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Announcement
Beetle Ninja on Steam!
Hello all!
I'm happy to announce that, in partnership with 2 Left Thumbs, Beetle Ninja will be coming to Steam on the 28th of June, 2024!
I'm hoping more people will check out the game as a result of this re-release!
I'm happy to announce that, in partnership with 2 Left Thumbs, Beetle Ninja will be coming to Steam on the 28th of June, 2024!
I'm hoping more people will check out the game as a result of this re-release!
Game Design
Big Update
Hello all,
I thought I'd stop by to let you know I've just published a more sizable update for Beetle Ninja which introduces several new changes, all of them more "under-the-hood", but which add up to make the game a bit more fun:
>Small reworks to some skills to make combat less boring. The main takeaway is that Beetle Might will now cost 0 MP, and some temporary debuffs are now permanent. In some ways, these will make an already fairly easy game a bit easier, but I'm hoping this encourages some mixups when it comes to your strategy.
It was always my intention to punish players for not playing the game smartly, but it's been a fairly common complaint I thought deserved at least some sort of recognition.
>Some general bugfixing that I overlooked previously, particularly with the secret shop.
>You can now sell things at any time after day 4, rather than just on a few days. Hopefully this encourages more spending by players, particularly on party members, as I'm seeing a lot of people only using a few characters and not mixing up their party choices too much.
I thought I'd stop by to let you know I've just published a more sizable update for Beetle Ninja which introduces several new changes, all of them more "under-the-hood", but which add up to make the game a bit more fun:
>Small reworks to some skills to make combat less boring. The main takeaway is that Beetle Might will now cost 0 MP, and some temporary debuffs are now permanent. In some ways, these will make an already fairly easy game a bit easier, but I'm hoping this encourages some mixups when it comes to your strategy.
It was always my intention to punish players for not playing the game smartly, but it's been a fairly common complaint I thought deserved at least some sort of recognition.
>Some general bugfixing that I overlooked previously, particularly with the secret shop.
>You can now sell things at any time after day 4, rather than just on a few days. Hopefully this encourages more spending by players, particularly on party members, as I'm seeing a lot of people only using a few characters and not mixing up their party choices too much.
Announcement
Beetle Ninja 2 Development Updates
A few people have been asking me recently about Beetle Ninja 2, and if it's cancelled or not. To be honest, I think I've neglected talking about Beetle Ninja a bit too much as of late, so I'd like to make a quick post to clarify what exactly is going on with Beetle Ninja 2: where we are, what the plan is moving forwards, and the best/worst case scenario for the project:
WHERE ARE WE?
In terms of overall progress the game is about 10% finished. Of the planned 3 major areas, 2 are fully mapped out, though they lack interior spaces and NPC data isn't completely finished for one of them yet.
The basic gameplay loop was implemented long ago, and some aspects of plot are finished. I really like the new gameplay loop: it really reinforces a sense of urgency to all your tasks, and I think it'll be really fun to see people explore all their options.
The plot is tougher to tackle this time around, but it's built to be sort of like Fallout New Vegas or something, where there are a few big interactions that you can approach differently, which affect things throughout the world.
I'm actually considering using Bethesda-styled RNG-based shorthand dialogue for the non-essential/unimportant NPCs, since I feel like I'm at a point where there's a risk of players getting confused by too much flavortext.
WHAT'S THE PLAN MOVING FORWARDS?
The way I initially approached Beetle Ninja 2 was as a more collaborative effort: I brought in ToonyRab and Sooshy because I felt we had a stronger chemistry when it came to our ideals in game design, and PostElvis and I worked really well together on the original game, I thought.
The plan as it stands moving forwards is that Beetle Ninja 2 is a backburner project: I pick it up every now and again, but this month I've been working with different people on a lot of different things: amongst them Piconjo: Teh 6aym, T.O.F.U, Rolus in the Outskirts, and Rat Game.
Beetle Ninja 2 is absolutely a project I want to see through to its end: I love the world and the characters, I just have a lot less time to dedicate towards this particular game.
When work on the aforementioned games wraps (or at least when it becomes less time-consuming), however, I'm planning on returning to BN2 as my primary project.
WHAT IS THE BEST CASE-SCENARIO AND WORST CASE-SCENARIO FOR THIS PROJECT?
With Beetle Ninja 2, there's obviously the risk that it just sits and gathers dust, just for me to never finish it. If this happens, I'll release all the assets that were worked on for the project, and maybe make some posts on forums about my ideas going into the project.
Best-case scenario, I'd like to release a demo similar to the original Beetle Ninja demo I created a few years ago sometime this year. It's looking a bit less likely that this'll happen as I continue with other projects, but I'm still aiming for something like this to happen: even if I have to use a bunch of temporary music.
Beetle Ninja 2 isn't cancelled by any means, but it's still something where I don't feel too much pressure to just make it for the sake of just making it, so it'll be a slow cook, and you might not hear about the game for long periods of time, but rest assured: it is still alive, and when it finally dies, I will let you know about it.
I try not to get involved with the larger RPGMaker community, since I hate self-promotion, and I like to think the uniqueness of the games I make mostly comes from the fact I'm largely an isolationist from most RPG development communities, so I don't really indulge in popular trends. I'm also kind of Jon Blow-esque when it comes to critique and stuff like that, so I probably won't come back to RPGMaker circles for a while, unless I can manage to put together another game soon.
WHERE ARE WE?
In terms of overall progress the game is about 10% finished. Of the planned 3 major areas, 2 are fully mapped out, though they lack interior spaces and NPC data isn't completely finished for one of them yet.
The basic gameplay loop was implemented long ago, and some aspects of plot are finished. I really like the new gameplay loop: it really reinforces a sense of urgency to all your tasks, and I think it'll be really fun to see people explore all their options.
The plot is tougher to tackle this time around, but it's built to be sort of like Fallout New Vegas or something, where there are a few big interactions that you can approach differently, which affect things throughout the world.
I'm actually considering using Bethesda-styled RNG-based shorthand dialogue for the non-essential/unimportant NPCs, since I feel like I'm at a point where there's a risk of players getting confused by too much flavortext.
WHAT'S THE PLAN MOVING FORWARDS?
The way I initially approached Beetle Ninja 2 was as a more collaborative effort: I brought in ToonyRab and Sooshy because I felt we had a stronger chemistry when it came to our ideals in game design, and PostElvis and I worked really well together on the original game, I thought.
The plan as it stands moving forwards is that Beetle Ninja 2 is a backburner project: I pick it up every now and again, but this month I've been working with different people on a lot of different things: amongst them Piconjo: Teh 6aym, T.O.F.U, Rolus in the Outskirts, and Rat Game.
Beetle Ninja 2 is absolutely a project I want to see through to its end: I love the world and the characters, I just have a lot less time to dedicate towards this particular game.
When work on the aforementioned games wraps (or at least when it becomes less time-consuming), however, I'm planning on returning to BN2 as my primary project.
WHAT IS THE BEST CASE-SCENARIO AND WORST CASE-SCENARIO FOR THIS PROJECT?
With Beetle Ninja 2, there's obviously the risk that it just sits and gathers dust, just for me to never finish it. If this happens, I'll release all the assets that were worked on for the project, and maybe make some posts on forums about my ideas going into the project.
Best-case scenario, I'd like to release a demo similar to the original Beetle Ninja demo I created a few years ago sometime this year. It's looking a bit less likely that this'll happen as I continue with other projects, but I'm still aiming for something like this to happen: even if I have to use a bunch of temporary music.
Beetle Ninja 2 isn't cancelled by any means, but it's still something where I don't feel too much pressure to just make it for the sake of just making it, so it'll be a slow cook, and you might not hear about the game for long periods of time, but rest assured: it is still alive, and when it finally dies, I will let you know about it.
I try not to get involved with the larger RPGMaker community, since I hate self-promotion, and I like to think the uniqueness of the games I make mostly comes from the fact I'm largely an isolationist from most RPG development communities, so I don't really indulge in popular trends. I'm also kind of Jon Blow-esque when it comes to critique and stuff like that, so I probably won't come back to RPGMaker circles for a while, unless I can manage to put together another game soon.
Announcement
Beetle Ninja takes 4 Misaos, Beetle Ninja 2 updates, and more!
This might end up a little on the lengthy side of things, but please bear with me if you will, there's a lot to discuss.
Firstly, I am extremely happy to see Beetle Ninja's stellar Misao results, winning 4 awards and securing runner-up for game of the year and best gameplay. To be honest, this year's been really rough for me for a lot of reasons, most of which are probably of no interest to a casual observer who follows my game development and artwork independent of my character (as I tend to prefer it, lest I become some sort of Chris Chan-esque social media auteur), and I've been extremely close to giving up game development and art permanently at least twice, so it's very nice to see that my work truly is recognized and appreciated to such a degree that it's received such accolades.
I remember distinctly watching an interview with Edmund McMillen wherein he lamented feeling extremely stuck creatively following the success of his 2004 physics-based platformer Gish, claiming he felt it would be the peak of his career, and that he would be incapable of achieving similar levels of success with his future works.
I'd be lying if I said there wasn't a similar feeling instilled in me after the Misaos, but I'm working on something completely different now: both tonally and in means of gameplay with T.O.F.U (working title) in attempts to sort of alleviate this. Then again, when I released Beetle Ninja initially, I sort of had a similar feeling when it came to Karrion Killer and it's (comparatively lesser) success, so who knows, maybe T.O.F.U will blow everything I've made out of the water yet again, maybe it won't. It'll be exciting to see how people react to it, especially considering it's much more "edgy" thematically than my previous work...
With Beetle Ninja attaining far more Misao awards than I'd suspected, Beetle Ninja 2 continues it's development. Presently, it's years from being complete as we want to take our time with it, and since I don't consider Beetle Ninja 2 much of a priority project.
In means of gameplay, Beetle Ninja 2 stars Uropygi Ninja "The Whip Scorpion" living in the small city of Opstroykh, Russia in pursuit of an unknown target he must eliminate within two weeks. There is no combat this time, rather the game focuses primarily on overworld actions, expanding navigation and speech options. The hub world is much larger, and there are many new characters present alongside a couple of returning ones from the original Beetle Ninja. In short, it aims to be more of what was good about the original, without the more tedious or annoying aspects people didn't like (ie the more overly-serious plot elements and mundane combat), while employing a similar, yet different direction with the primary gameplay loop.
PostElvis has three other projects to attend to in the wake of Beetle Ninja's accolades, I'm presently working on other games, the guy who did most of the combat balancing and overbearing backstory elements wasn't asked to work on Beetle Ninja 2 due to internal conflicts with regards to the direction of the original game, and another contributor who deliberately asked me not to be mentioned again has erased her web presence altogether and therefore is unable to be further contacted to work on the sequel, so it's a much slower-paced development cycle. Consequently, a new team had to be forged and thus the direction might be a little different to what is expected, but I kind of prefer it this way.
"It'll be out when it's out" is something I'm extremely quick to call out as an excuse for lazy and overly-prolonged game development cycles, so for Beetle Ninja 2, I suppose I'd say that the game will be complete, or minimally close to it, by 2025, though this is merely an estimation, and as I said previously, the game isn't a priority for me right now as I work on other projects.
I might even make some more short and sweet comedy games while we work on Beetle Ninja 2 in a similar vein as Where the Moon Goes At Night. I have some ideas, and I've got a short, halfway assembled Christmas-themed game that I might want to polish up and release sometime in 2021, but it might not happen (we'll see).
As far as plans going forward after Beetle Ninja 2 go (or even before depending on if I get burned out on working on it), I have a few seeds of ideas that I might want to explore... I'm still attached to the idea of making a game about a group of characters I designed called the "Bombing Squadron" because I still think the designs are pretty cool (even if Mine Ninja already kind of uses one of their designs already), and I still have the basic foundation of a quick, fairly edgy game I was making for Christmas about self-detonation and giant sand worms that will hopefully see the light of day.
Of course, I'm presently working on T.O.F.U as well, an I Wanna Be The Guy-esque puzzle platformer about killing yourself to make bridges out of your square, tofu corpses while avoiding birdlime, scalding water, bullets and an assortment of other treacherous and often unexpected traps. I'd like to release it by the end of February, but it might take a short while longer depending on how ambitious I get and how much free time I, the programmer, and the musician are able to dedicate to it. I have faith it'll be finished though.
In closing, I must give a tremendous thanks to Edvinas Kandrotas, for assisting me early on in my "career" as a pixel artist to improve my craft tenfold. To Deegeemin, for inviting me into the wild and amazing world of inner-circle Newgrounds and for creating the memorable and humorous full screen illustrations for Beetle Ninja. And to ToonyRab for pushing me to keep making games when I was at my lowest point.
Their assistance means a lot to me and I doubtlessly would not be writing this post had they failed to assist me.
Thank you again for a tremendous turnout at the Misao awards this year, and I hope you'll stick around for my future work.
Firstly, I am extremely happy to see Beetle Ninja's stellar Misao results, winning 4 awards and securing runner-up for game of the year and best gameplay. To be honest, this year's been really rough for me for a lot of reasons, most of which are probably of no interest to a casual observer who follows my game development and artwork independent of my character (as I tend to prefer it, lest I become some sort of Chris Chan-esque social media auteur), and I've been extremely close to giving up game development and art permanently at least twice, so it's very nice to see that my work truly is recognized and appreciated to such a degree that it's received such accolades.
I remember distinctly watching an interview with Edmund McMillen wherein he lamented feeling extremely stuck creatively following the success of his 2004 physics-based platformer Gish, claiming he felt it would be the peak of his career, and that he would be incapable of achieving similar levels of success with his future works.
I'd be lying if I said there wasn't a similar feeling instilled in me after the Misaos, but I'm working on something completely different now: both tonally and in means of gameplay with T.O.F.U (working title) in attempts to sort of alleviate this. Then again, when I released Beetle Ninja initially, I sort of had a similar feeling when it came to Karrion Killer and it's (comparatively lesser) success, so who knows, maybe T.O.F.U will blow everything I've made out of the water yet again, maybe it won't. It'll be exciting to see how people react to it, especially considering it's much more "edgy" thematically than my previous work...
With Beetle Ninja attaining far more Misao awards than I'd suspected, Beetle Ninja 2 continues it's development. Presently, it's years from being complete as we want to take our time with it, and since I don't consider Beetle Ninja 2 much of a priority project.
In means of gameplay, Beetle Ninja 2 stars Uropygi Ninja "The Whip Scorpion" living in the small city of Opstroykh, Russia in pursuit of an unknown target he must eliminate within two weeks. There is no combat this time, rather the game focuses primarily on overworld actions, expanding navigation and speech options. The hub world is much larger, and there are many new characters present alongside a couple of returning ones from the original Beetle Ninja. In short, it aims to be more of what was good about the original, without the more tedious or annoying aspects people didn't like (ie the more overly-serious plot elements and mundane combat), while employing a similar, yet different direction with the primary gameplay loop.
PostElvis has three other projects to attend to in the wake of Beetle Ninja's accolades, I'm presently working on other games, the guy who did most of the combat balancing and overbearing backstory elements wasn't asked to work on Beetle Ninja 2 due to internal conflicts with regards to the direction of the original game, and another contributor who deliberately asked me not to be mentioned again has erased her web presence altogether and therefore is unable to be further contacted to work on the sequel, so it's a much slower-paced development cycle. Consequently, a new team had to be forged and thus the direction might be a little different to what is expected, but I kind of prefer it this way.
"It'll be out when it's out" is something I'm extremely quick to call out as an excuse for lazy and overly-prolonged game development cycles, so for Beetle Ninja 2, I suppose I'd say that the game will be complete, or minimally close to it, by 2025, though this is merely an estimation, and as I said previously, the game isn't a priority for me right now as I work on other projects.
I might even make some more short and sweet comedy games while we work on Beetle Ninja 2 in a similar vein as Where the Moon Goes At Night. I have some ideas, and I've got a short, halfway assembled Christmas-themed game that I might want to polish up and release sometime in 2021, but it might not happen (we'll see).
As far as plans going forward after Beetle Ninja 2 go (or even before depending on if I get burned out on working on it), I have a few seeds of ideas that I might want to explore... I'm still attached to the idea of making a game about a group of characters I designed called the "Bombing Squadron" because I still think the designs are pretty cool (even if Mine Ninja already kind of uses one of their designs already), and I still have the basic foundation of a quick, fairly edgy game I was making for Christmas about self-detonation and giant sand worms that will hopefully see the light of day.
Of course, I'm presently working on T.O.F.U as well, an I Wanna Be The Guy-esque puzzle platformer about killing yourself to make bridges out of your square, tofu corpses while avoiding birdlime, scalding water, bullets and an assortment of other treacherous and often unexpected traps. I'd like to release it by the end of February, but it might take a short while longer depending on how ambitious I get and how much free time I, the programmer, and the musician are able to dedicate to it. I have faith it'll be finished though.
In closing, I must give a tremendous thanks to Edvinas Kandrotas, for assisting me early on in my "career" as a pixel artist to improve my craft tenfold. To Deegeemin, for inviting me into the wild and amazing world of inner-circle Newgrounds and for creating the memorable and humorous full screen illustrations for Beetle Ninja. And to ToonyRab for pushing me to keep making games when I was at my lowest point.
Their assistance means a lot to me and I doubtlessly would not be writing this post had they failed to assist me.
Thank you again for a tremendous turnout at the Misao awards this year, and I hope you'll stick around for my future work.
Announcement
Beetle Ninja 2
A quick note before I begin: I see this narrative spread around in a lot of RPGMaker communities, and I really hate it, so I thought I'd get this out of the way before I continue:
No, I'm not hugely disappointed in Beetle Ninja, and I'm not bitter about the fact that it didn't skyrocket in popularity. Expecting such is an idiotic method of games development that I deliberately try not to engage with.
My disappointment with Beetle Ninja was originally solely in some of the mechanics not being explored to their fullest potential or they were delegated primarily to the hub world, and because development of the game was a constant tug-of-war creatively, wherein I wasn't able to include everything I wanted to in the game.
My disappointment with it now is that I handled release extremely poorly and made it into this huge sob story where the primary reason for buying the game is rooted exclusively in myself as a person, and I'd much rather you buy it/donate to it if you actually liked the game and felt it's worthy of being paid for- not because "poor prosciutto is down on his luck :(" or anything like that. Actually play the game before you recommend it to other people, I think it should stand on its own independent of the development and release process. It's a game after all, not a Twitter account.
Beetle Ninja was an extremely interesting learning experience for me...
It marks many firsts for my career as a game developer, and it's honestly one of only two games I've made that I actually really enjoy replaying, therefore it wasn't really a difficult decision for me when I sat down to ponder if I'd like to make a sequel: of course, I'd love to keep exploring this interesting world and enriching it with a new story!
Beetle Ninja 2 will definitely be happening, I've actually spent a solid chunk of time now implementing new overworld movement systems and creating brand new art assets. PostElvis will once again be composing music for this game, though outside of this the internal team has gone through a bit of restructuring: I still do most of the sprite work and all of the artwork for tilesets, but ToonyRab and Sooshy have joined to assist with some of the character design and artwork duties so that I'm not tempted to rehash old ideas from Beetle Ninja character-wise.
This time, Beetle Ninja (right) is replaced by "Uropygi Ninja" (left), the whip scorpion.
ToonyRab and Sooshy both had an eye for detail not unlike my own, having rather similar ideas game design-wise to myself and therefore pushing me to improve Beetle Ninja "just that small bit more". Their criticisms very much echoed my own when it came to Beetle Ninja 1 and their present work on the game has been rather strong! I can't wait to see what we come up with next!
Rest assured, this isn't just more of the same; that would make little sense, and at that point I might as well just pump out a ton of DLC for Beetle Ninja. Rather, Beetle Ninja 2 aims to be a subversion of your expectations, featuring an array of differences to its predecessor that I'd like to keep secretive for the time being just so that not much is really spoiled: it's really an experience I think will both appease fans of most aspects of the original game, while expanding off that foundation to draw in many more people who may otherwise not have cared about the game.
I will remain tight-lipped on the game outside of posting small weekly updates on my twitter, but I'm very happy to be working on this game, and I hope you'll stick around until I finish it!
-ProsciuttoMan/16BitKing
No, I'm not hugely disappointed in Beetle Ninja, and I'm not bitter about the fact that it didn't skyrocket in popularity. Expecting such is an idiotic method of games development that I deliberately try not to engage with.
My disappointment with Beetle Ninja was originally solely in some of the mechanics not being explored to their fullest potential or they were delegated primarily to the hub world, and because development of the game was a constant tug-of-war creatively, wherein I wasn't able to include everything I wanted to in the game.
My disappointment with it now is that I handled release extremely poorly and made it into this huge sob story where the primary reason for buying the game is rooted exclusively in myself as a person, and I'd much rather you buy it/donate to it if you actually liked the game and felt it's worthy of being paid for- not because "poor prosciutto is down on his luck :(" or anything like that. Actually play the game before you recommend it to other people, I think it should stand on its own independent of the development and release process. It's a game after all, not a Twitter account.
Beetle Ninja was an extremely interesting learning experience for me...
It marks many firsts for my career as a game developer, and it's honestly one of only two games I've made that I actually really enjoy replaying, therefore it wasn't really a difficult decision for me when I sat down to ponder if I'd like to make a sequel: of course, I'd love to keep exploring this interesting world and enriching it with a new story!
Beetle Ninja 2 will definitely be happening, I've actually spent a solid chunk of time now implementing new overworld movement systems and creating brand new art assets. PostElvis will once again be composing music for this game, though outside of this the internal team has gone through a bit of restructuring: I still do most of the sprite work and all of the artwork for tilesets, but ToonyRab and Sooshy have joined to assist with some of the character design and artwork duties so that I'm not tempted to rehash old ideas from Beetle Ninja character-wise.
This time, Beetle Ninja (right) is replaced by "Uropygi Ninja" (left), the whip scorpion.
ToonyRab and Sooshy both had an eye for detail not unlike my own, having rather similar ideas game design-wise to myself and therefore pushing me to improve Beetle Ninja "just that small bit more". Their criticisms very much echoed my own when it came to Beetle Ninja 1 and their present work on the game has been rather strong! I can't wait to see what we come up with next!
Rest assured, this isn't just more of the same; that would make little sense, and at that point I might as well just pump out a ton of DLC for Beetle Ninja. Rather, Beetle Ninja 2 aims to be a subversion of your expectations, featuring an array of differences to its predecessor that I'd like to keep secretive for the time being just so that not much is really spoiled: it's really an experience I think will both appease fans of most aspects of the original game, while expanding off that foundation to draw in many more people who may otherwise not have cared about the game.
I will remain tight-lipped on the game outside of posting small weekly updates on my twitter, but I'm very happy to be working on this game, and I hope you'll stick around until I finish it!
-ProsciuttoMan/16BitKing
Announcement
Misao Awards
The Misao awards approach once more!
I've honestly been mulling over a lot in regards to Beetle Ninja... was it good? Was it awful? I honestly can't say: it's not my place to.
But, the Misaos present a wonderful opportunity for me... Should Beetle Ninja receive anything: a runner-up, a staff choice, or a win I shalln't discriminate, I will begin developing a sequel.
To tell the truth, I've honestly sort of wanted to do this since cancelling the Steam port of the original game, but it wasn't up until now that the opportunity really presented itself.
I'll be working with a new team, creating new characters, and exploring new settings. It's something I'm really excited about, and something that may take a little while to get just right, but I assure you that, should it be realized, I think it will be just as wonderful (if not more so) than some believe Beetle Ninja to be!
So be sure to nominate Beetle Ninja for any of the Misao Awards you believe it deserves! :D
I've honestly been mulling over a lot in regards to Beetle Ninja... was it good? Was it awful? I honestly can't say: it's not my place to.
But, the Misaos present a wonderful opportunity for me... Should Beetle Ninja receive anything: a runner-up, a staff choice, or a win I shalln't discriminate, I will begin developing a sequel.
To tell the truth, I've honestly sort of wanted to do this since cancelling the Steam port of the original game, but it wasn't up until now that the opportunity really presented itself.
I'll be working with a new team, creating new characters, and exploring new settings. It's something I'm really excited about, and something that may take a little while to get just right, but I assure you that, should it be realized, I think it will be just as wonderful (if not more so) than some believe Beetle Ninja to be!
So be sure to nominate Beetle Ninja for any of the Misao Awards you believe it deserves! :D
Miscellaneous
Clarification about Ambiguous Concepts + "How Do I Play Beetle Ninja?"
I've seen a bit of confusion in regards to some of the features I haven't really explained terribly well and what's going to happen with my games, so I'd like to properly explain a few things.
Misconception #1: "I have to fight enemies to get stronger"
Truth: No, you don't. Beetle Ninja doesn't have a traditional leveling system. Your stats are upgraded via in-game events that can be activated in the hub world. Fighting enemies only helps you to attain a secondary currency that allows for the purchase of optional upgrades to your house (which themselves serve purely aesthetic purposes).
Beetle Ninja himself is the only character capable of being upgraded, other ninjas are stagnant and their stats cannot be altered in any way.
Misconception #2: "All the fights are mandatory"
Truth: Not at all. In fact, some missions are deliberately designed to be stealth-focused, forcing you to avoid enemies. You can still engage in battles during these missions if you wish, it's just not how they were designed to be completed, and thus it might lead to frustration.
The TL;DR of it is defeating enemies is only required when the game tells you it is.
Misconception #3: "What is my level?"
Truth: You don't have one. The "D." counter is indicative of what day you're on in the game. It replaces the level counter because this is visible in the save screen, allowing players to easily gauge how far into the game they are.
Misconception #4: "I'm trying to do a Beetle Ninja-only run but it's too hard!"
Truth: There is no special ending for beating the game with Beetle Ninja alone, it's not something I planned on being possible whatsoever within the limitations I set in place. I wouldn't recommend doing this whatsoever.
If, however, I am sent video evidence of you beating the game's real ending with only Beetle Ninja, I will add a special ending just for you!
Misconception #5: "When will the Director's Cut come out?"
Truth: Though I wholeheartedly agree with the community's criticisms of Beetle Ninja, I'd prefer to make a sequel to Beetle Ninja rather than endlessly polishing the original.
Misconception #6: "I can't experience all the content in a single playthrough, and I want to"
Truth: The game is designed to be replayed, so there's certain things that are inevitably missable if you only play it once. Cash management and RNG dictates that you can't really obtain all ninjas in a single playthrough or see all the events, and the day skips are designed as a way to "payout" a day for some skill buffs.
Misconception #7: "How do I get the good ending?"
Truth: You just have to beat 7 of the game's 11 missions. Going into it prepared isn't necessary, but I recommend having hired at least 3 ninjas throughout your playthrough.
Misconception #8: "I should just be able to play this in my browser"
Truth: I think it's ridiculous to think you should be able to play a game with the amount of content that Beetle Ninja has in your browser, so I think this complaint stems more from people who don't really play games very often. In short: RPGMaker 2003 doesn't export .html5 files, and thus it would be impossible to make it a browser game, even if I wanted to which I don't.
Here's some stuff I've seen people confused about (This particularly relates to downloads):
"How do I download?"
You need to install the runtime package for RPGMaker 2003, and you need to extract the .rar file. Most games do not download as just the executable file, and are stored in a folder, Steam just creates a shortcut to the .exe file for you which is why downloading from there is more convenient.
"How do I open the rar file?"
If you have winrar, you can just left click and extract files. If you don't, change the extension from BeetleNinja.rar to BeetleNinja.zip, and you should be able to open the folder to run the game.
"How long is the game?"
It varies between playthroughs, but generally it takes about two hours if you know what you're doing if you're going for a full playthrough.
Finally, some stuff about the future of me as a developer as it relates to this site, since I've been asked this on several occasions:
"What's next for Beetle Ninja?"
Beetle Ninja 2 is a backburner project developed much more casually than the original. I will probably keep making browser games for Newgrounds indefinitely unless something really bad happens.
"Will you keep making games?"
Yes, but RPGMaker is very constraining and after Beetle Ninja 2, I don't have many ideas in regards to how to innovate mechanically within the engine so it'll probably be a while until I make something new after Beetle Ninja 2.
"What is your policy in regards to me using your tilesets/other assets in my game?"
Don't do this. It comes across as an extremely lazy method of game development that I can't justify supporting.
"What is your policy in regards to crossovers with Beetle Ninja?"
My stance on this is a little weird, but generally I don't like people using Beetle Ninja or any of my other characters without prior approval, and even then I typically only give approval to my good friends in game development. Beetle Ninja becoming this Shovel Knight-esque master of crossovers would quickly become tiresome for me and I suspect for the players as well.
That said, shoot me a message or something if you want to use him in your game and if the game is good and fits with the character, I don't see much issue with allowing you to use Beetle Ninja.
Misconception #1: "I have to fight enemies to get stronger"
Truth: No, you don't. Beetle Ninja doesn't have a traditional leveling system. Your stats are upgraded via in-game events that can be activated in the hub world. Fighting enemies only helps you to attain a secondary currency that allows for the purchase of optional upgrades to your house (which themselves serve purely aesthetic purposes).
Beetle Ninja himself is the only character capable of being upgraded, other ninjas are stagnant and their stats cannot be altered in any way.
Misconception #2: "All the fights are mandatory"
Truth: Not at all. In fact, some missions are deliberately designed to be stealth-focused, forcing you to avoid enemies. You can still engage in battles during these missions if you wish, it's just not how they were designed to be completed, and thus it might lead to frustration.
The TL;DR of it is defeating enemies is only required when the game tells you it is.
Misconception #3: "What is my level?"
Truth: You don't have one. The "D." counter is indicative of what day you're on in the game. It replaces the level counter because this is visible in the save screen, allowing players to easily gauge how far into the game they are.
Misconception #4: "I'm trying to do a Beetle Ninja-only run but it's too hard!"
Truth: There is no special ending for beating the game with Beetle Ninja alone, it's not something I planned on being possible whatsoever within the limitations I set in place. I wouldn't recommend doing this whatsoever.
If, however, I am sent video evidence of you beating the game's real ending with only Beetle Ninja, I will add a special ending just for you!
Misconception #5: "When will the Director's Cut come out?"
Truth: Though I wholeheartedly agree with the community's criticisms of Beetle Ninja, I'd prefer to make a sequel to Beetle Ninja rather than endlessly polishing the original.
Misconception #6: "I can't experience all the content in a single playthrough, and I want to"
Truth: The game is designed to be replayed, so there's certain things that are inevitably missable if you only play it once. Cash management and RNG dictates that you can't really obtain all ninjas in a single playthrough or see all the events, and the day skips are designed as a way to "payout" a day for some skill buffs.
Misconception #7: "How do I get the good ending?"
Truth: You just have to beat 7 of the game's 11 missions. Going into it prepared isn't necessary, but I recommend having hired at least 3 ninjas throughout your playthrough.
Misconception #8: "I should just be able to play this in my browser"
Truth: I think it's ridiculous to think you should be able to play a game with the amount of content that Beetle Ninja has in your browser, so I think this complaint stems more from people who don't really play games very often. In short: RPGMaker 2003 doesn't export .html5 files, and thus it would be impossible to make it a browser game, even if I wanted to which I don't.
Here's some stuff I've seen people confused about (This particularly relates to downloads):
"How do I download?"
You need to install the runtime package for RPGMaker 2003, and you need to extract the .rar file. Most games do not download as just the executable file, and are stored in a folder, Steam just creates a shortcut to the .exe file for you which is why downloading from there is more convenient.
"How do I open the rar file?"
If you have winrar, you can just left click and extract files. If you don't, change the extension from BeetleNinja.rar to BeetleNinja.zip, and you should be able to open the folder to run the game.
"How long is the game?"
It varies between playthroughs, but generally it takes about two hours if you know what you're doing if you're going for a full playthrough.
Finally, some stuff about the future of me as a developer as it relates to this site, since I've been asked this on several occasions:
"What's next for Beetle Ninja?"
Beetle Ninja 2 is a backburner project developed much more casually than the original. I will probably keep making browser games for Newgrounds indefinitely unless something really bad happens.
"Will you keep making games?"
Yes, but RPGMaker is very constraining and after Beetle Ninja 2, I don't have many ideas in regards to how to innovate mechanically within the engine so it'll probably be a while until I make something new after Beetle Ninja 2.
"What is your policy in regards to me using your tilesets/other assets in my game?"
Don't do this. It comes across as an extremely lazy method of game development that I can't justify supporting.
"What is your policy in regards to crossovers with Beetle Ninja?"
My stance on this is a little weird, but generally I don't like people using Beetle Ninja or any of my other characters without prior approval, and even then I typically only give approval to my good friends in game development. Beetle Ninja becoming this Shovel Knight-esque master of crossovers would quickly become tiresome for me and I suspect for the players as well.
That said, shoot me a message or something if you want to use him in your game and if the game is good and fits with the character, I don't see much issue with allowing you to use Beetle Ninja.
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