveballs. Looking back on it, it was a better year for me than I thought it would be (and remember it being). I was able to finally travel on my own, meet so many friends, try new things, and find new joys.
I’m very nervous going into 2025 as my first year being a fulltime freelancer. I’ve got some cushions set in place, but it’s still a bit nerve-wracking. Now that I’m no longer in my early 20s, things are changing—but in a way, I’ve been finding myself through it. I want to be in visual novels for many more years to come. I love making visual novels, playing visual novels, talking about visual novels. I want to spend time with my friends, flying out to see them and going to conventions where I’m able to meet even more amazing people.
I hope this year will be kind to us all. Cultivate the space you want to live in and help the people you care about.
— Arimia