The storytelling is the real focal point of the game. The game is basically about the main character’s quest to triumph over their inner demons. With what I considered to be a solid base game to push forward, it was time to continue finding its community throughout the course of its development. This version was a lot more well received… and well after that, there was just no stopping me.Įventually I was able to get a tiny amount of Kickstarter funding and a Humble Original deal to push the dev through. It was an okay game, but it could have been better, it was clear people liked it enough for it to have the potential to be a thing, so I decided not to quit, rework the combat and some of the pacing and we tried again with DON’T GIVE UP. After working on a script that was I believe around 60 pages, I started reaching out my feelers for talent and eventually connected with an awesome man named Jarnik from Prague and we worked to make the first version of the game Cynical 7. I gotta actually start writing some stuff or I’m gonna have to find a way to fit all of these areas in the story”.
I did this for months, and I actually had no idea what I was doing, so finally one day I said “Okay. Eventually I had confidence in creating the sprites and attempted to do a ¾ view instead of the ugly 2D sidescrolling I’d started with.
I’d never done pixel art before and started working through my depression by making some crappy pixel sprites based on Pokemon from the Gameboy days, and some really saturated areas and buildings.
PAPERS PLEASE GAME JOLT HOW TO
Starting to work on DON’T GIVE UP was sort of like learning how to walk again after being knocked down by the world over and over. This in conjunction with many other things led to the beginning of “The Great Slump”. I couldn’t program, and while I actually went to art school, I certainly didn’t have the spectrum of experience to animate a platformer. The game had not been able to be polished enough for me to really be able to find funding but I was in too deep to start a new dev.
PAPERS PLEASE GAME JOLT CODE
To make things worse, when it was hinted that I was running out of funds it became apparent to me that there was no intent to at least provide the source code in order to have me pick up where I left off should I ever recover. I was too trusting, maybe even naive, and things that were quoted to be a certain amount would end up tripling. Well, long story short, I made the big mistake of trying to outsource a studio of both artists and programmers.
PAPERS PLEASE GAME JOLT FULL
I've worked in the industry, and had been playing them all my life, so why not give it a shot? I made a couple of small mobile games, and after I felt confident enough, tried my hand at making a full length commercial platformer. I will talk about 3 things: The history behind the dev, what I did to try to make it a success and reflections on each, and results (release).Ħ years ago I’d been laid off and decided to try my hand at making games. Mostly a 2 man team! (music and illustrations were contracted) This postmortem will mostly be about my journey, not so much about the game itself, because I want this to be more personal than technical, and I’ve already probably written WAY too much. It’s an adventure lite RPG with a focus on storytelling and charm.