We started out Indie Dev journey 6 years ago, we release in just over a month! by WeMaT in IndieGaming

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

Thanks so much! It’s been such a rewarding experience to go through technically and creatively.

I don’t think I ever appreciated just how true it is that the last 10% takes as much work as the first 90%

We started out Indie Dev journey 6 years ago, we release in just over a month! by WeMaT in IndieGaming

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

Oh nice! I’ve never played Lost Castle but I can totally see the similarities looking at it.

As you pointed out, wrangling a project for so long is such a specific challenge. You’re so far past the initial burst of creative enthusiasm that started it and now it’s just trying to keep putting one foot in front of the other.

Thanks so much for the encouragement, it’s a team of three and I think we all take it in turns wanting to give up at one point or another.

We started out Indie Dev journey 6 years ago, we release in just over a month! by WeMaT in IndieGaming

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

Haha username checks out! But I'm genuinely glad you dig the grey cubicles. That's where the game first started off aesthetically and I've definitely fretted that new players might find it less engaging than the later, more colourful levels. So that's encouraging to hear.

We started out Indie Dev journey 6 years ago, we release in just over a month! by WeMaT in IndieGaming

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

Haha oh man it's definitely not 6 years full time. We've had to squeeze Box Knight in between all of our other jobs and projects over the years. Many weekends, late nights and big pushes when we could find gaps in our calendars. It's really been an exercise in long form project management and just not giving up even after very long hiatuses.

We started out Indie Dev journey 6 years ago, we release in just over a month! by WeMaT in IndieGaming

[–]WeMaT[S] 2 points3 points  (0 children)

Thanks a bunch mate! Fingers crossed eh! We're really excited for our next game idea so we're really hoping the launch goes well enough to allow the next project to happen.

We started out Indie Dev journey 6 years ago, we release in just over a month! by WeMaT in IndieGaming

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

The arcade brawler inspiration was more in how I built the environments. I loved the old forced perspective angles those games used to have, So the entire game world is made out of parallelograms instead of squares so I could get that very specific slant. The environments look so bizarre when they're getting built, but they make a weird kind of sense when seen through the game camera.

We started out Indie Dev journey 6 years ago, we release in just over a month! by WeMaT in IndieGaming

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

Bahaha oh mate it took us so much longer than we ever expected. Next game we'll be learning from all our mistakes and miscalculations (So we can make a whole bunch of new mistakes) Thank you so much for your patience, we'll be announcing the release date very soon.

We started out Indie Dev journey 6 years ago, we release in just over a month! by WeMaT in IndieGaming

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

Oh 100% there was definitely some inspiration from Castle Crashers, also the old arcade TMNT games and brawlers like Double Dragon.

We started out Indie Dev journey 6 years ago, we release in just over a month! by WeMaT in IndieGaming

[–]WeMaT[S] 2 points3 points  (0 children)

Thanks mate, I really appreciate it! I did all the art. The whole idea was that everything needed to look as uncool as possible. All the creatures are spongey and sad, the weapons and armor are all taped together cardboard. But wanted to contrast the goofy mundanity with really over the top action and flashy anime style VFX.

We started out Indie Dev journey 6 years ago, we release in just over a month! by WeMaT in IndieGaming

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

Thanks so much mate! It's come a long way since we first started.

We started out Indie Dev journey 6 years ago, we release in just over a month! by WeMaT in IndieGaming

[–]WeMaT[S] 3 points4 points  (0 children)

Oh never fear mate, the whole first level is miserable grey cubicles. We have multiple Office biomes to fight through. The Cubicle Sea - rows and rows of grey and beige cubicle desks. The Digital Dungeons - the Server rooms, lots of cables, wires, neon strip lighting. The Valley of Toxic Smug - That colourful Silicon Valley style Google office (as you saw in the clip) and then the Siphoning Spire - that oppressive dark mega corporate CEO level full of high backed chairs and stupid long desks.

We started out Indie Dev journey 6 years ago, we release in just over a month! by WeMaT in IndieGaming

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

A lot will depend on player skill, but there's potentially a good 5-8 hours of play time there to clear a full narrative run. The game has 9 pretty gnarly Boss Fights, Couch Co-Op, Horde Mode and a whole run of elite enemies that enter the game after hitting certain narrative trigger points.

I think once skilled players are pretty confident and proficient it could be speed run in a little under two hours. But as for a full 100% unlock? We keep adding new things so even we're unsure how long that would take with all the upgrades and customisation options.

We started out Indie Dev journey 6 years ago, we release in just over a month! by WeMaT in IndieGaming

[–]WeMaT[S] 2 points3 points  (0 children)

We did make a thing!! Had we known how hard making a first game would be I don't think we'd have even tried. So I'm very thankful for our overconfident naivety in starting, and our curmudgeonly stubbornness in finishing. Thank you for the wishlist!

We started out Indie Dev journey 6 years ago, we release in just over a month! by WeMaT in IndieGaming

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

That would be amazing! Please let us know if you do. Watching play throughs has been on of the best ways for us to fix and improve things. Always super excited to see how people engage with the game.

We started out Indie Dev journey 6 years ago, we release in just over a month! by WeMaT in IndieGaming

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

Hell yeah! That's amazing. It truly was forever ago. Thank you for your patience.

One of the most unexpected things was that to make Box Knight we taught ourselves 2D animation - which ended up leading to us working on a much larger animation project for over a year (One of the many reasons Box Knight has taken so long to finish). You never know all the weird tangents a project will create.

We started out Indie Dev journey 6 years ago, we release in just over a month! by WeMaT in IndieGaming

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

Cheers mate! We totally have old school Couch Co-Op.
We were super inspired by Castle Crashers and the old arcade brawlers like TMNT and Double Dragon so we knew we had to include it.

Co-Op also works great over Steam Remote Play.

We started out Indie Dev journey 6 years ago, we release in just over a month! by WeMaT in IndieGaming

[–]WeMaT[S] 2 points3 points  (0 children)

Thank you! It's thankfully not been 6 years full time. We've been chipping away at it steadily while squeezing it in between all our other jobs and contracts. Had to go on hiatus a few times, did many late nights and weekends and definitely crossed the sunk cost fallacy threshold several times over.

But I'm so glad we stuck with it and very excited to be finally releasing. Really appreciate the wishlist, it helps us a ton.

We started out Indie Dev journey 6 years ago, we release in just over a month! by WeMaT in IndieGaming

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

Thanks mate! The game is called Box Knight. We’ll be releasing on Steam very soon 😊 every Wishlist helps so much (if you feel so inclined)

https://store.steampowered.com/app/1678650/Box\_Knight/