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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!

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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!

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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!

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How to Make a Visual Novel in a Weekend

Making a visual novel is already hard, so how do you make one in a game jam where you have a set deadline? Or worse, how do you make an entire visual novel in only a weekend? What about when you have to use certain themes in the game and can’t go fully freeform?

Game jams are such a great way to get started making visual novels—I first got my start with Ludum Dare 10 years ago, as of this August. They force you to downsize a lot, to focus on what matters and most importantly, have a tight deadline hanging over your head that you can’t push back. Some game jams, like my upcoming Otome & Josei Jams, allow users a much longer timeframe of 2 months and don’t restrict on themes. Others like Ludum Dare only give you a weekend (though there are other formats now) and require you to use a user-voted theme that’s only made public when the jam starts.

With the tight deadlines and possibility of restrictions, how do you make a visual novel that quickly? Is that even humanly possible??

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Tips for Marketing Visual Novels in 2024

Social media and algorithms are changing weekly. It’s hard to keep up, and it’s my job to keep up, so how are regular creators supposed to understand all of the nuances that change all the time?

I could make new posts about updates to strategies for Twitter or TikTok or whatever, but that wouldn’t cover the full scope of things visual novel developers should be aware of when tackling marketing in 2024. So today I want to try something new- think of it as a collection of tips and mini advice for marketing visual novels going into 2024, ranging from social media to Steam to best practices and more.

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Advice for Leading Visual Novel Game Jam Teams

One type of article I’ve wanted to do again is surveying my fellow developers on a topic and compiling the answers. There’s a lot of insight to be gained from reaching out to others who’ve worked in different environments and have different outlooks on life and I don’t want to only share my own views here for these types of articles.

Last November I created & released a survey aimed at people who had led game jam teams for making visual novels. It’s a hard skill to grow, as leading other people and finishing a game in a set amount of time is a very particular skillset. So, I wanted to ask other creators about their advice to people who take on this endeavor. Some of these responses were left anonymously while others provided their contact information.

I was able to get feedback from 34 other visual novel developers, so let’s look at what they had to say!

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