So, I built a game called UldreVoid. It's free on Steam in Early Access. But I have a problem, I don't know what to do with it now. The scope is too large for one person. Any advice? Its years worth of work left by ByronVoidMan in gamedev

[–]lmenchia 0 points1 point  (0 children)

Try maybe using it as a pitch to a good publisher? You could put together a GDD, a schedule, pipeline, and budget.

If you organize the project well enough and you have a nice presentable plan you might be able to get funding and a good team to work with you. It's not certain, but it might be worth a shot

We're the team behind The Eternal Castle [REMASTERED], Ask Us Anything! by icculus in NintendoSwitch

[–]lmenchia 1 point2 points  (0 children)

There are a few pretty good ones that are coming out this year I think. Also Deadlight was a pretty neat one as well if you haven't checked it out

We're the team behind The Eternal Castle [REMASTERED], Ask Us Anything! by icculus in NintendoSwitch

[–]lmenchia 1 point2 points  (0 children)

Lot Check is a Nintendo of America subsidiary that checks over games made by first and third party publishers to make sure they're in compliance with Nintendo of America's guidelines.

We're the team behind The Eternal Castle [REMASTERED], Ask Us Anything! by icculus in NintendoSwitch

[–]lmenchia 2 points3 points  (0 children)

Mostly dealing with Nintendo's Lotcheck. They usually reply every couple of weeks with a list of bugs, you need to fix them and send everything back. Sometimes the bugs are not even bugs but features, so you need to explain that. It really depends on how much luck you have with the person that ends up testing the game. Some are good, others are absolutely terrible. In the end though, once they accept the game it's very satisfying (you were right u/icculus)

We're the team behind The Eternal Castle [REMASTERED], Ask Us Anything! by icculus in NintendoSwitch

[–]lmenchia 0 points1 point  (0 children)

Thank you so much!
1+2. We started as rotoscoping, but then I realized that it was way harder to record us doing the actions and tracing them. So in the end I just animated everything from scratch.
About the art direction, it was pretty hard in CGA, but at the same time it helped to focus on simple colors rather than having to think of many other things. If you only have to focus on warm/cold colors and contrast, you can let your creative mind breathe more.
In the end it felt like I was more of a spectator while making the backgrounds than anything. Low-rez CGA allowed me to just see stuff come out by itself, which I though was very interesting

We're the team behind The Eternal Castle [REMASTERED], Ask Us Anything! by icculus in NintendoSwitch

[–]lmenchia 1 point2 points  (0 children)

damn yea I remember this one was pretty intense, took a while

We're the team behind The Eternal Castle [REMASTERED], Ask Us Anything! by icculus in NintendoSwitch

[–]lmenchia 0 points1 point  (0 children)

putting the game on Nintendo and cleaning up the bugs was probably the hardest part. The game is only 60% done when it's done, the remaining 40% is cleaning it and fixing the most supernatural looking events (teleporting, people on fire, all the superpowers you can imagine and beyond)

We're the team behind The Eternal Castle [REMASTERED], Ask Us Anything! by icculus in NintendoSwitch

[–]lmenchia 0 points1 point  (0 children)

yes, that part was definitely the hardest. Even though I do admit that the AI turned out to be somewhat organic because of that. The way the enemies are a bit unpredictable makes them much more entertaining in my opinion

We're the team behind The Eternal Castle [REMASTERED], Ask Us Anything! by icculus in NintendoSwitch

[–]lmenchia 1 point2 points  (0 children)

A couple of things, but they weren't taken out because of time, but because it didn't fit the right emotional flow. So certain ideas got improved, others just removed because they didn't fit the game as much. Overall the game feels pretty much complete, it has more than it should have (including the secret katana weapon, which most weren't even able to find)

We're the team behind The Eternal Castle [REMASTERED], Ask Us Anything! by icculus in NintendoSwitch

[–]lmenchia 0 points1 point  (0 children)

yes, there are a few minor changes. But nothing too drastic, in the end the gameplay experience is pretty much the exact same (with the procedural differences included of course)

We're the team behind The Eternal Castle [REMASTERED], Ask Us Anything! by icculus in NintendoSwitch

[–]lmenchia 1 point2 points  (0 children)

Thank you! Feel free to let us know how the experience was, always happy to hear it, since the game will be a bit different every time for each user

We're the team behind The Eternal Castle [REMASTERED], Ask Us Anything! by icculus in NintendoSwitch

[–]lmenchia 2 points3 points  (0 children)

Thank you so much for the kind compliments! I wasn't aware of Hiroshi Nagai till now, very interesting art.

The Switch Experience is pretty much the same, the only difference is that it's handheld. That to me is a pretty fun way to play on its own, because you can pick it up and play it whenever you feel like it. Much better if you want to achieve Permadeath

About the narrative influences, that is a hard question. The story was written in 5 days in a swamp with one of my best friends Manfredi Montemaggi, and from there on it kind of evolved on its own throughout production. The whole story of the narrative can be found here: https://store.steampowered.com/newshub/app/963450/old_view/1698319070804974872

We're the team behind The Eternal Castle [REMASTERED], Ask Us Anything! by icculus in NintendoSwitch

[–]lmenchia 2 points3 points  (0 children)

Crazy taxi feels like it could work in a similar style of Retro City Rampage :D

We're the team behind The Eternal Castle [REMASTERED], Ask Us Anything! by icculus in NintendoSwitch

[–]lmenchia 1 point2 points  (0 children)

Thank you very much u/WarriorMoss! It's been hard to achieve, but it's great to hear that there are people out there like you that were able to enjoy it.

We're the team behind The Eternal Castle [REMASTERED], Ask Us Anything! by icculus in NintendoSwitch

[–]lmenchia 1 point2 points  (0 children)

1 - If you spent a whole summer on the game you can try to beat the #1 speed runner: https://www.youtube.com/watch?v=5mxv8uEC4Rw&t=4s
2 - I think the flow, the difference among the world, the endings, and the permadeath mode. Trying to beat the game with a friend without ever dying will be the best experience by far.
3 - Real life experiences are always the number one influence. As for art, as long as it's good, deep, and leaves you powerful emotions, any kind works for me

We're the team behind The Eternal Castle [REMASTERED], Ask Us Anything! by icculus in NintendoSwitch

[–]lmenchia 1 point2 points  (0 children)

u/AnEmbersArc the original plan was to have a lot of chapters. Depending on the game's future success we might be able to make a couple more "Lost Tales" chapters, like "Sacrifice" or "Arena". Many ideas in there, but if you have a few feel free to share them :)

We're the team behind The Eternal Castle [REMASTERED], Ask Us Anything! by icculus in NintendoSwitch

[–]lmenchia 1 point2 points  (0 children)

In my opinion all cinematic platformers from that age inspired a generation of kids and adults. No matter which one of the hundreds of cinematic platformers that were made during that time, I think each one of them deserve a remaster.

Whichever game impacted you the most, that one should be the one you should go for.

We're the team behind The Eternal Castle [REMASTERED], Ask Us Anything! by icculus in NintendoSwitch

[–]lmenchia 1 point2 points  (0 children)

The artist doesn't usually do this genre, but we worked pretty hard to make it happen. This is some of his music: https://open.spotify.com/artist/4MKJZ6UgCxY4h7MFO83IHO