Some choice quotes from David Crosson’s review:

“Now this is what I was hoping would be coming out of the Community Games section of Xbox Live!”

“Breath of Death VII: The Beginning is being marketed as a comedic 8-bit JRPG parody, and it succeeds in every respect.”

“What I really enjoyed most about what the developers have done is that they avoided creating a silly throwaway spoof. Beneath all of the clever writing and winks and nods to previous games, there’s a very solid adventure here with some fresh ideas.”

“The music is what really shines in this game and is really the only place they did not stick to the 8-bit era (that and the 16:9 aspect ratio). There is some very good music here and far better than what you’d expect from such a bargain game.”

“Zeboyd Entertainment has created a fantastic homage/deconstruction to console RPGs that provides a ridiculous amount of value for a $1 price tag. Bottom line – you’d be a fool to pass this up if you’re an RPG fan.”

You can read the whole review here.

Hi everyone. Just thought I’d let you know that I’ve submitted the new version of Breath of Death VII to Microsoft. This version doesn’t really  add any new content, but it does fix all of the problems that people have brought to our attention since the game was released one week ago.

I’ll let you know when the new version is approved and up. Once it goes up, just try to play the game like normal and it should prompt you to download the new version. Also, your old saves will work with the new version so no worries there.

Since we finally finished Breath of Death VII: The Beginning (thanks everyone for your support!), I got to thinking about RPG design and what I would like to do next. That got me thinking about Final Fantasy XIII (the last major game I’ve played) and how I really liked the game at first but that enthusiasm slowly waned the more I played it. This is the result of my musings.

10 Things About Game Design that We Can Learn from Final Fantasy XIII

-Be consistent with the linearity-

There’s nothing wrong with an extremely linear game. There’s nothing wrong with a very non-linear game. There’s nothing wrong with any of the many gradiants between the two extremes. However, you need to pick one level of linearity and stay relatively consistent throughout the course of the game, otherwise you end up appealing to no one. FFXIII suffered this problem. People who like non-linearity complained that the game didn’t open up until 25-30 hours in. People who like linearity got bored of the game when it did open in the second half and in the post-game content. The result was a game that hardly anyone enjoyed more than maybe half of the game.

FFVI suffered the same problem (although it’s a much stronger game in general). Most people have a favorite half of the game. I daresay the drastic change in linearity (very linear in the first half, very non-linear in the second half) is a big reason.

-The player should feel like they matter-

The coolest things that happen in the game should happen as a direct result of the player’s control. In FFXIII, I felt like all of the cool stuff was going on in cutscenes and in text summaries, whereas in the actual game, nothing much happened.

-Switching classes midbattle is fun-

It was fun in Panzer Dragoon Saga, it was fun in FFX-2, and it was fun in FFXIII.

-More factors to consider are good but only if they matter-

Just having to deal with the HP of allies and the HP of enemies can get boring. The break meters in FFXIII looked like they would spice things up until you realize that 99% of all enemies are best defeated by filling up the break meter at which point they just because an HP bar that is split in two.

-Complexity for its own sake is detrimental-

FFXIII is filled with useless complexity. Feeding items to equipment to boost its XP rate and then feeding more items to it to actually give it XP is time consuming, lacks any sort of real strategic depth, and just isn’t very fun. It also requires a few pages of needless instructions. The whole system could have been simplified into a “Pay Gold to upgrade your equipment” system and the game would have benefited tremendously. Similarly, the LV-Up system – though cool looking -  mostly served to waste the player’s time and provide the illusion of complexity without much actual depth.

Complexity slows things down. Slowing things down results in bored players. A brisk pace, on the other hand, can forgive many a fault. For example, Vay for the Sega CD was a thoroughly mediocre RPG in just about every aspect except one – it’s fast paced. And you know what? I really liked it.

-Pacing is Important-

So much filler. So many of the chapters in FFXIII could have been cut or abridged to the game’s benefit and replaced with actually interesting content.

-Too Much Information is a bad thing-

Push a button to see all of the monster’s info and get hints on how to fight it after you cast a reusable spell on it? Awesome! That is until you realize that this removes the vast majority of strategy and makes battles a matter of going through the motions. (The idea that RPG combat should be more strategic than matching up elements to elemental weaknesses is a discussion for another day).

-Games need direction-

Final Fantasy XIII feels like a game without a director. It feels like a game where everyone was doing their own thing and in the end, they just kind of slapped it all together. The visuals don’t match the story, the story doesn’t match the gameplay, and the whole thing is one spectacularly gaudy mess. There was a lot of things about FFXIII that were awesome in and of themselves, but they don’t work together as a whole.

-Constantly introduce new things to the player-

The moment that the player feels like the game is done giving them new experiences, that’s the moment that you’ve lost that player (unless they’re hardcore completionists). I’ve lost count of the number of RPGs where I’ve quit before finishing them, because my charaters aren’t getting any unique new abilities, the monsters are still using the same tactics as they always have, and I can see the game’s ending coming hours before actually reaching it. Discovery turns into work. Keep the game fresh for the entirety of the game.

-Illusion only works to a point-

Just about all games involve a certain degree of tricking the player. Sometimes this is a good thing. For example, a good horror game will trick the player into feeling like they’re in dire danger all of the time, when in reality, the difficulty level is carefully managed to keep the player from becoming too frustrated.

However, you can take this too far and FFXIII is a prime example. At one point, several hours into the game, I realized that the leveling up system only offered the illusion of choice, that I wasn’t making any real progress but just fighting the same things I had been fighting several hours earlier but with bigger numbers, and that the story wasn’t ever going to get any better. The illusion shattered and the game was ruined for me. I sold Final Fantasy XIII almost immediately thereafter.

Right now, we’re the highest rated XBLIG in the US! This honestly boggles my mind. I don’t know how long it’ll last (we’re obviously very close to IMAGWZII since we dropped back to #2 briefly yesterday before going back to #1), but even if we only end up staying in the top spot for a short time, we’re extremely pleased.

Reviews have started coming in for Breath of Death VII and they’re very positive. Here and here both really liked it. This article was also very positive. Also, I was on the RPGamer Podcast last Saturday to talk about the game and various RPG stuff.

We were just informed of the first (and hopefully last) major bug in Breath of Death VII. In the first cave of Undeath Mountain (the cave you go to after getting your fourth party member), there’s a very small chance that getting into a battle will crash the game. The reason why no one discovered this beforehand is because that cave is very short and you generally only get into 2-4 battles in it before finishing the cave so none of our playtesters ran into it.

The bug has already been fixed in the code and we’ll submit the new version to the XBox Live Marketplace ASAP. Thank you for your patience while we take care of this problem.

The title says it all. As of the time of this posting, Breath of Death VII: The Beginning is the 2nd highest rated game on the US XBox Live Indie Game Marketplace. The only game that is currently higher is James Silva’s excellent, I MAED A GAM3 W1TH Z0MB1ES!!!1. We were hoping the game would get a good reception, but this is just incredible. We’re also doing well elsewhere. In Japan, we’re currently #3 and in the UK, we’re at #7.

 Thank you everyone who has supported us by purchasing Breath of Death VII, recommending it to a friend, or rating it positively. We’ll be sure to make our next RPG even better!

Official Box Art

Breath of Death VII Release Official Press Release

April 22, 2010
Zeboyd Games is proud to announce that their retro parody RPG, Breath of Death VII: The Beginning was officially released on the XBox 360 Indie Game Marketplace today, April 22, 2010. Created by a team of two (and some talented freelance musicians), Breath of Death VII is a living testament that the power of friendship can conquer any evil (as long as you have enough MP).

“We’re big fans of classic console RPGs,” said Breath of Death VII designer and programmer, Robert Boyd, “and have been disappointed that this style of games has largely left the home consoles for the portable systems in recent years. Thanks to XBox Live Indie Games, we’ve been able to bring the genre back to the big screen in all its pixelated glory. Not only that, but the game is only 80 MS points ($1 USD). That’s like eighty times cheaper than what these things cost back in the day!”

Official Game Description:

Resurrect the classic era of RPGs with the retro parody RPG, Breath of Death VII: The Beginning. Join Dem the Skeleton Knight and his allies as they explore an undead world in search of the secrets of the past. 4-6 hour quest with multiple game modes & difficulty levels! Fast battles! Frequent LV-Ups! Branching character customization! Multi-character unite techniques! Glorious retro visuals displayed in awe-inspiring 720p! Laugh! Cry! Laugh some more!

The new launch trailer can be found here.
The old announcement trailer can still be viewed here.

The game can be downloaded here or directly on the XBox 360 Marketplace (Game Marketplace -> Indie Games – Breath of Death VII)

To learn more about Zeboyd Games and Breath of Death VII: The Beginning, go to http://zeboyd.com
Press inquiries can be sent to Robert Boyd at rdespair@gmail.com

To go with the launch of our new game, Breath of Death VII: The Beginning, here is the new trailer. Enjoy!

We did it! Breath of Death VII: The Beginning is now on the XBox Live Indie Game Marketplace! Follow this link to download the demo or purchase the full version (or you can download it directly on your XBox 360 – Game Marketplace -> Indie Games -> Breath of Death VII).

http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d802585504bd

We’ll have the new trailer up later today.

From the look of the progress bar and peer review comments thread for Breath of Death VII, we’ve probably gotten about 4-5 reviews in peer review so far. I believe you need around 8-10 to be approved for release on the XBox Marketplace so we’re getting close! :)

Bill is hard at work finishing up our launch trailer so we should have that ready when the game goes up. It’s very exciting – everyone who has played our game in playtesting and peer review have been very positive so we’re really looking forward to the moment when everyone can have a chance to play it.

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