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The Coffin of Andy and Leyley News

Questions & Answers

Author Comments


All is well. Still making content without issues. Episode 4: Decay (part 2/2) is coming along nicely.

Last time you were given the option to leave questions about the game and story so far. Some have been combined, and others reworded for more concise answers.

If you're not interested in the Q&A, skip to the end, there's something I want to ask you.


Q&A Author Responses


[h3]Q: How does one pronounce Leyley?[/h3]
A: Lay-lay. "Lay" as in "Lay down."

[h3]Q: Merch when??[/h3]
A: We're in discussions regarding contracts and licensing and logistics and other legal hoopla that needs to be dealt with. It'll be a while but it'll happen.

[h3]Q: You mentioned the possible re-release of your old game jam novels. Which ones? When?[/h3]
A: Not even god knows. Thank you for all the interest.

[h3]Q: What inspired The Coffin of Andy and Leyley? How did you come up with the story?[/h3]
A: This was one of the most asked questions. Luckily I've already answered it in detail here.

[h3]Q: Is it okay to refer to you by your old screen name?[/h3]
A: Nemlei was a company name. It was acquired and discontinued. It's like calling me Coca-Cola, I don't feel any way about it. But still, thank you. Your concern warms my heart.

I don't have any current usernames, so I just go by "author".

[h3]Q: People have branded this as the "incest game" despite it having a lot more to it. How does it feel?[/h3]
A: Their loss. I'm glad not everyone has such a shallow, one-note interpretation, because this burning garbage heap is a symphony!

[h3]Q: Do you think your audience is more male or female?[/h3]
A: The target demographic is women who enjoy true crime shows, gothic romance, and dark comedy. I've no idea who showed up though, and it doesn't matter. Everyone is welcome to give me money!

[h3]Q: Explicit sex hentai porn NSFW scene when???????[/h3]
A: Never.

[h3]Q: What does Andrew study?[/h3]
A: Pedantry.



[h3]Q: What determines the color of someone's soul in the game?[/h3]
A: Great question! Find out in Decay.

[h3]Q: Is Andrew lying about his nightmares?[/h3]
A: No, but he does exaggerate the frequency of them.

[h3]Q: Did the Lady in 302 actually try to shoot Andrew?[/h3]
A: Yes. She lunged for the nailgun but didn't make it in time.

[h3]Q: Does Ashley and/or Andrew have [cluster B type personality disorder]?[/h3]
A: Shoehorning the characters into real-life diagnoses would only serve to diminish the narrative, and cause contradictions in the way their symptoms would or wouldn't manifest. Rather than seeing their behavior through the lens of this or that affliction, it's more fruitful to analyze the cause and effect of in-universe events.

[h3]Q: Do you do anything with the batteries from episode 1?[/h3]
A: Yes.

[h3]Q: Is The Coffin of Andy and Leyley related to any other games? Is there a shared universe your games take place in?[/h3]
A: No.

[h3]Q: What inspired the character names?[/h3]
A: A google search for the most common names in the 90s.

[h3]Q: Is Ashley disinterested in sex?[/h3]
A: Rather than disinterested, she doesn't want to grow up. Sex doesn't accommodate her fantasy of "Andy and Leyley", which is a dynamic where Andrew nurtures her unconditionally. The crux of their enmeshment is Ashley projecting all her unmet needs (platonic and sexual alike) onto Andrew, while expecting him to be a safe object that never reciprocates or asks anything of her. The "troubles ahead" shown by the trinket were what they were for a reason.

[h3]Q: Why are you making Decay first? It sucks ass![/h3]
A: Burying one's problems and pretending everything is hunky-dory doesn't solve anything. In fact, it often makes matters worse. Although unpleasant, true [CHAOS AND MAYHEM!!!] can only be achieved by unearthing the root cause of one's issues and addressing the underlying decay.

[h3]Q: How tall are Ashley and Andrew?[/h3]
A: Ashley is small and tiny. Andrew is tall and whiny.

The talking sprites are not at all representative of their heights, as they're leveled for readability. In the CGs you can see Andrew pretty much towers over Ashley, despite him hunching down a lot of the time and her wearing heels.



[h3]Q: "What's the size of Andrews pp"[/h3]
A: PP be big.

[h3]Q: What's the size of Ashley's awesome fat tits?[/h3]
A: Smaller than advertised.

[h3]Q: Which character do you hate the most?[/h3]
A: If I'm not entertained by at least some aspect of a character, I don't write them. Therefore there isn't really one I'd scorn.

[h3]Q: Who is your favorite character?[/h3]
A: The overall narrative is more fun than any singular character. Since the cast has been written to build upon one another, none of them would work in isolation.



[h3]Q: What did mom want to talk to Andrew about?[/h3]
A: This is a mildly interesting plot beat that showcases their similarity.
Both mom and Andrew spent the day assessing the situation. Both arrived to the same conclusion: Duo leaves quietly, and everyone pretends they were never there. Their reasons were different due to knowing different things, but essentially they both wanted to avoid drawing attention.

Mother wanted to convey this plan to Andrew, though it would've been wrapped up in a sob story about how hard she had it, and lies how she didn't know what went on at the apartment. They'd talk more about how Andrew and Ashley should "start their own lives already", the subtext being: "Get lost and stay lost". Should Andrew pretend to buy all of it, he'd leave with Ashley the next morning and never contact the parents again.

As to why Ashley can't be present for the talk; She'd call bullshit, making the pretense of the conversation impossible (both mom and Andrew need to lie about what's happening to feel better about it). But as seen in the game, the situation escalates before anyone can get a word in. Because of this, mom's plan changes to that seen in the Olive Branches gag. What little goodwill remained for her shitty kids has been irreversibly exhausted.

[h3]Q: Are "Olive branches" endings canon?[/h3]
A: Everything seen in the Olive Branches gag is canon except Andrew's behavior. Everyone else is in-character, and following the game's canon plot.

[h3]Q: Why did the organ trafficking ring allow the parents to leave?[/h3]
A: Their operation did not allow for force at that point in time.

[h3]Q: You've shown a lot of teasers that take place in flashbacks. Will the majority of the next episode take place in the past?[/h3]
A: That's just me avoiding spoilers for the main plot.

[h3]Q: Will these same flashback scenes be in Burial too?[/h3]
A: They aren't relevant in Burial. You can only see them in Decay.

[h3]Q: Will there be a happy end?[/h3]
A: Why yes of course.



[h3]Q: Any tips for aspiring game devs?[/h3]
A: Write your own engine. Sell your house and quit your job to make your first game ever (as long as it's an MMORPG).

Start a video blog about your game to make sure you don't have time to actually develop it. Worship social media, spend all day absorbing negativity, and sacrifice everything to cater to the whims of strangers.

Read marketing advice written by people who've never shipped a game.

Switch engines midway through development! On top of that, repeatedly remake already finished content, and remember to keep starting side projects.

Finally and most importantly: Make sure to neglect your physical and mental health until you burn out, because that's when you can finally put your game on an infinite hiatus! If, despite your best efforts you end up finishing a game, make sure you don't test the build before releasing it.

Hope this helps!
ːcoffinheartː


Aaaaaaaaand I think that's enough Q&A. There were so, so many questions asked, which I'm grateful for, but this has gone on long enough as it is.

How about I ask you something now?


Question


Has your opinion on the release format changed these past few months?
Should there be a re-vote on releasing Episode 3: Decay (part 1/2) alone?


Kind regards with a dash of bashful,

The Author


[h3]Relevant Links[/h3]

Various Things





[h3]Kit9 Update - Slight Price Increase[/h3]

There is a 30 day restriction on discounts following a rise in price, which creates some conflicts.

A slight price increase was originally intended to be done alongside major releases, but we don't know far enough in advance with our next major release to plan around this window. It could create disruptions in our discount schedule or force a delay in release to avoid it.

To side step the problem, it's been decided to do the next planned price increase far in advance and increase future discounts for the time being.

The game is currently on sale for a few more days, and we will update the price when it concludes.

https://store.steampowered.com/app/2378900/The_Coffin_of_Andy_and_Leyley/


[h3]Author's Inane Blabber[/h3]

Though it may not feel so, last year was my most productive year yet when it comes to developing this game. Oohlalaa! Look at all the nothing I have to show for it!!

No matter. Here be some numbers.

Episode 1:
  • 90 CGs.
  • One hour of content.
Episode 2:
  • 230 CGs.
  • Two hours of content.
Episode 3a:
  • 580+ CGs.
  • Six hours of content.

This totals to nine hours of content with 900+ CGs.


Please pretend to care. I have nothing else to tell you.

Developing this game is a mighty uneventful affair on my end (in a good way). There's very little, if any, variation to the pipeline. Just setting up scenes, making art, setting up scenes, making art, setting up scenes, making art, setting up scenes, making art, setting up scenes, making art... [One year later:] Setting up scenes, making art, setting up scenes, making art.......

It's fun, but nothing much to write about. Why do you think the devlog format stopped? There's nothing to report.


[h3]Episode Preview Clip[/h3]
[previewyoutube][/previewyoutube]


[h3]Q&A[/h3]

This month I grant you the opportunity to ask questions about the game and its story if you wish.

If you're interested, you can leave your questions in this month's discussion topic here. Should you not want to leave a question yourself, you can badge other people's questions to indicate you too would like to know the answer.

I'll see which ones I can answer and include in next month's update.

And let's get this one out of the way, so you can ask actual questions.....

Q: Release when!?!?
A: February 30th.


Happy New Year and mischievous regards,

Author, The Deliverer of Nothing


[h3]Relevant Links[/h3]

Looking Back





[h3]Author Commentary[/h3]

The year comes to a close, making this a fitting moment to reflect back on how this game's development got started in the first place.

For a few years before The Coffin of Andy and Leyley, I had been dabbling in making visual novels as a hobby by entering visual novel jams. These were month long jams with no specific goals other than to create a visual novel from start to finish. I entered maybe once a year for... uhhh?? four years? I don't remember, and you don't care. My point here is that it was enough so that I noticed a pattern...

If a jam allowed additional gameplay in the visual novel, the entries utilizing it were often among the most played ones. "Huh." thought little ol' me, and schemed a wicked scheme. The next jam that came around (and I had time to enter) was Nanoreno, and time had come to test my hypothesis.

I only had a month, so I knew from the start the story had to be a "bottle episode", as in the whole story must be contained within one location to save time, and limit how much art I needed to make.

So who were the characters, why were they there, and why wouldn't they switch locations? The easiest answer was the classic "they're locked in and must escape" which is a story everyone and their dog has written at some point. Whatever, it's just a game jam I thought, and carried on.

Then came the characters, at first Ashley was going to be a silent protagonist named Player (yeah, you read that right). I wanted to toy with the idea that players tend to do the most unhinged things when allowed. So there'd be the Player, and one support character whose sole purpose was to spout exposition, and react to the player doing player things. Oh, the humor that would ensue.

There is one small remnant of this idea still in the game. It's at the very beginning when the player wakes Andrew up. He explains something, and "Player" responds with an emoji bubble thing, and Andrew then says "Quit your complaining!" despite the fact that Ashley hadn't really complained out loud. Now, imagine if the entire game was like this........... It would've sucked so bad. I dropped the concept pretty much right away.

This original concept is also why the narrator addresses "you" (the Player), instead of being in pure third person or first person point of view. I did enjoy this game master type format though, so even after making Ashley an actual character, I kept it.

Since Ashley was now a character, she needed to have a story. Cue the whole childhood incident (again, generic, but whatever it's a game jam). This also elevated Andrew to a character status, rather than a mere exposition spouter. Great! Now I knew who they were, and had a story to tell other than "unhinged room escape". (Which is a game I'd still want to play, as long as it isn't made by me.)



This is the first ever sketch I made of the two. Almost final design straight out the bag lol.




This was me still figuring out the UI. I don't remember what was the idea behind having the names off to the side, but thankfully I decided against it.


I drafted rather lengthy character sheets for the duo, as the more I wrote, the more they revealed themselves to be curious little jerks, with a lot going on between them. The story formed almost on its own after that. I knew I couldn't go too in-depth though, as the game jam imposed a hard time limit. So I shelved most of it thinking "well maybe I'll tell this story later on my own time", and left a sequel bait at the end of the story, to give myself an opening to get back to it "one day" that I assumed would never come. And also to give myself time to see if there really even was an interesting story to tell, or if this was one of those "really cool idea!!!"s that emerge out of the blue, but rot away as soon as you sit down to write them. If you're a fellow storyteller, you know what I'm talking about.

Leaving an "in" to continue later is something I've done plenty before. I might very well get back to my other game jam novels one day, which is part of the reason I took them down. For now though, there is no room for such endeavors, as The Coffin of Andy and Leyley must be completed, and will remain the sole priority until then.

Back to my "visual novels with gameplay perform better than pure visual novels" -hypothesis! I entered the game jam with my corny-ass bottle episode organ harvesting edgelord romp, and lo' and behold!!

It did gain more attraction than my other (gameplay-less) visual novels! In fact, it gains enough momentum to leave the visual novel scene. The new influx of people turns my data useless, and the hypothesis goes out the window. So in the end, was it the gameplay that attracted people? Or was it purely the oh, so scandalously unhealthy relationship the duo has? You tell me.

Somehow the game got caught in a shitflinging contest between the self-appointed morality police, and the people sick and tired of being told what kind of fiction they're allowed to read.

Suddenly, life gave me two choices, much like a visual novel would.

Do I take the game down to appease the people telling me to kill myself?
Or do I create the story I already wanted to create and get paid for it?

Boy oh boy, what a dilemma. I contemplated it for all of two nano seconds!

I dug out all the stuff I had shelved, and soon had the draft of the full story all ready to go. I went over it a few times, deemed it to be a lot of fun, and begun production of the full game. Episode 2 released on Steam in October 2023, and The Coffin of Andy and Leyley wrecked havoc across social media! And I thought there was a shitstorm before? HAHAHHAHAHA!!!!

And here we are now.

I want to thank you, my dear audience, for all your support. And I also want to thank the people who tirelessly pissed and moaned about some crappy indie game for months and months and months, helping it gain popularity beyond my comprehension. I would've never, ever gotten this far if it wasn't for you! The kinder thanks goes to the audience though, obviously. Thank you for weathering the storm with me, I hope you'll like the terrible little story you've helped to subsist.

The development continues, unchanged. I can't wait to show you the next episode. It's just awful, I really like it! Hope you will too.

Have a wonderful end of the year,


- The Author of The Coffin of Andy and Leyley, Your Least Favorite Person.


[h3]Relevant Links[/h3]

October Poll Results





[h2]Author - Poll Results[/h2]

Last month I asked if you'd prefer getting episode 3A (Decay part 1/2) straightaway, or later when episode 4 (Decay part 2/2) is ready.

Unexpectedly, the overwhelming majority voted to wait.



There were also 2100+ comments. Same pattern, overwhelmingly Poetry with a few arguments for Gotta Have It.

As per majority wishes, episodes 3A and 4 will be shipped together, after episode 4 is ready. When will it be ready? Who knows. Making 3A has taken a year, so... Well it'll be a while.



Thanks for your input. I'm glad I asked.

I was fully prepared to release 3A alone, had the majority expressed they don't mind a cliffhanger. Now I know that would've absolutely been the wrong call.

Enjoy the wait. It's going to be a long one.


Ever worsening regards,

The Author


[h3]Relevant Links[/h3]

Progress Report #10





[h2]Kit9 Studio - Progress Report[/h2]

[h3]Format Challenges and Changes[/h3]

Given the chaotic roadmap ahead, it has become increasingly difficult to maintain the current reporting format. In our monthly meeting with the author, some decisions have been made about trying a different approach to our posting format. We will be moving away from focusing on progress reporting.

Posts will now be some variation or mix of things such as teaser content, major announcements, surveys, responses, and sometimes author commentary, if time permits.

This added flexibility will help with what to publish at month's end, as there isn't always enough interesting information to report in specific areas of work.

This will be the last "Progress Report", and titles will vary with the content provided.

We'll conclude this old format with some entries in the new format. This month, the author's account of the episode work, and a survey regarding release options. The dividing point of the episodes is resolved, but a delivery dilemma still remains.


[h2]Author - Recap and Survey[/h2]

[h3]Previously on Progress Report...[/h3]

  • Episode 3A far exceeds the estimated playtime (6 hours and counting).
  • Episode 3A is split in two to alleviate the discrepancy between episode sizes, creating Episode 4.
  • Episode 3A and 4 are still meant to be shipped together to provide a conclusive narrative experience.
  • Team considers releasing 3A alone to keep the game alive.
  • Author refuses, as Episode 3A ends on a cliffhanger no matter where it's cut.
  • Author flip-flops between releasing 3A alone, versus forcing everyone to wait until the entirety of the branch is complete.
  • Decision is reached that if the audience wants to torture themselves with a cliffhanger, let them.
  • [YOU ARE HERE!]


[h3]POLL - Question for the Audience[/h3]

Do you want to torture yourself with a cliffhanger?

No, I'm patient.
Yes, I'm a masochist!

Or to put it another way:

Would you rather wait for Episode 3A and 4 to be shipped together as god intended, or would you prefer getting Episode 3A early by itself, even though it ends on a cliffhanger?

Wait until the entirety of the branch is complete (Episodes 3A + 4).
Release episode 3A alone, despite the cliffhanger.

By the way the episode is Decay. Development of Burial (3B) hasn't even started.

Cast your vote in the discussion thread.


Worst regards,

Author


[h3]YouTube Clip[/h3]

[previewyoutube][/previewyoutube]


[h3]Relevant Links[/h3]