I was originally going to implement a Save Coin system (similar to the one used in Wild Arms 3), but you know what? Forget that! One of the biggest complaints that people have about RPGs is the inability to save whenever you like. Developers usually counter by saying that forced save spots are essential to challenge and balance and all that. You know what I think? I think games should be fun and I think a large part of having fun is doing things your way. If you’re overly cautious and want to save every 5 mins, why should I stand in the way of you playing the game the way you want to? The people who are more daring and want more of a challenge can always limit their saves and take advantage of stuff like the Hard mode and Score Attack modes. Plus schedules aren’t always condusive to long play sessions – sometimes you only have a few minutes to play or something comes up suddenly.

Save anywhere functionality is already in the code (I use it when I’m debugging things) so it’s not like it’s a new feature I have to add. If anything, it’s easier to do it this way.

To go with the ability to save anywhere (outside of combat & conversation, of course), Cthulhu Saves the World will also let you teleport back to towns whenever you like as well. Besides being convenient, this should ensure that you can’t save yourself into an unwinnable state in the middle of a dungeon.

On September 23rd, just a little over 5 months after release, Breath of Death VII: The Beginning passed the 30,000 sales mark, with a trial-to-purchase conversion rate of 66.7%. To celebrate, here’s a post-mortem of the game – what we felt we did right and areas we could have improved.

Breath of Death VII: The Beginning

BODVII_LTD_Sep10_Fix

BOD7salesRegions

What went well:

#1 Team – Having the right team can make or break a project. Even if you’re one of the rare individuals who is simultaneously great at programming, art, and music, making an entire RPG all by yourself is a gigantic task. Having talented team members to divide the work and offer encouragement and suggestions is a huge advantage. Bill and I were on the same page from day one and this made the difficult task of making our first RPG much more manageable.

#2 Scope & Planning – There are so many RPG projects that get started and never get finished and a major reason for this is because the developers are thinking too big. Final Fantasy 6 style graphics, an epic 30 hour quest with multiple story branches, an innovative real time combat system – yeah, there’s no way that a small development group can realistically make something like that as their first project. With Breath of Death VII, we planned from the start to have a smaller game (around 5 hours) with retro visuals, and nothing too complicated in the gameplay department. It paid off – we finished the game in just under 3 months, whereas most indie RPG projects take years if they get finished at all.

#3 $1 Price Tag – Our initial inclination was to price Breath of Death VII at $3 or $5 since it’s an RPG and it’s much bigger in scope than the typical $1 game. However, by looking at sales trends on the XBox Live Indie Game marketplace, it quickly became evident that $1 games tend to be the most successful. Since we’re in this for the long haul, we felt that even if we could have potentially made more money with a higher price tag, a low price would help us to build up a fan base and garner us free publicity which would help with marketing our future games. It’s paid off – we’ve sold 30,000 copies at $1, whereas by my estimates Aphelion (another XBLIG RPG) has probably only sold about 2,000-4,000 copies at $3.

#4 Marketing – Most Indie developers fail to properly market their games before or after release. It’s an understandable failing – it’s difficult to get big media sites to take you seriously if you’re a small developer that nobody has heard of, they tend to ignore you. Despite this, we decided early on that we’d really try to market Breath of Death VII in every way we could short of actually buying advertising space. We put a trailer on youtube and gametrailers.com, we posted about it on forums, talked about it on our website, and emailed reporters & reviewers.

Most of our marketing efforts fell on deaf ears, but some were very successful. RPGamer gave us a lot of publicity, with 2 reviews, an interview, and even a guest appearance on their weekly podcast. The Independent Charles show (a video review show on the UK XBox dashboard) was very positive and gave us quite the nice boost in Europe. But we really hit a homerun when a very positive article about the game showed up on Kotaku. Not only did this article give us hundreds of extra sales a day for about a week, but it also resulted in another high profile article showing up shortly thereafter on yahoo games which gave us a similarly huge boost.

Sadly, our marketing stunt of sending out fake boxed copies of our digital game to various media addresses didn’t pan out, but maybe we chose the wrong targets.

#5 Pacing – If there’s one thing that Breath of Death VII: The Beginning has received almost universal praise for it’s the pacing. Most turn-based RPGs are slow plodding affairs. Not ours. We made a decision early on to make sure each element of the gameplay contributed to a fast pace – from the random encounter limits to the lack of battle animations to the free healing after combat to the frequent LV-Ups to the fact that enemies get strong with each consecutive turn. Slow is boring. Fast is fun.

#6 Humor – Sure, there were some naysayers (mostly people who don’t like referential humor), but for the most part, people really enjoyed finding the various references to various games that we stuck in the game (my favorite probably being the Phantasy Star IV sight gag that you see when you leave the first town with Sara). The central joke of our main character being a mute but letting the player read his thoughts turned out to be a big hit as well.

#7 Budgeting – All told, we spent very little money to make Breath of Death VII. Licensing all of the music cost us under $100 total. Many of the songs were even offered to us for free. Beyond that, we just spent a little money to buy a 360 Memory Unit (for testing out the save/load system) and for our boxed copy marketing stunt. Even including the $100/year XBLIG membership cost, we probably spent under $200 total.

I’ve seen several examples of indie developers spend thousands of dollars on assets and tools and that’s just wrong. You can make a good game with free tools or inexpensive tools. Use free tools and split profits with your teammates rather than hire outside help – save big expenses for later games when you’re already making good money.

#8 Music – We were able to find some great songs that cost very little to license for Breath of Death VII. Not only that, but we found our Cthulhu Saves the World composer through Breath of Death (he did the battle theme & final dungeon theme).

#9 Playtesting – Although the temptation was strong after working so long to just put the game into review ASAP, we held back and stuck it in official playtesting for a while first. I’m glad we did – we got some great feedback from other developers that really helped us improve the game. Stuff like the visual cues when you’re losing in battle and including jokes when you examine objects like tombstones were a direct result of playtesting.

What we could have done better:

#1 More thorough debugging – Being our first game, our debugging process consisted of me playing through the game again and again until I stopped finding errors. Unfortunately, we missed a few major bugs and though we were able to quickly release a patch to fix them, I still feel bad for those players who got caught by a crash in the first week.

With Cthulhu Saves the World, we are going to be doing more thorough testing & debugging, complete with checklists to try to ensure that we don’t overlook obvious things.

#2 Better difficulty balancing – Although I think we did a great job on gameplay balance in general, there were two areas that I think we could have improved on. First, the beginning of the game is too easy – I think the big culprit is the fact that most battles early on don’t have enough enemies. Second, the castle dungeon is almost universally considered to be the hardest part of the game – I toned it down a bit from its initial pre-release incarnation, but I should have toned it down even further.

#3 Ailment Attacks – Ailment attacks are usually useless in most RPGs and I wanted to change that with Breath of Death VII, but I forgot one important thing. It doesn’t matter how good your ailment attacks are – nobody is going to use ailment attacks if you can quickly win every battle through direct force. I hope to change this with our next game and make some battles where ailment attacks have a chance to shine.

#4 Post-release obsession – Immediately after releasing Breath of Death VII, we were more than a little obsessive with checking google and websites to see what people were saying about our game.  What we should have done is to limit our searches and taken a break from development – not only would this have been healthier, but I think we would have started serious development on our next game quicker had we done that.

Conclusion: Making Breath of Death VII: The Beginning was a great experience for us. It taught us a lot about game development and has allowed us to gain contacts & fans that will help us when we release our future games. Oh and the money is nice too. Sales are definitely down from what they once were, but I guess the surprising thing is that it’s still selling as good as it is now (around 50-100 sales/day) when the game has been out for over 5 months already. And to be honest, any sales the game makes now are just icing on a delicious cake – the game has already paid us handsomely for the work we put into it.

So there you have it, our first post-mortem! Thank you for all of your support and I hope you continue to support us and enjoy our games when we release our next RPG, Cthulhu Saves the World, in a few weeks.

As we near the end of Cthulhu Saves the World’s development, I figured it would be a good idea to make it easy for people to find out when it comes out so I present to you, the Zeboyd Games mailing list! Just email me at rdespair@gmail.com with the Subject: “Zeboyd Games mailing list” and your email address (if it’s different than the one you sent me an email from) and I’ll be sure to send you a message when Cthulhu Saves the World is out on the Live Dashboard, ready to purchase. Plus at no extra charge, you’ll receive additional messages whenever we send out an official press release (generally for new game announcements, game releases, and game trailers).

Of course, we’ll still put up big announcements here at zeboyd.com, but this way, you can find out ASAP even if you only check the site every few days.

And if you’re on twitter, feel free to add me (Username: werezompire) and Bill (bill_at_zeboyd). I try to always twitter whenever the website is updated, plus you’ll get random thoughts from us and the occasional development tidbit.

Old School Adventure is a platformer, but rather than having separate levels, there’s just one big interconnected world to explore similar to games like Metroid & Castlevania. There are several different power-ups that you can gain like spike armor & flying boots and a number of colored keys scattered here and there and it’s up to you to figure out how to get through the big maze that is the game’s world.

Old School Adventure does something I’ve rarely seen before – it makes backtracking interesting. You’ll go through a set of obstacles and then later, you’ll have to go back through this set again, but with a different power-up active which ends up transforming the experience drastically. This kind of intelligent level design is common throughout the entire game.

The game is fairly difficult, but you have unlimited lives and checkpoints are frequent so it doesn’t become oppressive. The game will probably take about an hour or two to finish the first time which is a little on the short side, but I’d rather have a tightly designed shorter game than a longer game with a lot of pointless filler.

Ignore the mediocre user ratings (which are probably mostly due to the game’s MS Paint-esque visuals), Old School Adventure has it where it counts – great gameplay. At only 80 MS points, it’s an easy recommendation.

From the look of things, Hypership Out of Control isn’t selling very well, which is sad since it’s a really fun game. Can’t say I’m horribly surprised – releasing within a day of a new Halo game & 3 XBLA titles isn’t good timing. But it got me thinking about another reason why it could be underperforming – nostalgia.

There’s a big trend of late to make games with retro aesthetics. Gamers like being taken back to their childhood and developers like making these kinds of games because they’re easier to develop. However when developing a retro game, you need to take into account that most gamers don’t really want a RETRO game. They don’t want a game that adheres strictly to the limitations of an NES or Genesis or whatever. Instead, they want a game that matches the rosy and inaccurate picture they have in their memory.

People see stuff like the Scott Pilgrim game and they think retro, but Scott Pilgrim’s visuals are probably better than what you would be able to get out of a real SNES game, to say nothing of a NES game.

Here’s another exmample – a screenshot of Dragon Warrior IV (i.e. Dragon Quest IV), a late era NES RPG.

Dragon_Quest_IV

…and here’s a screenshot from our retro RPG, Breath of Death VII: The Beginning.

BoD7 Ruins Example

See the difference? Breath of Death VII has a bigger field of view, more variety in tiles, and more detailed and colorful tiles & characters than the NES game. There’s no way on earth that the Breath of Death VII graphics could be done on an actual NES, but when most people see those visuals, they think 8-bit.

Sure, we could have done Breath of Death VII in a more faithful 8-bit style, but that’s not what most people want. They want perceived reality, not actual reality.

Same thing with gameplay. If you want to evoke the same kind of feel that people got from playing those old classic games, you can’t just copy their gameplay, because the gaming world has changed since then. The gameplay needs to match the nostalgia, not the actuality. With Breath of Death VII, we kept the same basic gameplay structure of an old NES RPG, but we added some new systems like multi-character techniques and LV-Up options. More importantly, we changed the pacing – most NES RPG are glacially paced by today’s standards. We didn’t just speed up the pacing to match today’s standards, we actually sped it up beyond the pace of most RPGs today. As a result, you have a tight, streamlined, fast game that most people seem to really enjoy.

Going back to Hypership Out of Control, it looks like an actual early NES game and that could be its undoing. To be successful, you need to give players what they actually want (retro evolved as Geometry Wars puts it), which is not necessarily what they say they want.

Hypership Out of Control is a vertical scrolling dodge-em-up. Sure, you do have a gun that helps you take out small obstacles (and big obstacles when you have the super gun powerup), but that’s not the point. See, your brakes are out, your ship is accelerating to crazy speeds, and it’s up to you to stay alive as long as possible, while trying to wrack up a fantastic score by collecting coins, bombs, and power-ups.

The 10 levels are well designed, the animation is smooth (60 fps, baby!), up to 4 player support, and deeper gameplay than it seems at first – featuring a nice mixture of strategy, trial & error, and reflexes – however the game doesn’t stop there. Besides Normal mode, Practice mode, and Hardcore mode (1 life), there’s Super Speed mode (no speed limit), and Coin Down (unlimited lives, but your coin total counts down constantly and you lose if it reaches 0). 20 “awardments” give you a variety of goals to strive for beyond just high scores. However, high score chasing is plenty rewarding since Hypership Out of Control includes online score sharing for the 4 main modes if you have a Live Gold account.

With its authentic retro graphics and music, dirt cheap price tag (80 MS points, i.e. $1 USD), and addicting “Just one more try” gameplay, Hypership Out of Control is one of the finest XBLIGs to be released to date. If you like old-school high score chasing arcade games, you need this game ASAP.

There are simultaneously too many XBox Live Indie Games and not enough. There are too many XBLIGs for me to want to review all of them – just downloading them all and making sure I have all the links set up correctly is a pain. On the other hand, quality XBLIGs don’t come out all the time, so only reviewing the good games would mean sporadic reviews at best. The solution? Expansion. Our review for Recettear has proven to be rather popular (resulting in noticeably higher traffic to zeboyd.com since we put it up) so we’re going to continue to cover indie PC games, in addition to our regular XBLIG coverage. I was recently sent review copies of Amnesia: The Dark Descent (a horror game that looks to take a lot of inspiration from H.P. Lovecraft) and Deadly Sin 2 (an RPG that scored rather highly on RPGFan) so look forward to reviews for both of those titles later this month.

In XBLIG news, Hypership Out of Control should be available to purchase on the live marketplace in a few hours. Expect a full review tomorrow, but in the meantime, here’s my short review – it’s awesome if you like retro arcade-style games.

The ccg file (that’s the complete game file that you submit to Microsoft when you’re ready to release) for Cthulhu Saves the World is currently 104MBs. The bulk of that is audio data – a single uncompressed song can be several MBs, whereas the visuals for an entire dungeon might not even reach 1MB.  If necessary, we can compress the audio to drastically cut down on space, but I don’t think it will be necessary – I believe we’ll be able to get the rest of the game in without going over the 150MB limit.

In Breath of Death VII news, we’re almost at 30,000 sales. Our rating on the US marketplace has been bouncing around #3-#5 of late, with stiff competition from Zombie Estate & Miner Dig Deep (both great games). If you’d loved Breath of Death VII: The Beginning, haven’t reviewed it yet, and would like to show support, why not review it now?

Final, here’s a little tidbit for you all. Bill & I have been discussing the possibility of releasing PC versions of Cthulhu Saves the World & Breath of Death VII: The Beginning later this year, once we’ve gotten the 360 version of Cthulhu out. If our games were available on a service like Steam at a reasonable price (say $5 for a combo pack with both of them), would you be interested?

Recettear Review

Recettear is a fantasy game about money. You’re a cute anime girl, your father has wracked up a huge debt, and it’s up to you to pay it off. Through a mixture of salesmanship and adventuring, get as much money as you can ASAP or your home will get repossessed and you’ll be forced to live in a cardboard box.

Recettear is basically two games in one. The first game is a store sim. Buy low, sell high, and rake in those high profits. By successfully guessing how much customers are willing to pay, you can gain XP which will raise your Merchant LV. As your Merchant LV goes up, you’ll get wealthier customers and unlock new gameplay features like item crafting and store customization.

The second game that makes up Recettear is an Action/RPG. Your main character is a little girl who can’t fight for herself, but she’s perfectly willing to hire adventurers to go collect treasure from dangerous dungeons for her. At first, you only have access to a simple swordsman, but by meeting certain conditions, you can gain the ability to hire more advanced adventurers like a thief who can create doppelgangers and a mage with deadly attack magic.

The dungeon designs are random and not particularly interesting, but the combat is fun and random events help to keep things interesting. At set floors, you’ll run into bosses who are generally well designed with varied attack styles.

Both the store sim sections and the Action/RPG dungeon exploration are pretty fun, but combine the two into one game, with each mode helping you out in the other and you end up with a game that’s a blast. This is definitely a case of the whole being more than the sum of its parts.

For an indie game, Recettear looks and sounds quite nice with graphics and music similar to those you would expect from one of the smaller professional Japanese RPG companies like Gust or NIS. The game can be difficult at first, with tight deadlines to pay back your debt and powerful monsters to fight, but if you fail to meet a deadline, the game actually becomes noticeably easier since the game starts over but you retain your LVs and items. Thankfully, the game includes a button to skip cutscenes so replaying the same sections is much more enjoyable than you would expect.

Recettear does not support widescreen displays, which is a slight mark against it. On the plus side, it supported my gamepad with no problems and it never froze or crashed on me.

Recettear will probably take most people around 10 hours to complete the main storyline, however there’s plenty of post-game content to discover after that so you’re definitely getting your money’s worth.

All in all, Recettear was a very pleasant surprise. Fun gameplay combined with an enjoyable script result in a highly addicting game. Carpe Fulgur – the new localization company behind the English version of the game – has already earned themselves a fan with this, their first release. Very highly recommended.

Recettear comes out on September 10, 2010 for the PC and can be purchased digitally on Steam, Impulse, and Gamersgate for $20.

So, I was doing a search of our games on google like I do periodically to see if we’ve gotten any new press)and I noticed that in google, “Cthulhu Saves the World Release Data” showed up as one of the suggestions when I started typing out the game’s name, thus indicating that a decent number of people are trying to find out the game’s release data. So let’s discuss that for a moment.

Cthulhu Saves the World was originally scheduled for an August release. Unfortunately, the game wasn’t ready in time for that. There are a few main reasons for this.

1 – We are not full time developers. Breath of Death VII has sold well and continues to sell well (we should surpass 30,000 total sales this month), but we’re still not making enough money to quit our day jobs and develop games full-time. Hopefully that will change in the near-future, but for now, working on Cthulhu Saves the World is a part time job for us. That means that the amount of time we have to dedicate to making games varies from day to day and week to week. Sometimes we have a lot of free time and we get a lot of progress done; other times, life intrudes and our time is limited.

2 – Cthulhu Saves the World is a big step up from our previous game. The world is bigger, there are more playable characters (8 total), there’s a lot more music, the graphics are noticeably better, the maps are more sophisticated, etc. Even though, we have been able to build upon our experience and engine from Breath of Death VII, we still underestimated the amount of time and effort it would take to make Cthulhu Saves the World.

3 – Because of the way the approval process is set up for XBox Live Indie Games (basically it can take anywhere from 2 days to weeks or even months if you find last minute bugs), it’s impossible to set a firm release date in advance. I anticipate that once the game is ready to submit that we’ll pass quickly, but you never know.

So when is  the release date for Cthulhu Saves the World? I can’t say for sure, but my personal guess based on what is finished and what still needs to be done is that the game will be playable by the end of September, but won’t actually be officially polished up and released until October 2010. We apologize to everyone who is looking forward to the game that it isn’t done yet, but we’d prefer to take the extra time to create something truly excellent rather than rush a mediocre product out just to meet a deadline.

We’re almost done with the soundtrack to Cthulhu Saves the World. We just have 2 more songs to go, plus a little polishing here and there and it’s done. From the look of things, there will be 21 songs in the finished game, totaling over 1 hour of music. Contrast that with Breath of Death VII: The Beginning where we only had 11 songs for around 25 mins and you can see that’s a huge difference. Not only is there a ton more music this time around, but I think the overall quality is noticeably higher as well.

We’re going to release the entire soundtrack around the time that Cthulhu Saves the World comes out (hopefully in just a few more weeks, guys!), but in the meantime, here are a few more songs from the game for your listening pleasure.

World Map Theme
Volcano Theme
Big City Theme

Oh and the actual soundtrack release will have more interesting names. How’s ‘Across the Crescent Moon, the Weeping Monster Sighs Once More (Victory Theme)’ sound? Pretentious enough? :)

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