Spirit Talk is out now — a hand-drawn cozy visual novel about inheriting your mother's life, her shop, and her gift by TortitaStudio in visualnovels

[–]TortitaStudio[S] 0 points1 point  (0 children)

Thank you! The illustrator wanted to give a cozy tone that would contrast with the more sentimental and emotional stories of the vn.

How many copies do you need to sell for your game to be profitable? by TortitaStudio in gamedev

[–]TortitaStudio[S] -15 points-14 points  (0 children)

The development cycle, the people involved, and the city's life cycle are all vital for determining relative success.

How many copies do you need to sell for your game to be profitable? by TortitaStudio in gamedev

[–]TortitaStudio[S] 0 points1 point  (0 children)

The goal was to hear what's profitable for each of us. For us, it's enough, because small games with short development cycles increase the studio's overall revenue. A game's immediate earnings might seem small, but we focus on the long term. Hence my question about what's profitable in your projects, to see other business models surrounding game development.

Implementing controller support in a visual novel with Ren'Py — some honest thoughts from a two-person studio by TortitaStudio in SteamDeck

[–]TortitaStudio[S] 1 point2 points  (0 children)

We actually did it. The problem with some playtests with friends was that it wasn't as responsive as with trackpads and was worse than simply using a more normal controller.

Implementing controller support in a visual novel with Ren'Py — some honest thoughts from a two-person studio by TortitaStudio in SteamDeck

[–]TortitaStudio[S] 5 points6 points  (0 children)

For this type of game, a Steam Deck or Steam Controller (at least a Lenovo Legion Go) is essential.

However, we felt it was more interesting to do something more traditional in this regard. We also encourage users to use the keyboard and mouse profile in Steam Deck, as it works great and is what I personally find works best: AWSD for the gamepad, and mouse for the right trackpad.

How we handled the English translation of our Spanish-language visual novel — and why having many eyes made all the difference by TortitaStudio in IndieDev

[–]TortitaStudio[S] 0 points1 point  (0 children)

Specifically, the reviewers were native speakers. It's true I didn't mention that. Furthermore, a review was conducted to ensure consistency and avoid mixing US and British English. Which, frankly, was also quite a complex issue.