I had many more things I wanted to put into this, but ultimately they ended up as things that would be better to put in the next build. For example: this new battle transition.
Aside from that, I can finally talk about the exciting news I hinted at in the new years blog. The EarthBound/Mother fansite Mother Forever runs an annual presentation of Mother fan-projects and related works called the Mother Direct, and Almari happened to be accepted into the showcase among several other incredible projects! We've been working hard on a trailer that we hope you'll love, and it'll be airing live tomorrow (6/13) at 1PM PST / 4PM EST!!
But wait there's more!
If you've been itching for more music from Almari's soundtrack, Decon Theed has ya covered! Check out his new addition to the OST wannashoutaboutit!
And lastly I want to announce that a newer longer demo is in the works! I'm hoping to get it done by early 2022 but the curse of being an indie dev suggests it'll probably be later than that lol. But one thing I can say is that when it's done, it'll be the final public build of the game until it's finished. It will pick up from where this demo leaves off, and include the entirety of the first three emotion worlds in their final form! I hope you can look forward to that, and in the meantime, the Mother Direct is tomorrow! Be sure to check it out!
Thanks for reading, and I'll see you in the next exciting episode of Almari blogs!!
I commissioned Cam Collins to draw the cast of Almari! I've posted a twitter thread with the full sizes of the drawings as well as their colored variations! Check out Cam's other work as well, he makes some cool stuff! I really like his art so It's been great getting to work with him!
Additionally Punkitt has recently joined the game's development team to help me in the graphics department! You may know him for his projects Happup and Astral Guard! His most recent project is Saga Crew and the Spire of Mana! He makes really cool stuff and he’s been a delight to work with!
We'll all be doing our best to make Almari a great experience for you all!
So it’s been five months since I posted Almari on itch and I’ve been truly surprised by how well it’s been received so far. I mean, a brief Let’s Play on day one?? That was insane! I want to shout out to Sahil for doing that, that really meant a lot to me. To everyone who’s played the demo or popped their head into the discord server, thank you. I’m really happy that my game has made an impression on you.
I feel like I’ve honestly been welcomed into the RPG Maker community, especially on twitter, between getting to know other devs, and Sgt M writing a review, and now Liquid Mikan has started doing translation videos of the demo, it feels almost unreal. I never would have thought that after being influenced by so many RPG Horror games around 2012 that I only got to experience because someone translated them from Japanese, I’d one day make a game of my own that gets some part of it translated to Japanese. It’s surreal that things would come full circle like that.
To anyone else who enjoyed my game enough to want to translate it, you have my full support and I’d be humbled and honored that you’d put in such a great effort. If I can be of any help with such a task, please let me know!
There’s still a lot of the game to be made and revised past the demo. I have my own list of additions and changes to implement, but I’d like to hear your opinions five months after release.
What were some of the things you loved about the game? Or some of the things you hated? High points, low points, everything in between. I’d like to know what worked and what didn’t so I can make the best game I can with the help of your feedback.
Thank you for reading, and thank you again for trying my game.
A new playable build of Almari is here! This is an alpha of all the work I’ve been doing on Bravery since November and includes quite a few quality of life buffs as well as plot changes!
-Roughly half of Bravery updated for QOL.
-All enemies and bosses have been rebalanced.
-Touch encounters have been implemented.
-Plot has been revised.
-1 ending has been added.
-There are 2 bosses, 1 dungeon, and 2 mini dungeons.
-Takes about ~2.5 hours to do everything.
So I decided to scale back down the graphics for the Bravery Fortress rebuild because they were just too advanced looking for that point in the game. I want the early parts to look rough and gradually become cleaner as the player progresses through the worlds and the characters themselves become more complex with the emotions they gather. Additionally having the fortress look like that clashed with basically everything else in the world and I don’t want to rebuild the entire thing since it still functions as intended.
The new tiles likely won’t go entirely unused because I did like how they came out. Perhaps they’ll return again in a later or deeper world.
With that aside, I have a new character to reveal!
Bethera: A servant of Hama. She exists in several places at once.
So I’ve been working on revamping Gigas’ Fortress from the end of Bravery. Those who played the demo may have noticed that it’s been severely incomplete for a long time.
I started by just redoing the original walls (as shown in the video):
But recently I’ve decided to redo the entire structure of the fortress to be more interesting and nonlinear:
The final structure will be similar to Wisdom’s last dungeon but a bit more maze-like. Most of the puzzles will remain the same (though I’ll probably add some new ones) and the encounter rate will be significantly reduced. I’ll also be removing the choice between the monster rush and the boss fight to acquire Gigas’ Key so only the boss can be fought and the monster rush will be removed entirely.
Bravery will be receiving some other adjustments but this will be the biggest and most significant.