Where we talk about Comiket and Digige, the indie scene in Tokyo, and game development strategies
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Where we talk about their newest game, the difficulties in marketing as an indie dev, and TGS
Where we talk about JRPGs and WRPGs, the games they've made in the past, and the difference between indie games and doujin games
Where we talk about yuri and moe in Japanese games, influences on their work, and their latest game
Where we talk about the background of the Circle, the differences between "indie games" and "doujin" games, and the reasons why small Japanese indie devs don't go mobile
In this week's interview, I talk with Japanese indie game developer Hekiraku-ya about the design challenges and development cycle of their first game, ITOYUI. An early demo of the game was initially released at Comiket 91, while a newer version with more features was released at Comiket 92. This interview took place over a few weeks just prior to and after C92.
Where we talk about exeCUTE's members and their roles, what places Japanese indie developers can showcase their games, and the Comiket application procedure
This week's interview is with Japanese indie developer exeCUTE. This small development team has been around since 2011 and showcased their games at events such as Comiket and Digital Games Expo. They have produced one full game called Fantasy of Alice, a turn-based strategy, and is in the process of developing a second called Rasetsu, an ARPG.
Part 1 of the interview discusses the influences on the demo of Rasetsu, touches upon the JRPG and WRPG divide, and offers some teasers as to what will be included in future versions.
Where we discusses participating at Comiket and how to sell there, challenges in promoting their games, and advice for budding developers
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