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First, a great follow-up from last week: TLS is back to Overwhelmingly Positive on Steam!

Or to put it another way that emphasizes how amazing this push of fans was:

This surge of reviews has given the game a bit of margin again, so hopefully we can maintain that. I also appreciate those who said they only review finished games. Maybe you guys can help balance out the inevitable negatives when version 1.0.0 launches. ^-^

I would love to go from this through a purely positive update, but unfortunately I have to be honest and report that I wasn't happy with my TLS progress this week. I feel like I got jumped by various business things. Just assorted junk, from emails to surprises to websites getting in the way of my work.

Not all the distractions were negative, though! Some of you may recall that I've submitted various novels to various literary agents. Well, half a year later, I got some potentially positive results. I had to have a meeting (on the phone, like a savage >_<) with the agent, and there's still a question of the editorial process, but this is the highest profile agent I've ever had interested in my work. Communication and prep for this ate into my work, plus I lost some time being anxious; I have no idea whether their criticisms will align with my idea for the book or whether this will come to nothing. I can be flexible, but not infinitely flexible. =/

And, if I'm being perfectly honest, I spent a while just irritated at RoyalRoad and wondering if posting there was worth the Audible paycheck. Yes, probably, but I sure don't like it. I wish I had a perfectly calm mind that was never disrupted by frustrations, but sadly I'm not there yet.

Anyway, when business things cut into my focus, I try to at least clear a lot of them off my plate. So, for example, I have updated the TLS image pack for $10 backers. The previous version was so large that some people had trouble downloading it, so I've now split it into two. One "finished" image pack with many scenes, then future changes will be to the second, smaller image pack. There's assorted new art as well, as usual.

Matching nicely with this work, I've been communicating with a TLS player (one of us here!) who contributed some assets for the store page. I was planning to update the screenshots... but when I try, Steamworks for some reason says "Dimensions provided do not match any known assets. This image will not be saved." Why? Well, the documentation says screenshots "Should be high-res, widescreen format (16:9 aspect ratio) and at least 1920px x 1080px" - kind of annoying for a game that isn't those things.

The fan also offered potential updated trailers, which I have attached to this post. These are just the first drafts, so of course they'll change: for example, I suggested removing the text and have drafts for that. But what do you think, what should be included in a Steam trailer for TLS? I think I probably want to put the battle busts first in one of the trailers.

This is something that sadly isn't done this week, but is still necessary for getting ready for the final release. I may work more on it (or really, just give direction to the kind fan who will do the actual editing work) but I hope that next week I can report more progress on the next update, which remains my priority.

Files

Comments

Grim8P

Some feedback on the promo videos: - Video 1 - Instead of slamming through the text early on in the first video, I would pick a handful of banger lines and just show them. I imagine the community could help you generate a list if needed. They don't all have to be serious. Hilstara's "I couldn't help but notice how unbroken your legs are" is hilarious without needing any context. If the issue was showing as many maps as possible, then show one banger line from a given map, leave it on the screen long enough to be read, then move onto the next. - The section where Simon is walking around the HQ and it transitions from base to base is really well done, but I'm not sure why some of the portraits include nudity and then it's cropped out when Annikath's art is mentioned later on. - If there is any hope that you maintain that Simon isn't the MC from the trailer, I would have more sections of the video include someone else as the lead. I don't know how much this matters to you. - Video 2 - Same issue with the text scrolling through way too quickly. - It basically only shows text so I don't think this is usable as it is. - If you want one trailer to work like this then I would focus on how your choices matter instead of just slamming through text. I have a bit on this below. - With respect to what should be in the videos, show off all of the different aspects of the game. - Awesome combat animations / battlers, etc. - Sex scenes - Investment system - Research system - Anything about shaping the world by your choices. Maybe visually show this where a player makes a choice and you see the consequences, then it goes back and makes another choice and you see the consequences of that. - All of the different styles of maps. Maybe list how many maps you have? Looks like 938 as of 1.79.3. Show the world maps maybe? - The HQ being customizable is fantastic and that should remain. - Unsure if you have enough puzzles to make that a thing, but you do have some really interesting unique sequences, like Nyst's game or the Anak's race from the Second Gathering. Show a few of those off? - The harem list was a good inclusion. - Secrets people can find?

Lord Forte Games

Yeah, annoyingly steam doubled the desired size for store assets, so VXA screenshots no longer register right. I discovered this myself when I was trying to update some of mine. One workaround is, you can still replace existing ones by dropping them as a localization shot but just assigning it to English. It's all pretty obnoxious. >.>; Just thought I'd note that here in case it helps you. Congrats on getting back to overwhelmingly positive!

DankPotatoes

Some trailer feedback: -Video 1 is definitely better than Video 2. Video 2 mainly just shows some plot stuff that will mean nothing to someone who doesn't know the game. Video 1 actually shows some of the reasons why you should play the game: Art, management, freedom of choice, characters... the good stuff. Put the selling points that draw in players front and center. -When putting together characters to showcase for the trailers, I would recommend avoiding characters who are created through editing of basic RPGM sprites: Altina, Varia, Carina, even Aka. Take it from me, some of these (fellow) degenerates will recognize those sprites on sight, and will immediately assume that TLS is made with free assets, which makes them assume low quality. Go for the unique characters: Yarra, Esthera, Ginasta, Uyae, Trin... Anyone who immediately pops out visually. (huh, lots of yellow eyes here, guess I have a type, lol) -I don't think the main theme is the right music track for a trailer. Don't get me wrong, I love it, but trailers generally need to be explosive and attention-grabbing. The main theme is more... subdued and melancholic. Fitting for the main menu, but not for this. It can sound epic, it can sound violent, it can sound fun, it just needs to wake up those neurons in the monkey brains of us viewers. Something like the music that plays throughout the final battle (The theme used outside of combat sections) is probably my best suggestion for the right vibe. Slow lead-in with potential for some text on screen, and then an epic minute or two of showcasing great selling points, with epic music blasting overhead. That or just pay for the perfect kind of music, if it matters enough to you. Hot take, but I wouldn't be afraid of using small clips from potential spoilery stuff, if it just evokes the right emotions. New players won't remember any of that stuff 10 minutes into the game, nor what it means, so the spoilers won't matter. Ask yourself: Which parts of the game, are you the most visually proud of? Which scenes and maps would you want to showcase, if you only had 2 seconds to do so for each? For me, much of the best stuff is in the second half of the game. The Airship battle in the Incubus War! The Rose blossom forest in Erosian War! A clip from the battle of Yhilin with a ton of dead orcs and soldiers surrounding Simon! Jumping on platforms in Deepwilds part of the Tower, with that big windmill looming overhead! Now THAT looks unique. That is something I haven't seen similar things as before. Stuff like Delgar Forest or Feroholm is a bit quaint by comparison, and looks like something you could find in 20 other games from RPGMaker Hope any of this helps :)

guillaume nguyen

Always difficult to balance how much to spoil, and how much to conceal.

Nathan Phoenix

So I'm going full critic here. Go with the last half of the first trailer and expand on that. As strange as it sounds you should distance yourself from the RPGM stereotype. Most of those trailers look like any of the THOUSANDS of RPG maker games that get mass uploaded to Steam and Dlsite. The harem interacting together, base building, investments, and attitude system are what set TLS apart from generic "collect girl, collect 5 pictures of girl, get next girl" RPGM games. Also, change the music in the middle of the trailer, that gives it a bigger punch. The opening to Ace Combat 5 is a great blueprint for showing the game without spoiling anything https://www.youtube.com/watch?v=LZMw2fWBQTE

Lord Forte Games

Had a look at the trailers, going to pass on some advice that a guy on my patreon who has marketing background gave me when I was making my updated trailer (https://www.youtube.com/watch?v=vLzztuoimsw ). In general, he suggested that a trailer should try to sell the "vibe" of a game rather than being too information-focused (after all, they have the whole rest of the page for actual info). Despite finding this kind of annoying, I decided he was right. Also, he suggested Slay the Spire's trailer as an example of a very good one, which I borrowed a few ideas from. In that sense, I don't think walking around random maps (or the cgs, but those might have value anyway) really sells the vibe of TLS. I think the focus should be on things like The Tower, politics, and economics (and maybe the silly humor). In general, I'm not sure that "walking around random maps" ever really is a good use of advertising time (honestly it's a pet peeve of mine when I see screenshots of just a map with nothing going on on rpg maker game pages, because you could always show the map *and* something happening). I think there should always be something *happening* to keep the viewer's interest. The combat and base shots are pretty good, though. I personally don't think the second one is good, if I was gonna show a long-form convo I'd probably favor one on a visually striking map. He did say that a "secondary" trailer can be longer and less snappy, though. I would definitely lean into what makes TLS unique overall.

Runcible Technician

Now I'm super curious. How do you blow up an 8-bit image to 'hi-rez'? Did they just convert it to a vector graphic?

Lamsey

There are tools (e.g. waifu2x) that can achieve better scaling of low-res art than is typically possible with generic rescaling tools.

Ark Tolei

It's really unfortunate that you're continuing to struggle with the royal road side of things. I noticed the transition to weekly releases with very simple titling and wondered if it was a sign things are getting worse on that front. I hope you're at least enjoying the art itself. I'm certainly enjoying reading it still. I'm glad the game got pushed back up into the overwhelmingly positive range. It certainly deserves it.

Innocuous

Hello everyone, I'm the one who cut together these trailers. Thank you everyone for your feedback, it's really appreciated. I'll try to respond to things here to keep it in one place. - I tried to cut these similar to the existing Steam trailers, just with new footage because of all the visual updates. Also thank you to the community repositories for game saves (from Grimp8P and Thosha) which help a lot in jumping around the game to gather footage. - I think the target is a SFW trailer, which is why I cropped some of the Annikath art, and the NSFW portraits in the base customization segment is a mistake on my part. - I'm open to making any kind of changes. The more specific you can be, the more it helps. For instance, if you think a different music track would work better, which one (either by game location or, even better, filename)?

Dubsington

I have one reservation about the videos - A lot of people have been trained to see any use of default RPGM characters as a red flag warning of general quality issues. That's unavoidable here for reasons we all know and understand, but you might want to really lean into the Anikanth angle to show that "Yes, it's default art in some cases, but we've really done a lot with it." Basically, I'd show the default-RPGM characters (or at least Simon) in some Anikanth CGs, as well as some combat screens with the cool torsos on the left, before showing actual RPGM map-play screens. My thinking is that the enormous RenPy-VN-loving crowd will be much less put off by the RPGM label if they have a few seconds to see that you're not conforming to negative RPGM stereotypes.

Annikath

I like the trailers! :D Thank you so much for your hard work! I have two pieces of feedback: -I think the text flying in, in the trailer one is distracting. It might look better to either make the letters fly in faster, or I would not use the effect for the text? :o -the second trailer was much too fast for me to keep up with the reading speed, as a non-native speaker. I dunno if that's just on par for trailers, but the speed at which the characters spoke was just on edge of getting most of it, but not being able to read all of it. I'm uncertain if maybe it would be better to make the interactions even faster, so it's obvious you're not supposed to be able to read it all, or slower, so it's not so stressful to keep up? Please feel free to disregard my feedback if you don't think it would be useful. ^^ Also the section that shows off the base customization is SO cool! :D

Rachnera

Regarding the trailer examples: Video 1 Far too much overlay text. In particular, I would entirely remove the one above the combat example as it's quite redundant with what is effectively shown. The intro with Simon just walking through a bunch of places is quite weak. Maybe start with a "pre-credits" banger to immediately grab attention? Like a 3-seconds clip of the Yarra's titfuck and theology dialogue with no context? I would insist more on the choice part, by not only showing some of the choices, but also some of the variants that are consequences of those choices. Instinctively, I would also move that part earlier in the video, so it can pull double duty as examples of dialogues/characters in addition to "choices matter". Showing the harem screen is a good idea. I would however also remove the overlay text there. The part about the base is not bad per se but I feel way too long compared to how important it's in the game. To be sped up? I like how it ends, I would just shorten or speed up a bit the mini-gallery of art. At 00:36, Carina is really tiny compared to the other battle busts showing up just before and after. Video 2 Both trailers shouldn't share the same music if they are to both be on the Steam page. That instantly conveys an immense impression of cheapness ("they couldn't even afford two songs?"). I guess the intent is to give a glimpse at the plot of the game? But, as is, it's kind of incomprehensible. There's a guy with a big cleavage, and then he gets call on his intelligence by a villain, and then he's at a church, and at the end the bearded guy is talking with people we've never been introduced to about some stuff? Is he the mustache twirling villain heroic cleavage guy will have to kill to save the world?

DukeLeto7

Hey Lord Forte, are you the one making the Ledger script for Sierra? If so I wanted to compare notes with you on it because I've volunteered to help fill in the data. We didn't know if you were on Discord or not. Main problem is that I can't get the script Sierra gave me to work in RPG Maker. I just dropped it into the Script Editor list but no Ledger menu item appeared or anything like that and the ledger item in the inventory just runs the existing script common event. Another idea I had, (I've been thinking about doing the same thing you're trying but would have had to study up on RPG Maker window scripting) is to have another menu option differentiating profitable and non-profitable investments, basically sub dividing them into "Investments" and "Donations". Just wanted to run the idea by you. Currently making up separate lists in Excel to be eventually brute forced into RPG Maker script code. Respond to this comment with a way of getting in touch with you.