MAGWest Retrospective + Demo Update This Month
It's been a week since MAGWest, and this is meant to be an update both for people who attended and found this game (hi!) and people who have been following this game and are awaiting updates.
For those from MAGWest: the version of the game you saw at the booth isn't publicly available yet, but will be this month. More details below.
Devlog Contents
- MAGWest Recap - how it went, feedback received, what that means for the game's upcoming release.
- New Public Demo - coming this month. Will take the MAGWest build and add a couple more scenes so it (more or less) covers what the currently live demo does in terms of story.
- Full Game - coming SOON. By end of year is the goal I'm really pushing for.
MAGWest Recap
Truthfully, MAGWest was exactly what I needed to get this first episode finished. It gave me a deadline to make a new public-ready build, it gave me a deadline to make a new trailer (which accidentally turned into an anime-ass opening, and I think that was the best possible decision I could have made for it), and it let me meet a lot of people who have the same priorities that I do face-to-face.
I started working on this game when I was studying music composition in grad school, wanting to write music for games (...before deciding to just make the whole thing myself). It feels only natural that I found so many like-minded people at a convention specifically celebrating video game music.
My booth setup was simple to keep it as low-stress as possible, but I did set out the notebooks with all the hand-drawn art I've made for the game. Several people asked to flip through them!
(forgive my terrible phone camera quality)
I have a very small audience, primarily because I've been stubborn about sticking to a particular vision and making something near-unmarketably niche. My goal is to make something a small handful of people will deeply connect with. But prioritizing such a small, specific audience has made it difficult to look at pure metrics, as the numbers are (obviously) not very large.
This convention gave me the opportunity to see those "numbers" in person, talk to the people behind them, and realize that every single Steam wishlist or Itch follow is someone who has in some way engaged with my game and found it appealing. I had fascinating conversations with a lot of people, and I really connected with folks who were excited about what I'm making. It was incredibly motivating.
One thing that really felt... amazing, honestly, in a way I was genuinely unprepared for... was the overwhelmingly positive reception. People really loved Amadeus! They had such nice things to say about the art, music, story, and atmosphere. I received a proportionately tiny amount of critical feedback; almost everyone had nothing to say except that they loved it. I obviously did receive some critique (more below; I know exactly what to prioritize when tweaking the mechanics for the public build) - but I was anticipating a much more mixed reaction. The reaction wasn't mixed at all! A clear majority of people who stopped by seemed to really like it.
One person finished the demo, and without any prompting, said it reminded them of a different VN called Umineko. I will probably be riding that high for the rest of my life.
The current online build I released back in February is something I'm very proud of, but it is pretty rough around the edges. This new build is SO much more polished. I was able to put it in front of an audience of strangers and let it speak for itself, and people loved it. The foundation for a complete game is ready.
To everybody who stopped by my booth at the convention: thank you so much!
As for the notes on what to fix, the following points will be addressed in the new build:
- It's very unclear that after exhausting all 3 options, selecting one again will progress the story. This is the #1 thing to fix as it came up a lot from many different people.
- There's one interactible where Amadeus often gets stuck trying to walk to it.
- Instead of reducing opacity on the non-active speaker in the Witch negotiation scene, it would be less visually confusing to add a grey overlay.
- Need to adjust keyboard controls for backlog tome so that they don't overshoot parts of text when scrolling back through a long backlog.
- Will add an option for an "instant" text appearance speed.
New Public Demo
The new demo will effectively be the build I presented at MAGWest but with the above adjustments and a few more scenes. And it's coming this month, October 2024!
It will be comparable to the current online demo in length and content, but there have been so many narrative and mechanical changes that it should feel almost like a new game. Unlike the old demo, which was written when I was still undecided on certain plot points, this new demo will reflect that I now know exactly where I'm going with them. >:)
That said, the full game should be coming not too far after the demo update, so whether you feel it's a must-play or not is entirely up to you. Its most important role is to accurately represent what the full episode will be like so nobody feels like they have to pay money for a game they aren't sure they will enjoy.
(I may elect to use Steam's new feature where people can review demos, though, so if I do that... well. Feel free to leave a review!)
Brief overview of everything new coming in the updated demo:
- Rich text & more fonts
- Witch redesign
- UI indicates what you are interacting with before you click
- Background is highlighted along with cursor change when hovering over interactibles
- Speaker name is no longer part of the spoken text itself and is displayed in its own box above
- Text appearance can be paused mid-scroll for dramatic effect
- Menus and settings now navigable with keyboard controls. Also fixed an issue where some text scroll settings weren't working properly across scenes
- Backlog redesign
- "Cycle through all interactibles" mechanic
- Glossary mechanic (to encourage big brain theorizing)
- Save + load from 3 save slots
- Anime-ass opening cutscene
- Narrative adjustments to reflect more thorough planning
- ...Fun little secret new mechanic :)
(I've started adding updated screenshots to the store pages. Will continue to update these closer to the new demo's release!)
Full Game Release
Coming Soon (TM)!
I still can't be more specific than that because I don't want to keep announcing release dates and then pushing back. November is looking... painfully over-optimistic; but "by the end of the year" I think may be doable. I will have a much better idea of how long it will take to finish the complete game after I've released the new demo, because I'll have a better idea of how long it actually takes to implement all of my new mechanics in multiple scenes.
I can't give a release date, but I can give a status update:
- Music - all tracks are written but a few need more TLC/development.
- Sound - I could release with only the sound design assets I currently have, but boy, I'd love to add some more. As time allows.
- Art - still need to draw a few more backgrounds and portraits.
- Narrative - fully written, but most scenes post-demo need more revisions.
- Mechanics - almost COMPLETELY DONE! The small number of tweaks listed from the MAGWest build need to be implemented, but otherwise it is feeling great. I can draw a hard line in the sand here and say "we are good, build it and ship it."
- Build - this is what is going to take the most time, and is why I can't give an estimate until I have built the new demo and seen how long it takes. The new mechanics exist, as do most of the audiovisual assets, but I need to build the remaining scenes.
I learned from MAGWest that I am very bad at estimating how long playtime of my own game is, and it varies dramatically based on read speed and how much you enjoy clicking on things; but I would roughly estimate that the demo will be between 30-40 minutes of playtime, and the full game will be somewhere in the ballpark of 2 hours. This will be Episode 1 of 5, and I make no promises that the episodes won't explode in scope from one to the next. One thing at a time: I'd love to get this first episode to you all very soon. Thanks to MAGWest for being an important goalpost and momentum boost on the way there!
Look forward to a big update this month, and I'll continue to work hard on getting this game finished. Happy werewolf season!
Get Amadeus: A Riddle for Thee ~ Episode 1 ~ Waltz (Demo)
Amadeus: A Riddle for Thee ~ Episode 1 ~ Waltz (Demo)
Play as a desperate werewolf in a tale woven by witches.
Status | In development |
Author | ArcanaXIX |
Genre | Visual Novel |
Tags | 2D, 4x3, drama, Fantasy, Hand-drawn, linear, Narrative, Point & Click, werewolf |
More posts
- New Demo OUT NOW!24 days ago
- Brief Update (+Linux Fix)46 days ago
- NEW OPENING CINEMATIC & Release TimelineSep 03, 2024
- Coming to MAGWest!Aug 15, 2024
- July Devlog: Design By MotivationAug 01, 2024
- Development AdventuresJun 24, 2024
- May Updates & AnnouncementsMay 29, 2024
- 100 Wishlists Celebration AnnouncementMay 18, 2024
- Development Sidequest: The Mystery Game JamApr 30, 2024
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