By Diego Hernandez / June 25th, 2019
Kickstarter takes a lot of effort for developers and goes beyond just getting funded. Such as, marketing to potential backers and keeping the ones who backed happy, among other things. With you going to Kickstarter on your second title, what’s the learning experience been like so far?
No amount of research could have prepared us. It’s like being on a rollercoaster, except it lasts a month. I am humbled by the incredible support we received there, but the stress of the campaign has given me a couple of white hairs already.
Kickstarter updates, demo patch notes, tweets and ads… the game needs to be out there, since the reach is never enough, but I don’t want to nag.
We recently introduced Community Goals to get people excited about a new romance for Vera. We learned the hard way that we should have had them from the start.
A demo for Catgirl’s Questlist is now available to the public. I’ll be quick to admit that it looks and plays amazingly, and the characters are colorful in both personality and design. They say first impressions are important, and this demo certainly leaves a good one. What was it like giving the concept life in this demo?
I knew I could write the yuri isekai I wanted, but I did not know if I could make the gameplay fun. Enter Bandit. He prototyped the mechanics of each girl, the fleeing animals, and the gathering system.
Once we knew we could make what we wanted, we started commissioning the art.
The demo started with the battle system and the maps. Slowly, it filled up with pixel characters going on about their lives and saying something new every day.
Working hands-on made me add small and big things: did you know that the stall next to Tam’s General Goods sells herbs for alchemy, starting from day 4? Their price is absurd, but the stall vendor is a pretty absurd character.
We had a blast seeing the script turn into the demo. I enjoyed writing it, and Bandit made the combat fun as well. We poured all of our love in the demo, and we can’t wait to have the complete game in our hands!
Rascal Devworks is a very good team, perhaps a biased take from myself. Regardless, can you tell us about the people working alongside you for Catgirl’s Questlist?
The other member of the team goes by the name of Bandit.
He helped me prototype the very first iteration of Snowed IN, that was deemed not fun (the player was Sigma’s Commander and a voyeur). As I mentioned before, the combat system of Catgirl’s Questlist is his baby. He’s also the one doing scripting, balancing and puzzles—you can have a taste of them in the Emerald Maze, the optional area unlocked in day 4.
He also gave me a lot of feedback on the script, and he’s the one in charge of fixing technical issues.
I have asked a lot of questions, but this is the last one. What would you tell the potential backers clicking and reading this article? Is there anything you’d like to reveal now to entice them?
This is the sprite of a character that will make an appearance in the full game, an exclusive reveal for Operation Rainfall! The succubus Raina has been teased in the demo, and has lured countless men and women into crazed dreams filled with her moans. How’s the chemistry between a succubus and a charm witch? I wonder…
The base game will be clean, and enjoyable as a full experience; for those left wanting more, we have a free H-patch that will shed some light about Vera’s adventures during the night.
If Catgirl’s Questlist sounds like your cup of tea, consider playing the demo! You’ll get to know the girls and catch a glimpse of the overall story.
You can make the game happen! Every little bit helps, and it saves some of my hair.
Can’t donate? It’s OK! Please, support us by sharing your feedback and telling people about the campaign.
Thank you for reading this interview, and thank you, Diego, for the opportunity!
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