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8-Bit Adventures 1: The Forgotten Journey Remastered Edition News

8-Bit Adventures 2 AMA Starting Soon!

The first ever 8-Bit Adventures 2 AMA is about to go LIVE on our Discord channel!

Please join us on our Discord server at 7pm PDT *today* (less than 4 hours away). Just click the picture below!

And in another exciting first, it looks like we'll have all 4 members of our development team on the AMA too! So if you have any burning questions about art, music, or programming, you can ask the experts =)

The AMA will go for roughly 2 hours. You can ask questions, give feedback, get demo tips, or just chat RPGs - whatever you'd like! I'll also be available for questions throughout the whole Steam Festival - either on Discord, Twitter (@CriticalGamesAU), or here on Steam. I'm always happy to chat, so please feel free to say hello!

Hope to see you soon on Discord!
~Josh

Discord AMA + New 8-Bit Adventures 2 Demo for Steam Festival!

8-Bit Adventures 2 is featured in the Steam Game Festival from June 16th to June 22nd. In celebration of this, a brand new Demo has been released for the game, and we’re holding our first ever AMA on our Discord channel, June 17th at 7pm PDT!


https://store.steampowered.com/app/733110/8Bit_Adventures_2/


Download the 8-Bit Adventures 2 Steam Festival Demo and enjoy up to 2 hours of RPG action! It's divided into three levels - Prologue, Dungeon, and Town - so you can play them in order, or jump into any one you like. Enjoy strategic, turn-based battles, challenging boss fights, unique dungeons, an unforgettable soundtrack, and vibrant 8-Bit inspired visuals.

If you love turn-based JRPGs, and want more than a throwback, you won't be disappointed.



Once you're done with the demo, please join us on Discord, on Wednesday June 17th at 7pm PDT for the first ever 8-Bit Adventures 2 AMA!

And in another exciting first, it looks like we might have all 4 members of our development team on the AMA too! So if you have any burning questions about art, music, or programming, you can ask the experts =)

The AMA will go for roughly 2 hours. You can ask questions, give feedback, get demo tips, or just chat RPGs - whatever you'd like! I'll also be available for questions throughout the whole Summer Festival - either on Discord, Twitter (@CriticalGamesAU), or here on Steam. I'm always happy to chat, so please feel free to say hello!
~Josh

April Update - Steam Festival Plans + New Demo Coming!

I hope everyone’s been doing okay this past month, and that you and your loved ones have stayed safe and healthy in these difficult times. I’m sorry this update’s a little late, but I’ve got some exciting news to share about an opportunity for us and a new demo for all of you. So let’s dive right in!

Steam Game Festival

8-Bit Adventures 2 will be participating in Steam’s upcoming online festival! Here’s what Valve themselves say about the event:

Originally posted by Valve
The Steam Game Festival is an event that shines a spotlight on games set to be released within the next year. From June 9th - 14th, check out upcoming releases, try them out with time-limited demos or short playable experiences, connect with the developers behind the games, and add games to your wishlist for a reminder when they release!

Basically, it’s a great way to fill that E3-shaped hole in your schedule by actually *playing* upcoming games, rather than just watching them! This type of digital event is still a bit of a new frontier for the game industry, but as someone who lives in Australia (and wouldn’t ever get to attend the big physical events) I’m really interested to see how this goes. It’s also a good excuse for me to update the game’s Steam page, so I’m in the process of changing the descriptions and replacing old screenshots with nice, shiny new ones.

So what’s the 8-Bit Adventures 2 demo going to include? Well, RPGs are a little hard to demo, as they’re designed to be more of a slow burn, where you settle into the world/characters/mechanics. So to try and convey as much as possible, I’ve divided this demo into 3 separate “levels” – the Prologue, a Dungeon, and a Town. These can be selected from a menu at the start of the demo, so you can jump into whichever section you want! Although I do recommend playing them in that order =P



The Prologue is the opening sequence of 8-Bit Adventures 2. It’s a short, dangerous trek through a desert at sunset, which eases you into the basic controls and mechanics, making it a great place to start your journey!

Next up, the Dungeon should be very familiar to players of the First Look Demo from 2017, as it once again features the Processor. However, a lot of changes have been made since then, and so I hope returning players will enjoy seeing how far we’ve come! For anyone who’s never played it, the Processor is a gritty, industrial-era town currently under the occupation of an army of clockwork soldiers. Steam-powered tanks roll through the streets and your journey from the open City to the carefully-guarded Foundry will be a perilous one.



Finally, the Town provides a more peaceful slice of 8-Bit Adventures 2, allowing the player to relax, explore, and talk to the weird and wonderful people which inhabit Stonecrest. I’m still working on it, but I’m considering transplanting an optional boss from a different town into this one, just as a fun bonus for the demo. Finally, if you try to leave, you’ll get a scene which shows an overview of the World Map that awaits in the full game.



All up, I’d say there’s around 1½ to 2 hours of content in this demo, so I hope you enjoy it when it launches with the Steam Festival on June 9th. I’ve really wanted to get something playable out for a while now for all of you; it’s not the full game, I know, but I hope it helps to make the wait a little easier =)

Ye Olde First Look Demo

This new demo means that the First Look Demo will be taken down very soon. I’m planning to still archive it on my website: www.8bitadventures2.com but it will no longer be accessible via Steam (because I have to use the same Demo page to upload this new one). I apologise for any inconvenience this causes.

I’m sure some of you are probably wondering about your save file from the First Look Demo, which the game told you to hang onto. Back when I put it together in 2017, I thought I’d set everything up correctly; that save file would activate a trigger in the full game before starting normally from the opening sequence, and the player would receive a small bonus in their inventory as a thank you for being a long time fan. Unfortunately, I apparently didn’t set it up well enough. As the game has changed so much since that 2017 demo, that save file messes with all kinds of things and just doesn’t work properly. So, naturally, I don’t want anyone to start the game with it. As recently as March I thought I could still get it working, but after further testing, it doesn’t seem to be possible (although if I have any ideas, I’ll keep trying).



So I’ve been trying to think of a different way to reward long time fans, but I haven’t been able to figure out the right approach yet. I’m really, really sorry about this; I know some of you have been holding onto that save file for years, and I wanted to reward you because it really does mean a lot to see that. If anyone has any ideas of what they’d like to see in that regard, please do let me know!

I guess this is kind’ve like my own version of Banjo Kazooie’s Stop-n-Swop…never thought I’d have to say that =P

Progress in April

In terms of progress, a lot was achieved in April. I can now say that Act 1 of the game (if you break 8-Bit Adventures 2 up into the standard 3-Act structure) takes roughly 7 hours to complete, particularly if you’re exploring and chatting up NPCs. This Act includes 5 towns, 7 dungeons (+ the prologue), 11 boss fights, and a bunch of stuff in-between. So hopefully that gives you an idea of the pace of the game – there’s a lot of content, and not really any wasted time or filler.



With all the data from these first 7 hours, I also completed implementing and balancing the Augment system – which allows players to equip various special bonuses and passive abilities. It’s always been functional, but a system like that needs a lot of testing and planning (and also needed to be made distinct from Accessories and other equipment), and that’s the hurdle we’ve crossed.

Augments include passive effects like increasing your stats by a percentage, making healing items more effective, boosting the critical hit rate, protecting allies from damage, adding status ailments to your normal attacks, counter attacking, blocking certain ailments entirely, automatically adding buffs to the party (either at the start of battle or in an emergency on low HP), and so on.

Each character has a total of 5 Augment slots that unlock as they level up, meaning 35 slots accessible across the whole 7 character party. There are 69 Augments available in the game; so all up, you can equip half of that total. I’m really curious to see what interesting combinations players will come up with – I’ve found a few fun ones that I didn’t expect myself!



I’ve also been really happy with how useful characters’ various Abilities have proved during testing. For example, there’s a dungeon with explosive enemies which are protected by their fellow foes. So before you can damage the explosive enemy, you need to defeat its allies (and you don’t always have much time before it blows up!). However, while those allies block *damage*, they don’t block status ailments. So if you use one of Charlie’s recently acquired Abilities to inflict the Berserk status, it prevents the explosive enemy from blowing up, giving the player time to defeat the other monsters without the risk of major damage. I believe that kind of utility is one of the most satisfying things about a JRPG move-set.



In fact, I think Naoki Hamaguchi said it best in a recent interview about Final Fantasy VII Remake:
If you only give the player one method of doing something, they don’t really get the impression that they’re playing, right? They’re just doing what they’re told.

Having multiple options available, and multiple things that a player can do, is very important. It means that when they pick the right one, they feel clever and skilful as a result.

That feedback cycle is very important. RPG combat provides lots of opportunities to make decisions - from the different abilities, to how they use them on different enemies. When you make the right one, it makes you feel good - I think that’s always important to think about when designing battles.

Honestly, that perfectly sums up what I’ve tried to achieve with 8-Bit Adventures 2, and what I’m hoping will make the combat feel satisfying and fun to RPG newcomers and veterans alike.

That’s All Folks!

To make sure you don’t miss any news in future, I recommend following @CriticalGamesAU on Twitter, as that’s the best way I’ve found to keep up-to-date!

You can also check out the 8-Bit Adventures 2 Website for more info and screenshots, or check Facebook at: https://www.facebook.com/CriticalGamesDev

And don't forget to visit the Critical Games Creator Page:
https://store.steampowered.com/curator/33038547
Follow that page or wishlist the game to be notified when 8-Bit Adventures 2 is finally released!

I sincerely hope everyone stays safe and healthy in the months to come. It’s been difficult watching the news and seeing all the awful stuff that’s been happening around the world, but you’ve all been in my thoughts. I hope the demo is something to look forward to, and I’m really excited for you all to go hands-on (and to get your feedback!).

As always, thank you all so much for your understanding and patience with me. I hope 8-Bit Adventures 2 can add at least a small bright spot in 2020 =) Please do your best to stay safe and healthy and I’ll see you at the start of June!

Oh, and May the 4th be with you! ;)

~Josh

March Update - Personal Message + Progress, Progress, Progress!

Hey everyone, it’s been a while! We all know what’s been going on in the world, so I’ll just say that I sincerely hope everyone out there is safe and healthy; and hopefully not going too stir crazy from being stuck at home.

My thoughts go out to everyone at this difficult time, but I know that we’ll get through this. 2020 doesn’t have to be a “wasted” year, nor does it have to belong to some virus. Circumstances are difficult around the world, and I don’t want to minimise that for a second; but there’s still a lot of good to be found – even if you’re stuck indoors!

I’ve had a lot of opportunities to help family members and other people I know over the last month, which has been time consuming (sorry 8-Bit Adventures 2 fans!) but also very much worth doing. On the fun side of this, though, was buying Animal Crossing to play with my Grandmother – partly to try and give her more activity and mental stimulation. She has trouble with the controls, but she did surprisingly well – especially seeing as the last game she played was Kirby 64’s multiplayer mini-games in 2001! We got her camp set up, gave her tools, and I made her a birdhouse =P I don’t know when we’ll get to do it again due to current restrictions, but she genuinely seemed to enjoy it and said it made her use her noggin, so it was definitely worthwhile haha.



And honestly, I think this situation is a time for video games to shine. Not just for keeping us all connected and interacting with each other, but also for helping us stay positive and happy. I always approach game development with the perspective that a game is a kind of “conversation” between the developer and the player. The developer presents ideas or mechanics, and the player decides how to perceive and utilise them; there’s this moment-to-moment back and forth, as the game shifts from player directed to developer directed over and over.

I’ve been playing Threads of Fate on PS1 recently (a pretty obscure Square Soft title from 1999) and that game’s just a sweet, earnest, feel good adventure – with way more narrative depth than I expected at the start. It’s not exactly what I’d call a good game mechanically, but its charm wins out over any flaws, and it always left me feeling cheerful and optimistic. And that’s what I adore about video games! I’ve played so many titles like that over the years; and right now, I think we could all use a bit of that =)

So my personal recommendation? Hunker down with some old favourites – ideally anything which features a cheerful vibe, whatever makes you happy – and see what messages those developers left for you. I personally have always found games like that to be really helpful in lifting my spirits and bringing a positive attitude to the people around me!

Anyway, with that tangent out of the way, let’s get out onto some 8-Bit Adventures 2 talk!



The March of Progress

So March was, once again, a slightly compromised month. The first week featured the memorial service for my Aunt, so the start of the month was really still about supporting family and getting back into routine. Zepht, Klara, Pierre, Seamus – thank you all very much for your condolences and consideration; it was sincerely appreciated! Hopefully I didn’t miss anyone! And then, with everything else that’s gone on, and trying to be helpful and supportive to people I know, that’s eaten up another chunk of time.

BUT, the month got off to a great start and progress has still been good all the way through. With the turn order bug for battle fixed in February, I finally was able to move forward in my testing. The first hostile area of the World Map was properly tested (a set number of enemies randomly spawn in different locations and chase you down if you get to close), and I also had to test what happens if the player attempts to backtrack to areas that you’d never normally bother to return to.



The really fun part about this was that it’s where the game starts to feel like a fully fledged classic JRPG; when the player can temporarily go off the rails and poke around in places for no other reason than because they can. I loved doing that as a kid, because it made the world feel more real and tangible – even though I wasted a lot of time haha XD

Anyway, moving on from there, you might’ve seen me talk about completing testing for the 5th dungeon on March 9th via Twitter. There are no standard enemy encounters in this one - instead it features a mix of light puzzle solving sprinkled between two boss battles. I tried to find lots of little ways to vary up the dungeons in 8-Bit Adventures 2 and particularly to make sure that no dungeon overstays its welcome (Sylph Cave in FFIV, I’m looking at you 0_0).

The next town-style location and 6th dungeon have also been tested; however what I’ve spent most of the month doing is implementing and testing new bug fixes! Sufyan (the programmer) has done a lot of work this past month, and some really important features and fixes have been implemented. For example, we now have a proper battle transition!



Most of them aren’t very visual, or at least not very exciting to talk about, but they make the game a whole lot better. It feels so much more solid and final to play now than ever before! And that’s been really helpful for me, because it makes balancing the game a lot easier. Now that the characters are gaining more Abilities in my playthrough, it’s been really fun to experiment with them.

For example, I can put Charlie into a Parry Stance (which lets his block most forms of damage for 3 turns) and then use Warrior’s Decoy ability to make all single-target attacks focus on him. Or swapping slower party members in on faster characters’ turns when I need a quick heal or to use some other ability (e.g. swapping out Thief to bring in Robot so that I can use his Heal Ray to keep the party alive). It feels really satisfying to run rings around normal enemies like this - fun stuff if you love turn-based battle systems!



One of the other cool things that’s been added this month is a Palette Shader effect for battles and fade transitions. Essentially, this removes opacity and transparency effects from the game, and instead uses specially made palettes to fade to white and black, or flash the screen. It probably doesn’t sound like much, but it makes a big difference visually and brings us a lot closer to the enhanced, faux 8-bit aesthetic we’ve been aiming for. That’s how fades and other effects were done on the NES – in simple terms, they’d alternate between palettes; for example, swapping a lighter colour for a darker colour on the NES palette and stepping down, colour by colour, until they reached black, for a fade out.

There’s still a lot of fixes and tweaks for Sufyan to make, but there’s one from March that I do have to mention…

Simply put, the humping glitch is finally fixed! Long live the humping glitch!



...I might've spent more time doing this than I'd care to admit haha.

Going Forward

So what’s next in April? Hopefully a lot more fixes (it’d be ideal if we could have all of the fixes/tweaks I need from Sufyan done by the end of April – but we’ll see what happens), and a lot more in-game progress! Next up for my testing is a city under siege which concludes Act 1 of the story, followed by two big towns, a court sequence where you’re your own lawyer, and a very familiar optional dungeon for players of 8-Bit Adventures 1 to revisit. So it should be fun! …Assuming the game doesn’t decide to break every five minutes =P Ah, the joys of game dev!

As much as I know I’ve let you all down with constant delays and the speed of production, I am glad in some ways to not be releasing just yet - given the current situation. A game like Final Fantasy VII Remake will be fine because it has such a big fan-base, but a smaller title like mine really relies on word of mouth and being featured in the media. While I’d really love to have it out for you all to play right now, I think it’d be very difficult to have a successful launch in the current climate.

Of course, it’s a moot point anyway because the game isn’t ready haha, but I just wanted to comment about that. I’m thinking about release every day, and I’m aware that all of you who’ve stuck by me – some since even 2015! – are all waiting for this. I know how hard it is to wait for a game you’re excited to play, and it means the world to me that people feel that way (this is the first game I’ve ever made where that’s been the case!). So when I finally figure out what that right time is, you’ll be the first to know =)

That’s All Folks!

To make sure you don’t miss any news in future, I recommend following @CriticalGamesAU on Twitter, as that’s the best way I’ve found to keep up-to-date!

You can also check out the 8-Bit Adventures 2 Website for more info and screenshots, or check Facebook at: https://www.facebook.com/CriticalGamesDev

And don't forget to visit the Critical Games Creator Page:
https://store.steampowered.com/curator/33038547
Follow that page or wishlist the game to be notified when 8-Bit Adventures 2 is finally released!

I hope this update lets you know how things are going; and I truly hope things are well with all of you too! At least, as well as they can be =)

Now if you'll excuse me, Final Fantasy VII Remake has just been released early in Australia, and I've been losing my mind over that while writing this! XD Honestly, it's surreal getting something first here (almost 2 weeks early) because when I was a kid, we were always the last! Not to brag about it though (sorry international people) =P I'm crossing my fingers that everyone else will get the game this week too! I'll probably tweet some spoiler-free thoughts once I get to start playing, if anyone's interested.

All the best, and please stay safe and healthy! =)

~Josh

Quick Update - February 2020

Hi everyone,

You might be wondering where the February Update post is, so I just wanted to let you all know what's going on.

Last weekend, a dearly beloved member of my family passed away - my Aunty Carol. It's been a very difficult time for my family and I - both in the lead-up, and now that it's happened - and consequently I haven't prepared my usual monthly update. I haven't had much time this week to rectify that either, as I've been helping to prepare for my Aunt's memorial service. Honestly, in my downtime, I've just been turning off and collecting Pokemon haha - it's funny what we go back to when we're dealing with something like this =P

She and my Uncle have given me money every birthday to help fund 8-Bit Adventures 2 - even when I told them not to worry. My Aunt always gave me her love and support and believed in me. My deepest regret is that she won't be here to see the release of my work after all this time, but I'm going to do all that I can to live up to the faith that she placed in me. She was already going to be included in the Special Thanks section of 8-Bit Adventures 2, but the end of the game will also now feature a dedication to her. One of the themes of our story is about what it means to live a full life - and she was a woman who exemplified exactly that; a life filled with family, friends, and love.

On the brighter side of things, in case you missed it on social media, after 3 long months, the 8-Bit Adventures 2 battle system is finally working again! When Sufyan (the programmer) sent this fix to me, I let out the biggest sigh of relief you can imagine haha. There are still plenty more bugs to fix, but we've been back on track for testing again - and things are feeling really solid =D

Anyway, I just wanted to write this quick update to let you all know what's going on. I'll be alright, and the game is moving along - I just wanted to clarify why there's no proper February update. I sincerely apologise for that and hope to speak to you all again soon =)

~Josh