Re: Last Demon Hunter
Out of curiosity and slightly off topic: Do you play Monster Hunter?
Because that ape demon looks terrifyingly similar to Rajang.
I did play Monster Hunter (only a few hours), but I've never seen that monster before.
(had to look into the MH wikia)
From what I get is, that Rajang is a... minotaur with horns?
(that's what the wikia says)
It does look similar and different at the same time, but well, stuff like this happens.
At any rate, we didn't use it as inspiration as we didn't even know about that monster before.
But it doesn't matter anyway, as it's impossible to invent something entirely new in this time and age.
1st. Your game looks awesome (The recent posts I have just seen, and old works too).
I'm glad you like it!
2nd. Is this game a similar style to what your game is?
Uhm, I think I don't quite understand?
I voted for LDH, although i'm anxious to see progress on Deathblight apoc. The reason being that I enjoyed LDH more than i thought I would, but it didn't feel like a complete game. I hope you'll finish it (my preference would be one more enemy, add sounds and balance it) and then move onto Deathblight like you intended. It's only a test game, but it's a playable test game, and you could even sell it on dlsite for a quid or so (patrons get it free) considering theres quite a bit of content for a short little game.
I'm glad you like it!
We're actually working on implementing sound and music for LDH, as well as another enemy before (maybe?) moving on to something else.
But we don't intend to sell it on DLSite in that state.
I really enjoyed Paperheads, but it too felt unfinished, or maybe a little rushed out the door, as I remember you were starting to have financial problems at the time, so I was hoping you could put out a product that you were happy with, and it being a small project and all that should be possible.
I'm sorry that you felt that Paperheads was unfinished.
Please let me clarify some of the things:
At the time we had no financial trouble, but we spend a lot of time (and money) on creating Paperheads already.
In the end we managed to create what we wanted to create, but we had to make compromises.
As it was our first game and we had no experience we focused on the wrong things...
We totally overdid the hentai animations and focused on putting as much hentai content into a few enemies.
(several CGs per enemy as well as lots of different hentai animations per enemy)
Since we had no experience, we truly believed that this would be a great thing to do.
But as it turned out, it was a stupid idea...
The better way would have been to create more enemies, each with only 1-2 animations instead of a handful enemies with up to 10 hentai animations...
(People didn't even notice that each enemy has this much animations, so... yeah... waste of time)
Doing this many animations was soooo much work, yet nearly noone realized it, and that frustrated us a lot.
We did a lot wrong with Paperheads, and in the end we were unsatified with our own work.
Especially because, once it was done, we learned that the game wouldn't run on all computers and that it ate up too much of a computers power.
(I never had issues on my computer, but every computer is different... so we didn't encounter these troubles earlier)
This is were we had to make compromises...
So we had to take out some of it's CGs (I think 7-9 CGs out of 42 CGs or something) to make it work.
In the end the game wasn't "unfinished", nor was it a small project.
It was way too ambitious and we've been far to inexperienced at the time.
We just put too much work and effort into things that had not been noticed by most people...
I'd say, it's the "classical" mistake inexperienced dev-teams do.
(too high ambitions, not enough experience...)
But at least we saw it through til the end, and we learned a lot from our mistakes.
Back then we decided to sell Paperheads, since it was "done" (aside from the missing CGs that we had to take out, it included everything we planned), and we couldn't fix the problems it had due to our inexperience.
In fact, we considered to drop the project entirely first, since we had not been able to fix it by ourselves.
But thanks to some other devs (mainly Kyrieru) who helped optimize the game a bit further, we've been able to get it to run on most computers.
So we decided to sell it.
If we'd do a new Paperheads game today, it would certainly be better in EVERY possible way.
Sure, it wouldn't include 10 animations per enemy.
Especially because people didn't notice that in Paperheads anyway...
But having 1-2 animations for ~15 different enemies works too, right?
(this is just an example, we have nothing planned yet)
Back then we've not been "ready" for a game like that.
But today we are.