Posted May 14, 2024 by MissFortune
Feels like it's been a super long time since I've written one of these, and it probably has been. Before I get into the meat of the Play Sheet, I'll just talk a little bit about Episode 2, its release, and some leftover thoughts.
Firstly, I'd like to mention how appreciative I am of the patience I was given in getting Episode 2 out. Especially by the people who are financially supporting the game. For those who follow these, you already know the reason why. But all the same, it took far, far longer than I wanted it to. Which was both damaging to potential growth and making supporters spend more money when they aren't getting the product they're supporting. For those supporting, and even those who are supporting in other ways (sharing, etc.), it really is appreciated. Very much so.
Secondly, I saw both a fairly massive spike in support on all three platforms (Patreon, SS, Itch.) and a 1,000+ jump in wishlists (likely due in part to the demo coming out around the same time, but I imagine the link in the game helped a good bit.). Before even going out to curators (more on that below.). It's thanks to that support that I'll likely be able to afford Storyblocks/a music platform. Something other than free/public domain stuff (which I'm starting to run low on.). So, thank you for that. A lot of what I'm making off of this is going right back into the VN, and ultimately making it a better product.
Thirdly, it was a pretty bumpy update. A lot of bugs, both avoidable and completely out of my hands. Namely the locale bug. I never really know just how broken locale was in Windows. It worked fine Windows 10/11 machines (and MacOS. AFAIK, at least. You guys tend to be pretty silent.). But with a lot of the framework already done (UI, stats, traits, etc.), most of the major issues should be out of the way. As for what I said about future Android releases, I've had a couple people reach out with their services to make an Android version. I'll be looking into rates and such and see where to go from there. A small portion of my supporters tend to be Android, so I don't know how worth it it would be at the end of the day. Typos and other grammar issues are going to be fixed soon. Will happily taken on some volunteers who want to help out (more below)
I want to do bigger things with Move The Chains. Stuff like voice-acting, outsourcing animations (or learning Blender myself and doing the animations in that), more custom music, and perhaps even some custom assets in the future. I'm not trying to build my own store or studio (which would be sick if I had the funds to bring in multiple projects and let the artists work without worrying about living, but not happening anytime soon lol.), hire 15 people (or 1), or start milking people. I just genuinely want to make the game the best version of itself. Animations aside, this is my project and I don't intend to hand anything off onto anyone. Stubborn? Sure. But I don't want to be College Kings, either.
Needless to say, stuff like that requires support. The more support Move The Chains gets, the more likely that kind of stuff is to become a reality. Anyways, onto why you're actually here:
You can view the aforementioned preview images here (along with all previous and future Play Sheets, which will always be free).
While I have your attention. . .Even if you don't plan on buying it on Steam, a wishlist would be massively helpful.