I hope this short trailer gives off the right vibes of the kind of game Wintertwined is going to be, I had to go a little out of my comfort zone in terms on animation, hope it doesn't look too janky!
Further progress has been kinda slow, unfortunately.
I've been making overtime on my dayjob to make up for the many months of lost income, this in term has caused me to lose time on development.
That bummed me out so much, I've decided to take a little time off of work, to work on some cool new stuff, like this trailer!
Also worth mentioning; Wintertwined is now about 50% complete!
So that's pretty cool!
Really wish I had more to write, but that's going to be it for this time.
I want to thank all 130+ people who downloaded the demo and special shout out to all of you who did let's plays. Yall don't know how much joy it gives me to watch them ^^
First of all: Thank you for the 10K views on the Wintertwined page! Seeing this many people look at my game makes me feel incredibly happy and overwhelmed at the same time.
There's a lot of interesting things happening right now with Wintertwined.
First of all, Wintertwined will now have original music composed by the awesome Harumi Makoto!
Furthermore, The demo is almost complete as well.
It'll most likely release in June, depending on how quickly some mayor graphical issues can get resolved.
I've added a list of Trigger Warnings to the main page as well.
Wintertwined will contain scenes that might be upsetting to some players, I considered it necessary.
(However, some triggers contain mild spoilers, please only read them if you know certain subjects could cause you emotional distress.)
I'm beyond excited for yall to give it a try, and hope it won't dissapoint!
I've been working behind the scenes on a Itch.io page (Which is hidden for now)
I've been going back and forth whether to release the game on Steam. I am a little bit terrified of negative reviews if Wintertwined isn't recieved all that well.
Which is why I've planned release it to Itch.io first, to test the waters, so to say. Hope you'll understand, and if it does well, I'll try to get Wintertwined on steam, I promise!
Once again: Thank you all so much for the support you've given me, you guys are the best ;-;
Hi yall! It's been a while since the last update, So here's what I've been working on lately:
I've changed the Quicktime Events to a non timed event, I felt it could be a little cheap to have players lose the game if they miss a quick press, which led to the current animation. This one can be done whenever the player wants to, and feels a lot smoother to me, so I hope it'll translate well to the players ^^
I've also been improving the dialogue and a lot of other stuff as well, better sound effects, new puzzles, more lore and smoother animations.
I've been looking into completing a demo too! If everything continues like this, I might be able to post a demo in the near future. This will be a (approx) 15 minute prelude to the main adventure, featured in the full release. I'm still working on some technical hiccups with some of the visuals and lighting effects, but once that's fixed, the demo should be nearly done.
I hope you'll enjoy playing Wintertwined once it releases, this project means the world to me and I hope it'll be a memorable experience
I'd decided to make the game commercial in the last update, and I'd like to take some time to explain why...
I work for an escape room, which due to Covid, has to stay closed until further notice. I've been stuck at home since December, which did give me a lot of time to work on Wintertwined, but that quickly became the only creative output I could still do, from home.
I'm not eligible for any kind of compensation, which is why I've been struggling with my finances a little. Since the pandemic started, I may have gotten about 1/10th of my usual salary, which has led to some tough months the past year.
I would have loved to make the game free, and I'd considered doing a ''pay what you want'' on Itch as well, I just wish I knew if that were profitable in any way.
I hope you understand.
Thank you for checking out my game, I appreciate all of the kind comments I've gotten so far, and will treasure them dearly ^^
These past few weeks have been amazing in terms of progress.
I've been working super efficiently lately, making a lot of new maps, animations and mechanics.
Soon I'll be implementing another big puzzle, one I'm sure many of you will like!
If I manage to keep working like this, I'll be able to release the game in December.
I've decided to make Wintertwined a commercial game, for about €3,00 / $4,00. I've been working much harder on the game, than I have on any other project. I do intend to release a Demo somewhere this Summer, which will hopefully encourage people to try it out ^^
Once again: Thank you all for the support you've given me, it helps me to create the best version of Wintertwined possible and brings me joy every day.
It's been a little over a month since the last update... So here's a new area I've been working on, the gas station! (it's not entirely done yet tho.)
This is the first area you'll be exploring when starting Wintertwined.
It took a long time to get here, mostly cause I needed to learn a LOT of mapping + overlay techniques to make this small area as playable as possible.
Though I have grown to love the lighting on this map a lot ^^
I hope to finish the entire Intro before the end of march, If I do, I'll still be on track to meet the deadline ;-;
Another fun thing: My friends have tried out a portion of Wintertwined, all of them very enthusiastic! I've observed them playing and took many, many, many notes. Managed to work out a few mayor bugs and spelling errors. I hope to release a public Demo somewhere late summer/ early fall. So keep an eye out for that ^^
Hi ya'll! Fist of all, I want to thank all of you for cheking out the page, over 5000 pageviews! I can't believe it!
Here's a screenshot of Giles, You'll be able to play as him in certain parts of Wintertwined.
(He's holding a lighter to light up the dark and dirty room, This is a bit more obvious in-game I promise)
Some of you might know I teased a Demo in December, I have some bad news.
I'm postponing it, until I'm satisfied with game. So far, there have just been too many little bugs and audio issues that I have yet to resolve, and I'm afraid that opinions of Winertwined might be negative if these issues weren't resolved beforehand.
I also decided that the first playable build won't be made public for those reasons, I hope you'll understand.
I've been having a hard time lately getting the motivation to work hard on Wintertwined... And most creative stuff too.
When I do get around to doing something, like the Klonoa plush doll I made (See my twitter feed) I get so few comments or likes, it kinda feels as if nobody cares, which makes it so hard to then start working on something else.
The thing I hate the most, are these constant thoughts running through my head, that I must monetize everything I do, or else it's not worth all the time and effort it takes. And I know I shouldn't, Wintertwined is my passion project, I pour so much of myself into it, and I'm kinda scared it might not be all that great.
I guess it's the current extended lockdown, which hangs over us like a curtain of dread as well. Not being able to work my regular job, which I both love and miss, takes a massive toll on both my mental and financial stability.
I know I'm not the only one struggling with these feelings, which makes it a lot easier for me to accept it as is.
I just hope I get to keep making Wintertwined, with the love and passion I usually have.
Cause I'm not giving up, All the kind comments have pushed me to keep going, so once again:
I've been working on this menu for a few days now and am beyond satisfied with the end result. It really gives off the right vibes for the entire game!
Here's the animation that plays once it starts.
(Sorry for accidentally spamming the living hell out out ''Menu_03'' I did not intend to submit the image 4 times!)
Furthermore, A whole bunch of new stuff has been added as well!
A new puzzle, a new animation and lots of dialogue too.
If progress continues like this, there's a good chance the demo build will be finished in December!