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Last Time I Saw You News

LTISY DevLog #2

Hello everyone!

In today's post I’m going to talk about the creation process behind our protagonist Ayumi. Just like in the game, the idea of making Last Time I Saw You started with a typhoon. An emotional and physical typhoon that hit Osaka (where I live) in 2018. And about the emotional part… we'll talk about that in another post 😉

This typhoon, named Jebi, created a great deal of destruction around me, even destroying the bridge leading to the Kansai airport, cutting the city off from the rest of the world for several days. Seeing my surroundings altered overnight made me reflect on the ephemerality of things. I knew that rain and wind were going to play a very important role in Last Time I Saw You, and so our protagonist had to be properly dressed for the occasion.

The chaos left by the typhoon in the park next to where I used to work at the time.

For this reason, and because the game takes place in autumn, Ayumi's design had to involve rain clothes, raincoats, rain boots, etc. We took paper and pencil and made the first sketches.


I knew I wanted him to wear a poncho-like raincoat, since I like the shape of them, so the design was defined as I went in that direction. Once I decided on the clothes, I wanted him to carry a weapon. Since this is a narrative game with some action elements, having a weapon with which to interact with the environment gives the gameplay some variety and appeal.

Being a young boy, I decided that the most natural thing would be for him to carry a baseball bat, something that could also be a small reference to Earthbound.


I already had the idea, but it needed to be defined. The sketches were good, but such a character would have been too difficult to animate, so, based on the basic designs, we worked on a more polished version, with more defined proportions, so that the animators could bring it to life without much hassle.


Those who know Japanese may have noticed that Ayumi is originally a girl's name. The male version would be Ayumu, but as with other names, like for example Hikaru, it is possible (though not common) to find the name Ayumi applied to boys. I really liked this ambiguity and it gives the character a special identity trait. Feeling disconnected with his surroundings, wanting to know more and having a special name make for a unique blend in Ayumi.

And this is how Ayumi was created! In our next post I will talk about the art style of the game and what movies and games inspired me.

Would you like me to talk about a specific character in future posts? If you want to meet them yourself, the demo is available for download right now on our Steam page!

Until next time! 💙
.Juan

LTISY DevLog #1

Hello everyone!

It's been more than a year since we first presented the demo of Last Time I Saw You at Steam Next Fest last June 2022. It was an amazing experience that made Last Time I Saw You reach a lot of people, even winning two awards at Bitsummit and signing a publishing deal with Chorus Worldwide.

This literally turned my life upside down. Finally, after many years of hard work and random jobs to pay rent, I was able to start focusing on my own game full-time, doing my best to create something emotional and memorable for everyone to enjoy.


Because of this, I've spent the last year totally immersed in development, causing me to leave social media a bit aside… and that’s not good! So it's about time I thank you all for your incredible support with a series of DevLogs that will give you exclusive information and background about Last Time I Saw You, where it comes from, how it's being developed, etc.

Let's start with our main character Ayumi. A 12-year-old boy who lives in Amatsu, a town in a rural mountainous area of Japan. He likes drawing, video games and any sort of escapism.


He does well in school. Let’s say he doesn't get good grades… but not bad ones either! He spends his classes drawing on his notebook, so he doesn't pay much attention, which makes it difficult for him to pass his exams from time to time and he always ends up asking his best friend Nao for help. His mother actually does worry about his grades too… 📓✍🏻

He is eager to grow up, so he likes to be around older people, as he enjoys their conversations more than those of kids his age. He is often told that he is very mature for his age, and always looks too much for validation from adults, as it makes him feel better and smarter.

Who knew that what awaits him after the typhoon will change his life forever…


In our next post I will talk about the creation and design process of Ayumi. Where the original idea comes from and the process I followed to end up with the final design.

If you like what you have read, and are intrigued by Last Time I Saw You, don’t forget to wishlist and follow the game!

Until next time! 💙

.Juan

We have a new trailer!

Hi everyone,

I'm so excited to share with you our brand new trailer for the game! This new trailer shows a lot of the things we've been working hard on this past year: new areas, new characters, new mechanics... It also gives a bit more context about the story and lets you know what to expect narratively speaking. I hope you like it!

[previewyoutube][/previewyoutube]
Let me know your thoughts in the comments. I personally love what the composer has achieved with the music 😊

Pre-release promotion is a very important thing for this game (for any game really) to succeed, so we are looking for ways to increase awareness. If you like what you see it would help us enormously if you share the trailer and wishlist the game! 🙏


I am also very excited to tell you that the Alpha of the game is done! This basically means that Last Time I Saw You is, as of today, playable from start to finish in a rough form, which is a big step for any game development 😊 Yay! There are still a lot of things to improve, implement and refine, like collectibles, side quests and some more surprises, but we're almost there!

As always, thank you so much for your support💙

.Juan

New Key Art and Day of the Devs!

Hi everyone!
This time I’m not here to share another milestone report, but some wonderful news instead!

[h3]KEY ART AND STEAM PAGE UPDATED[/h3]
We’ve created new key art with a much more attractive image in which you can see many of the characters that you will meet during this adventure 😏 The demo only shows very little of what awaits you in Last Time I Saw You



What do you think of the new poster? Tell me in the comments below! We’ve also taken this opportunity to update the Steam page with improved descriptions, new gifs and screenshots. Take a look. I hope you like it!

[h3]DAY OF THE DEVS[/h3]
Apart from this, I'm so grateful and excited for the opportunity to have Last Time I Saw You be part of Day of the Devs! It's like a dream come true and I can't express how special this is for such a small team like us✨

Last Time I Saw You will be part of the online showcase, which will be LIVE on December 6th at 8 AM PST. Here's the link!

Also it will be available for playing by everyone at the in-person event to be held at City Market Social House, Los Angeles, on Friday, December 8 from 12pm to 8pm. If anyone is around come say hi! We’ll have postcards and stickers 🙌

This time we’ll be showing an exclusive updated version of the demo with new content that no one has seen before! (We plan to upload it to Steam at some point in the future so everyone can play the most updated version of the game).

Yes, I've made the skull's eye match Ayumi's :P

One of the new additions is the Notebook, which is used as inventory, quest log, etc.

[h3]TAIPEI GAME SHOW[/h3]
And that's not all. Last Time I Saw You has also been nominated for Best Narrative at the Taipei Game Show that will take place in January next year! Of all the parts of the game this is one we've worked the hardest on, so this nomination feels especially good. Thank you so much to everyone who voted! 😊



As always, thank you so much for your support! 💙

.Juan

Development Update: Milestone Report Autumn 2023

Hi everyone,

Here I come with our new milestone report! As we explained in the previous one, these reports are common practice when working with a publisher to let them know how development is going internally. Hopefully, this is also of interest for those of you who want to get a better understanding of what goes into developing a game and working with a publisher. If you have any questions, don’t hesitate to add them below!

Here is the most recent report for the game!

“I can say that, for the first time in the whole development, we’ve had a smooth, agile and trouble-free milestone delivery. Earlier in the year we had some challenges with the development which could have jeopardised our overall schedule, so we made several changes to the design of the days to come in the game. This didn’t necessarily consist of content reduction, but rather a series of efficient changes to avoid (or go around) many of the problems we had become aware of.


These changes were planned from Day 7 onwards (since at that time all the dialogues and design of Day 6 had already been done, even though we weren’t yet working on implementation yet) and, I am very happy and proud to announce that they have taken effect!

Thanks to them, in this milestone we have been able to deliver Day 7 and 8 (instead of one day per milestone as we used to) and, as I have already mentioned, its implementation has been relatively fast and painless. There are still plenty of bugs to uncover and fix - such is game development! - but everything is now far more manageable.


Apart from this, we’ve added music to several new areas of the forest and we’ve also made a slight change in the final dialogue with one of the main NPCs after completing a certain puzzle in Day 6 in order to reduce backtracking. This will lead in the future to the fast travel system that we have planned, but as it is not yet implemented, for now it’s just a simple connection between the end of Day 6 area and the forest entrance.

In the future we’ll have a map of the forest and the player will be able to choose where to go. We have a wonderful artist working on an amazing world map that will serve this purpose. I would love to show it to you but… it’s still in progress 😉


Apart from this, all game dialogues are already written (including side-quests) and ready to be implemented! The animators are already working on Day 10 animations and we also have the final cutscene of the game done (except for the backgrounds, which I'm taking care of these days).

I have also completed the list of all the items and collectibles of the game and their visual assets have also been created. They are on standby until we start with that task, and let me tell you they are looking great!”

Conclusion
Things are going well and we can finally see the light at the end of the tunnel! Last month I also attended the Tokyo Game Show, where Chorus was showing Last Time I Saw You at their booth. It was nice to meet up with them again in person and meet some of the team that I talk to on a weekly basis but we hadn't met in person until now.


Surprisingly, IGN Japan wanted to interview me to talk about the game, and it was a very pleasant experience. I share with you the video where you can see me talking about Last Time I Saw You as my face becomes redder and redder as time passes due to the terrible humidity and heat of that day 😅🍅

IGN INTERVIEW

During the interview we briefly talked about the inspiration that the first Shenmue had had on me when I started working on the game (it's funny that Yu Suzuki was also interviewed minutes later in the same stream, coincidence of life!). This led to a Shenmue fan site to write a very interesting article about Last Time I Saw You.

SHENMUE ARTICLE

And I would also like to thank The Gamer site for the nice article they wrote about the influences of Makoto Shinkai's work on the game. Both articles speak quite well about Last Time I Saw You and explain very well the concept behind the game. I recommend you to read them!

THE GAMER ARTICLE

Hope you guys like them!
See you next time! 💙
.Juan