#gotm 2019
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rpgmgames · 5 years ago
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November’s Featured Game: Grimm's Hollow
DEVELOPER(S): ghosthunter ENGINE: RPG Maker 2003 GENRE: Indie RPG, Adventure WARNINGS: Discussions of death, losing a loved one, grief SUMMARY: Grimm’s Hollow is a spooky, freeware RPG where you search the afterlife for your brother. Reap ghosts with your scythe, explore haunted caves, and eat ghostly treats on your journey through death.
Download the game here! Our Interview With The Dev Team Below The Cut!
Introduce yourself! *BB: My name's Bruno and I did some of the music along with Nat! I’m super happy to have participated in this game! *NW: I’m Nat Wesley, a.k.a. Natbird! I’m a composer available for hire with a few projects in the works. I’m honored to have had the chance to work on the soundtrack to Grimm’s Hollow! *GH: Hello! I go by ghosthunter online; I started developing RPGs with a friend in school when we found out that we both enjoyed RPG Horror. I enjoy art, webcomics, cartoons and narrative-driven indie games a lot. I bought RM2K3 on sale and started pouring pixel art into it, before learning how to do things like chase scenes, cutscenes, etc. I used to fantasize about making my own game, drawing dungeons and ghosts in the back of my sketchbooks, before I finally started Grimm’s Hollow. Now I’m near the end of high-school, and I’m hoping the best for uni!
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What is your project about? What inspired you to create this game initially? *GH: Grimm’s Hollow, originally, wasn’t as ambitious or personal. It was simply just going to be “my first game”, something that I could finally put my doodles and RM2K3 skills to. I wanted a game that a younger me would have enjoyed, back when I first discovered the classic RPGMaker games and replayed them constantly for those endings. That was my initial inspiration. It eventually evolved into an action turn-based RPG that relies on timing, yet it’s mostly narrative-driven. You traverse death in search of your sibling, and try to make an escape. There are unexpected pieces of me that ended up in this game, some of which I’m still noticing even now.
How long have you been working on your project? *GH: Since the summer of June 2018.
Did any other games or media influence aspects of your project? *GH: Standstill Girl, OFF by Mortis Ghost, Undertale, Over The Garden Wall, and the animation medium in general.
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Have you come across any challenges during development? How have you overcome or worked around them? *GH: Many! Making your first game is such a giant learning curve, that the list of challenges goes on. I would say that the most difficult issue I encountered (and that, in some ways, I am still facing after release) is working around the limitations of the game engine I am using. I wanted to see whether creating an engaging but simple 1-party RPG in RM2K3 (without going completely custom) was feasible, and I experimented with quick time events as part of that. I worked around the engine’s built-in formulae so players could see progress when they upgraded their stats - although the game might display as defence as “10”, in reality the game stores it as 40 since the engine splits defence by 4. Since I did not want to create an RPG which was too complex for my first game, I also scrapped traditional staples such as armour or weapons. There were also issues such as having an appropriate “game over” handling event which wouldn’t shoot you back to the title screen after you lost a battle; getting RM2K3 to play a small cutscene where you faint and respawn somewhere else was tricky. I felt that if the player had to reload after a loss, it would disrupt the game flow.
Have any aspects of your project changed over time? How does your current project differ from your initial concept? *GH: Like I mentioned before, the game started off impersonal. I just had a soft spot for a spooky cute aesthetic, and I wanted to indulge in that. It was (and in its essence, still is) meant to be a short story, to keep the player invested for the short game length - nothing grandiose. The original draft did not have Baker play a role in the narrative - he was just an ordinary shopkeeper NPC. For a long time during development, Lavender did not even have a name. In the very first draft, she was a silent protagonist the player could name and customize. But she played a very active role in the final outline, so it was hard not to give her own unique voice when one emerged from the narrative naturally. I am glad I did; she grew on me quite quickly! Grimm was virtually unchanged from beginning to end. The only difference was that a close friend suggested that he seemed like he would be into drinking Oolong tea - so that’s what he offers you when you meet him. Timmy also did not go under massive overhauls like Lavender and Baker did, but his relationship with Lavender became much more fleshed out as I wrote the narrative. In other facets of the game’s design, there were not many changes to the original prototype.
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What was your team like at the beginning? How did people join the team? If you don’t have a team, do you wish you had one or do you prefer working alone? *GH: It was just myself, doing the art, writing, programming, etc. But halfway through creating the second cave, I realised I would need a very specific sound for Grimm’s Hollow. So, I contacted Nat for music, but I also created a post on tumblr calling for a composer since there were many tracks to make. I met Bruno as a result! I am very happy with their work and I am so grateful I’ve got to work with them! (Some players are asking for an OST release, which is in the works).
What is the best part of developing a game? *GH: I really enjoyed the early stages of development: creating new tilesets, sprites and maps and piecing them together in the editor, then taking a small screenshot and sharing it with my friend over summer vacation … It was nice to see the game’s world slowly come together. I think that’s what I enjoyed the most from beginning to end: that sense of world-building, that sense of relaxation from making a small cosy game. The latter started to disappear as work and other responsibilities started to intrude, and pressure began to seep into development time - but I never stopped loving making the world and characters. I also want to say that, by lucky chance, I have met a lot of kind people from making my first game. I’m very grateful for that, so thank you to everyone.
Do you find yourself playing other RPG Maker games to see what you can do with the engine, or do you prefer to do your own thing? *GH: All the time! Other RPG Maker 2003 projects are great inspirations for pixel art tilesets, as well as how to code harder features such as custom menus. They’re also just fun to play.
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Which character in your game do you relate to the most and why? (Alternatively: Who is your favorite character and why?) *GH: Lavender and Timmy are relatable to me in multiple ways. I can’t elaborate on Timmy since that would go into spoiler territory, but I somewhat relate to Lavender’s insistence on managing her life on her own - sometimes to her own detriment. I’d say the most fun character to write for was Grimm. He can be unintentionally silly while speaking in the most formal way, but also very caring too. Everything he does and says was easy to write, whereas I had to think harder for the interactions between everyone else - especially for very crucial scenes regarding their development. That being said, my favourite is still the game’s central two siblings. I can not pick between them for the life of me.
Looking back now, is there anything that regret/wish you had done differently? *GH: I wish I started testing even earlier! Not only does it give you a good sense of what’s missing, but seeing people enjoy what you’ve made yet get hindered by bugs is a very strong incentive to fix your game immediately. When I was lacking motivation or was stuck, I found that good feedback and support made me motivated again. I also wish that I could have pushed the deadline a little further, or perhaps released the game on Early Access since it will take me a while to refine post-release bugs - but as it is, the 31st of October really was the deadline for my game due to external circumstances (no, that deadline wasn’t just because it was Halloween!). Other than that, I wonder if using an updated version of RPG Maker would have produced the same game …? It’s hard to tell, but I hope people enjoy it for what it is - I will be working on that post-release patch soon!
Do you plan to explore the game’s universe and characters further in subsequent projects, or leave it as-is? *GH: There are no current plans, but I would be happy to have the opportunity to improve and expand on the game. As it is, the game’s released for free and done as a hobby, so I would struggle to do that by myself.
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What do you most look forward to now that you have finished the game? *GH: Earlier on, I was really looking forward to players’ reactions. Games are made to be fun, and I would have felt distraught if my game didn’t achieve what it was set out to do. Yet it was not just about the gameplay; it was about the narrative. I hoped that what I found funny, the player would too; what was heartfelt to me, was heartfelt to the player as well. Like sharing a laugh, or just a good experience together. I hoped they would enjoy the feeling that went into it, despite the struggle of making it against circumstance and limitations. Now, I look forward to resting and sleeping once this over. I want to explore my other interests, improve, and explore new media. I want to relax, and refocus again like I was before the heat of development.
Is there something you’re afraid of concerning the development or the release of your game? *GH: Bugs! Some are easy to fix, but others are harder due to the limitations of the engine (e.g an error in one ending is caused by an overflow error).
Do you have any advice for upcoming devs? *GH: Show your game as early as possible, to as many people as possible. As soon as you have something playable, it’s ready for feedback. You’ll see if that game mechanic you spent hours refining works, or if it doesn’t work and why. You’ll understand what players enjoy and what they want more of, but also what they don’t like or don’t enjoy. And you will definitely encounter bugs. You’ll be able to pinpoint and fix minor problems early on that can easily become a larger issue later. You’ll be able to fine-tune your game so its best bits shine, and the difficulty is just right.
Question from last month's featured dev @dead-dreams-dev: Is there anything you’ve added to your game for no other reason than because you’re hoping fans will get a kick out of it? Fanservice, fourth wall breakage, references to other games, jokes, abilities that are just ridiculously overpowered and badass, etc? *GH: It’s hard to say; game design is trying to find the intersection between what’s good for the player, what the developer enjoys, and what’s feasible to implement. Every decision made should be conscious of that … I think a lot of the game’s early light-hearted jokes was not only made because I enjoyed it, but I hoped the player would “get a kick out of it” too. But more so, I think it’s because I would struggle to write a story which is serious and bleak from beginning to end. The game is a little self-indulgent in the narrative that way.
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We mods would like to thank ghosthunter & team for agreeing to our interview! We believe that featuring the developer and their creative process is just as important as featuring the final product. Hopefully this Q&A segment has been an entertaining and insightful experience for everyone involved!
Remember to check out Grimm's Hollow if you haven’t already! See you next month! 
- Mods Gold & Platinum
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ladynonsense · 6 years ago
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Look I’m not proud of this but I’m like 90% less likely to read a TRR fan fic if there’s a white Liam FC attached to it.
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triplexmile · 5 years ago
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Starting a tradition where whenever there is a Friday the 13th I draw a chibi pic of the current “Girl of the Month” in some sort of Friday the 13th Movie inspired piece. Jubes was September (2019) and Bayonetta was December (2019) The next Friday the 13th isn’t until March of 2020 so I guess it’ll be Sakura’s turn, since she’s always GotM in March.
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baseballfavo · 5 years ago
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+%^#@ Wilson A2000 August 2019 Glove Of The Month GOTM 11.75 SuperSkin Marwin Gonzalez https://ift.tt/3eCWCH3
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dffjwaltner · 5 years ago
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Tweeted
Game time with my little cousin🤣#littlecousin #family #gotme pic.twitter.com/3FLJarjEP8
— Jason Waltner (@DFFjwaltner) December 25, 2019
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askandanswerbot · 5 years ago
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can someone buy me a baby cactus ?
— kaden🤪 (@kaden_diaz9) Sat Jul 06 22:33:58 +0000 2019
no.... im tired...
— gotm stan account ً (@tbztheuniverse) Sat Jul 06 22:43:49 +0000 2019
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thekydsteez · 6 years ago
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Just Gratefu, God gotme🙏🏿 KYD STEEZ VS Epilepsy *2019* If you have been wondering if I've been ok for the last 7 months 🖱Click the link in the bio ___________________________ 🚨NEW CONTENT🚨_⠀ ・・・ Powered by The K.Y.D STEEZ Inituitive "Perservering to reach for new heights, that before were humble jokes" -K.Y.D STEEZ 🔥🤸🏿🇺🇸 • • • • -❤ LIKE -🏃🏿FOLLOW -🚨TURN-ON POST NOTIFICATION -🗣💬COMMENT _____________________________________________________⠀ - UNIFY THE DIVISIONS��� @kydsareus @kydsfam @breaklifeboutique @fitnessbykydsteez #epilepsy #bboy #kydsteez #california #losangeles #america #unifythedivisions #mentalwellness #blackman #hope #LRNGU #hiphop #fitness (at Los Angeles, California) https://www.instagram.com/p/Bupn4F0H_VR/?utm_source=ig_tumblr_share&igshid=106bflqo27ttb
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Vote for Gini for GOTM, would be a deserved reward for our most consistent midfielder this year via /r/LiverpoolFC
Vote for Gini for GOTM, would be a deserved reward for our most consistent midfielder this year https://ift.tt/2EqYVeL Submitted March 02, 2019 at 02:43PM by sreeramr via reddit https://ift.tt/2TtFKKQ
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inzeeweb · 6 years ago
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HA.HA.HA. #gotme https://t.co/QmZMHQ3zLF
— NickZ (@nickz) February 13, 2019
via Twitter https://twitter.com/nickz February 13, 2019 at 03:16PM
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rpgmgames · 5 years ago
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July’s Featured Game: Melon Journey 2
DEVELOPER(S): Froach Club ENGINE: RPG Maker 2003 GENRE: Story-exploration SUMMARY: Melon Journey 2 is a story-exploration game about revisiting a town full of adorable animals with eccentric personalities. Yet under its cute and nostalgic surface lies a dark tale of crime and corruption... Play as Honeydew, an employee of a huge melon factory, and travel to Hog Town where melons are illegal. While searching for a missing friend, you'll have to explore the town and its surrounding areas, and speak with suspicious characters in dangerous situations to uncover the truth.
Download the demo from the discord server here!
Our Interview With The Dev Team Below The Cut!
Introduce yourself! We're Froach Club! (Mario - @markeryjane, Karolina - @minipete, & Simon - @carpetbones) Our CEO is rude little roach who goes by the name of Froach. We've all been making games together and separately for a quite a while now and we're currently working on our magnum opus... To see our other games check out froachclub.itch.io & carpetbones.itch.io
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What is your project about? What inspired you to create this game initially? *Froach Club: Melon Journey 2 is a story of crime and political corruption in a town where melons are outlawed. It's a sequel to our (Mario & Karolina) very first game we ever made back in 2012. Back then we had no idea what we were doing and were pretty awful at using RPG Maker 2003, so we had the idea to do kind of a remaster of the game. We accidentally expanded it so much though that it became a huge, fully-formed sequel.
How long have you been working on your project? *FC: Almost 2 years now.
Did any other games or media influence aspects of your project? *FC: Columbo, The Big Sleep, Chulip, Hamtaro Ham Ham Heartbreak, Kino's Journey, Twin Peaks, and Shenmue!
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Have you come across any challenges during development? How have you overcome or worked around them? *FC: This is our first real large-scale project, spanning multiple years of development, so staying organized was a huge challenge. At first we would just work on whatever we felt like, jumping from one part of the game to another. But once Simon became more involved in the project, he taught us his amazing organization skills and we learned how to use to-do lists efficiently and and keep our files straight. And now that we have, things go much more smoothly.
Have any aspects of your project changed over time? How does your current project differ from your initial concept? *FC: We started with a really bare-bones story, and as we built up the world by adding more characters, side-quests, and subplots to the main storyline, the game’s scope began to grow. The world of Melon Journey 2 is now much more detailed and immersive than we originally imagined.
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What was your team like at the beginning? How did people join the team? If you don’t have a team, do you wish you had one or do you prefer working alone? *FC: Back in 2012, when Melon Journey 1 came out, we were just a two person team (Mario and Karolina). We continued making games together for a few years until we started calling ourselves Froach Club and added our 3rd member, Simon. We worked together on u1f439 (https://carpetbones.itch.io/u1f439) and Fish Fly Fever (https://froachclub.itch.io/fish-fly-fever) and now Melon Journey 2!
What is the best part of developing a game? *Mario: Making the music, when a scene comes together and the music fits the tone perfectly it's really satisfying. Karolina: Coming up with crazy ideas in the beginning and thinking of all the possibilities! Simon: Creating any form of a dense or rich world for people to interact with or experience.
Do you find yourself playing other RPG Maker games to see what you can do with the engine, or do you prefer to do your own thing? *FC: Back when we started out, we played a lot of RPG Maker games on rpgmaker.net and it was a big source of inspiration because it helped us feel like our ideas were doable without any previous knowledge of programming or game making. Yume Nikki in particular gave us a lot of ideas on how to make the most out of RPG Maker 2003, like hacking together menus out of pictures, and creating complex animations using multiple charsets.
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Which character in your game do you relate to the most and why? (Alternatively: Who is your favorite character and why?) *Mario: Bailey is my self-insert character kinda. Karolina: Lily. She has really strict Russian parents (who are actually based on mine) and she has a hard time finding a place where she feels like she truly belongs. She goes through a lot but never truly stops caring about what she believes in. Simon: I actually am Ham Ghost Jr.
Looking back now, is there anything that regret/wish you had done differently? *FC: At some point the project kind of outgrew RPGMaker 2003 and we really regretted using it, but we've come to appreciate the limitations and they've helped to shape the game in some ways so we regret it less now, especially since discovering easyRPG which we're using to port the game!
Do you plan to explore the game’s universe and characters further in subsequent projects, or leave it as-is? *FC: We like to joke about making Melon Journey 3D, but who knows, it might actually happen one day! We are leaving the ending of MJ2 a little bit open ended~
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What do you most look forward to upon/after the release of a project? *Mario: Being able to start a new project. Usually by the end of one project the only thing motivating me is getting it out of the way so we can start on the next thing. Karolina: Seeing if people enjoy our game! I dream about people making fanart and silly deep lore videos. That would seriously make everything 100% worth it. Simon: I cannot wait to get started on a new (maybe even bigger) project!
Is there something you’re afraid of concerning the development or the release of your game? *FC: All three of us have an intense fear of something going horribly wrong on the day of the release. That's honestly the scariest part of making a game - saying that you're officially finished with it.
Do you have any advice for upcoming devs? *FC: Try your best to get your game done and limit the scope! Even if it's not perfect or exactly like how you imagined it, the experience and growth you get from releasing a game is the most important thing.
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Question from last month's featured dev @midnighttrain-project: What do you value most in a game? (story, gameplay, art,...) Is that an important aspect of your game? *Mario: I think the interplay of the elements of a game is more important than what the individual parts are like on their own. Like, a simple animation can be transformed by adding a really good sound effect to it, so it's hard to separate elements or say that I value one more than the other. Karolina: I value the story most in games. Even when the art or gameplay is great, if there are glaring plot holes I always spend too much time focusing on them and get pulled out of the experience. That's why we spent so much time making a super well thought-out world and characters for MJ2! Simon: I really enjoy gameplay over most parts of any game, especially if the gameplay is well designed and interesting.
We mods would like to thank Froach Club for agreeing to our interview! We believe that featuring the developer and their creative process is just as important as featuring the final product. Hopefully this Q&A segment has been an entertaining and insightful experience for everyone involved!
Remember to check out Melon Journey 2 if you haven’t already! See you next month! 
- Mods Gold & Platinum
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rpgmgames · 5 years ago
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October’s Featured Game: Dead Dreams
DEVELOPER(S): Aiaz Marx ENGINE: RPG Maker MV GENRE: Adventure, Horror, Narrative WARNINGS: Body horror, Flashing images, Sudden sounds, Mild Violence, Blood, Gore SUMMARY: A school game dev club of four friends breaks up after the tragic death of one of their members. Until... a sinister ‘V’ would force them back to the memories of those events, what lead to that loss and how it changed their lives.
Download the game here! Our Interview With The Dev Team Below The Cut!
Introduce yourself! Hi, my name is Aiaz Marx. I'm the main developer of "Dead Dream" which is my first serious project! More facts about me: I'm from Russia, but I've been living in Spain for 4 years now! I love videogames, cinematography, and languages!
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What is your project about? What inspired you to create this game initially? *Aiaz Marx: Dead Dreams is all about character development and overcoming your fears. Some of the central in-game themes are loneliness, coming of age and family. Inspirations? Seriously, there are so many of them but the main inspiration for me was the Silent Hill series (particularly SH2 and SH4).
How long have you been working on your project? *Aiaz Marx: Nine long months :)
Did any other games or media influence aspects of your project? *Aiaz Marx: Other games that influenced certain elements of Dead Dreams are Yume Nikki, Ib, OFF and Doki Doki Literature Club! Story-wise it was hugely inspired by Anohana anime series and Colorless Tsukuru Tazaki (H.Murakami's book). The theme of colors will actually play a very important role later in the game :) There are more significant influences that unfortunately I can't mention without spoiling the game :)
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Have you come across any challenges during development? How have you overcome or worked around them? *Aiaz Marx: I think for me the main challenge was to put my creation out for the public eyes and accept the criticism. Failing the Kickstarter was truly a lifechanging experience and I even wrote an article about it. The only way to overcome it was to admit it and find good reasons to keep working. I could also count on the support of some of my fellow developers and community.
Have any aspects of your project changed over time? How does your current project differ from your initial concept? *Aiaz Marx: Initially, I was planning to make a lighthearted adventure game with knights and magic corporations, haha! :D As you can see, now it's a horror game! :)
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What was your team like at the beginning? How did people join the team? If you don’t have a team, do you wish you had one or do you prefer working alone? *Aiaz Marx: I wouldn't say that I have a team but there are few people that I need to mention: Aiden/kanteramcneil was helping me out with the English translation, play-testing and was extremely supportive throughout these nine months! Matt Reeves is a very talented and amicable guy who composed four songs for me including the amazing Silent Dreams OST you could hear at the end of the Still Water demo. cherry-shot is helping me with the Spanish translation, and Gavren voiced the Radio in the second demo. I never had an experience of working in a team, but I wish I had an artist who could help me out with the character portraits and cutscenes :D
What is the best part of developing a game? *Aiaz Marx: Personally, I love to structure the story, create puzzles and levels layouts. In each new chapter, I'm trying to bring some new mechanics, types of enemies and visuals\locations which will reflect my character's fears and unique qualities. Another thing I really enjoy is adding some extra details, absurd descriptions, and easter eggs :D
Do you find yourself playing other RPG Maker games to see what you can do with the engine, or do you prefer to do your own thing? *Aiaz Marx: Certainly! As I mentioned, a lot of game's elements were inspired by RPG Maker games like Yume Nikki, Ib, OFF and even Lisa. But still, I'm trying really hard to make something unique and memorable.
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Which character in your game do you relate to the most and why? (Alternatively: Who is your favorite character and why?) *Aiaz Marx: It has to be Thomas, a character inspired by Henry from SH4, Madotsuki, Lone Survivor and H.Murakami's protagonists. He's a lonely hikikomori who avoids any real social interactions. I'm sure that every passioned solo dev at some point felt him(her)self lonely :) I just always find this type of characters very relatable.
Looking back now, is there anything that regret/wish you had done differently? *Aiaz Marx: Maybe the game's title? I feel like it's not memorable enough. Do you know that initially it was called PlayerBetweenUs? Well, DD isn't finished yet, so I may change some things along the way.
Do you plan to explore the game’s universe and characters further in subsequent projects, or leave it as-is? *Aiaz Marx: I think DD doesn't need any prequels or sequels :)
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What do you most look forward to now that you have finished the game? *Aiaz Marx: I can't wait to start working on new shorter projects and try out new genres (3D games/visual novels) and engines!
Is there something you’re afraid of concerning the development or the release of your game? *Aiaz Marx: Not really. I just want people to enjoy playing Dead Dream :)
Do you have any advice for upcoming devs? *Aiaz Marx: The first step is just to start with something. For your first projects try to keep it short, experiment with ideas and find the type of game you wanna make. Don't forget to ask for help and feedback. Honestly, there are so many great advices provided by others GOTM's featured developers so go check them out! :)
Question from last month's featured dev @Turoveroofficial: Have you ever had a meme made of your game? If so, what was your favorite? If not, have you made your own? *Aiaz Marx: There was only one meme, so I guess it's my favorite :)
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We mods would like to thank Aiaz Marx for agreeing to our interview! We believe that featuring the developer and their creative process is just as important as featuring the final product. Hopefully this Q&A segment has been an entertaining and insightful experience for everyone involved!
Remember to check out Dead Dreams if you haven’t already! See you next month! 
- Mods Gold & Platinum
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rpgmgames · 5 years ago
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August’s Featured Game: Marinette
DEVELOPER(S): Teal Crown ENGINE: RPG Maker MV GENRE: Horror, Puzzle, Adventure WARNINGS: Sensitive Themes, Blood/Light Gore SUMMARY: A little girl named Marinette, in the wake of a splitting family and a change of homes, is having a birthday. But this, her eleventh birthday, will present a deadly opportunity to fulfill a special promise. On the night before her birthday, she is drawn into a strange realm; an unnatural dollhouse, populated with dolls who are not quite what they seem. A web of strings lying in wait, and threatening to ensnare the poor marionette; warping her perception, and twisting her every move. Will the strings attach, and force her to become an unwilling puppet, or will she escape this surreal web of strings? What will she have to do to avoid the dangers of the dollhouse, and set herself free?
Our Interview With The Dev Team Below The Cut!
Introduce yourself! *Mitty: "Hello, I'm Mitty! Thank you so much for the opportunity to participate in this interview. I'm the main developer of the game and I'm working with a team of friends to make this game a reality. I work mainly on the visuals and programming, and I'll be representing the team, alongside Third! I've been on the community for around two years, even though I tend to not be active very often." *Third: "Hoi, I’m Third! I appreciate you reaching out to interview us. I’m the main composer and writer of Marinette, and I work under Mitty to make the story and soundtrack what we want it to be. I’ve been in the community for little less than Mitt but am even less active in most of my developer discords."
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What is your project about? What inspired you to create this game initially? *Mitty: "The game is essentially about a girl that gets trapped inside a dollhouse. A simple concept really can go far ahaha I've always loved themes related to creepy dolls so I wanted to create something related to that. What pushed me initially to start were obviously the inspiration of seeing other devs creating, seeing how far you could go with these engines and create amazing interactive stories, however the huge support from a friend was what made me actually start past the planning and dreaming!" *Third: "Marinette is a story about a little girl becoming entangled in the complicated family and supernatural landscape she finds herself in on her birthday. I enjoy writing short stories about this kind of thing so it’s fantastic to work on a larger project about one of my favorite subjects. My primary inspiration and introduction to this kind of game in general was Pocket Mirror, and I use it the most as a model for how to do certain things. However, I also draw a lot of inspiration from masterpieces like Aria’s Story, Ib, Witch’s House, and Alice Mare."
How long have you been working on your project? *Mitty: "The project has been in the works for around two years now! The first year was mostly planning and right now we are on the right track with the programming and asset creation for the demo, as well as music and sound design for later development. Planning isn't over yet though, especially for the final game." *Third: "I’ve been working on this for almost two years. The soundtrack possessed most of my earlier attention, but now it’s taken a backseat to writing, now that I’m actively writing the scripts for the game now. "
Did any other games or media influence aspects of your project? *Mitty: "Yes! The game has inspirations from plenty of sources, not only strictly RPG Maker Horror games, or games in general for that matter. If I were to mention those, of course games like Ib, The witch's house, Alice Mare, Pocket Mirror, Yume Nikki & .flow, Stray Cat Crossing, Mogeko's games...etc quickly come to mind. When it comes to the aesthetics and visuals, the inspirations come from several different places, including games like Alice Madness Returns, Dofus, Yomawari, The Legend of Mana, Little Nightmares...the list goes on; or other media, like Inu Curry's animation style or video creator nana825763, as well as some anime and music videos. Silent hill is also a huge inspiration for the atmosphere, and hopefully we can pull it off well!" *Third: "My primary inspiration, as I’ve said earlier, is Pocket Mirror, both for its masterful writing and soundtrack. The game’s soundtrack is the main reason I still play piano. Whenever I’m feeling musical, my fingers always hunt out the same kind of haunting, mysterious, and sometimes peaceful and playful melodies that Pocket Mirror is rife with. In the end, our soundtrack is probably going to sound like Pocket Mirror and Aria’s Story’s soundtracks were meshed together. Story wise, commonplace elements in this genre like demons, monsters, mean parents and puzzles that tell the story are commonplace for a reason, and certainly find their way into this one, in their own special way. Every other game I’ve mentioned involves them in some form or another. And young, curious protagonists are also a blast to write and do evil things to and put in difficult, dangerous situations. "
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Have you come across any challenges during development? How have you overcome or worked around them? *Mitty: "We surely have! Many of them in different areas ahaha Taking away bug hunting, I am primarily an artist, so programming for me is a secondary thing. Because of this it's easy to get carried away and hard to realise what can and can't be done. I don't want the game to be visually boring if I can make things move and seem alive! The way I'm handling it is programming like an artist: I think in my head what cool things I can do with my art by not having it completely still, and then it's a matter of executing it on the engine. However this comes with a downside. I tend to tweak things a lot, and that takes quite some time, but I honestly think it's worth it ahaha Also I find it hard to start writing, but when I do, I can't stop orz. Other challenges are also finding plot holes. This is fixed with a lot of studying the story, gathering inspiration and talking with the team. I also struggle a bit with communicating with the team, but thankfully they are all very nice and understanding." *Third: "Main challenge is overcoming the sheer weight of how much I have to learn about music and writing in order for this game to be what I want it to be. I’m a perfectionist, and when I care about something, I can’t tolerate it being worse than it could’ve been. Also, writing is getting more and more complicated and there’s more things and details to keep track of so as not to create inconsistencies or plot holes, especially as we try to revise it and make major changes to the story (Mitt will know what I’m talking about). "
Have any aspects of your project changed over time? How does your current project differ from your initial concept? *Mitty: "It changed a lot, not only in terms of the story and writing, but visually too. The basic concept is close to being the same, though. You can check out old posts in the blog where I consider different styles of mapping and such. Actually, don't, please. It's too old...and my writing...oh god." *Third: "The writing has come a long way, but now that we’ve fleshed out and written down much of the backstory, it’s a much more complicated story than what Mitt first showed me when I joined."
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What was your team like at the beginning? How did people join the team? If you don’t have a team, do you wish you had one or do you prefer working alone? *Mitty: "Initially it was just me, occasionally having Mia to talk about the story and help develop it. Rindre joined as a voice actress very early on and also helped in other aspects of the game. Then I also talked about it with two friends I know in real life, one helped with organization and the other with some concept art, but they aren't that active anymore, even though I still count them as part of the team (Thank you guys btw if you're reading this). Eventually I met Third, an amazing composer and writer, and I asked him to join in! He brought along a friend who is also an amazing composer and writer, Code, and these two are complete madmen of music and writing and I'm super glad to be working with them, as they are super passionate and it makes me really happy ahaha. Bruno is also a really dedicated composer that is helping with a few tracks as well! Miku and Luccinia are two super talented and kind artists that have also been helping a ton with concept art, and their ideas have certainly improved the game as well. We are welcome to more concept artists, though! More heads, more ideas ahaha Recently we got the voice actresses for a few characters in the game, when we did the auditions, and hopefully soon another friend will jump aboard and help with organization and writing! We are a relatively small team, and sometimes progress goes a bit slowly since we can get busy, but we are all doing our best! I’m glad that I’m not alone. Links for their pages and such can be found on the team section on the blog, go support them if you can!"
What is the best part of developing a game? *Mitty: "For me, personally, I love seeing what my team mates come up with, whether it is music or concept art. I also enjoy the love and support we get, and it makes me excited in the development. As for the creation part, I like programming challenging cutscenes and doing cool things with the assets. Progress updates can also be fun to make when I have the time." *Third: "My favorite part is showing Mitt what I’ve written and composed. Making her happy and excited with my work is extremely fulfilling. "
Do you find yourself playing other RPG Maker games to see what you can do with the engine, or do you prefer to do your own thing? *Mitty: "Oh, yes! Besides being a cool break from programming hell, it helps me make it less of a hell ahaha I like improvising, though, so I think I play RPG Maker games because I enjoy them for the most part." *Third: "Occasionally, not really. I don’t play many games and I’ve played the heck out of the ones I have."
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Which character in your game do you relate to the most and why? (Alternatively: Who is your favorite character and why?) *Mitty: "Ah I don't know, honestly. I think I can relate to every character in one way or another, and it's hard picking one, especially since the game isn't out yet and I'd like to keep most characters hidden until the demo. Marinette is definitely one of my favourites, though, I just love how innocent and cute she is. Her cheekiness can be made super interesting ahaha" *Third: "My favorite character is definitely Pierre. He’s a complete blast to write, and gives me lots of cool things to describe and say through him, from his magic tricks to his killer lines and quotes."
Looking back now, is there anything that regret/wish you had done differently? *Mitty: "Hm...Having organized things better in the beginning would have saved a lot of time now, but I don't think it's been that big of a deal anymore. I don't have any regrets that I'm aware of at the moment since everything until this point was necessary to learn and get to where we are now."
Do you plan to explore the game’s universe and characters further in subsequent projects, or leave it as-is? *Mitty: "I'm not sure yet, it depends on the reception and how willing I'll be to continue the story. Even though I would find it fun to make comics, another game or a different midia, realistically I can't tell how willing I'll be to continue developing content about it after the game is finished. Honestly, I hope I can develop more projects on Marinette, we do have content for that, and I absolutely love it with my heart! But it's also equally important to move on to another story. Only time will tell!" Third: "I hope to, but that day is very far away for me. I’ll be gone for quite some time after Marinette is finished, and I hope I’m not forgotten by the time I return. Perhaps I’ll entertain myself with additional short stories exploring the various aftermaths of the game."
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What do you most look forward to upon/after the release of a project? *Mitty: "I honestly just want to get the story out there. I'm hoping people will enjoy it if they play the game, and will have a special place in their hearts to keep it on. This project means a lot to me, and having it making people feel things is what I'm looking forward to. I'd love to see other people playing it, definitely. I imagine I'll eventually be relieved to have finally completed it, it'll be a big moment for me to sigh be proud of creating. I'll be able to move on to work on other fun things while I see how this little child of a game is going to do out there in the wild, and that's always nice!" *Third: "Fan reaction, 100%. Having people ask me questions about my work and telling me how much they enjoyed it is my favorite part of writing."
Is there something you’re afraid of concerning the development or the release of your game? *Mitty: "Yes, I don't want to feel empty with nothing to do when I finish the game. I know it will be great and all, but I've been working on it for so long that it's hard to imagine not working on it ahaha! It's a really fun hobby, but it's also engraved in my heart. I want it to be the best it can be, of course, so I'm scared of bugs, inconsistencies and overall it being clearly a bad game. I'm hoping that people will help with critiques on the demo, so I have a better outside perspective of where we are going. I don't want to drop the game, so I'm scared of having to take a long break from it during the development. I'm worried of being a terrible team leader as well." *Third: "I dread plot holes more than anything, and I dread a dull and overall unimpactful story. I want a tale that will punch the viewer in the gut, hard. I want to make them cry. I want to make them laugh. I want them to draw what I wrote, and explore it further in hopefully-not-too-sexual fanfiction."
Do you have any advice for upcoming devs? *Mitty: "Don't be scared to start. You're going to suffer mid-way if it's a long term project, but keep pushing through, you'll learn a lot and it becomes easier with time. Take breaks and take it easy, step by step. LIST STUFF AND MAKE BACKUPS. Learn with short projects first. Ask for advice from people you admire, but never hold them on a pedestal. It’s always helpful to be a jack of all trades! Try to think from an outsider perspective if you're not sure of how it's going, and if you can, tell people you trust about the game and ask for opinions. Always take criticism well, but don't stress too much over harsher or even meaner comments. Have fun and never forget your starts, the people you meet and the reason you're doing the project for. If you're also an artist, writer, musician, remember this is a great opportunity to add something interesting to your portfolio. Cool visuals attract people, but they are not everything that will keep them hooked." *Third: "The best part of making a game is the people you make it with. The story is the most important ingredient of your game. Prioritize it first, and everything else will fall into place around it. Otherwise, everything will serve some other aspect of your game, and that’s rarely a good thing. Always speak your mind; do not every not say something just because it’ll hurt someone’s feelings. Obviously don’t be a tool, but if you ever have to choose between hurting the game and someone’s pride, pick someone’s pride. It’s much kinder in the long run."
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Question from last month's featured dev Froach Club: Have you ever had a moment where you got completely stuck or became intensely frustrated while using RPG Maker? *Mitty: "Yes I have, I think everyone has QwQ Despite silly mistakes, I've gotten stuck several times, but honestly it's usually either us doing something stupidly hard that can be done another way, or we are just not skilled enough yet, and it's better to come back later. You can usually do most things you wanna do if you have the advantage of knowing the programming language your RPG Maker Engine uses I think. Google is your friend always, and sleeping about it also helps. I once dreamt of a whole sequence to fix a problem, and it worked! ahaha Always take it easy and don't give up, but know your limits and the limits of the engine!"
We mods would like to thank Teal Crown for agreeing to our interview! We believe that featuring the developer and their creative process is just as important as featuring the final product. Hopefully this Q&A segment has been an entertaining and insightful experience for everyone involved!
Remember to check out Marinette if you haven’t already! See you next month! 
- Mods Gold & Platinum
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rpgmgames · 5 years ago
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September’s Featured Game: Turovero: The Celestial Tower
DEVELOPER(S): Queenie ENGINE: RPG Maker VX Ace GENRE: RPG, Adventure, Psychological, Dark Fantasy WARNINGS: Violence, Light Horror Elements, Sensitive Themes SUMMARY: Turovero: The Celestial Tower is a freeware, dark fantasy role-playing game created with RPG Maker VX Ace. Players take on the role of four young adventurers - Sigurd, a brave and kind-hearted knight, Leilia, a gentle and motherly cleric, Edric, a gifted yet sharp-tongued mage, and Ruby, a cheeky, fun-loving thief - who have no recollection of their lives prior to meeting one another. Determined to free their world from the influence of an ancient evil, the Dark One, the group sets forth on their most perilous journey yet as they climb the mysterious divine tower, Turovero. However, as the heroes ascend the Celestial Tower, they begin to realize that not everything is as it seems. Just what is the Dark One that plagues their world so, and what truly happened to the Four Gods of legend? The answers to these questions lie in wait for them at the top of the tower… but do they truly want to discover them?
Play the game here! Our Interview With The Dev Team Below The Cut!
Introduce yourself! I'm Queenie and this is my second game that I've developed, written, and composed for (my first game was Prom Dreams: A High School Love Story, a horror / dating sim game available whever you can download Turovero from). I've been making games in earnest for about 4 years now, but I did use to muck around in the old bootleg version of RPG Maker 2000 when I was a kid I guess. Because one of the main complaints about my first game was the artwork, and because I, er, can't draw very well, I also enlisted the help of @genkaiko, @caffeineandcarpaltunnel, @pleasedrawmore, and @meakersneakers to draw the character artwork, title and ending artwork, enemy artwork, and cutscene artwork respectively. Check them out too if you've got the chance!
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What is your project about? What inspired you to create this game initially? *Queenie: I've always enjoyed horror games and games that started out normal / cute / cliched but slowly turned into something darker as they went on. I also really love RPGs and adventure games. So, naturally, I figured I'd combine the two at some point, and thus the initial concept for Turovero was born!
How long have you been working on your project? *Queenie: Total development time was around 2.5 years.
Did any other games or media influence aspects of your project? *Queenie: Considering every games I've made so far is essentially cobbling together various ideas from games and anime I love, you bet your ass it did LOL. Gameplay involves a mix of classic Final Fantasy-esque battles and Zelda-style field puzzles, whereas the story and atmosphere takes inspiration from other RPG Horror games and anime such as Madoka Magica and Higurashi. Essentially, dark psychological drama wrapped up in a nice little JRPG shell. Or something like that.
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Have you come across any challenges during development? How have you overcome or worked around them? *Queenie: Besides my complete and utter lack of art skills (which I thankfully had my team to help me with!), I also really struggled with the field skills due to RPG Maker's admittedly shoddy collision detection. I was eventually able to make the mechanic work around 90% of the time (and if it doesn't, protip: push up against the object before activating the field skill), so it's thankfully playable, but it sure was a pain to work with :T
Have any aspects of your project changed over time? How does your current project differ from your initial concept? *Queenie: I actually try to fully create a solid outline of my games and then stick to it, for the most part, so that I don't lose track during development. So, to be honest, not a whole lot changed besides some minor details, such as names, battle skills, and combat balance adjustments. Although, I did originally envision the theme and look of the final "dungeon" a bit differently (which I obviously won't go into details about), and only went with the current design because I couldn't get the sprites to cooperate with me and I was like "well, eh, this is the next best thing I guess". :P
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What was your team like at the beginning? How did people join the team? If you don’t have a team, do you wish you had one or do you prefer working alone? *Queenie: I did about 80% of the game myself, but I did have an interview/portfolio submission process for artists. I knew many of them previously, and the title artist I'd already had a working relationship and internet friendship with, so that made things easier as well. It also helped that I could share my ideas (and memes. lots of memes.) during the development process so I didn't have to keep the game 100% secret, haha.
What is the best part of developing a game? *Queenie: The music!! I freakin' love composing okay. I also love writing emotional or comedic scenes, then see other people's reactions to them as they play. Speaking of which, my jar of Player Tears seems to be running a little empty lately... :3c
Do you find yourself playing other RPG Maker games to see what you can do with the engine, or do you prefer to do your own thing? *Queenie: I usually just go with the kind of gameplay my story needs and that my developer's skills will allow; sometimes I see another game and go "oh, that's possible?", and might keep that knowledge in handy, but I don't actively seek out gameplay inspiration or anything.
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Which character in your game do you relate to the most and why? (Alternatively: Who is your favorite character and why?) *Queenie: My boy Edric and his grumpy yet adorable tsundere ways LOL. I have a thing for characters with love problems okay ;;
Looking back now, is there anything that regret/wish you had done differently? *Queenie: I do kind of wish the game had a way to do something like unison attacks from the Tales series, since it'd be thematically consistent with the game's ideas of friendship and unity, but at the time I wasn't willing to fudge around with the battle engine too much, so I shelved the idea.
Do you plan to explore the game’s universe and characters further in subsequent projects, or leave it as-is? *Queenie: I have ideas for some prequel stories (in an e-book or even a visual novel format) that expand upon the characters and world a bit, but I'm waiting to gauge interest in them.
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What do you most look forward to upon/after the release of a project? *Queenie: Player reactions and Let's Plays, definitely. I feed off of player reactions. I crave them like a zombie craves brains. If you play my games please tell me how much you suffered - er, enjoyed it, it really makes my day!
Is there something you’re afraid of concerning the development or the release of your game? *Queenie: Honestly, only that it'd attract the wrong kind of fan - you know, the ones who harass people over fictional characters and over a work not being 100% to their particular standards. Thankfully that hasn't seemed to happen yet, and most people who've played my games are super chill and awesome.
Do you have any advice for upcoming devs? *Queenie: Use outlines and try not to shovel features into your game just because you can! Figure out what kind of game you want and then focus your energy on making it the best version of that image that you can. Sure, my games may not take advantage of everything RPG Maker can do, but I don't think they need to - I only needs the elements that will help me tell my story the way I want to.
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Question from last month's featured dev @Teal Crown: If you're working on a team, how do you manage to keep organized? (Otherwise: If you could meet your favourite dev, the one that inspires you the most, what would you ask them?) *Queenie: My artists and I kept up via Tumblr messenger and Discord mostly. I also made a beta testing server when the game reached the testing phase, which was very helpful and also loads of fun. :)
We mods would like to thank Queenie for agreeing to our interview! We believe that featuring the developer and their creative process is just as important as featuring the final product. Hopefully this Q&A segment has been an entertaining and insightful experience for everyone involved!
Remember to check out Turovero: The Celestial Tower if you haven’t already! See you next month! 
- Mods Gold & Platinum
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rpgmgames · 5 years ago
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June’s Featured Game: Midnight Train
DEVELOPER(S): Lydia ENGINE: RPG Maker VX Ace GENRE: Mystery, Adventure WARNINGS: The game contains small jumpscares, blood, suicide, violence, murder, death, possible animal death and mutilation. SUMMARY: Luna is a traveler that is looking for a certain place. Suddenly, while she’s travelling in a train, the people around her disappear and the train stops in a mysterious place. She finds there a pocket watch with some instructions; she needs to find the next train before time runs out or she will be trapped in that world forever.
Play chapters 1 & 2 here!
Our Interview With The Dev Team Below The Cut!
Introduce yourself! Hi! I’m Lydia, nice to meet you all! I’m the main developer, artist, writer and programmer of Midnight Train. I’m also the developer of Aria’s Story. I’ve been creating games since 2015 and it has been a wonderful experience so far! Some random facts about me: I love videogames (Pokémon, Animal Crossing and Splatoon are my favorites!), I’m from Spain, my favorite color is orange and I love sweets!
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What is your project about? What inspired you to create this game initially? *Lydia: The game follows the adventure of Luna Wyndell, a mute girl, and Neil Lawton, a detective apprentice. Luna and Neil were travelling in a train called Midnight Express, but a curse activated and they ended up in a weird building. They receive a pocket watch with a note, saying that they have three hours to find the next train. They will try to escape from that place before time runs out while they try to discover the truth about the Midnight Express! Luna is a very brave girl who isn't afraid to fight enemies and use violence when it's needed. Neil panics easily and is very naive, but his deductions will be very useful throughout the game. They will help and protect each other during their adventure. My inspiration was my desire to make a better and more original game! I feel like I learned a lot during the development of my first game and I thought it would be a shame not to use that knowledge to make a game I liked more!
How long have you worked on this project? *Lydia: It’s been a year since I started it!
Did any other games or media influence aspects of your project? *Lydia: Steampunk aesthetic is one of my mains inspirations! Dai Gyakuten Saiban is a game that inspired me in terms of aesthetic and designs. Also, games like Danganronpa and Ace Attorney inspired me a lot, since there are deductions scenes in Midnight Train. My other inspirations are other RPG Maker games. I’m not inspired in a particular game, but they’re all inspirations in one way or another. This time I’m trying to mix elements from classic horror RPGs with other elements to make something more different and unique!
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Two years ago, we interviewed you for your game Aria's Story! How much has changed since your first GOTM feature? *Lydia: Whoa! It’s been two years! I’m really happy I got the chance to be interviewed again, thank you for the opportunity! Well, one of the main things is that Aria’s Story was released last year! All the criticism I received allowed me to improve as a developer. I definitely learned a lot. I’m also really glad people enjoyed Aria’s Story. Thanks to that, I decided to make a new game! Also, since then, I graduated from university! Now I have a degree in business administration.
How different is your development process on this project compared to your previous project? *Lydia: It’s definitely very different. My main goal is to make something different compared to Aria’s Story, so I’m doing things quite different. Midnight Train is an episodic game, unlike Aria’s Story, so the structure is very different. I need to design carefully each chapter, because I won’t be able to change plot points introduced in early chapters once they’re released. Everything needs to be perfectly planned. Before starting working on the game, I planned everything relevant and important that would happen in the game, in order. Once I start working on each chapter, I plan each chapter with even more detail, following the guide. This makes it easier to balance cutscenes and gameplay, and the overall flow of the game. Aria’s Story didn’t follow this method and it wasn’t as detailed. Instead of a big goal (the release of the whole game), I’ve set myself smaller goals (the release of each chapter). It definitely makes the development more fun this way! I’m allowed to share more things about the game and it’s more enjoyable for everyone. Another important difference is that with Aria’s Story I was very inspired by games like Ib and The Witch’s House, and wanted to create something similar. I’m taking a different approach with Midnight Train, and making something more unique. I’m trying to introduce things that aren’t very common in these kind of games, and that allows me to be more creative with the development and the mechanics of the game!
Have you come across any challenges during development? How have you overcome or worked around them? *Lydia: I think the biggest challenge was the beginning, before I created this blog! I knew I wanted to make a story about a cursed train, but I didn’t have good ideas for it. At the end, I managed to create a story I really like and enjoy! Another challenge was Luna’s character! I wanted this project to be a long game, with a big story and many cutscenes. But I also wanted the game to have a silent main character, to make things different compared to Aria’s Story. I was afraid I couldn’t develop well the main character and that she would be forgettable in comparison to the other characters. The solution? Giving her a reason to be a silent main character and giving her a personality through her actions, not her words! At the end it worked really well, as I think she's the most popular character right now!
Did any aspects of your project change over time? How does your current project differ from your initial concept? *Lydia: Not much has changed, since everything has been written and planned from the beginning! I remember that in an initial concept, Luna and Neil were rivals and didn’t get along with each other. But in the final version of the story, it ended being just the opposite!
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What was your team like at the beginning? How did people join the team? If you don’t have a team, do you wish you had one or do you prefer working alone? *Lydia: It was just me and MerúM, he’s my boyfriend and also the spriter of the game! He also made the character sprites of Aria’s Story. Later, Bruno Buglisi joined as a composer!
What is the best part of developing this game? *Lydia: There are many things I love about developing this game! I really like working on the minigames! They’re simple and easy, but they are fun to develop! I hate designing puzzles, so now I add more minigames instead. The game still has puzzles, just not as many as my previous game. I also love writing the deductions scenes of each chapter, it’s such a fun part of the game! Making maps is another thing I enjoy, since I like the steampunk aesthetic of the game. Another thing I really love is interacting with the community, I really enjoy reading their thoughts about the game! It makes me so happy that people are enjoying something I created!
What's your personal favorite thing about the game? (The story, a specific scene, etc.) *Lydia: Luna!!! She’s such a fun character to write and I always find new ways to surprise players thanks to her actions!
Which character in your game do you relate to the most and why? (Alternatively: Who is your favorite character and why?) *Lydia: Definitely Neil! I used to have low self-esteem like him in the past, and I’d probably very scared in such situation. But just like I did, I'm sure he will be able to become someone more confident in himself!
Do you plan to explore the game’s universe and characters further in subsequent projects, or leave it as-is? *Lydia: Right now, I don’t have plans to continue exploring the game’s universe after the release of all the chapters.
Looking back now, is there anything that regret/wish you had done differently? *Lydia: There isn’t anything I regret with Midnight Train right now, but I wish I had the courage to create a Patreon/Ko-fi sooner! It definitely helped me a lot with the development. It allowed me to invest more time working on it and develop it faster!
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What about when looking at Aria's Story, is there anything that in hindsight you would like to change? *Lydia: I guess I’d have liked to develop more the characters! But since it was a shorter game with many puzzles, it was more difficult to do that. Everything was resolved at the final moment, but I’d have liked to add more foreshadowing to the final twist, I feel it was kind of sudden. But I’m really proud of it, considering it was my first game!
Is there something you’re afraid of concerning the development or the release of your game? *Lydia: I was really afraid people wouldn’t enjoy the game because it doesn’t have horror in the gameplay (it has a pretty dark story, but the gameplay isn’t scary) and because I introduced different elements compared to my previous game (deductions, minigames, less puzzles and more cutscenes). I didn’t know if people would like it. But Chapter 1 and Chapter 2 were a success so far and people seem to enjoy the game! Now my main concern would be to disappoint people with the other chapters!
With your current project, what do you look most forward to upon/after release? *Lydia: I want to rest and have time to play other games!
Do you have any plans or ideas for a project that you'd like to work on after finishing your current project? *Lydia: I’m also working on a new Aria’s Story update, which includes new content and new endings. Since I’ve been busy with Midnight Train, I didn’t have much time to work on it! I’ll focus on that once Midnight Train is finished!
Do you have any advice for upcoming devs? *Lydia: You should have fun developing your game and don’t overwork yourself! You can take breaks and work on it again once you’re motivated, that’s okay! Keep a positive attitude and enjoy the experience! You can do it!!!
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Question from last month's featured dev @project-cadeau: How do you tend to handle mean comments or harsh criticism on your games? *Lydia: I answer them as if they were normal comments! I’m always polite to everyone, even if they’re mean. If you answer them in a rude way, I think they will send you even more mean comments. I answer them nicely and forget about it, I honestly don’t think much about it. About criticism, it really depends. If they only say bad things in the critique without telling you how they could be improved (Example: “I really hate your game!”), then it isn’t a good critique and I personally think it’s better to ignore it. Criticism is a good thing because it helps you to notice your flaws as a developer and improve them, but harsh comments and opinions aren’t going to help you in any way. Just ignore it, that person only wants to hurt you, not help you. I personally got more mean comments before the release than after the release (I'm talking about Aria's Story now). I kept doing my best, hoping that maybe they would change their opinion after playing it! I think people can't judge a game without playing it.
We mods would like to thank Lydia for agreeing to our interview for the second time! We believe that featuring the developer and their creative process is just as important as featuring the final product. Hopefully this Q&A segment has been an entertaining and insightful experience for everyone involved!
Remember to check out Midnight Train if you haven’t already! See you next month! 
- Mods Gold & Platinum
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rpgmgames · 6 years ago
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May’s Featured Game: Cadeau
DEVELOPER(S): HALFWORLDstudios ENGINE: RPG Maker VX Ace GENRE: Horror, Fantasy, Puzzle WARNINGS: Blood, Mild Gore, Suicide Mentions, Death SUMMARY: Cadeau is an RPG Horror game about a lonely, yet stubborn, young woman named Charlotte-- who finds herself in a world unknown to man, wearing clothes that do not belong to her. Wonderful and tragic events are to follow suit, as all of her greatest wishes come true. However, as these things often go, her happiness does not come without consequence...
Play the beta here!
Our Interview With The Dev Team Below The Cut!
Introduce yourself! Macdev: Greetings and salutations. I'm Mac, writer, artist, and programmer for Cadeau, as well as the founder of Halfworld. I've loved Rpg games since I was about 10, and have been creating them since! Bruno: My name is Bruno and I'm the music composer. I got into game music approx 2 years ago and I've currently made music for a couple of games and other projects, and Cadeau was the first one of them. Aidan: I'm Aidan/kanteramcneil on Tumblr! I'm one of the voice actors, and I'm super excited to be able to follow Cadeau's progress! I've been in the RpgMaker community for a few years now and I adore being able to watch all the devs progress and grow Rindre: Hi I'm Rin! Currently, I'm on an indefinite hiatus, but Big Mac managed to catch me, chain me up to a chair, and make me say stuff about myself against my will. So... I make games, I guess. - Note from macdev: Erm, not true? These accusations are SLANDER and I will not stand for it. WariA: Hello! I’m WaraiA, one of the voice actors of Cadeau — A pleasure to meet you! I will be voicing the oh so mysterious ‘Your Admirer’, so please look forward to listening to my antics ☆〜(ゝ。∂) I am a Japanese/Chinese Australian born citizen, with a tendency to speak in an American accent. Any pronouns are fine for me My most notable role so far has been Harpae from Pocket Mirror, so some of you may be familiar with my voice already! Nothing much has changed — I enjoy cosplaying, role playing, drawing every once in a blue moon, Final Fantasy XIV, and most importantly, catboys (Nael, I’m coming for you, boy) As ‘Your Admirer’ is a rather elusive character, I cannot disclose much. But I do suggest always keeping one eye open throughout your journey
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What is your project about? What inspired you to create your game initially? *Macdev: Cadeau is a game about a troubled young woman named Charlotte Émile-- who is a "tomboyish" and bold individual who has been unfortunately presented loneliness by a series of disastrous events. After giving up on companionship, she miraculously receives an affectionate letter from a mysterious person aliased as her "Admirer". This "Admirer" character beckons poor Charlotte to visit them at a mysterious well in the woods, and to come armed with nothing but a strange golden coin. From there, madness ensues. Our protagonist must learn of her past and the events that lead to her misfortune, all while becoming entangled in a family drama rooted in witchcraft, raging years before her unexpected arrival. It is a story about self-love, friendship, acceptance, magic, and all that corny-ness. Sounds fun, right? My initial inspiration was The Witches House. The game was originally meant to be simple, and maybe an hour or 45 minutes long. A simple story, and a straightforward 2-ending path.... How have we managed to get here from that?
How long did you work on your project? *Macdev: Two years, I believe! Its anniversary is April 8th. In the beginning, it was very off and on-- because I was having a difficult time with school and-- as I mention-- organization. So not a whole lot of progress was made then. I'm proud to say I've been chugging quite a bit faster than my previous pace!
Did any other games or media influence aspects of your project? *Macdev: My inspiration would probably lie in Harry Potter/Fantastic Beasts, and Alice returns to madness. As for RPG games? The Witch's House, Havenfell, and Pocket Mirror. As well as many other beautiful artists and creators in the video game community. Overall, my biggest inspiration for this game has got to be the stop-motion movie: Coraline. I even reference the movie once or twice in Cadeau. The tone of Coraline, and the whimsical yet eerie people and creatures within it give me inspiration for this game. It was very much a favorite of mine when I was younger, and that still applies today!
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Have you come across any challenges during development? How have you overcome or worked around them? *Macdev: The biggest problem I've run into has been a lack of structure. In the beginning, I hadn't even written out the story halfway. I was just pulling ideas from thin air, going back and forth, and deleting entire concepts-- only to bring them back and re-arrange them as I went. Characters weren't fully dished out; the game didn't even have an ending. This state of creating is fine, but not when you have other people expecting things from you. Thankfully, things are sailing much MUCH smoother than before.
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Did any aspects of your project change over time? How does your current project differ from your initial concept? *Macdev: It's absolutely taken a turn from what it was originally! As I say, it was meant to be an extremely short game in the beginning, and now obviously that’s not the case. The goal for Cadeau now is: around 2-3 hours long in playtime, and full of many diverse character types! As well as a storyline that extends far more than face value. Which is in high contrast to the basic, short, immemorable experience that it was going to be.
What was your team like at the beginning? How did people join the team? If you don’t have a team, do you wish you had one or do you prefer working alone? *Macdev: I do have a wonderful, beautiful, talented team working with me on Cadeau. - A composer! (Bruno Buglisi), - As well as voice actors! (WariA as Allete, Aiden/kanteramcneil as The Botanist, and Rindre (who I have definitely not kidnapped...) as The Maiden) I met everyone in the team through volunteer posts-- and I had never done that before-- but it worked very surprisingly well! We worked very quickly together, and we had a very mutual understanding of what each other wanted. It feels good to know I have such talented people helping this game come to fruition. I owe a whole lot to them for helping the game become what it is now.
What was the best part of developing the game? Macdev: Being able to make the world in your head interactable, for sure. Since I was 8, maybe even younger, I have loved writing stories and making art. Webcomics were my main thing as a kid, so story-telling is something I’ve always loved. So, the fact that I can turn my ideas into something someone can experience and interact with is a wonderful feeling. There's nothing more fulfilling, honestly!
Do you find yourself playing other RPG Maker games to see what you can do with the engine, or do you prefer to do your own thing? *Macdev: Very often, actually! I try not to ride too close to the material I see in other games, but I do gain lots of inspiration from my fellow creators! One thing I am laser-focused on, though, is making Cadeau quite unique content-wise. I want it to have very interesting, uncommon puzzles and mechanics that you may not expect from this type of game-- or one of this engine. So far, I think I've achieved this-- so look out for that!
Which character in your game do you relate to the most and why? (Alternatively: Who is your favorite character and why?) *Macdev: My favorite character has got to be The Botanist. At the beginning of the game he has no dialogue, yet still presents such a strong personality. They are kind, thoughtful, and absolutely adorable. Look at that foofy hair! I'm a sucker for it. Their character arc is something I'm excited for. It's been a blast writing it so far-- and I won’t spoil anything-- but you guys will love him. I'm sure of it. Now if we're talking character design, Naël has got to be my favorite. He recently received a “tune-up,” as I would like to call it, and I think everything works together very cohesively in his design now. It's probably one of my favorites out of all of them, at this point.
Looking back now, is there anything that regret/wish you had done differently? *Macdev: Thankfully, things worked out perfectly-- and the universe blessed me with a wonderful team in the end-- but it was very stressful once I realized I had asked for help way too early. I essentially made a single map, and a little character sheet-- then asked for a whole team to help me out. As I said, it luckily worked out in the end. Now we have so many amazing people helping us-- but we also lost a few in the madness-- and that's a mistake on my part, 100%. If you don't know what you want, it's hard to ask for help. It will lead to confusion, lots of back and forth, frustration, etc... Just wait until your way further in development. Trust me. I know it’s easy to jump the gun and shoot for the stars, but sometimes it won’t work out as well as it has for the Cadeau team!
Do you plan to explore the game’s universe and characters further in subsequent projects, or leave it as-is? *Macdev: I won't say as of now! The idea of a sequel/prequel has floated around, but if it does come to fruition, it won't be until way after the release of Cadeau. We'll just have to see. (This isn’t to say I’m not hopeful!)
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With your current project, what do you look most forward to upon/after release? *Macdev: I have so many amazing project ideas lined up for after the release of Cadeau. I won’t spill too much, so they'll be more of a surprise-- but they range from classic, adventure-themed true RPG's-- to 3D teenage-thrillers. I'm honestly stoked, there's so much in store for Halfworld.
Is there something you’re afraid of concerning the development or the release of your game? *Macdev: I think my biggest fear is letting people down. Also, I worry about losing interest or having people form the idea that the game is never going to be completed. It’s just going to take some time, is all, and that’s okay!
Do you have any advice for upcoming devs? *Macdev: I already mentioned above not to jump the gun and ask for help too early, so some more advice I'll give: is to keep all your material, all your ideas, and all your concepts in one concise place. I would say do it digitally from the get-go, but if you would prefer to write it down physically that's fine! Just make sure it's only one or 2 notebooks, and not 13. The information for Cadeau is spread throughout my hideous mound of notebooks, as I get up during ungodly hours of the night to scrawl a sudden idea down. So, I'm currently in the process of moving them to one digital spot-- and while it's generally easy-- I would have been able to avoid it if I had just put everything in one spot in the beginning. Oh, and back up your progress regularly! I have separate backups of Cadeau from months in 2 different years, and in 4 different places. So, I take backups very seriously—and so should you!
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Question from last month's featured dev @atlasatrium: What's your favorite RPG Maker game and why? *Aidan: I love End roll, Ib, OFF, Prom Dreams, From Next Door, and Aria's Story! Bruno: Mm, definitely Long Gone Days (though it’s not being made on rpgmaker now) Midnight Train, Heartbeat and Glitched! WariA: I don't really have any :0 the devs I've worked with so far have all been really sweet (´꒳`);; Macdev: This is a tough question! I have a lot of favorites. Probably Stray Cat Crossing overall, but I also love Home and Starboy. Starboy brings a lot of memories, and Stray Cat Crossing was what inspired me to start making games! Oh, and Home is just very cute.
We mods would like to thank HALFWORLDstudios for agreeing to our interview! We believe that featuring the developer and their creative process is just as important as featuring the final product. Hopefully this Q&A segment has been an entertaining and insightful experience for everyone involved!
Remember to check out Cadeau if you haven’t already! See you next month! 
- Mods Gold & Platinum
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rpgmgames · 6 years ago
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March’s Featured Game: Abigail Fortune and the Dreams of Azure
DEVELOPER(S): Fusoloid ENGINE: RPG Maker MV GENRE: Adventure, RPG SUMMARY: Abigail Fortune's adventures continue in Paris! As she obtains information about a mysterious treasure called "Azure Dreams", the gentlewoman thief is joined by her old friend, Marguerite "Maria" Montblanc. Together the ladies must discover the true identity of the treasure, find out the truth behind the treasure's owner, and avoid falling permanently into the most wonderful dream...
Our Interview With The Dev Team Below The Cut!
Introduce yourself! I am Heidi K., also known as Fusoloid. I'm a Finnish university student, and I've been in the RPG Maker community since the early 2010's. I got much more active in following the community after I started developing my own games, however. I love art, studying cultures, and all in all, I'm here to be creative and have a good time!
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What is your project about? What inspired you to create your game initially? *Fusoloid: The Abigail Fortune series is, essentially, about the eponymous gentlewoman thief and her many adventures. I was inspired to make a story about a thief after binge-watching the first Lupin III anime series in late 2014, and after playing the demo of an RPGM game called Pumpkin Panic! around the same time, I decided to make it a game series on RPG Maker.
How long did you work on your project? *Fusoloid: I've been working on the AF series as a whole since late 2014. Proper work on Dreams of Azure started in 2017, after the release of the first game in the series, The Scarlet Fairy. Of course, even before that, I had outlined the major plot points and many of the characters, and even made some character sketches, though most of my efforts were focused on The Scarlet Fairy until it was released.
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Did any other games or media influence aspects of your project? *Fusoloid: Lupin III is the obvious biggest inspiration behind the series; major characters like Abigail, Marguerite and the Interpol duo of Cynthia and Neil were inspired by the major characters of Lupin III. Games like Persona 5, the Sly Cooper series and even the Uncharted series have inspired me in one way or another. Of course, I've been inspired by other pixel RPGs too, like The Witch's House, Dreaming Mary, Virgo VS the Zodiac and the LiEat series.
Have you come across any challenges during development? How have you overcome or worked around them? *Fusoloid: One thing I've had challenges with Dreams of Azure is the more complex battle system I want to implement. Sometimes effects or features I wanted to include in the battle system weren't possible to implement, either due to the restrictions of the engine/plugin, or the complexity of the coding needed for it. Currently I've changed things so that these effects work differently than what I initially intended, but in a similar fashion.
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Did any aspects of your project change over time? How does your current project differ from your initial concept? *Fusoloid: The story has probably changed the most out of all other aspects! The initial story was set in France like the current one, but the characters and story progression were completely different. Some time during 2016, I realized that the story wouldn't work as an RPG-style game too well, so I rewrote it to what it is now. Of course, that original story idea isn't completely abandoned yet...
What was your team like at the beginning? How did people join the team? If you don’t have a team, do you wish you had one or do you prefer working alone? *Fusoloid: I've worked on the series mostly by myself, but I've had some help from a certain friend of mine. She did the playtesting for The Scarlet Fairy, and also proofread and illustrated The Scarlet Emperor spinoff novella for me. I don't have any regrets about working (mostly) alone on the series, but I sometimes think I should learn a bit more about how Javascript works... a bit.
What was the best part of developing the game? *Fusoloid: Writing the story and making the art! I love writing dialogue and just writing down ideas for interactions that could be either funny or entertaining to the player or myself. Making the various character portraits is something I enjoy most about making the game's art, and I love conveying the different characters' personalities with their expressions and reactions.
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Do you find yourself playing other RPG Maker games to see what you can do with the engine, or do you prefer to do your own thing? *Fusoloid: I often play other RPGM games to become inspired or to find new ideas, often times for puzzles and aesthetic stuff. For example, I would play Pocket Mirror or Dreaming Mary to get ideas for the aesthetic of Dreams of Azure's main location, and then play games like Ib or The Witch's House for puzzle ideas. Of course, I don't want to directly rip off anything, and I like doing my own thing and putting in my own twists as well.
Which character in your game do you relate to the most and why? (Alternatively: Who is your favorite character and why?) *Fusoloid: While I do like all of my character in one way or another, my favorite overall character will probably always be Abigail. She's extremely fun to write, and it's interesting to write a character who disguises her true self under a multitude of different personas. However, at the same time, there's the same person at the core of every disguise, and I want to develop that core character with every new entry in the series. And also, I just love charming rogues with a heart of gold... ♥
Looking back now, is there anything that regret/wish you had done differently? *Fusoloid: There isn't anything I regret with The Dreams of Azure, but regarding my game development journey in general, I wish I had started with something small instead of jumping straight into a bigger project. The Scarlet Fairy feels really unpolished in retrospect, and had I known more about the engine beforehand, I think I could've probably created much more creative ways of progression, as well as more interesting puzzles.
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Do you plan to explore the game’s universe and characters further in subsequent projects, or leave it as-is? *Fusoloid: Of course! The Abigail Fortune series will certainly continue after Dreams of Azure, and I already have a multitude of ideas on how the series will continue. AF3 will definitely come one day, but there will be a bunch more stuff coming out before that.
With your current project, what do you look most forward to upon/after release? *Fusoloid: The reaction from the fans! I love seeing how people talk about my stuff and what they liked and enjoyed about it. There's also just the incredibly satisfying feeling of being able to complete something and releasing it into the wild.
Is there something you’re afraid of concerning the development or the release of your game? *Fusoloid: The reaction from the fans, surprisingly. While I love seeing people enjoy my stuff, I'm also extremely terrified of releasing any big project due to my fear of being judged or unjustly critiqued. If it's something big and something I spent a lot of time on, having it be called bad or terrible would be the worst thing I could think of. I think this fear stems from years of bad experiences in my youth... I've done my best to work on this, of course, but I still notice myself getting very nervous.
Do you have any advice for upcoming devs? *Fusoloid: If you're thinking about getting into game developing, start from small projects. These projects don't have to be any longer than 5 minutes, as long as you finish them and learn new things about the engine you're using. Secondly, when you start your first bigger project, WRITE EVERYTHING DOWN. From puzzles to dialogue to how the story advances, write everything down on a document of some kind so you can easily go through the progression of the plot without suffering and having to come up with things on the fly as you're making the game. And thirdly, BACK UP YOUR PROJECT FILES! Save 'em on an external hard drive, send 'em to an online cloud, send 'em to a friend; anything goes as long as your hard work will be preserved in case of disaster!!
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Question from last month's featured dev @doc-saturn: What's something you learned while making this game? Is there anything you're trying to learn how to do right now? *Fusoloid: Parallax mapping! I decided to try out parallax mapping for the first time for The Dreams of Azure, and it's a lot of fun! The maps look a lot better than in The Scarlet Fairy, and it's fun to think of set pieces and decorations for the maps. However, making changes into the maps after having completed them can be a bit of a hassle...
We mods would like to thank Fusoloid for agreeing to our interview! We believe that featuring the developer and their creative process is just as important as featuring the final product. Hopefully this Q&A segment has been an entertaining and insightful experience for everyone involved!
Remember to check out Abigail Fortune and the Dreams of Azureif you haven’t already! See you next month! 
- Mods Gold & Platinum
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