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release post
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drafts/The Girl Who Kicked a Rabbit Released.md
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<p><figure><img src="/images/2025-03-01/a.png"></br></img></figure>
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<time datetime="2025-03-01">2025-03-01</time>
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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*__.
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[The Girl Who Kicked a Rabbit on Steam](https://store.steampowered.com/app/2427130/The_Girl_Who_Kicked_a_Rabbit/)
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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.
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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.
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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.
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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.
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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.
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posts/The Girl Who Kicked a Rabbit Released.html
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<p><p><figure><img src="/images/2025-03-01/a.png"></br></img></figure>
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<time datetime="2025-03-01">2025-03-01</time></p>
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<p>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 <strong><em>JRPG-lite</em></strong>, but the only descriptor that seems to resonate with other people is <strong><em>puzzle-strategy</em></strong>.</p>
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<p><a href="https://store.steampowered.com/app/2427130/The_Girl_Who_Kicked_a_Rabbit/">The Girl Who Kicked a Rabbit on Steam</a></p>
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<p>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.</p>
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<p>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.</p>
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<p>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.</p>
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<p>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.</p>
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<p>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.</p>
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