So many of our recent happenings have gone down on Kickstarter that this blog has started to seem almost extraneous. But now that the dust has settled, I’d like to take one final opportunity to thank everyone who contributed, and then move on to what’s next.
With the demo out, major announcements from now on are likely to be few and far between. But we’ll be continuing this blog, if only because it’s proof that the project is still trundling along behind the scenes.
After the Kickstarter, we stepped back to discuss the feedback from the demo. One thing I never appreciated as a consumer was how general feedback tends to be – “I liked it” or “I didn’t like it” were the most common reactions we saw to the demo. When people went into more depth, however, a clear pattern of issues emerged. The most common was the poor consistency of artwork between CGs. In response to that, the art team have been working together to ensure a better matchup of styles.
As a member of the writing section, I received criticism on both the structure of the demo’s narrative (or lack thereof), and its frequently weak characterisation. Since the end of the Kickstarter, we’ve all been spending significant amounts of time on replanning the story (the parts covered by the demo and beyond), and on fleshing out our characters. As a result, we hope to have a far better paced and more richly detailed story for the final product.
So, until some time well before then,