Gaming Pixie Games

New Game: She Who Fights Monsters – Choice Edition

Note: I originally offered this game for $3.99 but again, the main thing I want right now is just for people to enjoy my work (especially when it’s on such a personal topic) and hopefully share it with their friends. Like all the rest, it’s donationware now — which means that while you can get, play it and keep it for free, donations are always welcome.


Well, it’s finally done: my new and improved version of She Who Fights Monsters. Since a picture is worth a thousand words, here’s a video:

If you’ve played the original and you’re wondering how this differs, here’s a quick rundown:

  • Improved graphics, especially in the “Jenny’s Imagination” areas
  • New music has been added
  • Story has been expanded
  • New Game Plus
  • Free Day Mode (in New Game Plus) where Jenny gets to do what she wants for as long as the player wants
  • Six new endings
  • Probably some stuff I forgot

Enjoy!


Current Project: Updated Version of She Who Fights Monsters

Hi, everyone! I know it’s been a while, but I am still here and working on stuff. And I’m working on it quite a bit more than I have been for some time.

I left my day job a few weeks ago. Money is a bit tighter now and I know I’ll probably have to get something at least part-time soon, but right now… I’m happy. I just want to enjoy being happy and doing work I love, even if I’m not getting paid yet (though getting paid would be really nice) and even if no one is watching. As for what I’m working on, right now, it’s a project I’ve had in the back of my mind for a while: an updated version of She Who Fights Monsters. This will be a paid version, and I’ll try to make worth it.

I’ve migrated the game over from RPG Maker VX Ace to MV, which means I can make it multiplatform now. An Android version is in the offing as is an updated Windows version, probably one for Mac, and possibly one for Linux. The Windows update will come first; the others will be released when/if I sort out how to do them properly.

A lot of the graphics have been redone and some areas have been completely overhauled. Some gameplay elements I wasn’t quite satisfied with have been tweaked. Some music has been changed. Most of the bugs in the base game have been worked out, and not just ones the from the original version. The MV migration introduced a lot of super-fun new ones. :p As I add and change more stuff, I’m trying to keep on the look out for any further unwanted surprises.

The biggest change, though, is that I’d like to add a Free Day/New Game Plus mode that becomes accessible after you beat the game. Poor little Jenny has been through so much. It would be nice to give her free run of the house for a bit–and maybe a chance to complete some imaginary adventures she didn’t get to enjoy before.

Finally, some screenshots from the old and new versions. Like I said: there have been changes. And more are in the making.

(As for why I’m working on this and not my other project, the honest answer is that 1)I want to do it, so why not and 2)it won’t take nearly as long to maybe earn some money from this–even if it’s just pizza funds–as it would if I made something starting from scratch. Hopefully, this and another potential remake will help make other games more feasible. And if not, at least I tried.)

Thanks for visiting,

Signed, The Pixie.


Crossroads

I know there are a handful of people who like what I do. I’m happy to have those people. But the simple fact is almost no one plays my games. The one I’m working on is vastly different from anything else I’ve done… but Raziel was vastly different from the ones that came before it, and it basically got no attention since it couldn’t be readily linked to an issue or cause. (Though a friend did do a Let’s play of it. Thanks, Friend. :)) What I’m working on is even more “just for fun” than Raziel was (and probably less unique in gameplay terms), but it’s going to be an action-y game instead of RPG Maker. The latter might give it a boost; the former might doom it to even greater obscurity, especially without the media connections that would bring people to it. I also hate this feeling I get that I have to make games about IMPORTANT SOCIAL ISSUES for people to think they’re worth mentioning or playing. And I do know it’s possible that what I do just isn’t that special.

Basically, I’m trying to figure out what I want from all this and how much effort is worth it. I have other projects going, too, namely writing–and writing is my first love, something I’d do anyway whether or not anyone sees it. In fact, for some time now, “or not” is mainly what I’ve done. :p Maybe it helps that the results and rewards of writing seem more instant while game development (especially the kind that takes a lot of pre-planning) takes more patience before you get anything useful, especially when you have to learn a new dev tool to get going.

I’m pretty sure I’ll finish the game just to prove to myself that I can. And besides, it’s the kind of game I’d like to play. I just don’t see what difference it makes if it’s next month, next year, or next decade. So I probably won’t be posting much about it for a while.


Eh, Why Not: Some New Concept Art

Just to let everyone know I’m alive and still (slowly) working on stuff, I thought I’d throw up some concept art from my current project. It’s going to be something wildly different from what I’ve done so far; instead of an RPG maker game or a Twine text project, I’m using Game Maker for this. It’s the first game that I’m planning out in advance instead of just playing it by ear. I’m making all the art assets myself. And it’s going to be much more classically “game like” than it’s predecessors. That is, assuming I can actually pull this off.

I refuse to announce it officially until I’ve gotten a lot more work done, but for now… here’s this. Click to view full-size.


Undertale: Mercy vs. Judgment on the Path to Genocide

Warning: Undertale spoilers below!


 

About a week ago, I tried to play through Undertale’s Genocide route, a common name for killing EVERYTHING. Toriel wasn’t too bad, even though I liked her. It might be because she handled things like I expected: shock, betrayal, even a bit of bitterness. Killing the Dogi… was not fun. Mowing down a loving couple isn’t exactly my idea of a good time, especially when one is so heartbroken over losing his partner that he loses the will to fight back. The rest of the battles ranged from “Meh” to “This sucks, but I can do it. I must stay DETERMINED.” I wanted to see for myself what story secrets this path revealed; I wanted to fight that crazy-hard battle at the end of it, just to see if I could. And all I had to do to get there was keep going.

Then, I ran into a roadblock I wasn’t expecting: Papyrus.
[Read More…]


Raziel: It’s He~ere!

Yes, after all this time, I’m FINALLY done with this game. (At least until the first person informs me of a game-breaking bug. :p)

Anyway, the game is here. And as an added bonus, I’ve reposted the original Twine version of Raziel I made for the Cyberpunk Jam. It contains some slight spoilers, but it’s surprising even to me how different it is now.

Enjoy,

Signed, The Pixie.


Raziel: Pre-Release Trailer


A new teaser trailer for Raziel. The game will be released on January 4th.


Raziel’s Release Date: January 4th, 2016

This one will be short and sweet.

I can’t believe I’m saying this, but Raziel is basically done. Sure, I’ll be checking for dents and kicking the tires a few more times before I send it out on the road, from the looks of things… it’s done.

I’ll be making a pre-release video soon and posting it by Saturday. In the meantime, here’s a short teaser I put up a while ago.

 

Signed, The Pixie.


Raziel Update: It’s Almost Done! +Screenshot Roundup

Making this game has been quite a trip. It started with a very short, very simple Twine game made for my first game jam, the Cyberpunk Jam from… last year. Along the way, I’ve learned a lot: more about how RPG Maker works (and how much I’ve already learned from making She Who Fights Monsters), more about the design process (short version: I probably need one), more about myself, and definitely more about the infamous “feature creep.” I had so many BIG IDEAS for this game that, in the end, it didn’t actually need — and getting wrapped up in all that stuff only made me want to work on it less.

Technically, I could’ve stuck with my original idea of just expanding on the Twine I made. But what I have now is very, VERY different from what that would have been and I have to say I’m proud of the results. (I took down the Twine while I was working on this and offered it as a Patron bonus. But since I’ve closed my Patreon for the time being, I’m going to share it with everyone again once the new version is complete.)

A few small details about the upcoming game:

  • I am indeed on track to get this done by the end of the year. Yay!
  • There is no karma system, but you can make choices sometimes. They just might not have the effect you’d expect.
  • Somewhere along the way, Glitch became more than a player stand-in and developed a personality. So s/he got to keep the name Glitch.
  • Veering from the original plan, Glitch’s gender affects the ending and some small things along the way. But their capabilities are identical and their personalities extremely similar.
  • There isn’t much combat in the game (and no random battles), but there is some towards the end.
  • And finally, the screenshots!


Why I removed my Patreon Link

Short answer: I’ve been thinking of doing this for a while. Patreon is a good option for some people, but it’s not quite my style.

Long Answer: The main reason I signed up for Patreon in the first place is because it seemed like everyone else was doing it, so I figured I might as well jump in before the market was too over-saturated. (Sort of like how, for a short time, I charged money outright for Eden and Shadow of a Soul because someone I admired advocated charging for Twine games. I should probably stop doing things like that.) It was an interesting experiment, but I always felt a bit weird about it–even when I had the time and energy to do stuff like creating rewards and try to do something with extra social media… stuff. Or when I changed it to only charge people after I finished a game or demo. Nothing against the people who use and benefit from it, but something about it doesn’t suit me.

Maybe it’s just that my circumstances have changed since then. Since I have enough income from my day job to pay the bills, as much as I’d like to make my living from games or writing or whatever, it’s not so urgent anymore. For another (possibly connected), the main thing I want is for people to play, share and enjoy my games — and for me to have fun making them. With the Patreon, I felt obligated to potentially charge for things I otherwise might not charge for so I could offer them as free bonuses to supporters. Without a Patreon, there’s not that pressure anymore. I can just offer games and whatnot for free and not worry about it. There’s also a lot less pressure to try and put content of whatever sort out there when I might otherwise just not feel like it.

That said, donations are still awesome. 🙂 It really makes my day when someone enjoys my efforts enough to say “You know, I like what you’re doing. Here. Go buy a pizza.” And, again, I would still love to reach a point one day where I can make a living off my creative pursuits, which means that when I’m ready, I’ll charge outright for certain games. I’ve just decided (for now) that Patreon won’t be part of the plan.

Take Care,

Signed, The Pixie.


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