Happy Halloween, Sleepyheads! đđť This month, the last Friday of the month happens to fall right on one of my favorite holidays, so Iâm gonna try to keep things very topical and focus on some cool and spooky details from Little Nemo! đ§ââď¸ But firstâŚ
First off, just some bookkeeping stuff: weâve locked in pledges, so if youâve already set your âCredited asâŚâ name and your platform of choice on which to receive the game, youâll no longer be able to change it. But there are still a good amount of backers that havenât entered any of their info into Pledge Manager yet. If that includes you, youâll have been getting emails asking you to please fill that out, and I just sent out final reminders. If you havenât yet logged into Pledge Manager to confirm these details, I recommend you do so, otherwise I will just use the details we may or may not have on hand to credit you in the game, and it could impact your ability to get the game on the platform youâd prefer. If youâre not sure, check your spam folder in your email client because Iâve had at least one person mention they were ending up in there. But you donât even need the email, you can just head to Pledge Manager directly to fill this stuff out (log in using the email associated with your Kickstarter account).
Okay, on to more fun stuff!
Iâm gonna start off with what Iâve been up to this month because I can keep it spoiler-free. Youâll recall last month I mentioned weâd be doing some playtesting in October, and I just wanted to fill you all in on how that went.
We had a mix of people who had played the game before, and those that hadnât. This time around, the game forced you to start with a pre-existing save file that was a little ways into đMushroom Marshđ already. I asked players to just play as they normally would and prevented access to the last ~1/3rd of the game. This meant they were playing through the middle chunk of the game, but they had access to earlier areas as well. Having access to such a large chunk of the domains means that players had access to an outsized portion of the gameâs actual content (because there are elements that only become possible to properly explore once you have unfettered access to most of the world) so playtesters actually spent quite a bit more time with the game than I anticipated (this is great, I think it means weâre on track for my time estimates for the game, and if anything itâll be a little longer than the 10 hours Iâve been aiming for, but not by so much as to be a problem).
I wonât spoil exactly what the playtesters encountered, but they got to play some bosses and quests, collect several toys, possibly find loads of secrets including optional PJs, Little Buddies, and Lucky Coin Shards. Overall the reaction was very positive, and more importantly it was very constructive. Through a combination of a feedback form I asked playtesters to fill out, self-reported feedback from testers, and even some video footage of playtesting, I was able to identify loads of things that needed to be fixed, adjusted, or just generally changed and improved.
So when looking back at this monthâs history of git commits, itâs loads of rather small things that I think all add up to some pretty significant improvements to the game. Overall Iâm really happy with how things went and looking forward to playtesting the final ~1/3 of the game soon!
Iâve also been digging into marketing stuff this month. The exact plan and timing for release is crystalizing (but none of this will get announced until next year so remain patient â) and so I have been trying to put together a plan where I can spend money on ads at launch that I think will be impactful. That means first exploring what kind of return on investment I can get on my ads. Obviously this is a bit tricky when the game isnât for sale yet, but I can do some math to estimate how many sales I think I will get from the ads I run (based on an estimate of how many wishlists will convert to sales) and compare that to how much profit Iâll make from the sale of each copy of the game. With all of that I can come up with a cost-per-wishlist target, and that gives me a metric for gauging how my ads are doing.
So this month I have been running ads on Reddit at a very limited rate (just a few dollars each day) to get a sense of which ads do well and if I can get under the cost-per-wishlist target I need to break even on the ad spend. So far, itâs all very promising! And when I compare my numbers to what I see others reporting, our ads appear to be quite compelling. đ
Iâll probably break this down into greater detail for some post-launch info (itâll be good to compare to how the numbers actually look once the game has been on sale for a bit), so if thatâs something youâd like to see more info about, lemme know!
Okay, so now letâs get into some spooky spoilers and weâll take a closer look at some exciting details from đHaunted HollowđâŚ
I know weâve already looked at the enemies in Haunted Hollow, but seeing as today is Halloween, I figured we should definitely take a look at something fun in this domain. There are some spoilers in here, so if youâre trying to go into the game blind youâll want to pass on this section.
Iâve covered a bit about this domainâs Guardian and quest in the past, but I wanted to dig in a bit more about how this all works. But first, meet Alex, the domainâs Guardian:
Meet Alex, Guardian of Haunted Hollow
Alex is seemingly the only Guardian that hasnât lost control of his domain. He still has his scepter and has not been transformed. But that doesnât mean your job is done because Alex asks you to do something for him before heâll help you recall your core memory of Haunted Hollow. Specifically, youâll need to bring Alex game cartridges for his Super Dreamstation 32 video game console. These are some retro games that his dad really likes, so heâs curious to try them out.
By the time you reach Alex, you may have already encountered one or more of these cartridges out in your travels because they are located throughout Slumberland. Once youâve met Alex, youâll be able to carry these back to him, but itâs a bit trickier than you might think. When youâre holding something in your hands, youâre unable to do things like dangle from monkey bars, use your pogo stick, or attack enemies with your yo-yo. Making it back to Alex from wherever you find these is a bit of an adventure unto itself for each one and will require some deliberate pathfinding on your part.
Nemo returning a game cartridge to Alex
So rather than battling a boss here, youâll instead have a long-running quest. You could go ahead and try to get started on it right away (Alex will point you towards the one cartridge location he knows of from the start) or just keep track of cartridges as you find them. Theyâll be marked on your map once you spot them, so you can always come back to grab them later. I hope this is a nice change of pace from a boss fight, and that youâll explore Haunted Hollow for ideal routes back to Alex while carrying a cartridge.
Once youâve brought Alex enough cartridges such that he helps you push back the Oblivion, heâll also offer to sell you some new pajamas, the Ghoulish PJs đ. With these spooky PJs, youâll fit right in at Haunted Hollow. Hereâs a quick look at how they work currently:
Ghoulish PJs let you avoid damage from enemies but youâll wake up instantly from hazards
And the in-game description:
These PJs were once worn by a lucid dreamer and allow you to ride the line between being awake and asleep.
Buff - Unawake You do not suffer any damage from enemies, but hazards always wake you up in a single hit.
I made these pretty strong for the first pass, and the reaction was about as expected (playtesters that got these PJs usually responded with something along the lines of âwow, these seem busted!â). So from here I think I do need to tone these down to bring them more in line with other PJs. While I think the one-hit wake-up from hazards is very punishing (maybe more so than players realize at first), I donât want these to even feel broken. While itâs fun to abuse mechanics and for players to try to âbreakâ the game, if you have one set of PJs that players think is way better than the others, it just removes the decision about which PJs to wear, and the goal is for the players âload outâ (PJs and Little Buddy) to always be something they should be considering. So we need a fair balance of pros and cons with this ability.
And hereâs some changes Iâm thinking of making to this:
Iâll test these approaches out and maybe it just needs one or the other, or maybe it needs both. Weâll see how it goes in the next round of playtesting!
The last thing Iâll dig into here thatâs kind of cool about Haunted Hollow is how the lighting in the game works, because there are a lot of dark areas in Haunted Hollow. If it gets completely dark, you wonât see anything except outlines of your character and enemies.
Itâs tough to see here, but you can just make out the outline of Nemo and some nearby enemies.
This of course makes it very difficult to navigate, so youâre gonna want some light. There are sometimes lanterns strewn about to help you see, and thereâs even some enemies that emit light, though youâll have to avoid destroying them if you want them to keep lighting everything up for you.
These Electric Scarabiners emit enough light that you can kind of see your way around. You might want to avoid destroying them!
But probably what youâll need to do most of the time is carry a jack-o-lantern around with you. These are a great source of light and allow you to see to navigate through the dark areas, but as we mentioned above with the cartridges, not having your hands free can be a problem. And besides, what if youâre trying to carry a video game cartridge through Haunted Hollow to Alex? In that case youâd definitely benefit from having a Little Buddy that can help you see in the dark, so make sure to explore Slumberland and keep an eye out for clues!
The jack-o-lanterns provide a nice bit of light around Nemo
So what do you think of Haunted Hollow? Did you enjoy this domain-specific overview? Please let me know in the comments below! As a big fan of all things Halloween, I always knew from the get-go that Little Nemo was gonna have to include a Halloween-themed dream domain so itâs fun to get to show it off a bit ahead of release. đ
Okay, before wrapping up, I did want to clue you into a Kickstarter for another cute metroidvania that you might be interested in, Stomp & the Sword of Miracles. This one has some really charming animation and has a demo available that you can check out if the trailer gets you hooked! The demo is very promising so I recommend giving it a shot đ
Stomp & the Sword of Miracles
Embark on a mission to save the world from the god of chaos in this character-driven metroidvania! Play as Stomp, an impulsive young nubkin, as you explore a world full of lost secrets, meet a cast of charming characters, and use the creatures around you to your advantage to reach new heights.
Thatâs it for the October update. Weâre getting so close to launch. Itâs weird to think that there will only be a few more of these updates and then youâll just be playing the game instead of reading about it đŽ(donât worry, for you Switch backers, Iâll keep on updating you as to the status of the Switch release as we go đ). Thanks so much for reading and following along, and Iâll see you again next month!
-Dave
