Here's a Distant Colony game I've been making. I've published my Steam page with a trailer and will be happy to hear your feedback. Wishlist it if you like it
It's a story about the future of humanity, and your mission is to build new cities on other planets.
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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Welcome to Laisat, a fantastical land not too far from our own. It's a beautiful place in many ways, but those Crimson Claw wingnuts have become a daily threat. They claim to fight "For Laisat And You," but you're obviously not the "you" they mean. Your connections get you through the hard times, but hard times bring out the worst in us. So work through your conflicts, heal from your traumas, and learn to fight together. Because there's nothing a Claw hates more than seeing you shine.
i've actually been studying a lot of store pages and physical game back covers for this, and i'm proud of what i've written here. i might make a post detailing the things i've learned from looking at the blurbs for stuff like 999 and get in the car loser, because like... marketing is an art form. it takes skill to get people interested in even trying your game.
(Daybreak Hearts is available now in early access. The password to access it is Ketanso, there to prevent making it onto the front page in an incomplete state.)
finally settled on a content advisory i'm happy with for my game
Daybreak Hearts contains fantasy violence and strong language, and while we can't speak to any ratings board's potential review, we would recommend the game for players aged 13 or older. It also features transphobic antagonists and toxic relationship dynamics, both of which might feel too "real" in the moment. We view this as a strength of the work, but encourage you to play the game at your own pace.
i think content warnings in general are a really fascinating thing, and i'm especially fascinated by ratings organizations like the esrb which are ostensibly content warnings but functionally a means of control. i think it's good to be able to know what you're getting into. i don't place some sacred value on the ability to blindside someone's triggers because of something something free expression. but i also don't want to pretend that the things people may find upsetting aren't the parts that i value the most.
any srpg studio game's core audience is inevitably going to be "people who have played f*re *mblem but aren't satisfied with it." if you are making a game in this engine, you have probably played one of these games and have some Thoughts about it. maybe that dissatisfaction is "i miss the old days," which is how you get vestaria saga. maybe it's "i wish this were more openly queer and willing to plunge into the emotional depths," which is where walk from the living comes in.
my frustration is honestly much simpler. i think these games are too big. when you have parties that large, and the ability to let almost any of them die, the game just cannot flesh them out and develop them in the same way as a more focused game could. this is both a narrative complaint, because oh boy do i have thoughts about the fe series' narrative. but it's also a gameplay complaint. a game this large in scope inevitably isn't going to be able to have the kind of focused level design i crave (which is why i tend to prefer dlc stuff like cindered shadows). fortunately this kind of smaller focused experience is something i am very able to make as an indie dev!
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
β Live Streamingβ Interactive Chatβ Private Showsβ HD Qualityβ Free Actions
Free to watch β’ No registration required β’ HD streaming
after @twistedironpaw told me in my discord that it doesn't feel great that the game requires you to violate jack's consent by healing him, i added a bit if you choose not to heal him where eventually azura takes it into her own hands.
it's part of the dissonance of making a character with a specific personality and expecting a person to actually play as them.
(alt text below the cut)
A clip of my tactics RPG, Daybreak Hearts, showing two characters, a healer named Azura and a swordsman named Jack. Jack is at 2 HP, while Azura starts at 6, decreasing every turn. The player can only control Azura during this segment, and here I choose to bring her towards Jack, but spend a few turns not healing him. The following dialogue ensues
Turn 1
Azura:
Hey, good job there!
I'm a medic!
I'll be right there!
Jack:
H-hey, nah, I don't need any doctor's help!
Turn 2
Azura:
Listen, sir, I'm a certified medic!
It's my job to take care of you!
Jack:
They always say that, why should I trust you!?
Turn 3
Jack:
I'm fine, lady, completely-- AGH!
(The music stops, a crunching sound plays, and he takes 1 damage. Azura runs toward him.)
Azura:
That's it, I'm helping you right now!
Jack:
Hey, hey, hey!
(Jack heals to full health, as does Azura. The blackened sections of the screen now reveal themselves, and show skeleton fighters all over. Skeletons also appear in the area Azura came in from, and intense electronic music plays.)
Azura:
Demons out here!?
Jack:
This is what I was trying to avoid!
Ugh, now I got more to fight thanks to you!
daybreak hearts is probably gonna be free with a tip jar. not because i don't think my work is worthy of compensation, and not solely because i doubt i could get away with even $5 as a no-name indie dev. but because i'm not yet ready to confront what it means for my target audience to be "people with a disposable income."