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Publicada: 3/nov./2022 às 8:54
Produto recebido de graça

I could tell you about how much I love this game, but instead I'm going to tell you what I know about it's journey.

Matt White was a simple gamer, just like us. He liked Super Metroid, he liked Dark Souls, he even liked fighting games. It had been years since Nintendo had touched the Metroid franchise. So, he thought to himself, why don't I make one?

It was 2012. Matt had already been toying around with Flash sidescrollers. Having fun dipping his toes into making stuff, just for fun. Matt was also an excellent artist already; he drew comic book art, in a style similar to those old 80s sci-fi anime's. He didn't really know anything about programming, but after conversations with a mutual, they agreed to partner up and try to make something special. Try and make a Metroid-like that was somber, yet lively, and hauntingly beautiful.

So a Kickstarter was made. Matt didn't really know anything about making games. Few people outside of the industry really talked about it back then. They did some math, guessed about how long it would take them, and a goal was set - mere $15,000. A measly amount compared to even most indie games of today. It seemed like enough back then. And the Kickstarter was a rousing success, funding waaay above goal. Not quite enough to reach the oft-joked about Wii U stretch, but a windfall nonetheless. The money was divided evenly between the two bright-eyed and idea-filled partners. This was it. It was time to hunker down and get started.

But then the programmer's work started to slow. He would miss calls, skip out on meetings. He stopped returning messages. Slowly, he himself became a ghost of the project. He had taken the money, but wasn't producing the work. There was so much to do! But only Matt remained. And only Matt would continue the project.

Stencyl is a good engine to work with visually, especially if you are new to making games. Although shaken by the silent departure of his once-partner, he soldiered on; dutifully creating all the artwork, pulling from sound libraries and implementing his ideas into the game engine. It was rough going, for a single man. But it was going. And that was all that mattered, with the weight of the fully funded Kickstarter behind him, and the growing coverage of his dark, yet vibrant take on the (for the time) neglected genre.

However, Stencyl just couldn't keep up with Matt. Fixing bugs was a struggle for this new developer. And the more content and artwork and ideas he shoveled into the engine, the longer and longer it would take to compile, sometimes up to 45 minutes for each change! Instead of smoothly moving forward, working on the game was becoming frustrating. This couldn't go on. A change had to be made.

So Matt makes the tough decision to switch engines, communicating this to all the Kickstarter backers. It is an understandable, if regrettable choice. The game was already at least halfway done! But it was also necessary. The engine was pushed as far as it could go, and Matt, burning the candle at both ends to make his dream a reality, had no choice but to start over.

The next years are spent learning to code. Unity has plugins to work visually, like Stencyl. But so much MORE could be done by directly coding it. Ideas exploded forth. The animations could now be expanded upon. Even more options for including melee and different weapons were now a possibility. Matt hadn't stopped playing other games during these years, and they all helped to shape and grow this new vision of Ghost Song.

A vision I hope you will enjoy in its completion as much as I have.

Thanks for reading.
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11 comentário(s)
Yufuielle 30/nov./2022 às 8:46 
Thank you for sharing this incredible story. The backbone of what happened for this game. A friend showed this game to me on Demo. I marveled at it's ambience. I was curious of how and what the journey would unfold. Where it would take me. The VAs were incredible. I'm glad it's finally out to the world for new players and metroidvania veterans alike. I can't wait to get a hold of a copy for myself.
Black Lives Matter 10/nov./2022 às 9:34 
As someone who got to play the very first demo in 2015, and waited until the game was completely finished until looking at it again, thanks for this synopsis of its development cycle.

It really has been seen years. Wow.
Shermoney99 9/nov./2022 às 18:27 
Man, This makes me happy. I'm right there with you in following the development of this game over the years, and even snagged an early demo. I have seen it change and grow into what it is now, but I have to be honest though, it was 5 mins ago when i realized this had actually dropped. going to be playing this extensively now.
party san 9/nov./2022 às 3:40 
Congratulations to the developer for completing this game, I have followed its production briefly at the Stencyl forums, years back when there had been a boom for indie games.
Sidonus 4/nov./2022 às 20:14 
Refreshing and appreciated review. Thanks for sharing this story, love it.
Carina 4/nov./2022 às 9:38 
Been a long time follower of this game. It was the oldest one on my wishlist! Never knew any of these details until now. Good job, Matt!
Dolan:pls_GER 4/nov./2022 às 2:45 
I really hope this story isn't just made up. Is there ANY chance for verification? I'm not offending, just distrustful of a random user review.
Lopen 4/nov./2022 às 1:23 
i bought the game due to this review.
Baddudez 3/nov./2022 às 19:40 
I thought Matt wrote this for a sec
Tietzy0 3/nov./2022 às 18:41 
as someone who has been watching this since kickstarter, i really appreciate this kind of support and friendship