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2019 Year in Review

2019 has been a pretty good year for me! A lot happened and I’ve met a lot of great people. I’m terrible at remembering things and even worse at remembering things in order time-wise so I’m going to just list some cool things and talk about them- if they end up in sequential order, cool!

  • Entered several business competitions (and won some!)
  • Got a job on campus at the business school
  • Released Paths Taken, Alice in Stardom, Image of Perfection, and Memories on the Shoreline
  • Had an interview on Forbes
  • Started doing PR for Studio Élan
  • Started my senior year of college

Full Releases

Drawn by the lovely Violora!

For the first full release of the year I released Alice in Stardom, a yuri visual novel made for NaNoRenO. It had by far the biggest team I’ve managed with at least 8 people working on different aspects of it. It was hectic but it was fun, and I hope I’m able to do another NaNoRenO entry this year (granted, I didn’t do much of the actual work on it besides some scripting and directing)! Overall it was fun and the team was great!

Drawn by Violora as well!

A short time after Alice in Stardom, Paths Taken finally (finally…) finished development after a few road blocks and halts. It didn’t come out how I envisioned it when started but I’m happy it’s done. I fell into a bit of a depression once it came out since I felt I hadn’t delivered anything people wanted since it fell short of what we wanted it to be, namely story-wise. Still, I’m thankful for everyone who’s played it and enjoys it!

This year I focused more on experimenting on mechanics and VN game types, trying to figure out what people wanted to play and what I wanted to make- finding a sweet middle ground between those two. Image of Perfection was a project written by a friend, Omega, as both a way for me to experiment with a small horror-esque RPG and for her to work on a full project. I think the game came out fine, though I was under a fair amount of stress (due from Paths Taken having just wrapped up, RPG Maker giving me a ton of problems- basically myself causing my own problems).

Onto the last release of the year, Memories on the Shoreline! As with every project, I learn at least one thing and regret two more. But really, my only regret with this project was not giving it more time. I say that, fully knowing I was spent on time during the development of it, as the semester was wrapping up and I was (and am) working two barely part-time jobs.

As before, I was not the writer on this project, that was instead the talented Keiru! We met on Discord and it just so happened she was lovely to work with. I don’t have much else to say for this one… I want to add an additional scene to the game sometime in early 2020, so look out for that. As you can see I didn’t do the artwork, only character designs- the sprite artist was ChocoBerryInk! (personally, I think their sprites came out super cute)


I didn’t really set any definite goals last year for myself other than “release more games” and “learn more about marketing”, and this year will be somewhat the same.

  • Draw more full art: I want to get back to doing more full pieces! Nothing dramatic, just trying to draw faster by doing one fanart or original piece a month or such.
  • Sketch traditionally occasionally: My aunt gave me a sketch book for Christmas, so I might as well use it. I’m actually unable to draw half as good traditionally as I can digitally since I just don’t draw traditionally anymore, so this’ll be a good way to get back to that.
  • Release Asterism: Not much to explain here. Asterism will be in development for 3 years come this February, it’s time for a release.
  • Slow down a bit on projects: Last year from April-November I was releasing a full game almost every other month. I have a lot of ideas for future projects after Asterism (some of which have already been started) but this year I want to spend a bit more time involved in the dev process of each game.
  • Graduate college: Last but not least, this is my last semester of college! By May I should have a Bachelors in Computer Science.

There’s a few more goals like “learn more about marketing” and “meet new devs” but these are the ones I’ll be focusing on the most. Thank you guys for your support, I hope this is great year and decade for all of us! ♥

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Where to Publish Your Indie Game

Finishing a game is a hard feat- but figuring out where ​to publish it can be even harder.

Working on a game from start to finish is a harrowing task with lots of road bumps, but once your finished, some devs are left with a question- what now? What do I do with my game now that it’s done? Well, you can post it on Google Drive or Dropbox and share that link around, but if you want a more serious way to publish then consider publishing your game on gaming websites. But, which ones? Below I’ve outlined some of the most popular choices for sharing free and commercial games.

There are 2 lists- PC and HTML. Note that some of these overlap- you can upload mobile and HTML to Itch.io, but I’m only going into detail on it in the PC list.

Continue reading “Where to Publish Your Indie Game”
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How to Easily Make a Dress-up Game in Ren’Py

Since I recently released a dress-up game in Ren’Py, I thought I’d make a write up on how it was done! Since Ren’Py can now (mostly) port to web, it’s a decent choice for making standalone dress-up games or having a cute little minigame in your visual novel.

 

Hint: The majority of the time was spent on the art. Here’s the game I made in it, playable in browser.

 
Here’s what you’ll need to make your own dress-up game!

Tools:

 

  • Ren’Py (free to download!)
  • Art (a character base and clothes)

Continue reading “How to Easily Make a Dress-up Game in Ren’Py”

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5 Social Media Posts You ♥ Must ♥ Make For Your Game’s Launch

 

Launch day is hectic— what do you post besides the ​launch announcement?!

 
Having survived many, many launches of varying degrees of success, I feel your pain when launch day comes near. You’ve probably got a checklist of stuff to do, announcements to announce, posts to post, updates to update, but your mind is frantic. Don’t fret! You’ve got this. Keep your cool, try to keep your tabs below 20, and get some help to help you send posts and emails.
But what about social media? What all should you post then? Well, good news, on a lot of sites you can schedule posts so you can draft these before you even hit Release on Steam. So, let’s go over 3(ish) of my tweets I always make come release week!

(For all these examples I’ll be using my most recent launch, Image of Perfection, a commercial RPG VN)

 

1. Prelaunch Tweet

This one should be a no-brainer- hype your followers up by reminding them that your game releases tomorrow! I tweeted this right before 11AM CST on the day before- it has a video of gameplay, it has a small description, and has links to where they can buy it that next day.

 

✨ Optional ✨

 

Do a countdown on social media to your launch day! A fun way to do it is with art- here’s a couple of examples from my 5 day countdown for Paths Taken- the countdown featured a different drawing of each of the main characters for each day. In hindsight, I could have mixed up the small message with them a bit more.

2. Launch Tweet… and In Case You Missed It Tweet!

I didn’t schedule the launch tweet because I wanted to tweet it out the minute I uploaded it to Itchio and hit Release on Steam, but I did schedule the ICYMI tweet for later that night!
As you can see, the game went live around noon CST and I had scheduled the ICYMI (In Case You Missed It) post for later that night, around 6 hours later. If I had a professional trailer for this game done (it was a very quick 2 month development cycle- please try to get a good trailer done for your games!) then I would have posted that in the release announcement.

3. Seeking Press & YouTubers

Your mileage may vary on this one— you should send out emails to press before and during release, but it never hurts to just ask any that might follow you if they want to review it! Sometimes this lands me a few reviews, sometimes it only lands me a few RTs. Either way, it’s worth the 30 seconds writing the tweet for me.
The tweet for Image of Perfection only did a few RTs… but the Paths Taken tweet got a couple YouTubers interested!

4. Giveaway

Run a giveaway for a free key or two of the game! Set a few rules (I typically say “follow us and RT to enter”), set an ending date, and link the store pages. As usual, I add a couple emojis for some extra flair.
✨ Optional ✨

 

Some giveaways use custom graphics that have the rules explained in more detail. Some giveaways have more info and links in a reply tweet. Post the rules in whatever format you want!

5. First Reviews

Reviews on any game are extremely important- so, show off the first few you get, especially if they’re glowing reviews like the first one we got for Image of Perfection!
 
…And that’s it! There are a lot of other tweets you can make during launch (RTing streams, posting articles about the game, asking people to share their favorite screenshots, etc.) but these are a few more basic ones that I try to post every launch time. Hope this article helped some of you out- if it did, consider reading my previous articles!
 

​Wishlist my game on Steam!

Asterism

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The Importance of Landing Pages for Indie Games

There’s a new restaurant being built in my town- it’s a refurbished old warehouse, so it’s less being built and more being brought up to code. This has been going on the past few months, with the parking lot and landscaping recently being completed, so it was apparent that the restaurant was going to open very soon- however, the restaurant has yet to put a sign up with the name, let alone saying that it’s even a restaurant and not some kind of shop.

​Today while driving past it, I remarked that they now had condiments and paper towels on the tables near the windows- surely it was going to open soon after they put the sign up. Tonight while driving past it, the parking lot was full. People were sitting in all the tables we could see. It was a soft launch where they were testing their speed and kitchen, so not the full launch- but yet, there was still no sign for the restaurant. As an outsider, I’d assume it was another boutique or even just a small warehouse like the surrounding stores.

This was mind-boggling to me- you want to open up a store and not even advertise what kind of store you are, let alone your name? Even a nearby restaurant that was hidden down a set of stairs had a few small signs (and even a menu) on the wall next to it. So, as a game developer and person who attempts to market said games, it got me thinking- what would this be like if a game did this?

I’m going to use a couple different cases here in my analogy since there won’t really be anything 1 to 1.

Case #1 – No Name/Branding

The first case is the most obvious and extreme- you are posting on social media or Discord servers and such but you’ve yet to put a name to your product, or you fail to refer to it as such/put no logo with the images. People might see a screenshot of the game but if you don’t have a name for it or don’t put a name where people can easily see it, how will they be able to find out more? Sure, sometimes they’ll see it on your Twitter, but what if they happen to see it out in the wild where you can’t easily reply with an answer?

This should be a case that, if you’re reading this, shouldn’t happen. Most, if not all of you, should already have a name set for your game and be calling it by that name if you’re actively promoting it in places. Now, I’m not saying you should throw you game’s logo on all your promotional material for the game (I find it somewhat annoying to receive screenshots of in-engine looks with the logo plastered on it), but I am saying it’s typically best to have the name visible when promoting it in places for consumers.

Case #2 – No Landing Page

This case is going to be more prevalent for most devs- we forget to have a landing page. In this sense, a “landing page” is going to be broad, but something where consumers can view what the game is about and see some form of updates for it. In this sense, the following (I feel) qualify as a “landing page”:

  • Steam/Itchio/GameJolt store page
  • Website with newsletter
  • Social media specifically for the game

I’ve picked the types above as they all include some way to see updates for the game as well as get notifications for new updates- while I normally wouldn’t consider social media to be a “full” landing page as they’re more for sharing links to the above two places, they are ways for players to subscribe to your content. I would very much prioritize the first two, i.e. making a store front for your game where players can wishlist/follow it and making a website where players can easily see what the game is about.

Your goal with a landing page is to convert viewers into customers. You want a landing page to entice a consumer into supporting your game, even if it hasn’t launched- this can be by them following your social media, wishlisting the game, subscribing to your newsletter, and more.

So, what on Earth does this have to do with my long-winded analogy at the beginning of this? Well, them not putting up their name meant I had no way to search them up online, which means even if they did have a website (which they did) I couldn’t find it so I couldn’t see their menu, their “launch” date, and more. Make pages where potential customers can wishlist your game or sign up for updates!

When do I make a landing page?

As soon as possible! …No, but really, you should try to make landing pages for your games months before release if you can. Wishlists on Steam are basically an automated email blast of when a game launches and goes on sale, so you want to collect as many of those as you can. And like I said with the analogy, if you wait until release to have a landing page, you’re missing out on potential customers who lost interest because there wasn’t a way for them to follow the game.

As game devs, we’re all guilty of procrastinating things that aren’t coding or art or writing (aka, everything business) but we really should try harder to put landing pages and such up sooner. Maybe next time I’ll write on the abysmal importance of wishlists on Steam and how they translate to sales on launch day…