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Kaze no Klonoa

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Kaze no Klonoa last won the day on August 10 2015

Kaze no Klonoa had the most liked content!

About Kaze no Klonoa

  • Rank
    Making Games and Taking Names
  • Birthday 11/17/2000

Profile Information

  • Interests
    im sure its obvious
  • Gender
    Male
  • Country
    United States
  • Location
    Phantomile

Contact Methods

  • Skype
    nope
  • AIM
    Who uses aim
  • Steam
    MeltingComet
  • Twitch
    KlonoaComet
  • YouTube
    Nikoback
  • Twitter
    @comet_melting
  • Website URL
    http://nikobackgames.weebly.com/
  • 3DS
    2964-8760-6707
  • NNID
    MeltingComet
  • XBL
    MeltingComet
  • PSN
    MeltingComet

Recent Profile Visitors

251,934 profile views
  1. i saw something about a klonoa encore and that's, that's great im ecstatic

    ill think about it after i get this game released zzz https://store.steampowered.com/app/1156630/A_NIGHTMARES_TRIP/

    1. Ryannumber1gamer

      Ryannumber1gamer

      That art looks great

    2. Kaze no Klonoa

      Kaze no Klonoa

      giving due to my amazing team for that, my SO and two other friends did the art, and another person did the music

    3. Ryannumber1gamer

      Ryannumber1gamer

      I’m curious, hypothetically, if you were offered an Epic Exclusivity deal, would you and your team take it ?

    4. Kaze no Klonoa

      Kaze no Klonoa

      haha if we're talking about this game? i dunno

      but for any of my bigger future projects, fucking absolutely, and I'll explain several reasons:

      1. We missed our announcement and release window because steam won't let us release it till October, and we couldnt launch the page on saturday because we included our patreon link on a website and they didnt like that, in general everything apart from uploading the game onto steam servers felt cold and annoying to deal with

      2. Last weekend Steam's algorithims completely tanked every indie dev's visibility by a lot (ironic because it was supposed to do the opposite) and now exclusively shows popular games. I can tell you that A NIGHTMARE'S TRIP has only gotten visibility (and likely only ever will) get steam pages through outside links and my tendency to non-stop shill. They haven't said ANYTHING about it and my twitter feed is filled with indie devs panicking to all hell

      3. This thread alone and from my own experience of talking to Epic-partnered devs showcases that pretty much every game that's partnered with Epic was promised by Epic to be huge successes and they 100% all were. Games are expensive and people crying about the platform wouldn't sway me over me and my friends having money to live and for us to actually make more games for people. Epic also actually cares about the indie devs they work with (financial support, obviously, but also providing additional technical support with launching the game on EGS and etc.) whereas Steam would only change revenue split rates for large/successful games, at the most.

      Basically, say no to Epic right now is like turning down a visit to Willy Wonka or something

    5. Ryannumber1gamer

      Ryannumber1gamer

      Yeah, that all makes a lot of sense, and is understandable, at least from the indie dev point of view.

      Taking the Epic deal is a good move IMO, for an indie dev at least. Keeping in mind, I'm largely against Epic's exclusivity tactics, but an indie dev either is pretty silly, or pretty brave not to take it, because from what I've heard, Epic will basically give you a safety net that rise or fall, you'll be able to stay afloat. It's just the wisest move to take there.

      Full respect to the people who take the risk and keep it on Steam of course, like the dev behind DARQ, but not every dev is in that same boat, and whatever keeps you and your team afloat with security is the best move.

      Really, the only time I can't stand the EGS shit is when it's Triple-A devs who really have no reason to accept the deal other than just being greedy and wanting more money on top of the money they already know they'll make, Borderlands 3 being the key example atm.

      Steam just sounds more and more like a load of crap for the indie scene, and if there's anything to say about Epic's business practices, they're smart to go to indie devs regarding this stuff, since indie devs are easily the guys who are most overlooked by Steam, and pretty much mistreated by them, with the amount of shovelware cluttering up the storefront, making it more difficult for actual quality indie games to be seen by consumers.

    6. Kaze no Klonoa

      Kaze no Klonoa

      I gotta be real pretty much everyone i know thinks very lowly of DARQ because the main dev didn't take any risks: he has a day-time job that pays really well and could afford to do that. He's a part of the films industry, and also managed to already get his game on the top of the /r/gaming (10 mil+ subreddit) for days out of sheer luck. Nothing against him but he shouldn't be a shining example, and I feel like people who believe everyone else should do the same don't know how fucking privileged he is to turn down such a deal. His reasoning for Steam Wishlists is, fine? but also EGS has millions of people who'd see his game on the storefront the moment they boot it up - DARQ would be a instant smash hit in general versus a smash hit out of people's spite for Epic

      And also I personally think it doesnt matter at this point regarding AAA because apart from BL3 being a mess (which, i dont think is EGS's fault because BL3 is just shit in general) i havent had issues with the EGS games I have played which includes Tetris Effect and Journey. Epic is anti-worker but they're not anti-consumer: by supporting these games releasing on these platforms they are technically being pro-consumer. They house some of the best PC releases in the past year and so, including Metro Exodus, Outer Wilds, Tetris Effect, etc. etc. Companies are always looking to nickel and dime people but from a real perspective of what does Steam really offer to both consumers and developers? They just offer a storefront where anyone (with money and the ability to comply to their legal terms and blah blah blah). Those amazing games are easy to shit to find on EGS's really terrible store interface which is saying something over Steam's decent store interface being cluttered with hentai games

      The other thing I have to argue is, I think people in general should just appreciate indie games as a whole! Even the shitty stuff tends to be made out of legitimate passion (if we're looking at itch and not like, Steam where people do actually release shovelware) and I think I've found a lot of merit/things to think about in games I actually thought were pretty poorly put together (theres a game i like as of recent that def shows lack of polish but did cool things and had good writing). I know UNBEATABLE's (which is going very VERY well btw the current version is amazing) gonna appeal to a lot of people but i don't know about A NIGHTMARE'S TRIP and the other projects I'm making at SKY HOUR WORKS..they're really niche and while have a potential audience likely wont reach it without a miracle due to our low resources...

    7. Ryannumber1gamer

      Ryannumber1gamer

      Well, I hope both manage to find their audience at some point or another. I know if Unbeatable ends up on Switch or another console at some point, I'll most definitely be taking a look at it.

    8. Kaze no Klonoa

      Kaze no Klonoa

      Can't say anything about UNBEATABLE right now, but do keep an eye out for it! We've been posting about the game again so our twitter is the best place to keep track of it

      https://medium.com/d-cell-games/and-the-adventure-begins-again-9dc54232b72f

  2. shadowbringers final fantasy xiv is the best game in the entire franchise, there hasnt been a mmorpg this good, ever

    1. Perkilator

      Perkilator

      ...Not even Toontown?

    2. Kaze no Klonoa

      Kaze no Klonoa

      i have never played toontown but, well ffxiv just casually has two expansions that rival some of the best jrpgs of all time

  3. hi everybody.

    final fantasy xiv shadowbringers

    goodbye everybody

  4. It's a lot of factors (game quality, word of mouth, connections with other people), but honestly, it's just luck. A lot of people have gotten lucky from popular streamers/youtubers playing their games, but nowadays, the most popular streamers only play a small selection of games. Unless you're EA with their 1 million dollar payment for Ninja to stream Apex Legends, you're probably gonna be real out of luck. I've always seen people who have experienced moderate success but in terms of blow-up popularity, that's a lot less common (especially with the huge rise in the amount of game releases, you're really competing against literally everyone). Regarding that, here's some things I've seen work: -Building and maintaining the community of your game yourself: I've seen developers run smaller communities (I help moderate a discord server for a indie project, so I've seen what these kind of servers look like firsthand) to varying levels of success, but it's pretty much always been a net positive. If the developers are actively participating, the community will be 100% on board from the announcement to the game to its eventual release. You'll also be able to get more people who may not know the game to learn more about it by simply joining the community, wherever it be on Reddit, Discord, etc. -Show up at events, not just the internet: I've seen this work firsthand! One of my upcoming projects, UNBEATABLE, got a lot of traction when we demo'd it at MAGFest 2019 (people were lining up just to watch the TV display and listen to the music). Getting at events, no matter how small will really increase a game's chance of visibility, especially because most indie game showings are technically attractions at events, so people will want to go and check out the games for fun. Unfortunately, money, time and transportation can severely impede the ability for this to happen. The online equivalent of this would be game jams and digital conventions, which is starting to pop more often (check notgdc.fun) -Get a publisher: Yeah, no kidding about this one. A good publisher will help out with all the legal stuff, provide additional resources (i.e. money, QA, additional contractors), but also marketing. That's not something a lot of people have success with but a lot of publishers have been responsible for certain games breaking out! Some examples of highly successful indie games include Enter the Gungeon (Devolver Digital), Not Tonight (No More Robots), Hello Neighbor (tinyBuild), and most recently Forager (Humble Bundle). Publishers weren't solely responsible for these games succeeding, but the amount of resources Devolver Digital must had provided surely helped in Enter the Gungeon becoming one of the best selling Switch games of all time. -Try to get the attention of the press and influencers: A lot of game journalism sites are often really busy trying to cover bigger releases (Which is a bit of a issue in itself), but still try contacting them anyways! Having presskits and constantly sending emails to sites could help get attention. Also seek for smaller sites too, any bit of coverage helps, so as long as they aren't trying to scam you. As for streamers/youtubers, you can pretty much try doing the same thing, it's pretty much how tinyBuild get their games all over the place. -Release on as many places as possible: Don't just think Steam. Try to get it on as many storefronts as realistically possible (itch.io is starting to become a more popular haven for smaller indie games). Just know that many storeplaces have different standards and terms (for ex. Steam places many restrictions on its store, requires a upfront fee that will later be refunded, and takes a 30% cut. In comparison, itch.io is very lenient, allows multiple ways of selling games, and you can adjust itch.io's cut from 0-100%). Consoles will prob need the help of a publisher (and like Steam have many rules for their storefront, usually have a 30% cut and also require lots of certification processes) -Interact and meet more people in the indie dev space: Don't think I need to elaborate on this. Just go in the space, have fun and make friends! That's pretty much how I've gotten around. Either way, none of these are really "guaranteed" ways to succeed, but it's what I and a lot of other people I know try to do to better our chances. If anything though, most of my friends seem to just get lucky and their games get a lot of visibility on Twitter on a random day, sparking either a increase in patreon pledges or tons of sales.
  5. just gonna chime in here to say that if you haven't, you should play wandersong

  6. So like, i announced a game project (technically two? huh) and also launched a patreon, what a weekend

    https://www.patreon.com/teamskyhour

    1. Kaze no Klonoa

      Kaze no Klonoa

      also hi! Im still around but generally don't hop on here too much, y'all doing good?

  7. Haven’t heard about this at all, but I will stress that unions are very crucial to alleviating this and that if you’re working in the games industry and are frustrated with bad conditions, consider talking to your co-workers and go to a organization like Game Workers Unite (gameworkersunite.org) to get the resources and advice you need to start a union internally. If you’re not involved with the industry, supporting us is more than enough! Most games are often made at the expense of other people and it’s a problem that’s the result of no one condemning awful treatment of workers and disorganized management.
  8. video game development happening 

     

  9. still working on that demo for our game at magfest, which is happening tomorrow? oh my god im gonna probably be dead by the time i get there

    1. Kiah

      Kiah

      No don’t be dead please lol. Enjoy every single moment of this opportunity that you all have worked so hard on and it paying off instead.

      Have fun at Magfest! 

  10.  

    1. Nast

      Nast

      woah, a rhythm game? wasn't expecting that. i love rhythm games and i love when developers combine them with other genres. looking forward to the trailer :D

    2. Kaze no Klonoa

      Kaze no Klonoa

      Hell yeah! Thank you so much :)

    3. DanJ86

      DanJ86

      That art style reminds me of Splatoon a little. I also like rhythm games.

    4. Kiah

      Kiah

      Congrats Klonoa! The art style looks amazing! This is exciting! 

  11. the project i teased last night has been in development for about a year now and it's been super duper exciting to work on it, especially with the kind of talent behind it..I seriously can't believe im making something this awesome holy shit

    1. Kaze no Klonoa

      Kaze no Klonoa

      in case you missed it

       

    2. SpinSlash165

      SpinSlash165

      Best of luck with the game!

    3. Kiah

      Kiah

      Enjoy the ride kiddo and I wish you much success!

  12. hello everyone

    i have something on the 15th of december...

     

  13. i released starair! not the final version unfortunately but this is what i had before i moved onto other projects! maybe you'll like it :) https://meltingcomet.itch.io/starair

    1. Nast

      Nast

      hey man, i just played it and i wrote down a bunch of my thoughts on it. is it fine if i post it in your thread or is there some other place you'd prefer it?

    2. Kaze no Klonoa

      Kaze no Klonoa

      you could post it or send it to me if thats fine! i dont plan on updating that thread

  14. i have no idea what the fuck is happening in persona q2 i can't read kanji and almost everything in the game is just kanji (on the bright side the game is somehow still playable and fun)

    1. Kaze no Klonoa

      Kaze no Klonoa

      my japanese comprehension level is at the moment that of a 6th grader or a failing middle school student

    2. KHCast

      KHCast

      I’m just gonna wait like I did dancing 

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