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Super chibi knight bonsai
Super chibi knight bonsai








  1. #Super chibi knight bonsai full#
  2. #Super chibi knight bonsai mac#

I was juggling a lot of stuff: family, freelance work, school, exercise (rarely), and lots of other things too. It took me 6 months longer than promised in the Kickstarter campaign to finish the game, but it had to be done.

#Super chibi knight bonsai mac#

swf files and had no idea how I would ever tackle things like Gamepad Support, Steam Achievements, using the Steam Client, Multi-Platform support (CURSE YOU MAC AND LINUX!), or even Adobe AIR. At the time, I was still developing in the Flash IDE outputting. People like Ed McMillen ( ) and Tom Brien ( ) had recently found success with releasing "Flash" games on Steam (The Binding of Isaac and No Time To Explain) so I decided to make the shift (without really knowing what I was getting into) and launched a Steam Greenlight campaign for SCK. Super Chibi Knight was originally supposed to be a web game (you can tell by the weird resolution I originally chose and got locked into) But in 2013-2014 the appeal of web-games was largely wearing off and there was (and still is) a lot of anti-Flash sentiment. I had been working on the Chibi Knight sequel in my spare time, but decided to get more serious about it and ran a Kickstarter campaign in February of 2014 which was successfully funded in large part thanks to generous pledges from people like YOU! The kids' educational game company I was working for imploded in 2013 and I was left without much recourse except to buckle down and get my freelance/indie thing going. You can read my postmortem of that grueling experience here. One of the highlights of that time period was releasing Abobo's Big Adventure in 2012 with and and Newgrounds.

#Super chibi knight bonsai full#

So, the next few years (2010 to 2015) were full of ups and downs, normal life challenges I think for most people, and especially normal for those who are trying to do creative (synonymous with "risky") things. I wrote a post-mortem about making the original Chibi Knight a while back. It was heavily inspired by Zelda II (my favorite Zelda game growing up) and in a kind of fortuitous way, I ended up with my, then, 4 year-old daughter as the voice actress (which is what MADE the game imo). and I finished that game in 2 weeks and it's been one of my most played games ever.Įnough people contacted me and suggested I expand on CCTB, that I decided to do it and eventually, in 2010, made the original Chibi Knight. it's a side-scrolling simple platformer/beatemup, the character's armor and weapon gets better and better as you level up, fast-paced action, big boss battles, and cute voice acting. The pink knight was all his idea :-Dīut you can see similarities between Super Chibi Knight and CCTB. Of course, helped turn it into something way more impressive than I originally intended. I think I have to trace the real "root" of this game back to Castle Crashing the Beard (which was somewhat inspired by a game I made way back in 2007 called Boss Bash) It was a silly idea I had in 2008 while Tom was still working on completing Castle Crashers. Where to begin as a review of the long journey? The game is on sale for 10% off as a "launch discount" so take advantage of that :-D Super Chibi Knight is officially launched into the world of Steam games! įirst order of business - Please help spread the word by sharing this link:










Super chibi knight bonsai