I'm going through a post-release depression atm after Spellbearers. I try not to use that term lightly, but a lot of symptoms are there. I'm tired, irritable, sad, lethargic, and have lacked the drive and motivation I usually do to keep things moving on over the past few weeks.
Even with Spellbearers being successfully Kickstarted, we used a lot of personal funds to make sure the project kept going and didn't become another Kickstarter failure as well as keep as much of the team together as we could during uncertain COVID times.
The typical advice I've received should have me glad I released the game. "You're farther than the x% of devs who didn't finish. Good job!", but at the same time I feel like I've wanted out after seeing how poorly the game has turned out to be financially.
It has had me consider really just looking at it and stopping and exiting while I could. I think it's the burnout speaking, but I needed some time to focus on repairing the damage to my savings/bank account to save the Spellbearers project. Selatria also needs to be finished.
Seeing today's news about Yoshi-P and POC was a good wake-up call on why I need to keep trying to make games. Yoshida is my favorite game developer and idol and it's heartbreaking to see his words come off like a politician in regards to Final Fantasy XVI. I would have liked to see this as a template to create more people of color. They could implement a character randomizer using their own implemented tools for XVI characters instead of having the generical look.
I also want to say I'm very thankful for the \team at whimindie to keep things positive and moving along with our games while I've been mainly offline to collect my thoughts while I've been in this funk. Please give Spellbearers a play. Thanks for reading.
Friday, November 4, 2022
Post-Release Depression and POC in Game Industry
Friday, October 14, 2022
Whim Independent Studios - Development Log #69
Here is our 69th update with what's going on at whimindie! Please note that a lot of this information will be cross-posted to our Spellbearers project page on Kickstarter for project backers.
We're finally here! The release of Spellbearers for Steam. The trailer above was edited by Jessica M. Jacuinde who also worked on a lot of the user interface in Spellbearers, and the narration was done by the talented Aimee Smith! If you backed us on Kickstarter, you should have been emailed your code. If you haven't received it for any reason, please message us on Kickstarter or Discord and we can get it sorted out. Aside from the Selatria tier which will be completely fulfilled when the game is completed, we have fulfilled the rest of the rewards possible for the campaign.
Spellbearers is available on Steam! We have a launch discount of 30% off until October 21st. If you play it, let us know what you think!
Frequently Asked Questions from the Community:
Messages from the Development Team Members on Release:
It has been a real pleasure to work on this game with such a talented team and to see an idea I had four years ago develop and finally come to life. It couldn't of happened without you all! My deepest appreciation to the Kickstarter backers and everyone at whimindie who made this happen. As I was inspired by other games to create this one, I hope this game may inspire some of you to create your own. Thank you, and I hope you enjoy playing the full release of Spellbearers.
Spellbearers Director
Gerren Willis
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Wow, it's been four years since this game has been in development, just as long since I first joined whimindie as the Director of Marketing and Advertising! I can't thank everyone enough who supported this game from just when it was a small Kickstarter that very few knew existed and throughout the various expos and digital events the game has been presented at! As a marketer, this is one of my first projects, and I hope to continue introducing new games to gamers, whether old or new! As a gamer myself (a very terrible one, but I have fun), I know this will be enjoyable and fun for all. Spellbearers takes inspiration from great SNES games back in the 90s, like Super Smash TV, The Legend of Zelda: Link to the Past, and even Castlevania. It pays homage to those games and adds a new modern flair that just kicks ass and is incredibly entertaining for your friends and family in co-op mode! So I hope you have your couch all warmed up and the pizza and Mountain Dew ready to go because you're going back to the 90's with this game, and you're going to love it!
Director of Marketing and Advertising
Jabari Mizore Lewis-Smith
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Heeeeeellllllooooooo!!! It's been a long road but here we are, release! I want to thank every single one of you for believing in Spellbearers and helping us bring it to life. I'm so proud of the team; they put in so many hours of hard work and I hope it shows in every pixel, in every sfx, in every musical note. We have many plans in the works and I hope you stay tuned for what we have cooking for Spellbearers and for our other projects. Until next time... keep it nerdy!
Spellbearers Executive Producer
whimindie Administrative Director
Paul Vela
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Thank you for all of your support! We have been working on this game for four years and I'm really happy to bring this game out to the world. Thank you to everyone in the team, and a massive thank you to our Kickstarter backers who supported us and were patient with us over the delays while we worked to get the game done. We have plans over the next year to now get this to additional platforms and work on additional features to Spellbearers, and to show the game off to many more shows and conventions! PS: Share with us on social media (@whimindie) if you stream the game! We would love to share it.
Spellbearers Producer
Grover Wimberly IV
Thank you!!!
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Be sure to follow us on Facebook, Twitter, Twitch, and join our Discord! Until next time!
Thursday, September 1, 2022
Whim Independent Studios - Development Log #68
Hi everyone! Here is our 68th update with what's going on at whimindie! Please note that a lot of this information will be cross-posted to our Spellbearers project page on Kickstarter for project backers.
This update will also be primarily Spellbearers focused, as we will have more Selatria news to share in the coming months.
Spellbearers
We have also uploaded a new free demo of Spellbearers on our Spellbearers itch.io page. This includes an expanded difficulty mode and updates to lighting systems, UI, and other effects. As with the previous demo build, it will only showcase Level 1. Please give it a play and let us know how you like it!
Starting today, we will begin itch.io code distribution for Early Access for Spellbearers. We're using the time between now and Steam release to gather feedback and bugs so our official release in October can be as smooth as possible. We have a lot of backers to send codes to, so please be patient!
* Do note that during the early access period, you will be unable to accumulate or get credit for any achievements and we have disabled the feature temporarily. We are aiming to have implementation for this beginning in October with the official release.
Progress Reset/Wipe on Launch Day
Because we're still working on Achievement implementation at the moment, it will be necessary for us to perform a save data wipe/clear on launch day so that players who have played Early Access can be able to play through and obtain Achievements that might have been triggered and saved otherwise.
Steam Release Date Update
We will be slightly delaying our game release on Steam from October 7th, 2022, to October 14th, 2022. This will allow us to demonstrate our game at the upcoming Steam Next Fest, which we have a lot of plans for! Backers will be receiving Steam codes around launch day as well, so please look forward to it!
Regarding Steam Deck
For early access, we recommend playing the build with Proton Experimental settings ON to be able to play. It should run decently on the platform. We hope to have more consistent requirements of Steam Deck before the official release.
Upcoming Conventions for our Games
Please come check it out if you're in the area!
https://megabitgameexpo.com/
We'll be demoing Spellbearers at the Steam Next Fest in October livestreaming Spellbearers and showing off our new trailer. Please look forward to it!
On a Whim! Podcast
Monday, August 8, 2022
Easing back a bit after Selatria and Spellbearers are done
I'm going to take a much needed break from game development after my obligations for Spellbearers and Selatria are finished. That's not to say whimindie is done, though. We have other talents taking the helm for immediate next games in the pipeline, and we have the project management set aside to handle it.
I think I'd like to just take a good amount of time to relax without the pressure of getting something done outside of mandatory life/work.
I promise I'm going to blog/write more often. Even if it's just my thoughts on web paper, it helps me get into a calmer state.
(Wow, my English was all messed up on this entry. I had to edit this multiple times. Time for sleep.)
Wednesday, June 29, 2022
Whim Independent Studios - Development Log #67
Hi everyone! Here is our 67th update with what's going on at whimindie! Please note that some of this information will be cross-posted to our Spellbearers project page on Kickstarter for project backers.
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Spellbearers
October 7, 2022: Initial release on Steam/Steam Deck addressing feedback and patches from itch.io release. We also plan on reaching out to curators and have a new trailer around this period. (Steam codes will be provided to backers on the Early Bird Tier/"The Game" and above.). The ability to receive achievements will be enabled on this date.
Late 2022-Early 2023: Initial release on Xbox platforms/Xbox/Microsoft Store
*Please note that for those with the Selactic Spellbearer FLASH TIER! that Selatria codes will be sent out when that game is completed.
In the last development log, we mentioned how some information was difficult to understand for the players. What did the diamonds mean near the characters? In the last development update, I shared a mockup by Jessi on how the new UI would be implemented. I would like to share the final HUD that will be presented in game! See below:
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Selatria
Unfortunately, there's not much more I can share on this project for this development log. I hope to have something more substantial to show next time.
Some Upcoming Conventions for our Games
https://megabitgameexpo.com/
On a Whim! Podcast
Monday, April 4, 2022
Whim Independent Studios - Development Log #66
Hi everyone! Here is our April update with what's going on at whimindie is here! Please note that some of this information will be cross-posted to our Spellbearers project page on Kickstarter for project backers.
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Spellbearers
As of this month, our main focus of the game is working on the final boss battle design and implementation, so that we can go through the whole game and implement the final achievements UI.
We're also doing a lot of testing in both 1-2 player modes to make sure we knock out a lot of critical bugs and make sure the difficulty scales appropriately. For now, we're trying to determine what's acceptable for a "Normal" mode of difficulty, and use that to tune the "Easy" and "Hard" modes.
We are considering releasing a test build for Kickstarter backers to give feedback once we iron out our internal testing. Is this something you might be interested in? Please let us know.
Upcoming Changes to HUD:
We're also in the process of addressing some feedback that some of the icons in the HUD of the game are difficult to understand. The diamonds weren't being understood as the indicator for speed boosts and the circles weren't being understood as the indicator for the familiar stacks, so we'll be making adjustments.
Our UI designer Jessica M. Jacuinde came up with a mockup that we're planning on adapting into a final design and implement later this month. Please take a look!
Update on Retail Release Date Timing and Staggered Approach:
Due to our ongoing participation in the Rogue Jam, we cannot release Spellbearers before the show airs unless we disqualify ourselves from the ongoing competition. If it is determined that we are not advancing forward for any categories and/or do not receive any funding to expand the game even further, we will then begin to plan out final release dates for the game as we are polishing it today.
Here is kind of a rough timeline of how we plan on releasing if the Rogue Jam does not pan out. We want to do a gradual approach to release to make sure we have smooth launches on all of the available platforms and we can give each individual channel its needed attention for feedback and adjustments.
Early-April: Internal Testing and Bug Fixing + Development of Level 4 Boss Battle
Mid-Late April: In-Game/Steam/Xbox Achievement Implementation and Testing and Research and Implementation of Steam and Xbox Leaderboards
April 18-May 16, 2022: Rogue Jam Competition
Late Spring-Early Summer 2022: Soft launch / Initial Release on itch.io platform (itch.io codes will be provided to backers on the Early Bird Tier/"The Game" and above.)
Summer 2022: Initial release on Steam/Steam Deck addressing feedback and patches from itch.io release. We also plan on reaching out to curators and have a new trailer around this period. (Steam codes will be provided to backers on the Early Bird Tier/"The Game" and above.)
Late Summer-Fall 2022: Initial release on Xbox platforms/Xbox/Microsoft Store
*Please note that for those with the Selactic Spellbearer FLASH TIER! that Selatria codes will be sent out when that game is completed.
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Selatria
Barrage: Effect is being changed to three attacks in succession on the same target. The animation is being changed to be quicker.
In the last development log, we showed off the changes to the controller layout, and now we have changes for the keyboard layout implemented as well. Unfortunately, this means that the controls will no longer be customizable with the F1 key.
In the previous development log, I mentioned that we're making the control diagrams easier to understand. Deborah and Jon completed the implementation of the updated keyboard controls. We are only showing the player controls based on the current scheme.
Here's how the controls will look if the player is using a keyboard.
(Old)
(Now)
On a Whim! Podcast
Reuploading ANTics and The Dastardly Dairy Debacle (Android Version) on itch.io
Please keep in mind that support for both of these games have ended in 2020 and we have no plans to have the Android versions of these games supported on newer hardware. Download and play at your own risk.
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The whimindie Super Mario Maker 2 Game Jam!
I've had a Super Mario 3 level simmering in my head for a while and finally looking forward to putting it on paper myself this upcoming Saturday. Let's a-go!
If there's a lot of levels created, maybe I might stream them... Note that this is NOT a Nintendo event nor are we sponsored by Nintendo to do this. It's just a great game design exercise.
Join the whimindie Super Mario Maker 2 Game Jam!
That's all for this development log. Thank you for your support!
Also, be sure to follow us on Facebook, Twitter, Twitch, and join our Discord! Until next time!
Follow whimindie on itch.io Wishlist Selatria - Full Version on Steam Wishlist Spellbearers on Steam Wishlist Corpse Castle on Steam
Tuesday, February 1, 2022
Whim Independent Studios - Development Log #65
Hi everyone! New year! New dev log! It has been about three months since the last one and there's quite a lot of new information to talk about.
Here is our monthly update with what's going on at whimindie. Please note that some of this information will be cross-posted to our Spellbearers project page on Kickstarter for project backers.
Spellbearers
New Spell Incoming! Prima's Discord
As of current plans, this will be the final spell added for the game. I could only show a small part of the screen due to avoiding spoilers. But with this, we have all of the spells done for Spellbearers!
We are going to be making a list of changes for the 2-player mode for Spellbearers for release. Originally in the demo version, a second player would be able to hop in and out of gameplay at any time throughout the level. Due to new balance changes we have implemented to make gameplay with 2 players scale, we are making the following changes to co-op gameplay for the retail release.
- A second player will be able to join at the character selection screen. If they join from the start, both players will start with the default amount of lives.
- Player 2 will no longer be able to join mid-game the middle of fighting in a room. In order for Player 2 to join mid-game, the room will need to be safely cleared of all enemies and be able to proceed to the next room. If Player 2 loses a life, they will be able to respawn in game as normal.
- If Player 1 has less than the default amount of lives when Player 2 joins mid-game, then Player 2 will start with that amount of lives. (ie: Player 1 has 3 lives at the point when player 2 joins, they will have 3 lives as well.)
- If Player 1 only has one life remaining, Player 2 will not be able to join mid-game.
- Player 2 will no longer be able to join mid-game during bosses or in the corridor hall just before the boss.
- If Player 2 joins mid-game, a Spellbearer will be randomly selected from one that Player 1 did not select.
- Player 2 will no longer be able to drop game once they've joined in. They can only drop by running out of lives.
I am happy to say that a PlayStation 5 port of Spellbearers will begin development in the next month! We're still working out details on how this will affect current backers and how/if they will be able to switch their pledge.
I hope to share some more details on this in a future update. Please be aware as of our current plans that Xbox and PlayStation 5 versions of Spellbearers will launch AFTER the PC/Steam release.
Production of Steam Deck Optimized Version
We will also be working on a Steam Deck compatible version of Spellbearers. We want to use this specific build as a basis for how other... similar piece of hardware *cough* might be able to handle the game. I hope to provide updates for this in the next few months as we get a clearer idea of how Steam Deck runs other similar games and we get our environment set up to be able to test the performance.
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Selatria
Controller Layout/Changes
In the last development log, I mentioned that we were making the controls a bit easier to understand. A big issue we've noticed especially noticing internal and demo testers and players at conventions is that we overload the player with a LOT of information at one time, and it's something we definitely wanted to change before the release.
Jon, Deborah and I have made a lot of tweaks and changes to the layout of the game to make things a lot easier to understand on a quick look. Some of the actions we wanted to take and prioritize.
- Only showing the information the player needs to see. If the player is using a controller, we focus on showing only controller functions and operations. Same with the keyboard.
- Updating the diagrams and tutorial controls for various minigames and in-game events with necessary controls using easy to understand visual cues and icons.
- A toggleable battle help window that shows icons to help new players.
With these bullet points in mind, we were able to simplify something like this (original design)
The old/original controls diagram |
to this
The new controls diagram (Controller View) |
Production of Trailer for Selatria - Full Version
We are starting production on the trailer for the full version of Selatria. Our trailer is being worked on by Jessi who handled the ANTics and Selatria Part 1 trailer several years ago, and we're hoping to share something even greater. Please look forward to it!
With the upcoming release of the Steam Deck this month, we have found out that we may be able to make Selatria compatible with the Deck. Our main concerns regarding porting Selatria is the amount of space the game takes up, MIDI not working on Steam Deck, how we can have something comparable in quality to the PC version.
Shadoe has converted a lot of the MIDI tracks over to an .ogg equivalent that is compatible with the Deck and the quality sounds very comparable. Jon is researching how we can have the Deck version play .ogg equivalent of files of .mid so we don't have to convert data for hundreds of maps. And Parker will be handling the testing on the Deck itself.
I can't absolutely promise as of this update if we're going to guaranteed have a Steam Deck-compatible version of Selatria, but we're going to make every effort to try!
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Rogue Jam 2022
Spellbearers has been nominated for an Audience Choice Awards at the Rogue Jam hosted by Rogue Games and IGN! If you haven't voted yet, the deadline is on Friday, February 4th!
Be sure to give Spellbearers a vote on the Rogue Jam Audience Choice Awards website!
I'm wishing the LVLUPEXPO convention the best and I hope we can be able to present at the convention in 2023.
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Regarding NFTs and Blockchain Games
While I don't have any ill will for companies, publishers, or developers that wish to use NFTs or make blockchain games, it is not a direction we are taking the studio in. Our focus is to make enjoyable games that are, at its core, fun. Our hope is to keep it that way. Thank you for your support.
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That's all for this development log. If you haven't please vote in the Rogue Jam and give your vote for Spellbearers! We really appreciate your support.
Also, be sure to follow us on Facebook, Twitter, Twitch, and join our Discord! Until next time!