diff --git a/drafts/The Girl Who Kicked a Rabbit Released.md b/drafts/The Girl Who Kicked a Rabbit Released.md new file mode 100644 index 0000000..2ed75fe --- /dev/null +++ b/drafts/The Girl Who Kicked a Rabbit Released.md @@ -0,0 +1,16 @@ +


+ + +On 28th of February/1st of March, we finally released The Girl Who Kicked a Rabbit. It is what I wanted it to be. It's a breezy, almost arcade-like, turn-based strategy game. I wanted to call it a __*JRPG-lite*__, but the only descriptor that seems to resonate with other people is __*puzzle-strategy*__. + +[The Girl Who Kicked a Rabbit on Steam](https://store.steampowered.com/app/2427130/The_Girl_Who_Kicked_a_Rabbit/) + +The deafening silence and lack of response has definitely been painful, but I take comfort in the fact that me and my friends made a game I consider great, original, and beautiful. It would be impossible to say if it's the kind of game I would play, but I still love playing it, even after all these years of development. + +Writing a lengthy post about design choices was one of the first things I wanted to do after release, but I realised a lot of the old devlog posts on TIGSource covered many and more of those aspects, and so I simply started backing them up here, since they weren't being read over there anyway. They aren't all up yet, but we'll get there. + +By releasing the game, I intended to say goodbye to it for a long time, but alas, besides the usual bug fixes, I couldn't help looking into both translating it into Japanese, and, almost on a lark, porting the game to the Playstation Vita. And my son keeps telling me his ideas for new enemies and honestly, I've got enough now for a decent expansion. All of these concepts are being done on a "when I feel like" basis, and might never materialise into anything. That said, I did manage to get a low-res Japanese font working in the game, and I did manage to get the game running on Playstation Vita. I don't think Valve will allow me to distribute a VPK, but Itch io might be an option. + +If you bought the game, thank you so much. I hope you have a good time, and if it's giving you trouble, don't hesitate get in touch. + +And like you've heard on a hundred billion podcasts before, please, genuinely, leave a review on Steam. When people make a bad movie, they always say it's better to get any response than no response. From the side of no response, I can definitely agree. Wow, that sounded pretty bitter. Well, you can alleviate that. diff --git a/images/2025-03-01/a.png b/images/2025-03-01/a.png new file mode 100644 index 0000000..68ad497 Binary files /dev/null and b/images/2025-03-01/a.png differ diff --git a/posts/The Girl Who Kicked a Rabbit Released.html b/posts/The Girl Who Kicked a Rabbit Released.html new file mode 100644 index 0000000..f9e98f1 --- /dev/null +++ b/posts/The Girl Who Kicked a Rabbit Released.html @@ -0,0 +1,16 @@ +


+

+ +

On 28th of February/1st of March, we finally released The Girl Who Kicked a Rabbit. It is what I wanted it to be. It's a breezy, almost arcade-like, turn-based strategy game. I wanted to call it a JRPG-lite, but the only descriptor that seems to resonate with other people is puzzle-strategy.

+ +

The Girl Who Kicked a Rabbit on Steam

+ +

The deafening silence and lack of response has definitely been painful, but I take comfort in the fact that me and my friends made a game I consider great, original, and beautiful. It would be impossible to say if it's the kind of game I would play, but I still love playing it, even after all these years of development.

+ +

Writing a lengthy post about design choices was one of the first things I wanted to do after release, but I realised a lot of the old devlog posts on TIGSource covered many and more of those aspects, and so I simply started backing them up here, since they weren't being read over there anyway. They aren't all up yet, but we'll get there.

+ +

By releasing the game, I intended to say goodbye to it for a long time, but alas, besides the usual bug fixes, I couldn't help looking into both translating it into Japanese, and, almost on a lark, porting the game to the Playstation Vita. And my son keeps telling me his ideas for new enemies and honestly, I've got enough now for a decent expansion. All of these concepts are being done on a "when I feel like" basis, and might never materialise into anything. That said, I did manage to get a low-res Japanese font working in the game, and I did manage to get the game running on Playstation Vita. I don't think Valve will allow me to distribute a VPK, but Itch io might be an option.

+ +

If you bought the game, thank you so much. I hope you have a good time, and if it's giving you trouble, don't hesitate get in touch.

+ +

And like you've heard on a hundred billion podcasts before, please, genuinely, leave a review on Steam. When people make a bad movie, they always say it's better to get any response than no response. From the side of no response, I can definitely agree. Wow, that sounded pretty bitter. Well, you can alleviate that.