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Author Topic: Horn of Balance  (Read 462006 times)

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Re: Horn of Balance
« Reply #1580 on: April 18, 2023, 12:43:12 pm »
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Just a quicky update.

It had come to my attention that the previous demo had issues a good while into the dungeon. I have just uploaded demo version 0.27.01 to Itch. All know issues have been resolved in that one.

Link: https://hornofbalance.itch.io/horn-of-balance-pre-ks-demo

While I'm at it. If you want to see a nice playthrough of the game also check out:
https://www.twitch.tv/videos/1796342153
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Re: Horn of Balance
« Reply #1581 on: April 23, 2023, 08:14:13 pm »
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Skipping the bigger status update this week. Just working on a range of things right now as I adjust the plans for the next goals.

Progress report:
Code: [Select]
v0.27.00 (17 apr 2023)
* Fixed masking issue beyond the conveyor belts in the demo dungeon
* Put out new sprite commissions

===== Released update 1 =====

v0.27.01 (18 apr 2023)
* Fixed small issue where one early staircase may appear prematurely
* Fixed placeholder text on left statue in the entrance room
* Fixed a number of shattered typo's
* Restored missing “secret” sound – Gamemaker bugs strike again!
* Fixed collission error between items spawned from flying enemies vs collission grids
* The game now shows gamepad controls in the textengine if you have a gamepad plugged in
* Skeletons now have the shocked sound effect when they discover something missing
* Flipped hitswitch visuals for more intuitive puzzle
* Fixed shield showing up on the first frame of the dying animation
* Slightly lowered volume when breaking containers

===== Released update 2 =====

v0.27.02 (19 apr 2023)
* Dropped the old cane of byrna item
* Added menu descriptions for the hero shields

v0.27.03 (20 apr 2023)
* Tweaked ice elemental sprites
* Implemented ice elementals as usable items

v0.27.04 (21 apr 2023)
* Worked on some new wall tile mockups for future dungeons
* Edited menu navigation (= can now move more freely to/from the tabs with the up and down buttons)
* Fixed quest page right side navigation from the quivers
* Made preparations to implement fire and stone elementals

v0.27.05 (22 apr 2023)
* Created updated version of the side push animation
* Created new visuals for hero during fast travel system
* Worked on refining new visuals shield use
* Made early mockups for fire/ice item usage

v0.27.06 (23 apr 2023)
* Finished visuals for bringing out the shield
* Updated visuals for stone elemental
* Dropped new push animation again
* Implemented new hero sprite for fast travel system
* Made progress implementing new visuals for bringing the shield out
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Re: Horn of Balance
« Reply #1582 on: April 30, 2023, 09:07:52 pm »
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Hi all,

So you have noticed that the progress logs have been a lot longer these past few weeks. That is because I've taken a few months off from my regular job in order to work on the game (and just enjoy a bit of extra freedom). It was getting a bit much doing both things together and this will buy me some more peace of mind to look at the bigger picture again. I do not have grand plans to do this fulltime. It's just a little something that I've been saving up for for myself. Long story short: expect.

As for progress on the actual game:
- I believe I fixed the random movement issue that was reported. I've been hesitant to release an update yet though as I don't have a tester available right now. If anybody feels like helping out with that, please let me know.
- The next demo will also include the shield as an equipable item. Check out the screenshot. It won't stop enemies from walking into you, but it will stop their nasty projectiles.
- I've also been able to make really good progress with the inclusion of the 6 NPC's originally in your hometown, as well as new visuals for the fast travel system. I don't want to spoil anyone so I'll only be showing screenshots little by little over time.

Progress report:
Code: [Select]
v0.27.07 (24 apr 2023)
* Implemented new visuals for getting shield out
* Tweaked fast travel sequence slightly
* Cleaned up old shield coding/resources
* Fixed error with specific enemy type in the overworld
* Fixed small visual issue after titlescreen
* Tinkered around with bird animations

v0.27.08 (25 apr 2023)
* Edited and implemented new large bird
* Tweaked overworld tileset a little
* Worked with spriter
* Added more variant “birds”

v0.27.09 (26 apr 2023)
* Implemented book menu items
* Put out new sprite commissions

v0.27.10 (27 apr 2023)
* Added more variant “birds”
* Tweaked some overworld tiles
* Put out more a few more sprite commissions
* Fixed new visual issue on the fileselection screen
* Added extra measure to prevent floating point errors in the movement script

v0.27.11 (28 apr 2023)
* Created movements visuals for new child NPC visuals
* Trinkered around with colors in overworld tilesets

v0.27.12 (29 apr 2023)
* Worked with sound engineer
* Made sound for breaking vases quiter

v0.27.13 (30 apr 2023)
* Finished and implemented child movement animations
* Deleted unused non/original NPC visuals
* Reorganised and expanded debugging functions
* Updated the demo to start with the shield available
* Created and implemented florine movement animations
* Fixed boss icon not showing up properly on the demo dungeon map
* Implemented florine laugh animation
* Dropped several (now) obselete sprites
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Re: Horn of Balance
« Reply #1583 on: May 07, 2023, 08:47:48 pm »
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I've got some family things going on right and it got pretty late again while writing this. So please do excuse any typo's and such. 😅

The good news is that more tricky hero animations have been completed and implemented: jumping into water, using the net and using the staff. I really spend a lot of time to make those feel good and to not just go for something too generic. I'm keeping it a secret for now, but if you look at the gif for example you can see that the lady is actually holding up her dress in order to walk around. It's that level of detail that I'm talking about.

Speaking of NPC´s. A lot of progress has also been made on sprites for the game´s main villain group. This will (mostly) be like a mercenary group, so expect a wide range of colorful characters. 😉 They will not be shown of for a long while, but I like to work backwards with bosses and such. So starting with the goal and then making sure the rest (like the setting and level) fit it. And thus there is already progress being made on this front.

On the demo side: I had hoped for the next small update to also include the shield and net items (as both have recently been completed). This will fall through though as the required custom sounds are not ready yet (=my scheduling mistake) and I have to wait one or multiple months until I can ask for more. So, for now unless I find good placeholder sounds, those features are pushed back to the next big demo update.

Progress report:
Code: [Select]
v0.27.14 (1 mei 2023)
* Tweaked new NPC's to only look sideways when talking to them from the side
* Improved new NPC's depth compared to hero
* Put out next sound effect commission
* Disabled shield in the demo again, because I forgot I'm still using placeholder sound assets
* Tweaked sprite moon book
* Restructured the way most scenes are set up
* Fixed small visual oversight when moving from titlepage to options menu
* The ice shield now does ice damage
* You can now use the fire elemental to apply 80% extra damage when doing physical (related) attacks
* You can now use the stone elemental only take half damage
* Recoded parts of the keyboard and gamepad controls pages

v0.27.15 (3 mei 2023)
* Created new hero visuals for jumping into water
* Started work on new visuals for using more items

v0.27.16 (4 mei 2023)
* Made more progress on new hero visuals for more items
* Fixed small oversight with the new NPC visuals

v0.27.17 (5 mei 2023)
* Created new hero visuals for using the Staff of Meliae and the net

v0.27.18 (6 mei 2023)
* Worked with spriter on the new villain group sprites
* Tweaked visuals for dress wearing following NPC's slightly
* Slightly tweaked a few menu items
* Implemented new hero visuals for using the net
* Implemented new hero visuals for using the Staff of Meliae

v0.27.19 (7 mei 2023)
* Worked more with spriter on villain group
* Implemented new hero visuals for jumping into water
* Worked on rebindable gamepad controls, but did get my gamepad working for testing, so gaving up for a little while
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Re: Horn of Balance
« Reply #1584 on: May 19, 2023, 06:19:25 pm »
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One thing that always puts a smile on my face is seeing you diligently still working at perhaps the longest running project in this sites history! Well, aside from Demo 4. ;) I look forward to the big demo update
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Re: Horn of Balance
« Reply #1585 on: May 19, 2023, 06:44:52 pm »
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At your service ;)
Thank you for the many years of support.
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Re: Horn of Balance
« Reply #1586 on: May 20, 2023, 11:04:19 am »
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Just a quicky update this weekend to let you know that I've just released demo 1.1 over on Itch.
Link: https://hornofbalance.itch.io/horn-of-balance-pre-ks-demo

It's a small update containing the following new features:
  • Usable shield for defence against flying projectiles
  • Usable net for catching those elemental spirits
  • Rebind-able gamepad controls (experimental feature)
  • Updated the in-game menu navigation
  • Several small tweaks and bugfixes
Progress report:
Code: [Select]
v0.27.20 (8 mei 2023)
* Worked with spriter on villain group
* Implemented new visuals for other fast travel system
* Added extra sounds and effects to using the staff

v0.27.21 (11-13 mei 2023)
* Upgraded to better hardware
* Upgraded to Gamemaker - LTS version (for a more stable dev platform)
* Video capture and editing proof of concept completed
* Worked on next art commission

v0.27.22 (14 mei 2023)
* Performed demo performance by a lot (= own coding needs dropped from 4+Ms to <1 Ms; system performance remains at 16,5 Ms)
* Removed obselete debug functions
* Fixed intro boss text type
* Fixed small memory leak
* Fixed a few errors resulting from new gamemaker version
* Enemy hurt sounds no longer stack
* Rewrite how spirits are caught with the net (for better visual feedback and better gamefeel when sprites are grouped very closely together)
* Tweaked masking of latest NPC's
* Tweaked intro boss masking slightly
* Create new character animations for using the fire and stone elementals

v0.27.23 (15 mei 2023)
* Created new character animations for charging the sword (+walking with charged sword)
* Created new character animations for the sword release (excl special effects)

v0.27.24 (16 mei 2023)
* Removed (now) obsolete sprites
* Tweaked hero sprites in side sword swing animations
* Finished implementing new visuals for using stone elementals (excl. sndfx)
* Made progress implementing new visuals for sword charging (+ walking with charged sword)
* Made progress implementing new visuals for sword release (excl. special effects)
* Finished implementing new visuals for using fire elementals (excl. sndfx)

v0.27.25 (18 mei 2023)
* Finished implementing new visuals for sword release (excl. special effects)
* Put out new commission for pixel artist

v0.27.26 (19 mei 2023)
* Finished implementing new visuals for sword charging (+ walking with charged sword)
* Added ability to rebind the gamepad controls (= buttons only; excl. select/start)
* The sword beam is now only available when you have the strongest sword
* Did a full demo playtest. No gamebreaking bugs found. (Just one or two small issues)
* Fixed being invincible while running
* Fixed error in terrain debug display function
* Discovered and fixed long standing issue where skulls would be able to damage hero hiding under the bridge in the big chest room
* Added the net, shield to the demo; but disabled sword charging
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Re: Horn of Balance
« Reply #1587 on: May 29, 2023, 08:01:06 am »
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Here's a first ever: video gameplay of the new gauntlet items I'm currently implementing.
Now, would it have been simpler and faster to just stick with a rod or something to produce fire? Yes. But! Linden is so young and excitable. Of course the only option available is to produce fireballs with the most badass pose that comes to mind. ;)

As a general update:
I've been heavily focusing on character animations these last few weeks. My goal is to get it all fully completed before moving on to the other aspects again, as I've more or less gotten into a good flow at the moment. Most of it will not be visible in the next demo, but it IS all critical progress for the final game. Special effects and sound effects will have to follow later due to scheduling, but I'm quite excited to be nearing full completion of one of the game's core aspects.  XD

I'll leave it at that for now, with hopefully more good news next weekend.

Video:
https://cdn.masto.host/mastodongamedevplace/media_attachments/files/110/448/354/883/067/744/original/5e80d73c6e06625a.mp4

Progress report:
Code: [Select]
v0.27.27 (20 mei 2023)
* Fixed hardcoded hero name in welcome text. (How I missed that before is beyond me)

v0.27.28 (21 mei 2023)
* Created new character animations for swimming
* Created new character animations for diving
* Created new character animations for getting out of the water
* Next demo will have one less nest and 3/4th health at the start
* Sword charging for special attack now requires the sword to be awakened

v0.27.29 (22 mei 2023)
* Implemented new character animations for swimming
* Implemented new character animations for diving
* Added extra drowning effect
* Implemented new character animations for getting out of the water

v0.27.30 (23 mei 2023)
* Animated magical books
* Created character summoning sprites
* Implemented replacement menu sprites for the medallions
* Started work implementing new summoning animations
* Deleted a bunch of (now) obselete sprites

v0.27.31 (24 mei 2023)
* Made progress creating character animation for using gloves

v0.27.32 (25 mei 2023)
* Made progress adding extra screen effect during boss deaths

v0.27.33 (26 mei 2023)
* Finished adding extra screen effects to highlight boss deaths
* Fixed error in last Murray scene
* Created new sprites for using the rod of Medu in action
* Changed boss naming scheme in desert palace
* Created new character animations for using the rod

v0.27.34 (27 mei 2023)
* Worked with pixel artist
* Implemented new visuals for releasing lv2 charged sword
* Finished creating new character animations for using the gloves
* Started implementing new character animations for using the rod and gloves

v0.27.34 (28 mei 2023)
* Finished implemented new character animations for the rod
* Tweaked glove menu visuals
* Finished implemented new character animations for gloves
* Applied small tweak to the small intro font
* Tweaked medu magic visuals
* Tweaked ice shard visuals
* Added awakened versions of the gloves
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Re: Horn of Balance
« Reply #1588 on: June 06, 2023, 11:37:55 am »
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Just a slim update this time as I had family matter to attend to last weekend.

Progress report:
Code: [Select]
v0.27.35 (30 mei 2023)
* Reorganised enemy damage system
* Added new boomerang menu icons and descriptions
* Fixed murray in the menu when he shouldn't (which was somwhat in character to be fair)
* Implemented new boomerangs
* Tweaked credits stats page slightly
* Fixed collissions between boomerangs and containers
* Tweaked glove uses slightly further
* Made progress on new character animations for throwing the boomerang
* Made more progress on visuals released awaked sword 1 sequence

v0.27.36 (31 mei 2023)
* Worked with pixelartist
* Finished and implemented new character animations for throwing the boomerang
* Fixed oversight where the player is to throw a boomerang from any direction, including the back
* Created new sound effect
* Finished implementing new visuals for releasing lv1 charge sword
* Made progress on new hookshot solution
* Fixed visual allignment issue with hero terrain overlayer
* Fixed sprites being uncollected after releasing it when catching it with the boomerang and already at full hp/mp

v0.27.37 (1 juni 2023)
* Tweaked menu item colors slightly for a few items
* Created new character animations for using the hammer

v0.27.38 (2 juni 2023)
* Implemented new character animations for using the hammer
* Made glove animations a fraction faster
* Laid the groundwork for a potential awakened version of the hammer later down the line
* Made a start on new character animations for using the shovel
* Wall probing is now performed by "grabbing" the wall instead of walking against it with a drawn sword
* Created and finished new character animation for wall probing
* Sped up animation when releasing lvl1 charged sword
* Shovel animation visuals now have a slight variation based on the type of water you're digging up

v0.27.39 (3 juni 2023)
* Simplified the coding when using the shovel

v0.27.40 (5 juni 2023)
* Put out new emote and sprite commissions
* Worked with sound designer
* Prepared coding for upcoming sound effects
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Re: Horn of Balance
« Reply #1589 on: June 11, 2023, 08:57:26 pm »
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Another week. Another (short) weekly update.
It's mainly good news: All the planned character animations have now been fully pixelled and whatever is needed for the next demo has been implemented. That being said, I am taking a little more time to work ahead on some of the endgame items, which could be nice to include during a trailer.

Beyond that, a lot of time has been spend on emotes and sound effects this week. Which have all turned out really well if I do say so myself. And I've been trying to design a better Kickstarter booth image. Designing titlepages is more of an art than I realised however. Looking around on Fiverr there does not seem to be anybody (skilled) specialising in it either. So I may have to come back to it at a later time. Oh well.

Just a little longer and then my efforts will be directed towards the overworld redesign. Can't wait to get started on it.

Progress report:
Code: [Select]
v0.27.41 (6 juni 2023)
* Fixed switched text on keyboard controls page
* Fixed error on gamepad controls page
* Improved demo dungeon dungeon map detailing
* Implemented a few more new sound effects
* Made more progress creating new character animations for using the shovel

7 juni:
-Released new Discord emotes-

v0.27.42 (8-9 juni 2023)
* Finished new character animations for using the shovel
* Edited menu shovel icons

v0.27.43 (10 juni 2023)
* Worked on new art commission
* Set up new audio system for enemy sounds based on distance
* Implemented a few more new sound effects
* Dropped a few now obsolete resources

v0.27.44 (11 juni 2023)
* Expanded pallet swapper to display active stat boosts
* Replaced a few more sound effects
* Added visual indicator when boosts are about to end
* Prepared code for next audio commission package
* Integrated powder item into other items and cleaned up resources
* Finished implementing new character animation for using the shovel
* Fixed small visual issue when pressing directional buttons while in tall grass, but not actually moving
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Re: Horn of Balance
« Reply #1590 on: June 14, 2023, 11:19:44 am »
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Just a quick update that I just released demo 1.2 over on Itch:
https://hornofbalance.itch.io/horn-of-balance-pre-ks-demo

The demo changes:
- New item added: level 2 boomerang (found in one of the secret chests in the demo)
- You can now probe walls for hidden secrets (via "grabbing" - a special animation will play if secrets are present)
- Added extra screen effects to make boss deaths more memorable
- Dropped player health and the starting revival item
- Made visual improvements to the demo dungeon map
- Added a few more sound effects
- Fixed error on gamepad options screen
- Several smaller tweaks and bugfixes

Progress report:
Code: [Select]
v0.27.45 (12 juni 2023)
* Finished implementing new character animation for summoning (excl actual summons)
* Performed a big resource and code housecleaning now that 316 hero body and 86 hero head sprites have been replaced in recent months
* Tweaked demo boss add stats
* Created early programmer visuals for some of the summoning sequences
* Worked with pixelartist
* Fixed masking issues in room outside demo
* Made progress implementing first summoning sequence
* Added error sound when trying to summon with insufficient magic

v0.27.46 (13 juni 2023)
* Worked with pixelartist on new trees
* Boomerangs now blocked by low borders. Fire, ice and medu magic is no longer blocked
* Made progress implementing new hookshot solution
* Added in another sound effect

v0.27.47 (14 juni 2023)
* Added boomerang to the demo equipment
* Fixed error when reentering the demo flying tiles room again too soon
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Re: Horn of Balance
« Reply #1591 on: June 25, 2023, 08:14:46 pm »
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We have new trees! (As seen in the attachment) They differs quite a bit from the original lttp assets, but that was kinda the point in order to make them look fresh and to make the game feel more distinct. So I'm pretty pleased with how things turned out. XD

A lot of progress has also been made on putting out new asset commissions. These are actually the biggest sound and sprite packages I´ve ever send out if I´m not mistaking. So expect a huge jump in progress towards demo 2 once the results start coming in over the next few weeks.

And finally: I´ve been pinning down the scope of demo 2 in far greater more detail. Work has now been mapped out to update the coding and tilework in that area. So think along the lines of needing to update NPC texts, scenes, progression flags, item availability and so on.

So in summary, things are moving along quite nicely and the stage is set for good progress next week

Progress report:
Code: [Select]
v0.27.48 (14-15 juni 2023)
* Finished new hookshot solution
* Started work on wall mockups for future tilesets

v0.27.49 (16 juni 2023)
* Expanded shock animation to also display your attack weapon that was being used
* Added music fade out after succesfull boss fights
* Added ability to run through small pots and bushes

v0.27.50 (17 juni 2023)
* Made a start with some world redesign mockups
* Set up testing rooms for other tilessets and mountain areas
* Made babysteps towards spriting an overworld mountain tileset

v0.27.51 (18 juni 2023)
* Made a little progress on the mountain tileset

v0.27.52 (20 juni 2023)
* Put out next audio commission package
* Rewrote coding related to trees
* Fixed not being able to talk to specific trees
* Fixed not getting items from crashing into specific trees
* Implemented new tree visuals

v0.27.53 (21-22 juni 2023)
* Made a little progress on the mountain tileset
* Made progress on the wall tiles for a future dungeon

v0.27.54 (23 juni 2023)
* Made small sprite, icon and color changes to map menu
* Implemented new icons for world & bird map visuals
* Fixed error with very specific overworld water edge object
* Made progress boxing off demo 2.0 playing area
* Experimented with connection between world & bird map in the ingame menu

v0.27.55 (24 juni 2023)
* Added extra debug functions
* Disabled world map for demo 2.0
* Fixed map menu goal missallignments
* Integrated world map into the ingame menu (still using a few mockup asset) as the groundwork past demo 2.0

v0.27.56 (25 juni 2023)
* Put out new sprite commission package
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Re: Horn of Balance
« Reply #1592 on: June 27, 2023, 03:05:51 pm »
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Haven't been here in ages as life got extemely busy the last few years, but felt like checking on the progress of this project.
Some major changes I see, but makes it a lot easier to actually go for a release some day in the future now its not a fangame any longer.
Do like where this is going.

Just a small suggestion on this last update. If you look at the player object and the cliffs used as boundary for the water, they both have a shadow indicating a high most likely northern lightsource. It might look slightly better with the surroundings if there was some shadow between and or around the tree roots.
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Re: Horn of Balance
« Reply #1593 on: June 27, 2023, 03:54:38 pm »
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I like that idea! Shadow cast from the tree could really improve the visuals.
Putting it on the devlist right away.
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Re: Horn of Balance
« Reply #1594 on: June 28, 2023, 04:41:17 am »
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I'm curious, how much do you see yourself charging for this?
I'm interested. LoZ ALttP was a great design, and I loved Parallel Worlds.
I just dunno how much I'll be able to afford.
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Re: Horn of Balance
« Reply #1595 on: June 28, 2023, 07:51:34 am »
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It's all still undecided, but I'm leaning towards:
20 euro (= about 22 dollar) for an early bird pledge
22/23 euro (= about 25 dollar) for a regular copy
25/27 euro (= about 28/30 dollar) for a copy incl your name in the credits and a special discord role

With higher tier pledges for more rewards like the OST, beta access and getting your name/pet/avatar in the game.

How's that sound?

EDIT: Note that I aim to include between 8 and 16 full sized dungeons (depending on the success) so it's a bigger than average game.
« Last Edit: June 28, 2023, 12:14:51 pm by Martijn dh »
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Re: Horn of Balance
« Reply #1596 on: June 29, 2023, 02:18:31 am »
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Well, I'm definitely enticed. I don't think I'll be able to pledge. I don't make much money I can just spend on what I want.
So it'll be a while.
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Re: Horn of Balance
« Reply #1597 on: June 29, 2023, 10:42:37 am »
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You were thinking 20 dollars? Or less?

Like I said, the pricing can still change slightly between now and then. Both the project budget and pledge levels won't be final until I finish demo 2. So that I can do a final recalculation based on the latest state of development and lessons learned. All input is still very much welcome regarding pricing and kickstarter preferences.
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Re: Horn of Balance
« Reply #1598 on: June 29, 2023, 09:50:02 pm »
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Eh, well, I'm pretty much the exception. I only make $60 to spend per month, and any indie games I see are usually roughly $20-$30.
I hope you're not offended or anything. It's kinda partly the state of my life, and partly what I've seen.
But I am genuinely interested.
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Re: Horn of Balance
« Reply #1599 on: June 30, 2023, 07:21:09 am »
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Oof, that's rough.
No worries about offending. It makes me motivated to make the game even better, if anything. XD
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