We’re in the final final stretch here! Six days remain! Final music is in, sound effects are in, art is all (alright, nearly all) final. Game is tested to as much satisfaction as I can test it to not in the wild. Steam has approved the build which means we’re good to pull the trigger when the time comes.
The game launch date coincides with when the computer camp I used to work for is running, so I’m planning on going down there and running some kind of event. Probably a night-of-launch tournament with TTS related prizes. Maybe some stickers, a poster, something like that. Definitely game keys for winners and runners up.
We’ve accomplished some cool stuff! There’s a handful of new enemies in there, a lot of improvements to old enemies, a new game mode, polished bosses, improved lighting and effects, and, most importantly of all, of course: grass. Honestly, nothing has done as much to make Teatime Samurai feel like a real game as adding dynamic grass. Also, music, which my brother earnestly said, “hey, the music is good.” There could be no higher praise. Maybe I’ll release the soundtrack or something. Send £2 in the mail and I’ll send you a CD*.
Continue reading “Teatime Samurai Remaster: Final Days”