Posted May 07, 2024 by junejijo
Hello again, everyone!
One of my favorite parts of taking part in these Touhou Game Jams is having the ability to 1) play the entries of other creators and learning a lot from them to push forward into my own works and 2) talk at length about the process of games-making. As I've said before, the creative process is something I cherish; building something from the ground up is very hard to do, and looking back at how you got to a finished article can fill you with pride upon further reflection.
Last Jam, I was pretty down on the process-- in part because I was going through some personal turmoil, and announced a hasty retirement from three-day jams.
I'm very glad I reconsidered my stance. Koishi's Quest was some of the most fun I've ever had as both a writer and a director. The utter joy I felt when seeing things start to come together during the Jam process and then watching as people tried to solve was in front of them during the judgment period was addicting. It's the feeling every creative strives for when putting something out into the world.
The team I had the opportunity to work with was also amazing. I am forever humbled that such awesome creatives continue to believe in the visions I propose to them and were as eager as I was to see it become realized. If it weren't for them, this would never have been made. They were all extremely attentive, quick to turn things in and were very passionate about the project. Thank you so much; just thinking about it has me teary-eyed as I type. I'll be sure to point out all the individual members later, as usual.
Enough sentimentality, though, let's open this thing up.
I knew pretty much immediately upon the reveal of the Jam theme I wanted to make an adventure game. As a child of the late 90s, adventure games and point-and-clicks were some of my first exposure to video gaming in general. I always found joy in discovering things and walking around in unique environments at my own leisure and really getting in to the guts of a game. Their distinct writing styles and unique logic always stuck out to me, and it's that feeling I wanted to chase down. Suffice to say you don't see many adventure games out there these days-- much less in the Touhou universe. I wrote about those inspirations in the hintbook, which is attached to the end of this document if you'd like to check that out.
I knew pretty early on I wanted Koishi to be the central character for a very specific reason: the ability to play with their third eye being closed and having a faulty memory. That would lend us a great opportunity for some unique gameplay elements-- not to mention she's just really fun to write for. (I had a great time writing for her in Kokoro's Doki-Doki Sabbatical's alternate ending.)
The creative decision to make this game with it's black-and-white style was part of that idea. While conceptualizing the game's ultimate vision, I actually consulted munchea, a fellow Jammer, to discuss their academic work on video games which used handicaps as strengths. Through that, I discovered some other games which played with the idea of sensory deprivation forcing alternative modes of thought and started threading some of those ideas into Koishi's Quest.
I pulled heavily from two games in particular: The Nightjar and Perception. The Nightjar was a promotional gambit by Wrigley Gum to promote a new flavor they had at the time, but it was an all-star production with Benedict Cumberbatch heavily featured. In that game, you input movement commands with almost zero visual effects to interpret from. Instead, you have to follow Cumberbatch's instructions to find your way out before the ship you're on is lost in space forever. It had outstanding audio design, with heavy emphasis on atmospheric noise and the human vs. machine element. Perception is a game about a blind woman who re-visits the home of her murdered sister to try and discover answers. In that game, you can only see the silhouettes of what is around you or feel the sensations of the room or environment you're in based on how much noise you make. Make too much and you'll attract trouble. Make too little and you won't progress. It was an interesting idea which I thought was well-executed.
Originally, sound design was going to be a lot more integral to the game, with every single item having some sort of aural cue when Koishi would interact with something. We got some of the major stuff going in that direction, but couldn't get as specific as I would have previously intended due to the engine we were using being a bit of a bear. Even still, I thought our sound design was outstanding, especially with the voice acting compression.
As for the visuals, this idea of using outlines to identify object is directly from Perception-- though it was also a decision made in part knowing the artist would be busy with other projects. I figured making everything black and white would give the artist a lot less work in terms of getting it perfectly down pat with colors and the like. It would also offer a visually-striking element to make the game hard to forget. We did run into a little bit of issues along the way to the point where we brought on a second artist (thank you, Akira), but we got what we wanted for the most part at the end of the day! If I were to go back and change one thing about the art, I would consider maybe making items and the environment in a wire-frame fashion, in order to more easily distinguish what is and is not interactive. (I'd also be a bit more understanding of what size things needed to be to prevent lost time; that was truly a my bad on my part.)
The writing was supremely fun! I had a great time making some very interesting scenarios which I thought fit every character pretty well for the most part. If there was one regret I have, it's probably that I got too clever for my own good sometimes. There were times where I felt like I had made the logic too easy or obvious, as I figured people would approach it the same way I did. I forgot I am a veteran of these things and this resulted in some awkward moments. I also forgot to insert some nag lines-- or take some out-- due to the time crunch. I'm very sorry to everyone who expressed their frustrations about the writing; it is a lesson learned for me.
For the large part, the game we made was exactly what I thought it would look like at the start outside of some cuts in scope. I'm very proud that we didn't have to veer from the original vision like maybe I had to in some other games in the past. The only things we really had to cut were some latter parts of the last Enoko puzle and a path/board which would have heavily featured Okuu as an obstacle character.
This game would not have been possible without the contributions of the other team members.
One of the principles I always strive for when creating games is to be unapologetic. I knew going into the Jam, this game might be a bit of a tough sell to the audience who was playing it. I really leaned into that by making the game black-and-white, which amped the already-challenging nature of adventure games even more. I figured if it was already going to get tough reception for the nature of its genre, then making it visually and aurally striking would be a motivator to complete the game. (This is also why the CGs at the end are completely in color; the idea was the player went through all this trouble to earn a tender moment.) Essentially, those who "get" it would really get it, and those who might struggle could at least be treated at the end for their endeavors.
To that end, I made sure to tell our team to commit completely to the bit. The music, the art, the voice acting, the sound design and the engine were all chosen with that in mind. I knew, ultimately, some of these choices would be unpopular, but we wanted to make the game we wanted to make and to that end, we accomplished our mission. The game and the accompanying hintbook are about as authentic to the true experience of 90s point-and-click adventures as it gets, and I will always appreciate how much fun it was to create.
Seeing everyone's reactions to the game was a roller-coaster, as I expected it to be. Even still, I found myself taken aback by the sheer polarity of the comments. Koishi's Quest was a game you would either really like, or really don't from what I saw in both streams and comments. I printed the hintbook after some feedback and even THAT proved to be a bit divisive. I was shocked at just how controversial the game proved to be; I did not anticipate such a reaction.
I remember two streamers downloading the original Jam version after our final update had come out and getting frustrated enough to quit it, which was very discouraging initially. That was around the time we also got some pretty pointed negative feedback, so I was particularly in a depressive state to the point where I cried about it. (I'm okay with admitting this, as I was largely embarrassed afterwards.) But there were several other streamers who totally got what the game was going for and fell in love with the charms of it. I had tears of joy seeing some of those reactions. Being able to interact with those streamers live was wonderful and I appreciated their earnest reviews at the end.
I knew we were going for something really ambitious, and hoped that people would understand what the game was going for stylistically and forgive some of its tendencies in favor of the overall feeling we tried to present. That said, I can understand some of the more pointed criticisms in retrospect.If I could do it over again, I would be more careful in writing and open up the timeline so that it wasn't so event-dependent.
Upon reading the results, I felt like I had failed the team and their contributions. But those are the breaks sometimes, and I've learned a lesson about scope and communication once again. I think if our process hadn't been so affected at the beginning, things could have gone differently.
My ambition for the game idea likely prevented the game from seeing an initially polished experience on launch.
We suffered a key departure right at the start of the Jam which forced me to have to pick up more tasks than I initially anticipated, which did have an effect on the rest of the schedule. I wasn't able to manage the project as much as I wanted to since I was now essentially centered inside it after having to pick up writing and puzzle duties in addition to directing and VA'ing. This created breakdowns of communication-- especially with the programmer-- which resulted in the buggy first launch. By the time we got the major fixes out, we had already gained a reputation as being a particularly difficult and long game, which I think ultimately scared a lot of people off after the initial burst of ratings. We ended up with 27 overall in a three-week period, so that more or less confirmed it, especially since there were over 80 entries.
The low ratings reflected this, and while it ultimately sucks on a surface level and doesn't reward what we were going for, it absolutely does not remove any of the passion and talent of any of the crew members who lent their skills to this game.
It bears repeating over and over I'm still so proud of the team for putting together such a wonderful experience. It took some wrangling of code to get there after the 72-hour limit, but I still cherish every moment it took to get this game out. I had the opportunity to work with some truly talented people on this project, and I will always be humbled by that.
We did what we set to do and made no compromises (well, the hintbook exists, so I guess that's one compromise). As a creative, I feel that is something to always try to achieve.
If you played or watched the game at all, thank you very much for giving it a fair shot. To anyone who hasn't yet, I encourage you to give it a try.
See you in June for Pride Jam 6!
-- junejijo, on behalf of BakaBaku Circle