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Announcement

Game is 99.99% ready.

Almost there! I'm hoping to have everything done by the 6th of October. I've squashed as many bugs and imperfections as I can during the last couple of weeks and just waiting on my testers final reports.

I'm actually surprised by the super positive feedback so far. Replaying and testing the same game day in, day out is a little grating but having feedback from fresh eyes is very inspiring.

Even though the game will be finished on the 6th. I'm still sticking towards the November release date, just so I can concentrate on marketing for the next month.

On another note. With help from orochii, Ancurio and Roza, the project is now running on mkxp-z. With zero lag, zero screen tear, adjustable window and 60fps, the game plays and feels totally different.

The main pro of the change is that combat feels snappier and responsive. However there was a slight negative with regards to the music timings being off. Rpgmaker xp had a slight freeze when a bgm came on and I originally adjusted certain sequences around the subsequent engine handicap. So in response I had to replay the game and rejig the timings to accommodate the changes.

Final note. Should I go DRM or DRM-Free?

Request

Looking for testers.

After 4 weeks with no internet and my start date for my new job being pushed back, I've had plenty of time on my hands! Besides a few presentation/dialogue issues I feel confident enough to send the game out for testing purposes.

If anyone is interested, please contact me. Ideal candidates should have prior experience and be RMN regulars.

On a side note. Does anyone have any experience in porting rm games to MKXP? I know plenty of commercial rpg maker games have done it before but I'm absolutely clueless in the coding department.

Announcement

Second trailer and new release date.

Unfortunately I had to do a three month delay. Real life work and house move showed up at the wrong time. Here's the second trailer though :D



Announcement

2020 Could this be the end?

I'm just about to start the final segment of basic mapping/eventing for the last stages of Cover Your Eyes.



Here's my current timetable.

January/February - Finish mapping and eventing.

March - Finish all cutscenes.

April - Pixel, pixel, pixel. Do four month marketing push.

May - Polish, polish, polish. Make decision if there should be a delay.

June - Hand the game over to testers.

July - Submit build to Steam. Send out review copies to press and youtubers.

August - Game is released. Post launch marketing. Go on holiday.



Bonus video




Miscellaneous

Christmas Card

May the season bring peace, love, and joy to you and your family.

Miscellaneous

First week of marketing. What did I learn?

Spent the whole month of November creating a press kit, gathering email contacts, setting up pages and preparing a trailer. This is what happened.


Websites

Made a Itch, Gamejolt, Indie DB and Steam page early on but didn't make them pubic right away. Got the URLs and linked them in all the emails, making sure to cut out /draft and /beta from the web addresses.


Emails

Typed up 80 email drafts addressed to various gaming sites. All consisting of one basic template, with links to social media at the bottom of the image along with a GIF. The first mistake I made was not linking the trailer right away but I'll come back to that point in a moment.



Quick tip. If you have time, set all the drafts to schedule to send on the day and at a certain time. Gives you a opportunity to concentrate on the next stage.

Before the scheduled time came around, I made sure to launch all the web pages at one hour beforehand. If I did it afterwards, journalists wouldn't be able to check out the links.


Social Media

Made a post on Facebook, RMN and Twitter. All of them were prewritten beforehand. Posted them once the emails and web pages were done.

Facebook
Shared the page with indie promo groups and genre related sites. Answered questions, had some nice conversations :D



Twitter
Shared on twitter, got a little nervous due to little interactions in the first 2 hours. Went out to dinner with my girlfriend feeling a little deflated, then my phone started buzzing due to a lucky retweet and ended up choking on my Pizza... Had to apologize to the table next to ours.


What is interesting to note, is how many people clicked on the steam page. Did manage to grab 50 wishlists from the tweet itself. At very least, there's a few thousand people out there that know about the game.


Email follow ups

Out of the 80 emails that were sent, I received 5 responses. Two asking for a demo that I couldn't provide right away, one article confirmation and one ongoing conversation. The last one said that they're too busy writing up Christmas content... Which I totally didn't thought about before sending them off.

Two days later, I sent another email to the 75 outstanding responses.



After that, I got five articles and two being published next week. More often than not, the press don't often say if they're going to do a write up or not.

Quick Tip! Set up a google alert of your games name to find them. Really useful!

All articles so far.
1. One Angry Gamer
2. Noisy Pixel
3. Gaminglyfe
4. Northern Gamer
5. HorrorBuzz
6. Bluenews
7. The Gamer
8. 2DRadar
9. 25YL
10. Indiegameplus
11. SipReadRepeat

YouTube Analytics



As you can see, most of the views came from Blues News, which I was surprised about. What was most shocking was how many people never reached the trailers second half... The fun part! But it did made sense though, with the first half being purely set up and story context. This is good info to modify the Steam video at the very least.


Reddit

Posted on Reddit and reached 100 plus extra views on Youtube.


Conclusion

Did feel a little bit of a waste of time to write out all those emails, which I could've easily spent on gamedev but I'm glad it's done, found out some fascinating data and received positive feedback. Marketing your game is a full time job but if you want quick fuss free results use Reddit.

Hope this all comes in handy for somebody.

Back to gammak for now B)

This post was sponsored by Reddit.

Announcement

Trailer and steam page. Took me six years! D:


After several years of development hell, there looks like a light at the end of the tunnel. Here’s the first trailer for Cover Your Eyes with a release date of sorts.




Wishlist on steam and possibly a reweet over on twitter.


So, what happened?

To put it simply, I kinda gave up on my dreams and lost motivation. The project was most active between 2012 till early 2015, with the whole of 2017 consisting of 10 minutes’ worth of work. The game was playable from beginning till end, but I kid you not. It was the biggest load of laggy, incoherent broken trash I’d ever created. Couldn’t even figure out how to create a melee option for the player. The final nail in the coffin was a dreadful animation frame hiccup where it would revert from the player firing their weapon straight into a running animation for a split second.
Spent many months trying to fix it and out of pure frustration, I ended up putting the game on ice.


But you can never get rid of that creative itch…


February 2019 and I wanted to make a new game, something small and easy to manage. I jumped into the editor for Cover Your Eyes and see what I could salvage. There was over 2000 odd graphic files, 600 maps, and a awesome soundtrack that would’ve never reached the light of day. The game of lost hopes and dreams that started off in my early 20’s but nowhere near completion coming up to the big 30.

Continuing to poke around, I looked underneath the bonnet and somehow, someway managed to fix the frame hiccup that made me quit all those years ago.

One week later I found a workaround to give the player a melee option. Two weeks later I scrapped 60% of the game and resumed development :D


What’s been scrapped?

- The original story has been scrapped and reworked.
- The game world is no longer semi open and a lot more liner as the result of the story change. Created so many problems with balancing and seemed less focused as a result, survival horror is all about pacing.
- One of my key features, destructible doors has been axed. A whole year of eventing down the drain due to engine limitations. It was cool having monsters chase after the player, knocking down doors to reach their target. But I couldn’t have the game run at 5fps the whole entire time :/
- Hold shift to aim, no longer has a depleting bar. It was initially a workaround due to not being able to reload weapons. Once the bar reached zero, you had a short period where the weapon couldn’t be used. Honestly don’t know what I was thinking at the time.


New stuff

- You can interact with the world in fun ways. Break a window, throw a mattress on the sidewalk, jump out of window, land on mattress.
- Pick up ladders, boxes and planks to reach inaccessible areas
- Shoot locks off doors.
- Climb down ventilation shafts.
- You can score critical hits when you hover the cursor over an enemy. Originally it was the only way to hit enemies doing the previous method but it came at the expense of having no working melee weapons. Speaking of which…
- Melee weapons :D

It’s been an incredibly productive year and I cannot wait until the game is out in the wild. There’s still a heck ton of work to do but I can see the finishing line closer than ever before. Love you RMN <3

Progress Report

Mouthful!

Small update. Due to the fact that the characters had mouths, I decided to add a talking animation in each cutscene. Just to make them look less robotic and give a little life to the proceedings.


I've also uploaded some videos on twitter which I'll share here. The first one showing an early tutorial and the second is a small barebones gameplay loop. <3







Thanks for reading <3

Announcement

Announcement for a announcement.

“Kept you waiting, huh?”



Yep this is still alive! Good news is I'll soon be dropping a proper trailer, release date and a massive info dump on what the heck happened for the last several years. I'm still preparing stuff behind the scenes, so expect this all to occur on the 1st of December along with a update to the gamepage. In the meantime I'll be doing weekly game design tweets over at @StarOSkipp.

Thank you for reading <3

Announcement

Old gameplay videos

Figure I'll upload stuff from previous iterations, alot of it has been scrapped, some things kept. *Excuses* I have a very old PC = poor fps, my keyboard was in a awkward position, there were tons of placeholders, animation and sound bugs haven't been sorted, default SE placeholders etc etc etc.

Anyhow, I'm taking part in McBacon this year so hopefully it'll re-energize this project out of semi hiatus. Plus I've made the combat demo available again =P



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