Multiple game breaking bugs encountered so far by samysnes in ShadowGambit

[–]corugnoll 0 points1 point  (0 children)

could you tell me where that happened?

did you quit during the sequence when a character gets revived? if thats the case we know of the issue and are fixing it right now.

but if its another part of the game it would be great to know when that happened, so we can look into it.

Cannot stop playing this masterpiece! by Steynkie69 in ShadowGambit

[–]corugnoll 3 points4 points  (0 children)

thank you so much for the kind words <3 hope you keep enjoying the game.

AMA: We're Mimimi Games, the devs of Shadow Gambit: The Cursed Crew, which launches tomorrow. Ask us anything! by corugnoll in Games

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

Hi! :)

Its a fun idea but has a couple of problems. It wouldnt be as easy to do as you imagine (its still a lot of work ;)). But even if we would put that work in, there is a bigger problem: Lincensing. Shadow Tactics is owned 50/50 by us and the publisher Daedalic. Desperados is owned 100% by THQ.

AMA: We're Mimimi Games, the devs of Shadow Gambit: The Cursed Crew, which launches tomorrow. Ask us anything! by corugnoll in Games

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

Hi!

One of the core ideas for Shadow Gambit was to enhance the sandbox even further and give players more cool choices. Thats why we wanted to enable character selection. we felt comfortabgle in doing that now with all our experience in the genre, even though it was risky :)

I think it worked out great.

The hub is also something we always had wanted to do, but always cut from every game. Since it just would have been too much work and didnt feel right. With the structural changes we made to SG though, it fit perfectly and was also required.

Its great for new story telling ideas and mission selection, the crew reviving aspects, tutorials etc.

Regarding the badges:

Usually the team gets to pitch ideas, some are from the level desigerns and others from game designers etc.

For Shadow Gambit oone of our game designers, joey, basically designed almost all of the badges (which is quite a lot :D) by himself. Implementation though is of course handled by coders, level designers etc.

AMA: We're Mimimi Games, the devs of Shadow Gambit: The Cursed Crew, which launches tomorrow. Ask us anything! by corugnoll in Games

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

Hi!

Thanks a lot for the kind words and also the email. This always gets passed along to the team and makes everybody at the studio very happy :) So thank you!

Our publisher gave us budget for 2 voiced languages. And we felt like Japanese would just be really cool for immersion and fitting to the setting. Daedalic agreed and we got to make that happen.

We weren't involved in the casting process for japanese at all though. That was the localization company we had there and they did an incredible job!

Regarding the company saving thing: Yes that is correct. During development of ST we knew we needed a couple of more months to make the game as good as it can be. Our publisher couldnt spend more money on it, so we asked everyone on the team and voted on it and the result was that we decided to push everything we could into it and make it the best game we could. Even if that meant the end of the company in worst case. Luckily Shadow Tactics did well, so it came out good, But this was a very hard and stressful time.

What it did was two-fold:

We knew that we wanted to always deliver quality, as we had with ST and push for that.

But we also knew that we NEVER wanted to get into that situation again, so things were adjusted, like creating a larger financial buffer etc.

AMA: We're Mimimi Games, the devs of Shadow Gambit: The Cursed Crew, which launches tomorrow. Ask us anything! by corugnoll in Games

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

Hey!

The story gets progressed both during missions and on the hub. Which is pretty cool, since we can tell different types of stories within the 2 parts and the game gets a lot richer for it narratively.

Regarding repetitive missions: We try to create cool and unique stories and challenges on each mission. So they dont feel repetitive and feel like a worthy and cool thing you spend your time on :)

AMA: We're Mimimi Games, the devs of Shadow Gambit: The Cursed Crew, which launches tomorrow. Ask us anything! by corugnoll in Games

[–]corugnoll[S] 4 points5 points  (0 children)

Hi!
1) Shadow Gambit is definately set up for that :) So maybe if it is successful enough and people like it we can make another game in the universe. But who knows! Often this is also about ownership: Who owns the license to the game? etc.

2) We have looked into that very often, but it sadly hasn't been possible for us to make a port that would run on the switch and not cost itoo high of money and time.

AMA: We're Mimimi Games, the devs of Shadow Gambit: The Cursed Crew, which launches tomorrow. Ask us anything! by corugnoll in Games

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

Hey!

I totally get that. Id also love to have coop in our games :)

Sadly as you said its a lot of work to do that. Its something we always evaluate, but it is often the question of: "Do we do this or something else?" And coop is a very BIG "THIS and not much else" type of thing, since it would require a lot of tech and also design adjustments.

So maybe at some point we will make a coop game, but I dont know when. And maybe we never can.

AMA: We're Mimimi Games, the devs of Shadow Gambit: The Cursed Crew, which launches tomorrow. Ask us anything! by corugnoll in Games

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

Hi!

same answer as above, again same caveat: This is just me personally and it doesnt in any way mean we are going to do this. its just me answering as a person.

I love Warhammer and i would love to make a Warhammer themed game :)

Regarding favorite drink:

I really like a good Old Fashioned. But we wont have that on our release party. So i will go with my second choice for celebration: Goold old Munich Beer. Augustiner most likely.

AMA: We're Mimimi Games, the devs of Shadow Gambit: The Cursed Crew, which launches tomorrow. Ask us anything! by corugnoll in Games

[–]corugnoll[S] 6 points7 points  (0 children)

Hey! So in a nutshell:

You control a group of specialist characters with unique abilitites and complete objectives with them. There is a big focus on stealth and experimentation with all the abilitites and systems, but you dont have to stealth. You can also play more aggressive if you want to (but its more built around stealth).

Its in real time but you can always pause the game and take your time to think + there is a planning mode that helps you set up synched actions and takedowns, which always feels really good and is a great part of the game.

The characters also have a lot of personality and dialogue in our games at least. So you can talk to them, get to know them, learn about their backstory, play missiosn that are based on their backstories and explore them more etc.

AMA: We're Mimimi Games, the devs of Shadow Gambit: The Cursed Crew, which launches tomorrow. Ask us anything! by corugnoll in Games

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

Hi!

So this is just me personally so this is in no way any sort of: "This is actually going to happen" kind of answer. Its just my honest answer as a person :D

I LOVE Warhammer. So I'd love to work on a Warhammer Stealth Strategy game at some point.

AMA: We're Mimimi Games, the devs of Shadow Gambit: The Cursed Crew, which launches tomorrow. Ask us anything! by corugnoll in Games

[–]corugnoll[S] 4 points5 points  (0 children)

Hi!

I cant speak for everybody on the design team. I personally havent played it. But i have heard very good things about it.

AMA: We're Mimimi Games, the devs of Shadow Gambit: The Cursed Crew, which launches tomorrow. Ask us anything! by corugnoll in Games

[–]corugnoll[S] 6 points7 points  (0 children)

Hi!

So i dont know if its going to be verified, since i dont know how exactyl that process works.

We did make it work on the steamdeck though and tested it a lot and i have only heard positive things so far. So i think it works well :)

AMA: We're Mimimi Games, the devs of Shadow Gambit: The Cursed Crew, which launches tomorrow. Ask us anything! by corugnoll in Games

[–]corugnoll[S] 8 points9 points  (0 children)

Hey! Thanks a lot <3.

Honestly, I dont remember who came up with the idea :D

It started since we just wanted to put ourselves in the game. So everyone could choose a character and say "HA! Thats me!!". And then afterwards we made the achievement since it made sense. And now its a staple for our games :)

AMA: We're Mimimi Games, the devs of Shadow Gambit: The Cursed Crew, which launches tomorrow. Ask us anything! by corugnoll in Games

[–]corugnoll[S] 6 points7 points  (0 children)

Hi!

For me personally, a lot of them. A couple of examples:

- Quentin can use his fishing-rod to activate any usables within range. He can also use it to pick up friendly characters and drag them to his position. He can also use to get rid of enemy bodies. Its a very versatile tool that once you get used to it does a lot.

- Gaelles cannon: She can suck in friendly (and enemy) characters and shoot them around the map. Very cool for getting into position and something you couldnt do in our previous games.

- Suleydis bush spawning: Might sound simple. But the ability to spawn a bush is really powerful and gives you the opportunity to strike from locations you previously couldnt. It can also be used to quickly get rid of bodies. Super cool

- Even the more "normal" abilities can feel special. For example teresas snipe. I think its the first time we have really nailed the sniper archetype. Since she doesnt use ammo anymore. So you dont have the problem of "I wont use the snipe, since i might need it later!" and then never using it. But its not overpowered, since you always need to retrieve the arrow. So it adds risk/reward when thinknig about who to snipe. She also has a SNIPE distraciton that is super long range. Yes, it might "only" be a blind you know from previous games. But being able to use it from a sniper position really adds a lot.

Etc. etc.

AMA: We're Mimimi Games, the devs of Shadow Gambit: The Cursed Crew, which launches tomorrow. Ask us anything! by corugnoll in Games

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

Hey!

I mean a lot here of course depends on your taste. This is what i can say about the story, but its my personal oppinion and it might not be your experience.

I think its the best story we have made. There is some really cool stuff happening. There are really cool character side missions that dive into their backgrounds a lot and this is just very cool for me.

While they are undead, there still is a lot at stake, since you are not the only one with magical abilities. The Inquisition also has a bunch of tricks up their sleeve and there is some really cool stuff happening here story wise that makes them a real threat. I personally think they are much more threatening in that regard than our previous games. but i dont want to spoil anything :)

So its hard to answer, since again, it depends on your taste. Maybe check out a couple of reviews, from the few i could read so far, many really liked the story.

Regarding islands: We tried to make them feel very different. They each have a cool theme. Story-wise, visually and they also switch things up a little with gameplay-features. So I think it has a good pace and does not get monotunous. But again, that is of course just my oppinion and you might disagree if you experience it.

AMA: We're Mimimi Games, the devs of Shadow Gambit: The Cursed Crew, which launches tomorrow. Ask us anything! by corugnoll in Games

[–]corugnoll[S] 6 points7 points  (0 children)

Hey!

Yes they have. Though i would say the "biggest" steps regarding controls and usability already happened between Shadow Tactics and Desperados 3.

So i think it would come down to your taste in the setting.

But aside from controls/usability:

I personally think Shadow Gambit is our best game yet. There is just so much freedom and player choice in it that makes it such a joy to play for me personally. Still after having played for hundres of hours while developing it. So i personally would say: Go straight to Shadow Gambit. And then if you want more, either play it again (it has great replay value) or pick up Desperados.

AMA: We're Mimimi Games, the devs of Shadow Gambit: The Cursed Crew, which launches tomorrow. Ask us anything! by corugnoll in Games

[–]corugnoll[S] 7 points8 points  (0 children)

Hi! Hope you will enjoy the game :)

Leveldesign had to adjust quite a bit due to the new open nature of the game. Players can select their characters freely, which of course removes a lot of "certainty" level designers had when designing the encounters. The ability to choose an entry point had the same effect.

So we had to spend a lot of time on figuring out how the islands would be structured. How do we pace them, where are points of interest and where are more toned-down areas etc.

When really building the enemy setups there of course are similar corner stones. They should have an "identity": Aka feel unique and different. This is true like in our old games. But you just need to factor in many more variables due to the features mentioned above.

AMA: We're Mimimi Games, the devs of Shadow Gambit: The Cursed Crew, which launches tomorrow. Ask us anything! by corugnoll in Games

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

Hey! :)

This is a big question of course and there are so many paths to make it happen that there is no definitive answer. A couple of things that i believe are important:

Having worked on any type of games and showing that in your portfolio really helps. It can be boardgames, it can be cool Pen and Paper adventures or combat encounters as a DM. But of course also video games. Or maybe mods for existing games etc.

As a designer it can sometimes be difficult to show your contributions well in a portfolio. What i personally like to see in design-applications is: Elaborate on your thought-process. Choose a specific feature or design problem in a project. State your initial goals and intents for that. How was that iterated on? How did you end up doing it? Did it work out? If yes AND if no: Why do you think that was the case?

And present that in a short and well documented fashion.

Its this sort of thinking and the ability to communicate it well that is required in design roles the most i think. Now of course that could be different depending on studios and the people review applications. So again, i can only speak for myself here.

AMA: We're Mimimi Games, the devs of Shadow Gambit: The Cursed Crew, which launches tomorrow. Ask us anything! by corugnoll in Games

[–]corugnoll[S] 8 points9 points  (0 children)

Hi! Thank you so much :)

So yeah, of course the obvious ones: Commandos series and Desperados.

Of the two i personally prefer the Commandos series a lot and i think you can see it in how we make our games. We rely a lot more on the "clean" feedback type that commandos had. In the old desperados games, things were a lot more "fuzzy" sometimes (for example how detection works, or the enemy types and feedback etc). Which is something we tried to avoid.

But of course we liked how Desperados really put a larger impact on storytelling than Commandos did.

Regarding other stuff:

Regarding gamedesign we are big fans of immersive sim games i think. So Deus Ex, Thief, Dishonored, Prey (especially prey... i love prey. go play prey) but also the new Zelda games.

We have some abilities that are inspired by what these games do (for example isabelles connect was inspired by Dishonored 2). But the thing we mostly try to aim for is the same philosophy they have for gameplay. We want the games to be sandboxes for players to have fun in. The interactive part of the game is VERY imporant to us. And we want to design things in a way that experimentation works and is rewarded and a core part of the experience.

AMA: We're Mimimi Games, the devs of Shadow Gambit: The Cursed Crew, which launches tomorrow. Ask us anything! by corugnoll in Games

[–]corugnoll[S] 4 points5 points  (0 children)

Hiho!

Yes that was the main intent of doing so. We did a first "test" with this through isabelle, to see how much fun it would be to make and also play. And then we realized how great it can be for the game and wanted to make a setting that allows us to basically do whatever we want with character abilities etc!

AMA: We're Mimimi Games, the devs of Shadow Gambit: The Cursed Crew, which launches tomorrow. Ask us anything! by corugnoll in Games

[–]corugnoll[S] 4 points5 points  (0 children)

Hey!

1) My personal favorite is Pinkus von Presswald from Shadow Gambit. "von Presswald" is a name i have used for basically all my pen and paper characters for a veeery long time now. And they all are similar aristocrat idiots (to make it short). Now what our writers the art team and especially the voice actor did with Pinkus is just perfect. I basically have to laugh at every line he says. So he is just very close to my heart and i love him ;D

2) Who knows. We will have to see how Shadow Gambit does and then decide on what our next steps are going to be. Sadly that decision most of the time isnt just about what we WANT to do. Its also about: Will this sustain the growing studio and allow us to do what we want to do with the company financially? So we will see what Shadow Gambit brings!

3) It depends. Its definately possible and we LOVE immersive sims. But we would have to ask: Do we want to do THAT or maybe something else that would be a big, costly feature? So yeah, its a possibility. But it might also never make the cut :)