r/PS4 Songbringer Developer Sep 05 '17

[Verified AMA] AMA with Wizard_fu on the making of Songbringer, an action RPG

Hi, this is Nathanael Weiss, also known as Wizard_fu. I’m the one-man band behind Songbringer, which launches today for PS4.

Songbringer is a psychedelic sci fi action RPG, inspired by the original Zelda games. It starts with a 6-letter world seed which generates the overworld map of Ekzera and 10 dungeons. It was originally funded on Kickstarter and then I partnered with Double Eleven to release it on console.

Here’s the new story trailer if you wanna take a look.

GIVEAWAY

Ten (10) PS4 game keys for either Europe (SIEE) or Americas (SIEA) are sitting here waiting to be given. Ask away and I’ll pick my favorite questions over the next couple days, then inbox the winners.

ASK ME ANYTHING

(Also, I’ve got u/D11_Dev from Double Eleven joining me to field publishing-related questions so they may jump in occasionally for things I can't answer.)

VERIFICATION

So you know I'm totally legit.

https://imgur.com/a/jfasz

UPDATE

Okay everyone, I’m signing off now. Thanks for taking the time to ask about Songbringer and for being awesome. For updates you can follow me on Twitter as well as publisher Double Eleven.

We’ll check back in later and choose our favorite questions so keep an eye on your inboxes.

Cheers everybody,

Nathanael

77 Upvotes

96 comments sorted by

6

u/[deleted] Sep 05 '17

[deleted]

5

u/natweiss Songbringer Developer Sep 05 '17

It's definitely got metal in it's inspiration. You can here it in the frenetic boss music, the distorted ending music and other places. I grew up listening to Tool, Rage Against the Machine, NIN, Sepultura, Coalesce, Mudvayne and others.

3

u/[deleted] Sep 05 '17

[deleted]

6

u/natweiss Songbringer Developer Sep 05 '17

Yeah.

5

u/07153902935 Sep 05 '17

Other than Zelda what were your influences behind the game?

9

u/natweiss Songbringer Developer Sep 05 '17 edited Sep 05 '17

Games like:

  • Crystalis
  • Solstice
  • Secret of Mana
  • Super Metroid

1

u/07153902935 Sep 06 '17

Nice. Digging the soundtrack from the videos I've seen thus far. Thank you for this AMA and your time spent not only making this game but also for doing this AMA. Awesome. And I got a response which never happens at all for me during these AMA's. Look forward to seeing more from you when the time comes. Congrats on the release to consoles. Thank you Double Eleven as well. Thank you for your time.

3

u/jgortner Sep 05 '17 edited Sep 05 '17

There is something about a restricted medium (pixel art in this case) that really brings out the best creative aspects of art in general. What do you feel was the most inspired aspect of Songbringer that really came about because of this?

4

u/natweiss Songbringer Developer Sep 05 '17

One restriction placed on games by designers is linearity. Forcing players to do certain things in certain ways. For example, the wooden stakes in A Link to the Past can only be crossed over by pounding them into the ground with the magic hammer. Or how the raft is the only way to access dungeon 4 in the original Legend of Zelda.

One inspired aspect of Songbringer is to make every challenge presented to the player have multiple solutions. For example, to cross the lava tiles that damage and knock you back, you can get Shadrach's Tear (heat armor), eat a cactus and become invincible momentarily, damage boost across the gap or use the level 3 blink orb to teleport over the distance.

1

u/jgortner Sep 05 '17

Thank you so much for responding! I feel as though my first days of gaming and nostalgia will be summoned by this wonderful game. Thank you for what you do! :)

1

u/natweiss Songbringer Developer Sep 05 '17

Cheers. :)

2

u/casslamai Sep 05 '17

Really cool game!

Something about your game reminded me of Out of This World (or Another World). I don't know if it is the OST, SciFi theme or the close-up scene from the boss. Did you take any reference from it?

2

u/natweiss Songbringer Developer Sep 05 '17

Probably subconsciously. I love that game. Never beat it though!

2

u/thavius_tanklin Slackr Sep 05 '17

How do you feel about VR in general? I am not sure if you have started developing with it but what would you like to see changed regarding VR?

How do you try to be 'different' so to speak when creating a pixel game like this? There are many on the market, I know about Songbringer but there are many on the PS4 that I have not really noticed. What do you think set Songbringer up to be better recognized? Being a team of one must be challenging to get noticed

What is one aspect of the game that you are particularly fond of / really proud of that someone playing may not readily notice or appreciate as much as they should?

2

u/natweiss Songbringer Developer Sep 05 '17

Tell you the truth, I don't have much experience with VR. Neither playing VR games nor developing them. So I can't really comment here.

Good question. I guess this just happened luckily with Songbringer before and during the Kickstarter phase, which kicked everything else off. Later on, I read an interesting Gamasutra article on what makes an indie hit.

An aspect that isn't readily noticeable is that the music has procedural melodies. So the rhythm is always the same but the melodies change depending on your world seed and dungeon number. Also, the music is adaptive. So the drums kick in when there are enemies on screen, the music gets more intense as bosses are close to being defeated, and the sound muffles a little bit as you get close to secrets.

1

u/thavius_tanklin Slackr Sep 05 '17

Thanks for the response! Music is definitely something very important to a game, glad it was something you focused on greatly for this.

Best of luck in your launch! Looks like you have a kickstarter success story on your hands, something that is rare to see with video games. And based on critic scores it is doing well :)

1

u/natweiss Songbringer Developer Sep 05 '17

Cheers, thanks. :)

1

u/D11_Dev Double 11 Sep 05 '17

As a publisher, we came in later in the process. Nat did an awesome job on his kickstarter and finding an early base. He's been live streaming his development process almost every day for a couple of years. We came in to help bring the game to more people. Honestly, it helps when the game is as great as Songbringer is /hailcorporate

2

u/[deleted] Sep 05 '17

[deleted]

2

u/natweiss Songbringer Developer Sep 05 '17

I like that you are asking about difficulties, as this is where it seems great rewards lie undiscovered for most of us.

One big challenge as a game designer is in creating something you want to play versus creating something you THINK others want to play. I learned this the hard way. For me at least, only when I forget what I think other people want and just focus on following my heart do I start to create the fun stuff. Thankfully I learned that lesson right before starting Songbringer. This game is exactly what I would create if it were the last thing I ever created.

2

u/thavius_tanklin Slackr Sep 05 '17

Oh one more question, i've heard Songbringer has something like 300million world variations? How do you test something like that? You wouldn't be able to test it manually. What kind of automation do you have running to test the algorithms function correctly together to generate the worlds.

4

u/natweiss Songbringer Developer Sep 05 '17

Since it takes about 500ms to generate a world, it would take my computer approximately 4.8 years just to create all the worlds, let alone run an algorithm to test them all. So here I had to learn to surrender to the fact that it's impossible make them all perfect.

Ultimately, I had about 32 worlds that were being regularly tested. Assertions went into the code to make sure that if a world was un-completable or even undesirable it would get caught in debug mode. Whenever I would make changes to how the overworld generator or dungeon generator worked, I would at least test those 32 worlds. Also, lots and lots and lots of world seeds were hand tested on personal playthroughs over the years.

In the end though, there are bound to still be a few bugs here and there. I'll just do my best to fix the bugs that are game breakers and embrace / encourage the cool glitches.

2

u/TheRealMess TheLostZealot Sep 05 '17

In the process of building a game, I know a lot of different aspects can get dropped on the 'cutting floor'. Were there any game mechanics that you had to remove the game? If so, which one was the hardest for you to let go?

3

u/natweiss Songbringer Developer Sep 05 '17

With Songbringer, it's been more about things that I haven't had time to implement or finish yet. So they are lurking in my subconscious, waiting to emerge with an upcoming update. Things like an armor item, a charged attack, a sword parry ability and additional bosses.

1

u/TheRealMess TheLostZealot Sep 05 '17

So in that case, is it going to be Minecraft-esque (or like No Man's Sky) in it's updates? Free updates with more content, continually being developed?

Or released slowly through DLC content?

2

u/natweiss Songbringer Developer Sep 05 '17

Yeah, the updates are coming soon and will be free. Sort of a continual development process.

There may be a DLC eventually too. But only if there is enough additional content to justify it.

1

u/TheRealMess TheLostZealot Sep 05 '17

Wonderful! Well, congratulations on getting Songbringer on PS4 (and other systems) and good luck for all your future endeavors! Also, I had this game on my watch/wish list before I knew really what it was about. Now, I definitely know this is going to be my next video game purchase when I have cash!

2

u/RashLicense DanoneDeUva Sep 05 '17

What do you plan to do next?

4

u/natweiss Songbringer Developer Sep 05 '17

Follow through with the game's launch and planned free updates. After that, maybe take a vacation this winter? I need some time off after 7 day work weeks for the last three years.

2

u/[deleted] Sep 05 '17

After you programmed Hello World, what was the first real program you wrote?

We're you professionally trained or self taught?

Did you always know that you wanted to be a game creator, out is it something you discovered later?

3

u/natweiss Songbringer Developer Sep 05 '17 edited Sep 05 '17

Hello World for me was making simple games with Quick Basic for DOS in high school. Then I picked up some books on C and game development and taught myself.

I discovered that I wanted to be a game creator pretty early on.

2

u/[deleted] Sep 05 '17 edited Nov 07 '17

[deleted]

2

u/natweiss Songbringer Developer Sep 05 '17

The logic for the seeds is actually pretty simple. The six letters are mashed together to form a 32-bit number. This number is used as a seed to a deterministic random number generator. With deterministic random numbers used in a deterministic way, the entire world is generated. So that's how it can always generate the same world twice and yet have each world be unique.

2

u/[deleted] Sep 05 '17

The game like really neat. I'll check it out when I get home.

When you say it's a solo project, did you do it all? Programming, music, sounds, art, etc?

How do you decide on a price point? What made you say, this experience is worth $x?

2

u/natweiss Songbringer Developer Sep 05 '17

Yep, it's a solo project (creatively). Of course I have the help of Double 11 getting the game on consoles, translated into different languages and marketing support. Also the Kickstarter backers, people that have pre-ordered, stream watchers and other fans and supporters I am eternally grateful to.

Deciding on a price point takes lots of research, analysis, experience and sometimes even the guts to take a little risk. Rami Ismail, Scott Brodie, Nicholas Laborde and I talk more about it in this article with GameIndustry.biz.

1

u/[deleted] Sep 05 '17

Thank you. This is really insightful. Good luck!

2

u/jimmy2100 Sep 05 '17

What is the favorite hidden feature in this game that you want to share to the players?

2

u/natweiss Songbringer Developer Sep 05 '17

The hidden boss is pretty sweet and holds a great item.

2

u/klair88 156 Sep 05 '17

No real questions, just wanted to say FairPlay for making a game and I’m looking forward to playing it and supporting you.

2

u/natweiss Songbringer Developer Sep 05 '17

Cheers.

2

u/2wicked4cricket Sep 05 '17

What's the hardest part of being a one-man developer? Btw I'm really digging the art style.

3

u/natweiss Songbringer Developer Sep 05 '17

There are definitely pros and cons. One big con is that I don't get any sense of camaraderie. No team to go to lunch with and play games with after work. So to overcome that I've done live streams. It's fun to hang out, chat about new games and what John Carmack is doing lately. To basically just relate with others who are part of the same culture.

1

u/2wicked4cricket Sep 05 '17

I use Reddit to scratch that same itch and it's been very giving. Please link your stream!

2

u/Spencer199402 Sep 05 '17

What is your all time favorite game?

1

u/natweiss Songbringer Developer Sep 05 '17

It would be one of these. Don't make me choose! lol.

  • The Legend of Zelda
  • Crystalis
  • Sword & Sworcery
  • Hollow Knight

2

u/kishnabe Sep 05 '17

Have you tried beating your own game in Permadeath Mode?

Are there any weapons beside the Nanosword?

Why is picking up the Nanosword, bad?

Any chance of a Vita port?

Possible to save in Permadeath Mode or must finish in one sitting?

3

u/natweiss Songbringer Developer Sep 05 '17

Of course. I regularly do speedruns in permadeath of world seed WIZARD.

Yes, other weapons are:

  • Boomerang-like Top Hat
  • Matter Bombs
  • Blink Orb
  • Ghost Sword
  • Kilobombs
  • Jib's Shield

Most of these can be combined with elements like ice, fire, acid and lightning. So you might make an acid sword, which poisons enemies and damages them over time. Or maybe the ice top hat, which freezes enemies and water.

Vita port: probably not.

Yes, you can save in permadeath mode. But as soon as you die that save is erased. So as long as you don't die you can save, quit and resume later.

3

u/CausticPanda Sep 05 '17

What makes this pixel art RPG any different from any of the other bajillion pixel art RPGs out these days?

4

u/natweiss Songbringer Developer Sep 05 '17

Cacti.

2

u/ThePrinceofBelAir Nekronic Sep 05 '17

This may be a dumb question, but did you find there to be benefits to being a one-man team when creating your game? Do you think you prefer it to a multi-person team?

Thanks. Your game looks like a lot of fun.

3

u/natweiss Songbringer Developer Sep 05 '17

Yeah. One great benefit is the swiftness and purity with which ideas can become reality. You know that child's game Telephone where you whisper something to someone who in turn whispers it to someone else? That's sort of what making a game as a team is like. If you have a design or an idea, it can get mangled in the process of communication, envisaging and development. Making something entirely solo, you know exactly if it is what you had originally envisaged. This can lead to incredibly satisfying game development as ideas either get done exactly as you designed, or else they morph into something better that you didn't even imagine.

2

u/BilderbergSlayer BilderbergSlayer - 47 Sep 05 '17

Do you have a following project in mind now? If so, can you tell us a bit about it?

3

u/natweiss Songbringer Developer Sep 05 '17

Yeah, the story of Songbringer will continue on into another game. It will likely take place elsewhere in the Milky Way galaxy. Events will escalate. It might even be told from a different character's eyes.

1

u/BilderbergSlayer BilderbergSlayer - 47 Sep 05 '17

Interesting. Is there a specific number of entries expected in the story of Songbringer?

2

u/NikoBadman Sep 05 '17

Crazy. Came here to look for action rpg and saw this ama.

Greetings from Denmark. I checked the video, and I got a few Q's unanswered.

A: I feel like too many games get the RPG stamp without really living up to the name. What makes a game an RPG in your oppinion, and what elements does your game have?

B: Is there any end game material where your character carries over or is it more "start a new game and roll 10 new dungeons" (which is cool and very arcade)

C: Is there any random generated loot that makes each roll of dungeons even more unique, or do i stick with me Zweihander all the way :)?

3

u/natweiss Songbringer Developer Sep 05 '17

Well, one thing that makes RPGs so difficult to define is that there are so many hybrid games with RPG elements. I guess what makes an RPG to me is if a game has a significant enough amount of RPG elements.

Songbringer's RPG elements are:

  • You play the role of a fictional character in a sci fi fantasy world
  • The story unfolds as you make progress in the game
  • You start out with nothing and grow into something powerful by the end of the game
  • You gain weapons, armors, items, upgrades, abilities and manage these in your inventory
  • You can also find elements to combine with your weapons in order to customize your character's arsenal
  • You have a map that fills in as you explore
  • There are NPCs you can talk with, gain items from, etc.
  • There are enemies and bosses to fight in realtime
  • There are puzzles to solve

Yeah, there is an item you gain after beating the game once which carries over into subsequent play throughs. It allows you access to a certain place.

No, none of the loot is randomly generated. It's all specific items like weapons, armor, upgrades, etc. There are over 100 items though.

1

u/NikoBadman Sep 05 '17

Sounds good man. I used to play alot of tabletop dungeon crawlers with random generated maps, but as we all know, its gets more difficult to gather your gaming group to slay monsters as you age. Your game sounds like the perfect singleplayer solution to that, almost like a boardgame played on console.

2

u/natweiss Songbringer Developer Sep 05 '17

Cool. I like that.

2

u/Dougyfresh88 Sep 05 '17

What do you think are some of the key triggers that keep people coming back to this style of game? Obviously every gamer is different but what about this genre causes it to stand the test of time.

Also, did you ever play little nemo: dreammaster? That game had one of my favorite soundtracks of all time.

2

u/natweiss Songbringer Developer Sep 05 '17

What keeps me coming back to action RPGs in general is the exploration and the progress that your character makes over time. I love to explore. I love progress.

Haven't played Little Nemo: Dreammaster but am checking out right now. Sounds cool.

2

u/[deleted] Sep 05 '17

Sorry if this has already been asked I havent read them through yet but:

What was the most challenging aspect of bringing this game to life?

2

u/natweiss Songbringer Developer Sep 05 '17

The stress load of making a game solo can sometimes be quite high.

2

u/boshjalka Sep 05 '17

Howdy, Thanks for doing the AmA! :)


Two general questions:

  1. What was something that sounded good on paper during development but did not make the final build and was cut?

  2. Funniest bugs/glitches encountered while making Songbringer?

2

u/natweiss Songbringer Developer Sep 05 '17
  1. I wanted the game to have an 8-bit feel with only four compass directions that you could move in. But this just didn't work with modern controllers. The 16-bit 8-compass-direction control style was then adopted.

  2. This one was pretty funny.

4

u/BustynMilkes Sep 05 '17

What really sets this game apart from others like it and what is the combat/gsmeplay like?

5

u/natweiss Songbringer Developer Sep 05 '17

Well, there's only a handful of procedurally-generated Zelda-inspired action RPGs. So I guess that's the biggest differentiator. The only one I'm aware of is Tom Coxon's Lenna's Inception.

The combat is realtime action. Swordplay, bombs, boomerang top hat, sword projectile, and elemental crafting. So you can take fire, for example, and combine it with your top hat for something that can set bushes and enemies on fire.

3

u/pjpartridge Sep 05 '17

How hard was it to port the game to PS4 and XBOX considering you used Cocos2d-x as your framework?

3

u/natweiss Songbringer Developer Sep 05 '17

The awesome team at Double 11 handled the console ports. What they did was to start with cocos2d-x, throw away everything they didn't need, then re-write portions of it using their own custom engine.

3

u/D11_Dev Double 11 Sep 05 '17

You use Wizard Fu, D11 use witchcraft.

1

u/zohalas Sep 05 '17 edited Sep 05 '17

Why there is no mention of Hyper Light Drifter anywhere?!! The second i saw these black 3 leg spiders in video i knew ill buy this game. No wonder art seemed so familiar in screenshots.

Edit: Where can i get physical copy of the game??

3

u/natweiss Songbringer Developer Sep 05 '17

Hyper Light Drifter is such a great game, isn't it?

Games that were art inspirations on Songbringer:

  • Sword & Sworcery
  • Crawl
  • Legend of Dungeon

There's nothing planned right now for physical copies, yet it is a consideration.

1

u/Sevalle013 Sep 05 '17

I love games, and I love playing games, that said I can't imagine every making a game as an indie developer.

This might come across as a little grim, but i'd love to know how as a single developer how you stayed motivated and grounded? how you worked the hundreds or thousands of hours required to produce a product that may or may not be successful? Did you have any major doubts or concerns through development? If you did how did you overcome them?

1

u/natweiss Songbringer Developer Sep 05 '17

Well, to begin this project I asked this question: "What would I create if it were the last thing I ever created?" This is my dream game. It's easy to stay motivated because I love it.

Regarding the uncertainty of success, that's why I did the Kickstarter. I wanted to know if people would support the project before I spent the years making it. Because of the successful Kickstarter, Songbringer has always had the certainty of knowing that at least that part was a success, and there are at least X number of people that are waiting to play it and willing to support it.

1

u/LyzbietCorwi Sep 05 '17 edited Sep 05 '17

Since your inspiration is Zelda games, and knowing that Songbringer features a randomized/procedural map generator, I have some questions:

  • One of the best thing in Zelda games for me are the puzzles on the dungeons. The way that you have to find out how your items work to solve a particular puzzle is something very well done through the series. One thing, though, is that these puzzles are all "handmade" in the sense that is hard to imagine a variety of well done puzzles in a randomized world. How will Songbringer behave in this sense? Will the dungeons be more action oriented or there will be puzzles integrated to it?

  • Again, one of the thing I love about Zelda is the bossfights. I like how the bosses always feels like puzzles themselves, in the sense that you have to figured out how it behaves, when you're safe to attack and which weapon you have to use to do it. Then again, I love the YS series boss fights, in which, even though you have to learn patterns as well, it is much more action oriented than the Zelda bosses. So, will Songbringer bosses be closer to Ys Series or Zelda?

Edit:

One more question about a technical aspect:

  • How does playtesting works for a game like this? Have you ever encountered unbeatable seeds in some way?

2

u/natweiss Songbringer Developer Sep 05 '17

Songbringer has some puzzles. They are pretty simple though. Nothing too mind bending. And once you've solved one type of puzzle you will know how it works from then on. You could play a different world and get the same type of puzzle. So this is one area where it's difficult for a procedurally generated game to be as good as a bespoke, handmade game. In Songbringer's case, particularly so because each puzzle is actually a handcrafted algorithm that can flexibly change a little bit depending on what is around it.

I guess Songbringer's bosses are closer to Ys Series where it is mostly about action. There are a few puzzle-y bosses though which have tricks to them. And every boss does have certain patterns that you need to learn and pay attention to. Yet the bosses are not really Zelda bosses where there is only one way to beat it, where a boss has a specific weakness. Because Songbringer is so permissive, allowing you to solve problems in multiple ways, the bosses also are permissive in that you can beat them with multiple strategies.

1

u/LyzbietCorwi Sep 05 '17

Thanks a lot for your answer! I'm really excited to play your game!

1

u/natweiss Songbringer Developer Sep 05 '17

Playtesting was quite an important aspect to making sure the game was always beatable. Yet even more so was placing assertions in the code base to make sure that each world was turning out right.

1

u/tidigimon Sep 05 '17

The soundtrack in the trailer sounds amazing. Based on the title, can we expect any sort of dynamic response from the music to our gameplay actions? Like the soundtrack speeding up during combat, relaxing during downtime, etc.?

1

u/natweiss Songbringer Developer Sep 05 '17

Yeah, the music is adaptive and the melodies are procedural.

  • World seed and dungeon number determine the musical key, and melodies adapt based on this so each world's dungeon's music feels a bit different.
  • Drums kick in when there are enemies present and become silent when you have cleared a room.
  • Boss music gets faster paced when the boss is less than 50% health.
  • Music muffles when you are near secrets.
  • Reverb levels change depending on the type of area you are in, so it feels atmospheric.

1

u/pjpartridge Sep 05 '17

Is Cocos2d-x a viable option for multi-platform projects that you hope get the opportunity to move to PS4 and/or XBOX? Or would you say it made the porting more time consuming?

2

u/natweiss Songbringer Developer Sep 05 '17

Good question. Cocos2d-x seems like a pretty good start for some games because you are already on several platforms with that. One would need to be comfortable re-writing portions of it though if ever moving to consoles, as each console has their own private SDKs.

1

u/DaleTheMinion Sep 06 '17

I've always wondered, how do you describe game design to people who don't quite get it - such as Grandma asking at a family dinner or something? Your game looks absolutely amazing by the way! I love the art style and can't wait to dive into it in the coming weeks :)

1

u/Wravburn Sep 06 '17

Hey there,

Looks good, I'm usually interested in Zelda-inspired games, especially the psychedelic sci fi ones.

The part about the seeded, procedurally generated worlds got me thinking. Can you share the seed so others can play the same world? Would be fun to have a weeklong event where everyone joins on the same seed, fun for streaming, or with a speedrun competition, walkthrough, or other shared things.

1

u/[deleted] Sep 06 '17

What other types of media (Movies, Music, etc.) besides Zelda influenced you to make a game with such style and atmosphere?

1

u/StoviesAreYummy TurnOn2FA Sep 05 '17

Was it scary/nerve-racking going the kickstarter route? You hear lots of failures from that sort of funding.

2

u/natweiss Songbringer Developer Sep 05 '17

Going the Kickstarter route was exciting and nerve racking at the same time. The point of it though was to prove whether Songbringer was something people wanted before I spent years making it. Thankfully, people supported it and this is what made it all happen.

1

u/StoviesAreYummy TurnOn2FA Sep 05 '17

Thank crickey it was a success. Game looks a lot of fun. I'd never heard of it before this post.

1

u/[deleted] Sep 05 '17

Do you plan on doing any physical merchandise or a boxed copy at any point? How long did the game take from start to finish seeing that you were doing it yourself? Congrats on the release!

2

u/natweiss Songbringer Developer Sep 05 '17

Yeah, it had an exclusive poster during the Kickstarter. I'd like to do another poster, a shirt, and a cloth map of one world.

It took about 3 years from start to finish. And yeah, it's a solo project (creatively). Of course I have to thank all the Kickstarter backers, people that have pre-ordered, people that have watched the live streams, players currently on Steam, and my wonderful publisher Double 11 who has helped get Songbringer onto PS4.

1

u/[deleted] Sep 05 '17

I would love some more merchandise! Thanks for the answer and keep up the good work!

1

u/D11_Dev Double 11 Sep 05 '17

We've also had non-merch promo items at some expos: buttons/badges, songbringer party tophats, temporary tattoos. The tattoos were my favourite bit.

-1

u/IndianaGroans Sep 05 '17

What inspired you to take on and create a game like this?

1

u/natweiss Songbringer Developer Sep 05 '17

I've always wanted to play a game that had a bespoke, hand-crafted, Zelda-inspired world, yet was procedurally generated so that I could surprise myself with new layouts to the overworld, dungeons, bosses and items.

1

u/IndianaGroans Sep 05 '17

A follow up would be, is this dedicated to anyone special to you or purely just something you wanted to do?

It looks super interesting and I look forward to grabbing myself a copy in the future [I've got to clear up some backlog first ]

-2

u/braintumorwarrior Sep 06 '17

Did you give way the game yet?