Gameplay Preview & Audio Deep Dive (And Kickstarter Discussion)
MAY 21ST: KICKSTARTER DEV LOG
Note: These posts were written for the Kickstarter campaign that ran April-May. Some information may be outdated or incorrect. Always read the latest updates to be up to date on Malys!
Jordan Ramée took a look at the build with Dave earlier in the week and has written up his first impressions - have a read! There's some great information in there about how the game plays.
Malys Demon Sound Design
We also thought we'd share a little insight into Malys' audio design for you as a small treat.
Mat Dwyer, one of the sound Designers on Malys (alongside Aaron Edwards) created this cheeky look into his work on Malys - which includes utilising the natural sounds of his young child to help build a demonic scream. Normal game development things.
Build Gameplay Preview
We also wanted to give you a video of where the current build is at!
As we say, we're pretty far along. We have a strong foundation for the game and we've been putting it through the ringer of testing with developer friends lately to a good response. For players, I know it can be difficult to understand what the difference is between Malys with this funding and Malys without. Let us walk you through it before we head on this final sprint!
Yes, without this funding Malys will still come out. We're committed to releasing this game. However, without this funding, a lot of the features we'd like to explore with you, content we'd like to add, or even just player requests on balancing or iteration - won't necessarily be possible with the timeline and funding we'll have available. We'll have to say no a lot more than we'd like as we focus on getting a small, concrete, enjoyable game out to players instead of the fantastic game we'd like to make. Games like this live and die on their balancing and iteration, and the less time we have for that, the less likely Malys is to succeed when we release it to the world. We hope we can still make it over the Kickstarter finish line and get to give Malys the love it deserves!
From there, it's important to talk about Malys in the context of Summerfall. If we release Malys and it doesn't succeed, and we don't have the funds to improve it to ensure it's success, that puts us in a tricky spot as a studio. The industry is in a truly difficult time and we're hopeful we can weather the major storm to get to our third and forth and fifth project and beyond. We know what's next, and what's after that, and how we plan to get there. We love interesting narrative, new twists on gameplay, and experiences that will stay with you long after you finish playing. We hope to keep bringing more of that to you, but we really do need your help to do so. If you can make as much noise as possible over this next 48 hours as we try to do the same, that would mean the world. We're a small ragtag team down under in Australia doing what we can to compete on a global stage. Indie developers like us need you to survive and to keep making the games you love.
We believe in Malys, and we hope you do too. Speak soon!