Looks like the Indie Games Winter Uprising times are going to be extended to the whole month of December. We tried to get all of the games out during the first week and having a strict deadline helped us all work harder, but things come up - whether it's an overlooked bug that shows up in peer review or just needing more time. However, despite not getting all of the games out in time, I still think it's been successful - having a strict deadline has helped us all to work harder than we would have to get things done and we've got a lot of good exposure which should help all of the participating games, regardless of whether they come out at the beginning of the month or the end.
As for Cthulhu Saves the World, here's where we are.
All of the dungeons are basically done. Just have to add save points, chest contents, and plug in cutscene/boss triggers, all easy stuff. Very little work left here.
The non-dungeon areas are mostly done. Some of the towns are missing building interiors and townsfolk, neither of which is very difficult to add (dungeons are much more work).
I need to finish balancing monster stats & adding a few enemy special abilities. Probably 1-2 full days of work here.
I need to finish writing the rest of the dialogue. Probably a full day of work here.
I need to make a party changing menu & finish up the flying on map code. Probably just a couple hours of work to do that.
Visuals and music are all pretty much done. Just have a few small odds and ends left.
And then just polish everything up and make sure that we haven't overlooked any major bugs.
As you can see, there really isn't much left. A good solid week or so of crunch time and we could have this thing ready for release. On the plus side, the amount of time I have to work on game development is about to go up noticeably soon (only a couple more days until my students go on winter vacation) which will help things drastically.
On the business side of things, we NEED to get Cthulhu Saves the World out this month with some time to spare. How much Cthulhu Saves the World sells in December will determine how much time we have to work on game development during the first few months of 2011 - we'll get paid in February for any sales we make in December, but we won't get paid until May for any sales made in the first quarter of 2011. If we can manage to sell 10,000 copies or more of Cthulhu Saves the World in December, I could go full time game development. If we manage to sell 5,000 copies or so, I'm looking at the same sort of development we do now (part-time job, develop in my spare time). And if we somehow miss releasing it in December and don't sell anything, well, we're looking at close to no-time development, because I'll probably have to grab a second job just to make ends meet.
Looking back at things, we really should have done another smaller project after Breath of Death VII to try to get some more revenue coming in before we tackled something as ambitious as Cthulhu Saves the World. Pride cometh before the fall and all that. On the plus side, as far as quality goes, Cthulhu Saves the World is turning out even better than I had hoped - I think it will end up doing even better in sales and rating than Breath of Death VII once we manage to get it released, despite the higher price tag.