Letter Quest: Grimm’s Journey Is Almost Done!

Today I realized that it’s been a couple of weeks since our last post – it’s easy to lose track of time when trying to get a game ready for release! We’ve shipped several games in our professional careers, but until now it’s always been at a larger company with many employees. This is our first “on our own” game release! We’re really excited, totally overworked, slightly terrified, and very proud of the game that Letter Quest has become. Over the last couple of weeks, I’ve played the game in its entirety five times. It takes me about four hours to reach and defeat the final boss. For players that haven’t logged hundreds of hours into the game, that time could easily be doubled, if not tripled – we’ve got a ton of content waiting to be discovered. I’m also impressed at just how much time, energy and effort we’ve been putting into polishing the game, making sure everything plays super-awesomely, fine-tuning the costs of everything in the shop, the reward values, monster difficulty, the tutorial text, etc. When we started this game, we set out to make a “pretty simple word game”…after around 10 months, we can safely say that “simple” wasn’t terribly accurate! We’ve now got a super-cool RPG word/puzzle game hybrid that we still enjoy playing, even after a ton of testing – hopefully that’s a really good sign! We should be ready for App Store submission (Android coming soon after!) in early January. Until then, here’s a bunch of screenshots from the current version, to give you an idea of how things are looking. Happy Holidays to everyone! Our new map with the stage details panel, blueprinty awesomeness, and a new layout! One of the special challenge enemies – he’s super-tough! The new bookstore, complete with shopkeeper Apparently “sisses” means to make a buzzing sound…I was just trying to use up some of those Ss! New shopkeeper art and new shop item icons…we couldn’t forget the...

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Shopkeepers

Art Bandit here. I thought I’d share a little before and after image of our Shopkeepers. So the top row are my roughs. Complete with sketchy line work and some quick colour added. The bottom row is of course all the nice clean final art work. Coloured outlines take more time to do, but I think they look so much better. I also added a soft tone layer to match Grimm. If anyone is curious, I do all my drawing directly in Flash, from rough to final. The huge advantage of doing all of that in Flash is that it is of course vector, and we can re-use anything and any size. From left to right they are the Upgrade Merchant, Book Keeper, Potion Maker, Specialty Shop and IAP Shopkeeper. Back to the frying pan. Art...

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