<![CDATA[ADVENTURES OF CHRIS - Devlog]]>Sat, 16 Mar 2019 10:00:59 -0500Weebly<![CDATA[March 2019 Progress Report]]>Fri, 15 Mar 2019 00:32:20 GMThttp://adventuresofchris.com/devlog/march-2018-progress-reportWith Playthrough Gaming Convention in Raleigh on the horizon, we've been hard at work building new levels and making some changes to things - we'll be very interested to hear what y'all think!

Give Yuki SAtoka What For!

The Japan level is now complete, and after several rounds of revision seems to feel pretty good.  The ninja cats of the Clan of the Black Yarnball pose a unique threat to Chris, as the mysterious Shadow Stalkers are immune to all attacks but their own, requiring a "stealthier" approach until Chris acquires his new sword - the "Masabarune" - which can reflect enemy attacks!

Feline assassin Yuki Satoka now puts up a fight as well, with a variety of special moves at her disposal, as well as the ability to block most of Chris's attacks!  Japan is intended to be one of the harder levels of the initial 8.  We'll see what you think!

To The Great Barrier Reef!

Progress is being made on the Great Barrier Reef level - backgrounds are nearly good to go, we've got a new song ready, and we have several characters designed and animated.  The most notable is Blue-32, the psychotically chipper personal submarine that offers to ferry Chris from the beach at Cairns to Large Urchin's undersea base beneath the Great Barrier Reef - but why would Large Urchin be expecting Chris?

A New Way to Float?

One of the things that's been incredibly useful about taking Adventures of Chris to gaming conventions is getting a chance to watch a lot of people play through the game.  We can see what's fun, what's getting laughs, and where people are having more difficulty than intended.

One concern that we've had, watching people play, is that some players seem to take a fairly long time to get used to Chris's floating ability.  Certainly, we've had people tell us that it's a lot of fun once they figured it out - but sometimes it takes until they've beaten the first real boss (or the second...) before they feel like they've really understood the mechanic.  Of course, having some learning curve is good - it feels satisfying to master a new ability!  But it's possible for a curve to be too steep...

Previously, Chris could switch into balloon mode and back by pressing the Jump button while in the air.  This meant that we were basically taking a common, intuitive concept (double jump) and giving it a new meaning (gravity reversal).  In the earlier, pixel-art, OUYA version of the game, floating used a separate face button on the controller.  We switched it to the double jump in an effort to reduce the number of buttons needed and hopefully eliminate confusion - as some people tend to forget which button is which when stressed.  It also reduced another area of potential confusion - when some people learned they could float, they stopped jumping entirely, and Chris really needs both jumping and floating to achieve full mobility, so they would get frustrated by any challenge that couldn't be solved with floating alone.  By changing the control scheme to a double jump, we were basically forcing players to integrate jumping and floating.

This came at a cost, however.  Chris needed to be able to jump from ceilings while floating, so deflating became a bit more complicated - when on the ceiling, Chris basically had to double jump again to deflate.  What's more, even though players didn't have to remember different buttons, many players would press jump one too many times when they were stressed, unintentionally inflating or deflating.  These are issues that could certainly be mastered, and many test players eventually did, but should they have had to?

So what's the plan?

We've decided to try a different control scheme.  We're moving floating back to another button, but instead of using a face button, we're using the Right Trigger of the controller.  Also, the player now has to continually hold the trigger to stay inflated, releasing it to deflate.  By using a button with a completely different finger, we're hoping it avoids any confusion.  By tying the mechanic to hold-and-release rather than a toggle, we're hoping it feels more intuitive.  It takes some getting used to if you're accustomed to the old way, but feedback from playtesters so far has been almost universally positive on the new system.  The little bit of effort required to stay floating feels good, and the new precision available to Chris is a nice plus.  Chris can now deflate off of ceilings or inflate from the ground.

Of course, the potential issue from before may have returned - players may fall into the temptation of forgetting they can jump at all.  Using the controller, this feels unlikely, though, as using the jump button is so standard by now.  With the keyboard, however, it may be a bigger issue, as holding the Up Arrow to float and pressing Space to jump (our current default configuration) may not match anybody's instincts or conventions (as people don't tend to play platformers with keyboards historically).

So we're interested to hear people's feedback on this.  If you're up for playtesting the new build, shoot me an email at adventuresofchrisgame@gmail.com, and I will send you the links!  Thanks!

Rooting for the Hero

Another concern we're looking to address has to do with the storyline.  Granted, the storyline is really silly - but we still want you to feel reasonably invested in what's going on.  A number of playtesters have told us they don't start feeling any investment until Chris reaches the Kingdom of Lost Balloons, about 10-15 minutes into the game.  Granted, that's not terribly long compared to, say, a 90's JRPG.  But that's longer than we would like.  We'd really like to get players rooting for Chris as quickly as possible.

To that end, we're going to be revamping the very first couple of "rooms" of the game - giving you just a little bit of Chris's backstory as a picked-on 7th grader (inspired somewhat by my own real-life middle school experiences...), and hopefully making you feel invested in seeing him overcome his difficulties just a little bit more...

More on this as it develops!

Various and Sundry

We're still planning on showcasing the game at Playthrough GC in Raleigh, North Carolina, March 30-31.  If you're in the area, stop on by!

If you haven't wishlisted or followed us on Steam, here's the link:

And here's the animated trailer, for anyone who hasn't seen it yet!
<![CDATA[January 2019 Progress Report]]>Mon, 04 Feb 2019 23:16:22 GMThttp://adventuresofchris.com/devlog/january-2018-progress-reportSo it may be a tad late for a January update, but I think we're still in acceptable range! 

Adventures of Chris is coming along.  Progress on the Japan level continues, along with backgrounds for the final two levels.  MAGFest in Washington, DC was awesome - we watched a lot of people play the game, and made a number of changes in response to the feedback!  We're curious to hear what you think of the new stuff, so read on and give us your opinions!


We now have the interior designed for Keito Dama Castle and populated with all kinds of ninja cats from the Clan of the Black Yarnball!  Check it out:
The ninja cats should feel pretty fierce - this is still pretty preliminary, of course, so difficulty is still being tuned, but I think there's some promising stuff here.  The darkness in the secret passages of the castle is a new feature - I'm not typically a fan of darkness mechanics in other games, but I think with Chris's ability to shoot fireballs or glowing ice crystals to illuminate his path, Chris should feel significantly less lost than other platforming heroes.  Getting the darkness to look good in Unity was a little bit of a challenge - fortunately I think the end result looks pretty good!


MAGFest Indie Videogame Showcase was a wonderful experience - met a lot of great people, got a lot of great feedback on the game, and generally had a good time all around! 
I was honestly a little surprised at how many people named "Chris" wanted their picture taken with the banner!

Watching people play the game was very instructive - a number of people played a considerable amount of time and went through several levels (a couple people even came close to 100%-ing the demo!), so we got a lot of useful data.  We smoothed out a number of sections that seemed to be more challenging than intended and fixed a number of bugs.  We also significantly tightened up the dialog in Story Mode - I don't want to shortchange the narrative, but I also want to get people to the world map as soon as possible!

The most significant change (you may have noticed this from the above GIF, if you've played the game before) is that we gave Chris a "ceiling walk" animation:
I thought Kyle's animation here was pretty hysterical myself, but the main goal was to give Chris a very obviously different "state" for when he's on the ceiling versus just in the air.  This is because the Jump button has two different functions depending on that state - jump when on the ceiling, deflate when in the air.  My hope is that, by making Chris's "state" very clearly distinct, it will make Chris's "reverse gravity" platforming more intuitive in general.  What do you think?

Another concern has been making sure that all primary gameplay elements are clear without requiring players to read text - sometimes important information gets skimmed over or skipped if it's buried in dialog.  We're working on adding some help icons to make it clear that you can always float out of any given level to return to the world map - hopefully in an unobtrusive, temporary sort of way!.  We're also trying to think about ways to encourage folks to visit Mexico first (I really don't want to restrict players anymore that I have to - I love having freedom, even if it's freedom to go somewhere that may be too challenging!).  Suggestions are, of course, welcome!


In case you haven't seen it yet, we setup our "Coming Soon" page on Steam!  So now you can head over and wishlist or follow us:  (https://store.steampowered.com/app/341170)

We also setup a Facebook page a while ago, so if you prefer to get your updates that way, that option is now available:  (https://www.facebook.com/AdventuresOfChris)

You can check out our animated reveal trailer here:
<![CDATA[December 2018 Progress Report]]>Sat, 29 Dec 2018 20:13:52 GMThttp://adventuresofchris.com/devlog/december-2018-progress-reportWith Chile pretty much in the can, we've been making progress on Japan - the idea here is to build a level that's a little more stealth-oriented.  Crawling with ninja cats, Keito Dama Castle must be traversed slowly and carefully lest you're seen and mercilessly speared with ninja stars...
The original conception of this level for the OUYA version tried to walk a balanced path between a more "stealth"-based mechanic and more traditional platforming, but the result (at least in the exterior portion of the castle) felt pretty much like platforming only.  The ninja cats wouldn't shoot until they saw you - but they could be dodged easily enough, so players weren't super motivated to avoid the cats' steely gazes.  For this version, we're experimenting with cats that are far more dangerous when they see you - but hopefully not so dangerous that you just die immediately upon being spotted - or artificially kicked out of the level, as in the various stealth-based portions of Ocarina of Time (or even, to some extent, Breath of the Wild).  Chris ought to be able to take a hit or dodge if necessary, but still feel the motivation to tread carefully.
There's another new thing we're experimenting with...
A sword for Chris!

I really wanted to give Chris a sword for a very simple, totally objective reason - swords are awesome.  The trick is coming up with a compelling in-game case for it.  Is it stronger than a fireball to compensate for its shorter range?  How big a hitbox should it have?  Have rapidly can you swing it?  All these questions are fairly tricky - if a new ability feels weak, that's not much fun (you can create artificial situations that require the new ability, but still...).  But if the ability is too strong, that can feel nice for a little while but you certainly don't want to trivialize later content.  It's possible we might wind up adding a magic cost to the sword - especially with Chris's ability to deflect or reflect enemy projectiles with it!  But we'll definitely let people give it a test run at MAGfest...
Speaking of MAGfest, we're super excited to be heading out to Washington, DC in a few days for the MAGfest Indie Games Festival!  Should be a lot of fun hanging out at the Gaylord Hotel, and we're looking forward to seeing how people react!
In other news, lead animator Kyle appeared on the Gamkedo podcast recently, talking about being a game artist for Adventures of Chris!  You can check it out here.

If you haven't wishlisted us on Steam, you can do so here: Steam Coming Soon Page

Or join the mailing list here, to make sure you don't miss an update: Join Mailing List
<![CDATA[November 2018 Progress Report]]>Fri, 23 Nov 2018 06:00:00 GMThttp://adventuresofchris.com/devlog/november-2018-progress-reportProgress continues to be made on Adventures of Chris!  The game is still on track to be finished by mid-2019.  Here's what's been happening:

steam, Facebook, and YouTube

We finally setup our "Coming Soon" page on Steam!  So now you can head over and wishlist or follow us:  (https://store.steampowered.com/app/341170)

We also setup a Facebook page, so if you prefer to get your updates that way, that option is now available:  (https://www.facebook.com/AdventuresOfChris)

The game's animated reveal trailer is now (finally) finished.  You can check it out here:


Adventures of Chris is now officially coming to MAGfest's Indie Videogame Showcase!  MAGfest is a gaming convention in Washington, DC running from January 3-6.  If you happen to be in the area, stop by and see us!  You can find more information on MAGfest at the official website here: (https://super.magfest.org/)


The Chilean level is now complete and ready for testing!  Chris can now face off with hordes of cyborg penguins, volcanic fire rain, and El Doctor Pingüino's hi-tech weaponry.  Check out these recent screenshots!
The Chilean level also introduces the idea of multi-colored gases that cause Chris to rise (or fall!) at different rates.  In combination with the various penguin weaponry and volcanic fire rain, hopefully this constitutes a fair number of engaging new mechanics for the level.  (It's always a challenge to make each level feel unique and fresh.)


Next up is the Japan level, where Chris will go head-to-head against the Clan of the Black Yarnball...
If you're interested in playtesting the new Chile level, shoot me an email at adventuresofchrisgame@gmail.com.  I'll forward you the links!  Feedback is always appreciated.
<![CDATA[August 2018 Progress Report]]>Thu, 16 Aug 2018 02:51:22 GMThttp://adventuresofchris.com/devlog/august-2018-progress-reportPicturePhoto by @GoodNightGames
What a great weekend!  Kyle (lead artist/animator) and I took Adventures of Chris to a game convention called Play NYC, and it was a lot of fun.  We got a lot of good feedback on the game, and people seemed to really enjoy it!  It was my very first time exhibiting at a game convention, and it was definitely exhausting, but on the whole I'm glad we went.  Seeing how people played, where they laughed, what strategies they tried, etc. was tremendously valuable.  We got interviewed by a few different local games journalists - follow @chris_guin on Twitter or join our mailing list if you want to be alerted to any other game news!

As for the game itself, the Siberia level is now complete, including the monstrous boss we're simply calling Ice Creature - a physically larger boss than we've yet had, meaning that the animation required more frames than initially anticipated to not look "choppy."  I think we have it in good shape now, though.

We've also been working on an animated intro/trailer sequence that I'm really looking forward to completing.  We played it in an unfinished state at Play NYC, and got some nice laughs with it, so I'm looking forward to seeing people's reaction to the finished product.  Part of me would much rather be working on game assets rather than publicity materials, which take a fair amount of time, but I think the idea of the trailer concept captures the spirit of the game pretty neatly, and I'm hoping it will really help sell people on the idea of the game.
There's still a little more to go on the trailer to have it wrapped up.  After that, it's on to the Chile level, where Chris will do battle Contra-style with an army of heavily-armed penguins, and their leader, UFO-riding scientist El Doctor Pingüino.  The background and penguin designs are already in good shape - so once we get cracking we should make some fairly quick progress.

And then we'll have 6/9 levels in the can...
<![CDATA[April 2018 Progress Report]]>Sat, 14 Apr 2018 01:51:18 GMThttp://adventuresofchris.com/devlog/april-2018-progress-reportWork on The Adventures of Chris continues!  Currently, I have a working demo containing:
  • The complete introductory sequence
  • The Kingdom of Lost Balloons
  • Mexico (Jungle/Mayan Temple)
  • Malaysia (Stilt Village)
  • Transylvania (Count Junior's Castle)
  • Los Angeles (Freeway/Refinery)
Siberia is next on the agenda - and we're already a ways toward completing the artwork!  I'm especially looking forward to the boss of that level... should be a doozy.  If you're interested in play-testing the latest builds, feel free to contact me at imaginer01@gmail.com and I'll shoot you the links!

The Los Angeles level is the newest completed, and may still need a little bit of tweaking difficulty-wise.  But I do like Kyle's new design for Smog Monster.
One of my favorite things to do when working on the game is to watch lead artist/animator Kyle rough out new character concepts.  As someone with little artistic talent, it feels a lot like magic to me.  Smog Monster has been a villain in my game since very early days, so I was excited to see him get a "real" design.

For some reason, as we were sitting down to sketch out Smog Monster, we gave him a baseball cap and a cigar.  The idea that a monster made completely out of pollution would also smoke a cigar cracked me up.  I also loved that the details immediately raised questions about this guy - is he a Dodgers fan?  Why?  Why does he smoke?  Does he need to or just like to?  Did he used to be human?  What if he didn't?  What if LA smog just pulls for LA teams? 
So Kyle did the rough animation above, and Smog Monster mostly looked like that for a while, until I realized that he needed a new personality in his dialog to match his new look.  In the OUYA version of the game, Smog Monster was basically an excuse for dumb jokes that, unfortunately, never got laughs.  He needed to be more than dumb.  So I worked out a new character description for him.

As I was telling Kyle about the new direction for the character, he apparently got inspired to redesign his appearance to match the personality that I had changed to match his appearance!  So he sent me a new sketch - this time with a huge, puffed-up chest and a facial expression to match his new role as the kingpin of Southern California emissions.  So the final design was more a bit iterative than I originally intended.

I don't know about you, but I like Smog Monster's new shape and expression.  I hope you'll enjoy his new dialog and personality as well in the new Los Angeles level!
<![CDATA[The Joy Of Ribbon Physics]]>Mon, 26 Mar 2018 07:00:00 GMThttp://adventuresofchris.com/devlog/the-joy-of-ribbon-physicsPicture
When converting the game to HD, one of my initial decisions was to go ahead and port the whole thing to Unity.  I love Flash (the former game engine), but it felt like it was on the way out - if not already out.  Unity had better support, a larger community, and most importantly, made it easy to port to a large number of platforms.  This has already proven useful, as I recently tested the game on my Steambox and it worked flawlessly.  All I had to do was check the "Linux" checkbox on the Unity Build menu and it... just worked.  That doesn't happen terribly often, so I'm counting my blessings.

But Unity has other advantages - a lot of built-in tools to play around with!  One idea I had was to try to mess around a bit with the physics engine.  I figured I could do something neat like give Chris and the various helium balloons in the game ribbons and tie them down to things.  It could make for a few fun interactive components, or be useful to the story in a few places.

I'd seen enough chains and ropes in modern games that I felt like this should have been a solved problem by that point.  I figured there was probably a module in Unity called "chain physics" or "rope physics" or something and I could watch a tutorial or two and be done in an afternoon.

Boy was I wrong.

It turns out that Unity does have built-in support for this kind of physics, but it was surprisingly tricky to get working right.  Unity does support something called "joints," which come in different types, and attach objects to each other in different ways.  Checking out various tutorials and articles, it looked like you could make a chain fairly easily by taking a number of chain links and linking them together with "hinge joints."  If you make sure all the objects have the proper weight and gravity, it seemed like the chain should "just work."  Since a ribbon or string could be thought of as a chain with lots of tiny little pieces, I figured I was golden.

Except I wasn't.  The chain links kept stretching past where they should physically be able to, or rotating in funny ways, or breaking apart.  I tweaked settings over and over again, and occasionally I would get something that looked about right, but then it would do something else funky.  I was starting to get frustrated.  The fact that the chain pieces weighed downward but balloons float upward appeared to throw all kinds of monkey wrenches into the physics engine (or else I just had something very wrong in the setup that I never diagnosed).

But then I had a realization.  Strings and ribbons don't really weigh that much.  In fact, shouldn't their weight be essentially negligible?  Maybe I was going about this entirely the wrong way.

Maybe, instead of thinking of a ribbon as a series of hinge joints, I should think of it as exactly one "distance joint" - a type of joint in Unity that prevents two objects from separating too far from each other.  This joint seemed much simpler and worked much more reliably.  The ribbon then, instead of being actual physics objects with mass and joints and so forth, would just be a simple colored line, drawn using Unity's 2D line drawer.

This worked much, much better.  However, there was still a problem, and it involved math.  Drawing a ribbon when it's stretched tight is easy - that's just a straight line.  But what if there's some slack?  The ribbon has to hang down in a curve.  At first I thought I would break out my old high school Algebra II and try to figure out how to draw a parabola.  I had two points it had to go through, and a maximum length.  Surely I could do some algebra, solve a few equations, and math magic would ensue.

Well, it turns out my Algebra II was a bit rusty.  Also, I wasn't even sure that the parabola was the right shape.  I struggled to find out even how to look up the problem online, not knowing the right names of things, until I finally found the word I was looking for:


You ever heard of a catenary?  I hadn't.  It turns out it's a term used a lot in architecture for things like suspension bridges -- it's the name of the curve that's formed by a rope or chain that's held slack.  It was exactly what I was looking for, and there was a whole equation for it, already there on the internet for my convenience.  I didn't have to derive anything myself.

I found some pseudocode for it on the internet, ported it to C# in Unity, and lo and behold, I had reasonably convincing looking ribbons!  Woo hoo!

Once I had the ability, I came up with a few other ways to use it - including in a brand, new level you'll get to see in the demo.

Not that I necessarily want you really scrutinizing the curve of hanging strings, but I do think it turned out pretty well in the final product.  Let me know what you think!

<![CDATA[First round of Demo Feedback Is In...]]>Sun, 21 Jan 2018 20:33:23 GMThttp://adventuresofchris.com/devlog/first-round-of-demo-feedback-is-inThe battle against Dave really shouldn't be challenging...
​So I've been observing people play through the Adventures of Chris demo, taking notes, making adjustments, recording feedback, and it's been an incredibly useful process.  I suspect this is one of those lessons that should be obvious, but that I nonetheless have had to learn the hard way - if I tune the difficulty to be a fun and engaging challenge for MYSELF (the programmer), it's likely to be WAY too hard for anybody else.  Sometimes this is a function of making assumptions on my part - I know what I expect the player to do, what the enemy patterns are, etc. - but there's no guarantee other players will understand the intent.

In a way, it's kind of embarrassing.  Watching players struggle against early bosses that are supposed to be a cakewalk, it's easy to feel like a failure as a designer.  Fortunately, I've discovered that I'm in good company when it comes to this sort of thing.

Consider this interview with the creators of Chrono Trigger, one of my favorite games of all time:


Sakaguchi: At first, getting through the game was tough.  The testers were saying "You guys are being cruel.  Whose idea was this?"  It was mine! *laughter*  Harsh, right?
Horii: We developers had managed to make the game too difficult!
Sakaguchi: It's always like that the first time, no matter what.
Horii: It's because we know too much.  The developers think the game's just right, that they're being too soft.  They're thinking from their own experience.  The puzzles were the same.  Lots of players didn't figure out things we thought they'd get easily.
Sakaguchi: There were exceptions to where people got stuck, though.
Horii: Right, the places where players got stuck differed from person to person.
Sakaguchi: You get to the point where you just need to talk to the person, so why don't you talk to them? *laughter*
(This is actually a big comfort to me.  If the expert, professional designers of some of the most beloved games in history had trouble tuning the difficulty at first, then I think maybe it's ok that the Adventures of Chris demo started out too intense.  I'm in good company!

It also reemphasizes the importance of iteration.  It's still early enough in the process to where I can make changes to smooth out the difficulty curve.  I can try to make things more clear and better paced, without breaking the game.  So I'm optimistic that eventually... EVENTUALLY... I'll get it right!  (I think my more recent builds have already helped out a lot in this respect.)

In other news, people have been responding very positively so far to the art and dialog, as well as the music.

I'm excited to make more progress!

(And if you want to playtest the demo for me, shoot me an email at imaginer01@gmail.com!  All feedback is welcome!)
<![CDATA[The Appeal of a Mini-Game]]>Fri, 05 Jan 2018 08:00:00 GMThttp://adventuresofchris.com/devlog/the-appeal-of-a-mini-gamePicture
So I've got the demo ready to go now!  I've sent it off to the first wave of people - hoping to get some good feedback from everybody.  If you're interested in playing it, feel free to drop me a line at imaginer01@gmail.com and I'll be sure to send it your way!

Over the last couple weeks, I've been trying to add some bonus content to The Adventures of Chris - filling out the Kingdom of Lost Balloons, the game's central "town" area.  I've even added a mini-game!

You see, in the original, pixel-art version of the game, I had a level very early in the game that people called the "bird level."  It was remarkably challenging for what was essentially the third level in the game, and a lot of people got frustrated to the point where they quit playing at that level - before they'd even reached the World Map!  I smoothed it out significantly with later builds, but it still felt like a lot to put players through that early on.

Well, I aim to fix that in the new version.  I've greatly shortened and simplified the first several levels of the game, trying to streamline the difficulty curve a bit.  So the "bird level" is radically shortened.  Unfortunately, I kind of like the bird level.  I liked the challenge of it.  So I'm bringing the bird level back, but as a completely optional mini-game.

"But Chris," you might be saying.  "Don't you hate mini-games?"

"Not all of them!" I might reply.  I do enjoy complaining about certain mini-games, that's for sure.  Final Fantasy VII and Final Fantasy VIII both had mini-games that drove me crazy, for example.  I don't like a game that I enjoy telling me that I have to play a game that I don't enjoy to continue.  Zelda mini-games are better, but occasionally the challenge level gets too frustrating.  Right now, Mario Odyssey's jump rope and beach volleyball mini-games are driving me crazy.

But mini-games don't have to be random or overly difficult.  They can fit in with a world well.  And they have advantages!  Mini-games provide additional variety of experience.  They can reward exploration.  They can add optional challenge for players that like that kind of thing.  They help flesh out a game's world.  (Final Fantasy XIII really could've used some.)

So adding mini-games is a risk, but they have potential rewards. 

So we'll see how the demo players react!  Hopefully it enriches the world, and adds some additional fun for players that want it.

<![CDATA[The Adventures Continue...]]>Sun, 31 Dec 2017 18:36:08 GMThttp://adventuresofchris.com/devlog/the-adventures-continuePicture
Hi, everybody!  I've been thinking about keeping a developer's log on the site so that anybody interested in the game can get a sense of how things are coming along from time to time.

Since The Adventures of Chris doesn't have a gigantic budget, I'm mostly able to get the quality level I want by finding freelance artists who can work on my game along with other projects - but this does mean things take more time!  That said, I'm pretty happy with the quality level I've been able to achieve so far.  My game has progressed from my own neophyte attempts at retro pixel-art to a fully traditionally hand-animated cartoon.

I'm hoping to have a demo of the first several levels ready to go in the next month or so.  Production has necessarily slowed down over the holidays, but we've got the entire introductory sequence, Mexico, Malaysia, and most of Transylvania and the Kingdom of Lost Balloons ready to play test!  I'm most curious to find out how people fare against the new, more elaborate boss mechanics for Buzzkill and Woe (Count Junior's ghost butler)!

If you have any interest in helping me play test when the time comes, any and all feedback is appreciated!

You can subscribe to this blog using any RSS reader with the URL ​http://adventuresofchris.com/devlog/feed, or you can follow me on Twitter at @chris_guin.