Milk Episode 3 Release !

EP3Six months after the previous one, here’s the newest part of the story. With 100% more alien madness !

If the first two Episodes were finished in a rather chaotic fashion, this one went surprisingly well : artists were all available (which is rare), Orties was as fast as a human being can possibly be (her secret is tea, so it seems) making many assets in a go, and the French version was ready for the convention we attended this summer. So, apart for some remaining bugs and some work on the English translation, there wasn’t much to do after. Also, this Episode is a little bit on the short side because I have to save energy for the big scenes happening in Episode 4, but I can’t say more!

cg grillage

A CG drawn by Orties

In this Episode, Khzi’s mission gets complicated as the High Priest heading the church wants her companions dead or alive! Will she be able to retrieve the meteorite’s fragments while protecting the slave she took in on the way? You’ll find out soon ;).

For the moment, enjoy Milk ~La légende des étoiles. We’ve decided to put the game on Gumroad as well, because it allows us to make updates. So, every time an Episode comes out (every six months, as planned), you’ll receive an email. Pretty cool, hun ?

Caprice

Khzi being awesome. Or crazy, it’s the same ! (by @Melow)

You can still follow our updates regularly on Facebook, Twitter and Tumblr. Like the game ? Hate it ? Give us your feedback, it will be much appreciated =). And stay tuned because we have something reaaaaaaally cool to tell you later this week !

You know who she is: more Khzi’s madness incoming!

We’ve been preparing it for some time now, the time has finally come…SHE’s coming back. Oh yes, you know who I’m talking about.

Aluwo2

Click on the picture to see the GIF

But, beforehand, some little news ! (I love to make people wait for nothing :3)

As you must know, we released all of our short projects on Gumroad on « Pay what you want » : the graphic remakes of Being Beauteous and Ambre, as well as How visual novels changed my life are all available for free but you can drop a little tip to support future releases ;).

Ludum Dare has ended for some time now, as we have received the ratings of Garden of Oblivion, our entry. For a first time, we didn’t do half bad ! We even got into the Top 100 (at the very end but we made it) ! I’d say it’s a very encouraging sign and we’re gonna considerate entering once more to make another game.

Top100

I’m so happy with our LD ratings *__*

Now that those things are out of the way, it’s time for the real deal : Milk ~La légende des étoiles.

We’re officially gonna release Episode 3 next week. So why would you care ? The story is now 5 hours long, with various improvements (like a better translation for you, English folks!). Which makes like half of the common route and more Khzi’s goodness ! And I know, you like her very much ;). Who wouldn’t like such an inpredictable fellow whose hobby is to make people go crazy just for fun 8D.

Aluwo

Click on the picture to see the GIF

Meanwhile we’re gonna share some extra pictures on social networks to make you want to play our story. So get yourself ready because you’ll finally be able to know what happens after that pirate raid next week !

Garden of Oblivion Post-mortem [LD30]

title screenCheck out the game here : http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=39080

It’s been two weeks since the competion, now is the time to sit down and think about what I’ve learned from the experience called Ludum Dare so far. Quite a lot, to be honest…

 

Before the war

To really understand our experience, you have to know where we come from, and, unless you’ve just run into us, you must already know that our lovely unpronounceable team is specialized in creating story-focused games. We’ve been making visual novel for some months now and I’d say we’re starting to get a hold of it. Since I’ve always wanted to add gameplay to make our works more interactive, I thought Ludum Dare would be a good opportunity to do so. The goal was clear : we had to make a game.

LD asylumBut, of course, jumping from mostly linear visual novel to full fledged game in a few days wouldn’t be that easy. So we decided to make a warmup game to practice. Soon, I had some assets to create a tiny prototype. The only thing missing was the code. Being a writer and a manager above all else, I was only able to code simple things and I had never done jumpscares before. So I needed the programmer. And he was so late to help me, I barely had any sleep the night before the launch. But we did it, we finished the prototype (with less features than I intended but, well, it was for practice purpose after all). Then the real deal started.

 

An incomplete idea : Escape paradise

Jardin croquis

Finding the right view to draw the garden wasn’t easy

I’m the kind of person who sucks at improvising. When I write something, I need time to think about the story I’m going to make so that everything fall into place. It could take weeks or months depending on the plot. So, I can’t just enter a gam jam like « YOLO, no preparation whatsoever », I have to at least have some kind of trail. And, luckily, I had an idea about what to do for the contest : a short horror story with some point & click elements. There would be this character trapped in a beautiful garden and he would have to escape but doing so would only uncover terrible things. It was a simple idea that needed work but I thought the theme would help me expand it. The first thing I noticed when I woke up early that Saturday is that the theme was way too vague for my taste. « Connected Worlds » didn’t hold much potential for me. I went with the « life and death » approach but wasn’t really satisfied with the result.

Chambre1

You must have noticed by now that I’m used to write games that lean solely on plot. Plot that sometimes has shock value (like what I did with Ambre) or is built to make people think (like Being Beauteous). But Garden of Oblivion wasn’t leaning on plot like my other projects, it didn’t even need a strong plot. It was relying on the mood, on the gameplay and eventually on the litterary references I put everywhere. Plus, I was too busy managing the artists and trying to code to be able to focus on writing a decent story. So I couldn’t really find a way to expand my idea like I wanted to, making the main character suffer a bit from this issue.

Bibliotheque

 

The main character : never say reven

Usually I tend to be very specific when I ask one of my artists to draw me an important character. Here I didn’t know what I wanted and I didn’t really cared. It could be a man or a woman, white or black, I didn’t mind one bit. I intended to ask Melow to be the character artist but she was a bit sick and couldn’t really work that much. Morsy offered to draw the MC instead because she was interested. Thing is Melow tends to draw cute girls whereas Morsy tends to draw alternative characters, so that little choice completely changed the way the character was brought to life. She was happy to experiment new things and asked me about the gender of that protagonist. Since I didn’t care and had trouble answering properly, she offered me to make the MC gender-neutral. And so, Reven was born without a gender, because we felt it was not a key element to the story (making writing a bit more difficult actually but it was interesting). Since I suck at finding names and I don’t like normal ones, I called Reven like that because it was « never » in reverse. Yeah.

Reven

From a sketch to the almost finished sprite

I was happy with my new designed character but that didn’t help one bit finding how to go into its backstory in depth (like, the reason Reven was send to Eden in the first place is briefly touched upon but not developped). So I didn’t, even though I really wanted to, due to the lack of time. Because of that, Reven is not that much of a well-rounded character, not as deep a others I wrote, and that still bothers me.

 

Puppies make everything better !

1408791725-croquis-animaux

To make a perfect purgatory for our poor Reven, I wanted cute animals to keep the character some company. I asked Melow to draw them inspired by some of the real life plushes I have (hey, stuffed animals are great gifts). Finding names was once again tricky so I went with whatever popped on my mind. Hence the duck being called « Duck McDuck » (I suck at names, remember), the otter « Lotte » and the fox « Fox-tan » (Firefox reference, I guess). The rabbit was more difficult, I racked my brains and decided « Humpty » fitted (he has a big head, he looks like an egg-man to me). Giving them personnality went quite easily. I’m just a bit dispointed we didn’t have the time to make their sprites change expressions outside of dialogues. Another time, maybe.

 

The turning point or « What went horribly wrong »

Hopefully the artists were really motivated and they worked really hard throughout the weekend. One was kinda sick but managed to do some drawings nonetheless, one was staying at my house and hardly took any break and the other stayed late at night to finish as much as she could. The first day was kinda misleading because I had time to tweet a lot, to show people some screenshots, everything seemed to go alright and all. It was definitely the best day for me and I enjoyed the full community experience. But I hadn’t made much progress on the script and was behind schedule, which was an alarming sign. I had to work really hard the other days to make up for it. Thing is, while the graphists were advancing well, Roganis, our musician, wasn’t getting anywhere because of a huge block. He did what he could though and managed to produce some tracks for the game (you can listen to the unused track in the trailer video BTW). But, well, otherwise, everything was going well, right ?

Duchesse

The duchess looked a bit off on the first sketch, so we made a more modern version.

Not really. The biggest problem was that the code was way too complex for me to handle alone. So I couldn’t even start to write all the little interactions I wanted to make or even ensure we had something playable. I was worried sick because in two days, the programmer almost hadn’t showed up. When he finally helped me a bit, there were TONS and TONS of bugs to fix…and he only came the last night to do so. I was on the verge of giving up. He wanted to try his best though, so while the others had finished and gone to their well-deserved rest, we stayed together to finish the game. But we were lacking time so much we could barely add the gameplay part. So the entry we submitted that night at the last minute was a linear story whithout any polish and full of bugs. Like a story-less visual novel. The empty shell of a game, if you will.

colo chambre cauchemar

Making a half-game really frustrated me. After a day of rest, to sleep a bit, I took the following day with the programmer to fix some of the major bugs (turned out game wasn’t beatable). And I worked hard later that week to finally add what I wanted, while asking him for some help. It took us three more days at a normal pace.

 

Garden of horror

The_LD_Asylum 2014-09-09 17-25-04-19

When I thought of making an horror game within 72h, I knew we had to work hard on the backgrounds to offer many variations, including creepy ones. Noone could have pulled it better than Orties since she loves scary things so much. The last version of the garden is especially…lovely. It looked like one of Saya no Uta’s. But, we couldn’t make the animated bits right away, since I needed my programmer for that, so the glowing and moving part are only in the post-jam version. As well as the jumpscares actually. I fiddled with some sound effects and animations to make those. I feel the game wouldn’t have much sense without them. An horror game without jumpscares is just too sad. Say hello to the scarecrow !

 

Puzzles, puzzles, puzzles everywhere !

Surprisingly, we had fun with making the puzzles. Morsy had difficulties to understand what I wanted at first but she managed to make really pretty drawings. I only asked for simple ones but I can’t complain when I see how the knife and axe ones turned out. Even the extra puzzle looked great. Coding them wasn’t too difficult either, so the main task was really more about making the interactions on the background.

Couteau

And then, there was the riddle… I was planning all along to insert one into the game but in the haste I had to come up with something real quick and we couldn’t ask someone to test the result for us. So, in a predictable way, many players complained that the clues weren’t clear and that they had no idea how to pass it, showing us how important it is to ask someone to play your game beforehand X).

 

Afterthoughts

So, what can I learn from this mess ? To begin with, it was obvious that our first time adding gameplay would be painful, and it has been. We learned the hard way that making a game isn’t just putting some assets together, you have to test the game over and over again to correct bugs and make it work for real. What seems like a short and innocent bit of gamedev actually takes you A LOT of time. But it’s that testing phase that makes the game feel alive. But the experience has been enriching and I think we’re now more ready to add gameplay in our stories. Maybe for another edition of Ludum Dare ? Who knows…

Enter the Garden of Oblivion [LD30 entry]

Those among you who’re following us on social networks (especially Twitter) already saw this but the Traumendes Madchen team entered Ludum Dare for the first time last week ! It was a very stressful and interesting experience but we’re gonna go into more details in an upcoming post-mortem. For the moment, enjoy our little game : Garden of Oblivion.

Since Ludum Dare has a 72h time limitation, needless to say we had troubles finishing our entry on time, hence many many bugs. So we took some days to make a polished version. You can grab it on itch.io for free but if you liked it, you can also give us a little tip to support future releases !

Once we’re not busy anymore with the Ludum Dare judging, we’ll finally be able to release the third episode of Milk (finished since June for those who bought it at Japan Expo !) and provide the new download link for our Nanoreno 2014 game (we’ll try to correct it a bit while we’re at it).

So stay tuned and follow us on Twitter, Tumblr or Facebook to be the first to know what we’re going to do next ;).

Website launch

I’ve been talking about it for a while now, but the team is finally having a real website ! About time, right =’) ?

BB03

Being Beauteous Remake

Now that we have that new website, we’re gonna take the opportunity to release all the remakes of our short projects one at a day through the week. So, I you didn’t play them, this would be a good time ! And if you already did, you can now enjoy all the corrections we’ve done to improve the experience :).

We’re gonna take down all the old download links in the process, so please don’t freak out if you don’t see them anymore in the following days, they will be uploaded on our website instead !

We feel it’s also a good time to move the devblog as well and we want to do that in the near future. Just not yet, so you can get used to the website first. It would be a little confusing to have too much new things at the same time, right ^^ ? I don’t have a date in mind but we’ll let you know anyway ;).

Ambre 001

Ambre Remake

And if you see a mistake somewhere on the site or if you want to be added to the dev list, don’t hesitate to tell us ! You can follow us on Twitter, Tumblr and Facebook anytime to be brought up to date.

At the end of the week, we’re gonna announce our next project, I hope you’re as impatient as I am ~

Japan Expo 2014 – Leap of Faith

From 2nd to 6th July, the whole team attended Japan Expo, the biggest european convention around japanese culture (anime, manga, videogame, etc). Being more of the discreet kind, I confess that I don’t go to convention very often, so it was my first time at Japan Expo. I was very nervous, not knowing what I should expect except a lot of troubles, and starting right off the bat as an exhibitor was scary as hell ! Fortunately, this first experience went well.

P1060942

First of all, the atmosphere behind the Projet Saya booth was very enjoyable. We were many people : the Swiss team Endless Seasons, the organiser from projet Saya, a good ten or so of the Träumendes Mädchen team (luckily never at the same time) and Atelier Dreamnoid at the end of the week. Being that much people was clearly a weakness in terms of comfort (not many chairs, not many place for everyone’s bag, the back of the booth being a real mess) but is was a real strength in terms of motivation. Everyone was taking turns to manage the booth, so you could take break whenever you wanted to rest or go take a look at the convention. Since an exhibitor has to wake up early in the morning, stay up all day long with the crowd and noise all around, and go back late in the night, needless to say we were all soon tired. But thanks to our number, we managed to stay awake and energetic throughout the week, which is kinda miraculous ! Besides, we were united and there was always someone to chat or clown around to lighten the atmosphere. In brief, it was very enjoyable to be a part of a motivated and welcoming collective.

OLYMPUS DIGITAL CAMERA

Our booth was decently located : we regularly had visitors stopping in the amateurs area to look around. The people on the booths next to us were all adorable and put ut with our constent babbling. Roganis, our composer, also befriended the booths in front of us that were selling doujin music : Butterfly Odyssey, a French group doing celtic music and seam ( he bought  himself a soft cat paw) and Showdo Records, a Japanese group that was very kind (Melow gave them some little sketches as a gift). It was a real pleasure to talk with them and we’ll be sure to greet all of them if we come back to Japan Expo.

OLYMPUS DIGITAL CAMERA

Even the visitors were all super nice to us ! We were attending the convention to promote the creation of visual novel and not to make a lot money, so we simply were happy to talk about what we liked. It was interesting each time : with people who didn’t know what this was about, we shared our passion for visual novel, and with accustomed people, we exchanged about our favorite games. A bunch of Nitro+ fans came to us because of the banner referencing Saya no Uta BTW ! I think our honesty was showing because a lot of visitors actually listened to our speeches XD. It was heartwarming and we didn’t expect that much interest. Some visitors even spoiled us : there was a girl that showed up to offer us handmade cake and a man let us a little tip. Being able to discuss about visual novel with Polish guys was also super cool and we hope to see more foreigners next time.

OLYMPUS DIGITAL CAMERA

The biggest surprise we encountered was the little success of our products. We never attended any convention before, so we came expecting the worst (even if Endless Seasons and the organiser from Project Saya had both experience which was reassuring). In reality, all physical copies sold well so much we were out of stock Sunday evening (hard copies for the Indiegogo’s backers were of course booked, they’re not affected). Roganis music album sold well too. On the other hand we didn’t print enough leaflet and quickly lacked stock, we’ll have to correct that mistake another time.

OLYMPUS DIGITAL CAMERA

Only regret : Snow Light wasn’t ready on time. Projet Saya announced in a campaign update that the dev would sell physical copies at our booth but he had to retire because of many unexpected problems…

In the end, only the goodies are left since they didn’t sell that well. Some people could call it a failure but that’s not our opinion. Goodies bring some colors and fill the space (a booth with only two things on sale would be sad), plus they flesh out the world we’ve created. Most visitors didn’t know our visual novel before, so it’s natural that they don’t want to buy goodies of an unknown story right off the bat. But, if they enjoy their read after discovering us, mayve they’ll be interested next time. Those goodies aren’t gonna go to waste, they’re part of a long-term strategy and we won’t print that every year (would be way too expensive !).

P1070118

Apart from managing the Projet Saya booth, I didn’t really get the chance to visit Japan Expo. The only event I got to see was the Kalafina live. Fans were so on fire, they applauded each time they could (in any instrumental break of any song, for example). I would have appreciated more songs from their first albums but I expected that they would focus on their newest and I was delighted when they ended the live by singing Sprinter. I hope Wakana, Keiko and Hikaru liked they stay in France.

While a part of the team was attending the concert, another part went to Oyari Ashito’s signing session, a famous artist that illustrated several visual novel (with lots of lolis :p).

bdadfe750d1883e3beeafb19d29c163a

To finish this lenghty post, here is my humble loot :

  • * A FFXIV shirt given by Xian from Projet Saya. He went to the Square Enix booth almost every day to beat Leviathan and got many. Since I’m a big fan, I asked him for one XD. He also gave me a Type Moon cleaning tissue for glasses ‘cause, well, he doesn’t have glasses…
  • * The Kalafina European Edition which includes their first albums and a promotional poster. I would have loved to get that album signed but I didn’t get the chance.
  • * A music album from Butterfly Odyssey. I actually heard of the composer for a while and I really wanted to get one of his work.
  • * Child of Light fanarts ! I really wanted to buy goodies on the amateurs booths to support them but I confess that I don’t really watch the most recent animes (like Kill La Kill, Free or Shingeki no Kyojin). So I went for the most recent thing I knew and liked : Child of Light (I love that game XD).

OLYMPUS DIGITAL CAMERA

Want to see more pictures ? There are some on the last update from our Indiegogo page and we posted a whole album on Facebook with descriptions. Your comments are welcome ;).

D-3 : restlessness and overexcitement

It’s on starting blocks that the team is delivering to you the latest news before Japan Expo 2014. And, to start off on the right foot, here is our promotional visual !

tmgoods

Goodies

Last time we told you all the orders had been send. In the meantime Projet Saya received the packages and was kind enough to take some pictures to satisfy our curiosity. Here is a sneak peek, I hope you’re drooling as much as we do XD.

IMG_1682

The cover for the Short Story Collection’s hard copy

IMG_1687

The music album

IMG_1694

The bookmarks (don’t mind the ones on the left, they’re from Atelier Dreamnoid, one of the teams we’re sharing the booth with)

IMG_1697

Being Beauteous’ posters

 

Hard copies

exselect

After a long month of fierce work, we were finally able to finish the Short Story Collection we promised during the Indiegogo campaign. Therefore we will sell it next to Milk first volume (episodes 1 to 3). Speaking of Milk, we’re deeply sorry to announce we didn’t made it on time for the English translation. If you buy Milk hard copy on our booth, you’ll have access to a patch later (if you want so) to correct that mistake. As for the free wev versions, they still are planned way later this summer, so if you didn’t preorder, you’ll have to be patient ~

Booth activities

In addition to the goodies sales, we really want to make the most of our talented artists. Roganis won’t be able to bring his music instruments as planned, due to technical issues, but our three lovely designers will make drawings on request. Morsy will only be there on Thursday and Sunday, whereas Melow and Orties will be there the entire week. Don’t hesitate to ask them !

Since Projet Saya has a camera, we won’t forget those who can’t go to the convention ! If you follow us on social networks (Twitter, Tumblr and Facebook), you’ll be able to see us clown around  live XD.

Japan Expo is getting closer

Japan Expo is coming soon, so let’s give some news about what we’re preparing for this event ! Spoil : a lot of things (as usual).

Goodies

Items have been successfully send to be printed. Among the various stuffs we already showed you, there is one we hadn’t finish at that time. Indeed Morsy couldn’t find the time to do the last bookmark so Orties had to take care of it in her place. Here’s the result, I hope you’ll like it !

Miruku_Marque_Page-typoThe other thing is about the music album. It was intended to allow you to fully appreciate Roganis’ work but we also thought about making it a Milk OST, which wasn’t a good idea given that we haven’t finished the game’s music yet. So, all things considered, Roganis finally made up his mind and produced the following tracklist for The Milky Way of Music !

Album

1 – Shadow of the Moon, Sea of Shadow
2 – Un Matin Rayonnant
3 – Clepsydra
4 – The Dream of a Little Planet
5 – Les Cloches du Couchant
6 – Wind in the Hair
7 – Song of Storm ~Roganis Remix
8 – Crépuscule du soir mystique
9 – Endless Road
10 – Lost Woods ~Roganis Remix
11 – Le carrousel des Rêves
12 – Pluie de Cendres ~Gymnopédie
13 – Nevermore

The music album will have 13 tracks including a good amount from Milk (all episodes mixed up, even those that haven’t been released yet) or Träumendes Mädchen’s games, but also some covers and an original one. The first edition will be printed in very limited numbers and a lot of people already reserved their copies during the crowdfunding campaign, so there won’t be much left. If you’re interested in having one, please do tell, so that we know in case we’ll have to produce some more copies !

Milk Episode 3

Milk 003

Good news : the game is almost finished. We only have some programming to do and Episode 3 will be available for the convention. We took that chance to completely remake the textbox (from the old GUI) and enhance Episode 1 translation that wasn’t on a par with the rest anymore. Yet, having to deal with some withdrawals, we find ourselves very short to finish Episode 3 English translation. We’ll do everything we can in the remaining time but we might not be able to finish it on time for those attending the convention. We’re crossing our fingers !

Short VNs collection

Since we met the first strechgoal of our Indiegogo campaign, we’re working on a compilation that will include all of our little projects.

Being Beauteous is currently receiving quite the makeover ! Roganis remade his old tracks and some new ones to enhance the sound experience while we’re doing a brand new GUI inspired by Melow’s poster. We’re also redoing all of the CGs to stick to the new size (1280×720 instead of the old 1024×768) and ofer a more polished experience. Since Morsy didn’t have the time, Orties once again took care of the art and her style is of course very different. We tried to stick to the original spirit and we hope you’ll like the new graphics.

scene 01

As for Ambre, as promised we’re redoing the translation. We’re trying to enhance some backgrounds as well, as you can see on Melow’s sketch.

IMG_07062014_184022

However we’re experiencing issued with How visual novel changed my life. We wanted to add some extra scenes but we’re finding ourselves overwhelmed by the workload. Since it’s our more recent game, we’d rather focus on improving the old ones and won’t be able to deliver the extra scenes. We’re deeply sorry for the inconvenience.

Our schedule before Japan Expo is tough but we have a lot of energy to burn and we really want to please all of our fans =).

On a very different subject, the Träumendes Mädchen team is finally getting a real website. The devblog has become inadequate and we want browsing to be easy. Modifications are to be expected soon, we’re keeping you informed !

Träumendes Mädchen at Japan Expo 2014

The whole Träumendes Mädchen team is very proud to announce that we’ll be at Japan Expo 2014 from 2nd to 6th July !

For a long time we were hoping to come at a convention in an official way and that’s now a reality. You’ll be able to find us at our booth to discuss our various projects, chat or enjoy our fabulous artists : our composer will improvise some music and many designers will do little illustrations on request. If you’re passing by, go visit us, we’ll be very happy! Chibi_1Those who read How visual novels changed my life, our recent Nanoreno project, must have understood by now but we’re planning to come to japan Expo with something for you. Indeed, as exhibitors, nothing would please us more than to offer our fans some goodies. The thing is, we’re too poor to afford it by ourselves, that’s why we teamed up with Atelier Dreamnoid and Enless Seasons, two others visual novel creators, to gather our ressources. With the help of Projet Saya who kindly proposed to take care of logistics. We just launched an Indiegogo campaign to collect the funds we need to go to our first convention together.

20140412113248-tm

Here, at Träumendes Mädchen, we’ll be offering some goodies : three designs for posters, three design for pin-badges and three designs for bookmarks (the last one isn’t finished yet) for our different games (Being Beauteous, Ambre and Milk). There will also be a music album composed by Roganis (we’ll be showing the tracklist sometime soon) as well as physical copies of the first three episodes of our visual novel Milk. This edition will feature technical improvements over the online version, a new illustration for the main menu and the exclusive episode 3! Indeed, the lucky owners of the physical version will have access to the story as soon as early July while the others will have to wait until the end of summer.

stretch2

If the initial goal is met before the end of the campaign, we’ll be offering even more choice! With the first stretch goal, we’re going to produce a re-mastered compilation of our short projects with improvements here and there : How visual novels changed my life will include additional scene with new extra illustrations, the translation of Ambre will be enhanced and we’ll redo some of the backgrounds, where Being Beauteous will receive a new GUI (with some graphical enhancement if we still have the time). And with the second stretch goal, we’ll have twice as much goodies to offer!

vnje

So, if you liked our work or if you want to support the western visual novel creation, don’t hesitate to pre-order on our Indiegogo campaign, even if you’re not coming to Japan Expo : we’re shipping products, with additional fee sadly. Even the simplest donation will be helpful. The whole team is counting on you ;).

Nanoreno project release : HVNCML !

HVNCML

It hasn’t even been a month after the release of Milk Episode 2 (go read it if you haven’t by the way), and the team is already back with a new visual novel made for Nanoreno 2014 !

Well, I should warn you right away it isn’t a real game with a strong plot or anything like that, it’s really not the same as we did for Ambre last year. Instead, you’ll get adventures inspired by the life of the Traumendes Madchen members (we won’t say what’s made-up). With a common thread, of course. Our goal wasn’t to make a very serious visual novel, but to show you what our work looks like on the other side.

It was also a good opportunity to experiment a new presentation. Since we’re actually quite happy with how it turned out, we might use a similar system in the future. If the story needs so.

IMG_03032014_221220

You can now enjoy this mountain of non-sense via its download page. A little surprise could be hinted through the story…

Now that half of our 2014 projects are done, it’s time to work on the other half. And it’s the right time because a big announcement is going to show up real soon ~