Release
So. After so long, I finaly released the first version of my game to the public. It has been in development for many years and it will be in development for many more.
This is the first version of the game. Think of it as a "tech demo". Many features are missing, unfinished or are just placeholders. I decided to write some answers to a questions I, and most likely you, are asking.
Q: Why release the game when it is so unfinished?
A: I worked on this game for a long time. Mostly in my free time. The main audience is me. If I'm happy with the game, then it is a success. However, I also want other people to see it. It will take years to fully finish it and I don't want to work on it for a decade just to release it and find out everybody else hates it. So I want to know if the few people who like games like this end up liking the idea of this project. If they do, cool. I will continue doing what I do. If they don't, cool. I didn't waste ten years working on something everybody will hate and I am early enough in development to do more drastic changes to the gameplay without having to redo everything.
Q: Who is this game for?
A: Mainly for people with similiar taste to mine. I love old Gothic I and II. I like Runescape, harvest moon and princess maker. I put elements of all those games into this project. Like in Gothic, you start as nobody and even the weakest enemy can kill you. Like in Runescape, you will be exploring the world and generaly try to live, improve yourself and amass wealth. Like in harvest moon, you will be raising crops, improving your house and making new friends. And like in princess maker, you will start as a young kid, learning new skills, getting older and changing as the game progresses. I simply don't know any game that has all of that. Sure, there are games with individual elements, but not all of them. That is the main reason why I started this project. Because there was nothing exactly like it and I wanted it to exist. And nobody else bothered so I decided to do it my self. Maybe some other people feel like this too.
Q: So. What now?
A: That depends on the feedback I get. If it ends up being generaly positive, I will continue what I was doing up until now. Adding missing features, balancing the game and generaly continuing with my vision. I will do the same if I get no feedback at all. I will not be spreading the word around too much. People that want to play game like this will find it on their own and I will be making no money out of this game so there is no need for a large audience. Having like ten dedicated fans is my goal.
If the feedback is bad, I will read through it and decide what to do next. Comments like "Why no multiplayer?" or "Make the make first-person." will be ignored, but good constructive criticism will be taken into acount. I will change, add or remove things and then continue with the prevous plan.
Get Sinathir
Sinathir
Raising sim / survival game inspired by Princess Maker.
Status | In development |
Author | QuentinWH |
Genre | Role Playing, Survival |
Tags | 2D, Anime, Coming Of Age, Female Protagonist, Life Simulation, Management, RPG Maker, Singleplayer, Top-Down |
Languages | English |
More posts
- Sinathir 0.40 - Faction system and QoL improvementsAug 04, 2024
- Sinathir 0.39 - Schedule and favorsApr 11, 2024
- Sinathir 0.38 - Pre-releaseMar 11, 2024
- Progress reportFeb 02, 2024
- Sinathir 0.38 Beta - New weekly schedule systemDec 10, 2023
- Next update previewNov 26, 2023
- Sinathir 0.37 - New character artOct 21, 2023
- Sinathir 0.36 - Activity limits and escaping from battlesOct 01, 2023
Leave a comment
Log in with itch.io to leave a comment.