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Kori's Fable Full Version Release

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We have released the full version of Kori's Fable Visual Novel. It took us 2 and a half years to develop this visual novel and we are happy to present it to you finally. We were planning to publish this VN way before but life got in the way. Oh well, did life get in the way or was it the circumstances? Anyway, please enjoy this visual novel. It is a playable software but in the end its a novel. And you will have to read a lot. If you are fond of reading and looking at pictures and listening to music at the same time then you will enjoy this work.  It is not an adventure game so please don't bother with it if you are looking for an adventure or arcade game. It is a novel so there is a lot of reading. We are clarifying this point because there have been some instances when people have downvoted and dismissed our work because it did not have arcade or platformer elements in it. You can get the game here: Google Play:  https://play.google.com/store/apps/details?id=cc.r

Kori's Fable demo version has been released

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  We have released the demo version of our latest game Kori's Fable on Itch.io and Google Play. At the time of writing this article only Hindi version of the game is available on Google Play and both English and Hindi versions are available at Itch.io. You can download the demo free of cost and try it out. Itch.io:  https://redseedgames.itch.io/koris-fable Google Play:  https://play.google.com/store/apps/details?id=cc.redseed.korisfablehindi The story in the game is far from complete. We have started planning the storyline after the demo.  It was difficult to decide the mechanics of the game. We went with simple choice based mechanic which will enable players to experience the story differently based on their choices. We were planning to include a map and free roam feature in the game but that would have broken our time budget (The amount of time we would have had to spend making this game). We also thought that the map and free roam system will make the game more complicated to

A little devlog of our new game Kori's Fable

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We have started working on a new visual novel game called Kori's Fable. This time we are going to go all out in structuring our world and fleshing it out completely before we begin to write the characters. The chapters and the scenes in the story will come much later when we had done fleshing out our story world completely. Kori's Fable cover art 1 Kori's Fable cover art 2 To do this we are taking help from NaNoWriMo ( https://nanowrimo.org ) and the tutorials which they publish from time to time. They have a very useful guide on creating the story world, the characters, the plot and they guide us towards good and free resources which we can use to write better stories. Apparently, NaNoWriMo community is really helpful in assisting new writers write their first draft too. In fact, that is the whole point of their NaNoWriMo challenge that is held in the month of November every year. It may also be a good challenge for writers who wrote a few stories but quit b

Niara ROTK Devlog | Marketing the game

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Marketing your video game is a life long process. It never ends. You start marketing your game from the day you first think about making it. This is true for all products and services under the sun. The marketing process goes on until either you die or your products or services die. For our game we chose to go with paid ads first. We put ads on Facebook and Google and they cost a lot. However, they did not generate much sales so we decided that we would not be using paid ads so much. We have also found that paid ads work best for free to play games rather than paid games. Then we decided that we will have to market our game through organic reach and posts using social media platforms. Hence we hopped on to all the major social media platforms and started working to establish our presence there. It has been hard but it is an ongoing process. We are still on major social media platforms and are still actively posting about our game as well as our development process. When so

Niara: ROTK Devlog | Releasing the game

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Press this button to listen to this blog instead of reading it:   When you have finished making your game while constantly focusing on high quality then releasing it is really not a very big deal. In fact releasing the game is one of the easiest steps. However, marketing the game is difficult. We should never confuse launching with marketing. You can launch the game however you want but actually getting people to buy and play your game is the most difficult task in the whole cycle of developing the game. Yes, that is right. Marketing the game is more difficult than making it. We will talk about marketing later. Here we are going to talk about how we released the game, which platforms we chose and how you can release your game too. When we had finished developing Niara: ROTK then we wanted to release both mobile and PC versions of it. Since Renpy could easily port the game to both mobile and PC it was really easy for us to generate the packages for uploading to the respect

Niara: ROTK Devlog | Sticking with high quality

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Sometimes sticking with creating absolutely high quality content is hard. This is especially true when you are an indie game studio or are just starting out. You have no social proof, no recognition out there, no money and you are starting out with a completely new IP. You may wonder sometimes that your game will probably go unnoticed and not be played by many people (especially if it's a paid game). And then you will start to think, that hey, why should I work my ass off to make extremely high quality content when nobody is going to play it? This is where you should stop and take a little break from the game. It is never okay to develop a low quality game. Never! If you are feeling low then stay away from your game for a while. Make it late, but make it good. Yes, maybe people will not play your entirely new IP right away but if you make it high quality and promote it enough then they will start to notice it. Nobody is going to stick with your game other than yourself. H

Niara: ROTK Devlog | How to get art and music assets?

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When we were working on Niara: Rebellion Of the King our biggest worry were assets. Sure, we can choose the best genre, the best engine, but where will we get the assets from? Niara being a visual novel RPG required high quality art and music assets. We could only program and making high quality art and music assets was out of our abilities. So, what should we do when we face such situation? Should we switch to pixel art? Let me tell you something very important here, good quality pixel art takes more time to make than regular art. Yes, this is true. You may make average quality pixel art in less time than you may make regular art but if you want high quality pixel art then it takes a lot more time than regular art. We also did not have any talent in music. And just making repetitive 8 bit music was NOT a good idea for a game that focuses mainly on the story. So, we had to get good quality music and it HAD to be original. So what did we do? We fetched for help from our frie