Monday, August 25, 2025

Selatria: A Retrospective/Post-Mortem - Part 2: Difficulty, Spite-Based Game Development, Game Engine Selection, and why "Everyone Needs a Paul"

Selatria - A retrospective/post-mortem: Part 2



The development of Selatria was long and tumultuous. It became a long running joke from circles I was in on how long it was going to take to complete the game. It took 13 years, 6 months, and 29 days to complete the game, or 4959 days in total. 

Selatria changed my life, and opened up a lot of doors and networking opportunities into software and game development careers. But it was far from perfect, and I wanted to write this not only for others, who may have a dream game they're thinking of doing but not realize how difficult it may be for them, but for myself to see how far I've come. 

For veterans of the game industry, some of these points might seem like they're obvious, but these pointers and tips may be useful for someone who is thinking about making their dream game from the get-go.

You can read Part 0 here
You can read Part 1 here

Apologies for the long wait on this entry. I wanted to post this as a big update in time for Selatria's first anniversary, since I've been passively hacking away at this entry for months. This will be a part 2 of 3 series after all, as this goes through the majority of my outline I had for this. 

Also a thank you to Black Game Developers on Bluesky for giving me a shoutout today.

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Game Difficulty 

One regret of Selatria that I have had over its long period of development is our inconsistent stance on the game's difficulty. When we started development of Selatria, the trend was having long and difficult games for players to really sink into. Dark Souls had just come out during my senior year of university, and that's all that people were talking about. When I would (hide) in the back of industry talks and sessions at the IGDA in Orange County and Los Angeles and hear people networking and talking about these types of difficult games and I believe that kind of thought process was making its way into our designs. My apologies to people who may have played it then and thought it was way too hard. 

Some game developers may use more advanced levels of telemetry to figure out how and where their players are struggling, and it might be necessary for more substantial bigger titles, but for Whim Indie, I like to look at Steam achievement trends. Where are players playing, how far are they getting, and where are they giving up? Check the achievement percentages. When we started Selatria in 2011, I never considered the game to have achievements, and I thought it wasn't a gimmick worth pursuing, but if done right, you can make them fun, and also a valuable and easy tool to gather data about your players are doing in the game. 

Here's Selatria's Achievement trends.

As of this post (August 25th, 2025), you can see that only about 1/3 of players who started the game ever completed Chapter 1. By the time you get to the end of Chapter 2, that number falls to 1/5. Of course you can take these numbers with a grain of salt. Some people may cheat their way into these achievements, but you can see a giant fall off from the 86% of people who booted up the game and got the achievement for starting to that 33% making it to the end of Chapter 1 (about 4 hours of gameplay in.) 

We also noticed that there are certain players that love the difficulty and will get angry and replay it. Especially Streamers who may want to play it for the memes, but I've also noticed that even when people applied to work with us (and still work with us to this day), we asked them in their initial interviews if they played our games, and the majority of them said they made it maybe an hour in before it got too difficult, that's what initially motivated us to lower the difficulty curve quite a bit. 

By the time we released the game, perhaps we may have made the game a bit too easy, since players would send me pictures of their team in the level 80s and 90s. Maybe it's because they liked it, maybe we tuned it too far, but the players that did make it to the very end and completed the game (12% of players as of this post) did really enjoy it. 

Some notes I would take away from difficulty that I do apply to our current and future games in development:

Where do you draw the line at difficulty?

When you design your levels, figure out what your goal of the level is, if it's the introductory levels, you may need to hold the player's hand a little extra just to make sure they understand the mechanic. Don't overload with text boxes and tutorial messages, make them feel like they're playing the game. Show, don't tell. 

The importance of in-person playable demonstrations

Watch your players play your game. Take notes of when they get up and walk away. Did they get bored? Did they get stuck? Surveys can also help if they're willing to fill them out after a play session. A lot of game developers now discount the importance of physical demonstrations in favor of digital demonstrations to try and drive wishlists and engagement, but physical conventions are a treasure trove of play testers who may not otherwise play your game. It's well worth the price to get gamers willing to play your game and get really good feedback. 

Also if people stop by and play your game at a convention, do your best to be silent, unless they're stuck or ask you for help. If they ask you for help, take note of it. What if you weren't there to guide them? Would they have given up on their own? Suggest help if they need it, but try not to offer or give a solution. 


Spite-Based Game Development

I joke with my friends and the team that Selatria turned into spite-based game development, and I feel that passion might burn with some other developers who might be reading it also. At first, Selatria started out from someone who said I couldn't do it, then it turned into people talking down about it since it was just "an RPG Maker game". It even got to the point where someone established in the game industry put me on blast in an overseas talk to game developers as a cautionary tale of someone who never finishes their game. 

In reality, there's never been a time where I ever stopped on development of the game, and a lot of this, for lack of better term, shit talking motivated me to keep going to finish it. It turned from the love of the game, to a desire to publish it to prove people wrong, and to prove that yes, I can finish something. 

I put in my initial notes when I planned out this series to "not make a game just because people say you can't" but maybe that's not my exact feelings on it now I'm typing this out. I would encourage people to have a healthier, less negative mindset and motivation when developing their projects, but that's easier for me to say when I eventually crawled out through the light at the end of the tunnel. If you have a long project ahead of you and it feels like it's never ending, keep going as much as you can. You'll get there. 

I started Selatria when people said I couldn't do it, people made fun of me for still working on it, and maybe a sign that I really did get over it is that I can't easily remember these people's names anymore, anyway. It's a step in the right direction. 

(For what it's worth, I've also had a hand in releasing a few games since then.)

Game Engine Development

I wanted to expand a bit about my choice of RPG Maker for Selatria. I'll defend my choice of the engine for getting my game and designs on the board, despite what others seem to think about it online or from other peers. 

Use the game engine you're most comfortable with. When it comes to designing and programming, I'm a more visual person. A blank canvas with just code still scares me, and I did automation programming in C#/Java for at least 5 years! I prefer to work off existing building blocks and frameworks and then using that to build something. Your mileage may vary.

What I will say about RPG Maker was that it was a poor choice for multiplatform game development. If I had developed in in 2025, I would have used an engine that would export to multiple consoles. The new RPG Maker does that with a Unity foundation, I hope they move the next one to Godot, or a more economically friendly game engine.

Having Selatria as a PC-only game really hurt us and was a nail in the coffin for not making the game accessible. Steam is also oversaturated with thousands of games coming on the platform each week. I will give Jon and Shadoe props for being able to put Selatria on Steam Deck, we were really limited on what we could do with that.

Someday I'd like to rebuild/modernize Selatria and release it for a Nintendo console. Maybe in an HD-2D style. If you're reading this sentence in horror, it's not something I'd like to revisit for at least 25 more years, if I have disposable income to throw at it. 


Everyone Needs a "Paul" 

The best leaders are those that are willing to listen and take feedback, and be willing to listen and accept "No" as an answer. A lot of people mistake a strong leader for someone with a lot of followers and yes-men, and I think real leaders are someone who can best read a room, and listen to and accept answers from people who are more well-versed in subject matter than they are. 

Paul has been one of my closest friends for over 20 years. When I wanted to start this crazy game development journey as a real business, Paul and my other close friend Matt were with me to help me start the studio and keep things going financially and keep development of our games going and consistent all these years. I wanted Paul to be a part of Whim Indie and is an indirect (but VERY important) part of Selatria's development, due to his experience running a tight ship with non-profit organizations. 

The reason why I said that everyone needs a "Paul" in particular, is that most of us are working on the game and we have our clear biases towards making the game the greatest it can be, and Paul is someone who makes sure we keep things legal, keeps track of all of our paperwork and contracts, handles negotiations and tough talks. He supports what we do and our mission to make fun games, but he's not afraid to hold back and tell us his honest thoughts on what direction we need to move in, he helps craft our professional messaging, he helps with disputes with contractors, is our Human Resources, and he'll come in and make critical decisions when it's necessary, and this studio would have fallen apart years ago if it wasn't for Paul's support and input into Selatria and Whim Indie. 

Indie games are a very difficult and frustrating endeavor. There are a lot of Kickstarters, abandoned Early Access Steam games, and other creative pursuits, where updates will cease to happen for many months, if not years when these people burn out when their support system dwindles. There have been a few instances of auteur creators having very public meltdowns and losing deals because of their inability to bring professionalism and their creative pursuits into one and hold it together while dealing with life and other challenges, and to be frank, a public who couldn't care less about your project when they have lots of other options constantly fighting for their time at their fingertips. There have been times where I would angrily type something, and then delete it: do I post this online and regret this later? Or sit down and chat with Paul about it first? My friendship and business relationship with Paul is something I'll never take for granted. 

At LVLUPEXPO in 2024, I was part of a game development panel with some people in the industry about "What I Wish That I Knew, A Survival Guide For Game Developers" - the panel was planned to have microphones and a projector available so we can talk about said talk, but none of the A/V was set up for any of us. Wushensnake came through and recorded what she could and we put the YouTube video up, but a highlight of that panel was the said phrase, people in the audience came by our booth and said "So you're the Paul that he was talking about!"


You can read the presentation I would have shown here.

Selatria Part 3 The final part - About Selatria's 13-year long game development cycle, Crowdfunding, learning from releasing on Steam, The Importance of Localization, Cut Content + Abandoned DLC/Sequel Plans, and Accepting Personal Responsibility will be posted in the future.

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As of this post, Selatria and Spellbearers are currently part of the Game Devs of Color Support Bundle! 

Purchase the Game Devs of Color Support Bundle

All proceeds go directly toward programs like conferences, games showcases, grants, scholarships, and other year-round initiatives that expand access to opportunities in the game industry. Getting this bundle helps make these efforts possible!


AND

You can support Whim Indie by wishlisting or purchasing Selatria on Steam (Leaving a review would be extremely helpful. We're trying to reach 10!) 

Wishlist/Purchase Selatria on Steam 
Wishlist/Purchase Spellbearers on Steam 
Purchase Spellbearers on Nintendo eShop 

And/or you can support by joining the Whim Indie Discord


Tuesday, February 11, 2025

Selatria: A Retrospective/Post-Mortem - Part 1: Profit/Percentage-Sharing vs Commissions, Game Production, and Scope Creep

Selatria - A retrospective/post-mortem  Part 1 - This is a new blog series I've started over holiday break, and will continue into 2025, at least as long as I have topics to talk about. 

The development of Selatria was long and tumultuous. It became a long running joke from circles I was in on how long it was going to take to complete the game. It took 13 years, 6 months, and 29 days to complete the game, or 4959 days in total. 

Selatria changed my life, and opened up a lot of doors and networking opportunities into software and game development careers. But it was far from perfect, and I wanted to write this not only for others, who may have a dream game they're thinking of doing but not realize how difficult it may be for them, but for myself to see how far I've come. 

For veterans of the game industry, some of these points might seem like they're obvious, but these pointers and tips may be useful for someone who is thinking about making their dream game from the get-go.

You can read Part 0 here

(Note: This was meant to be posted at the end December 2024. But then I got extremely sick with pneumonia, then the wildfires/power outages happened, and then my computer broke. Not a good time. We're back at it now and hope to be continuing this post-mortem where I can.)

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Profit/Percentage-Sharing vs Commissions 

We started Selatria in 2011 when most of the team was in college or working very part time. When we started the project, we didn't have any spare money to work with so we started the project as a profit/percentage share for the early folks. By the time me and the other two founders got stable career jobs, we began bootstrapping our projects. However, we kept this percentage share in place for those who stuck it out from us in the beginning. (These earlier team members also were paid on commission) Later team members were only paid on commission. 

The total for Selatria's development cost as of this post came out to $37,297.82. As of now, the project is still in the red, and hasn't turned a profit. Unfortunately, this is the case of the majority of indie games that are released.

(As an aside, please don't take the above number as a "Wow, this money all went to waste." - While the game itself wasn't profitable, it did create opportunities for myself and others that would have never happened outside of the game. This project gave job and career experience to many, including myself, in other ways, and it paid off there. )

Selatria is the only project in Whim Indie that we've developed that used this model, and we went with just contracting and commissioning the team for their work on the project on an extremely part-time basis for every project thereafter.

Unless the game is developed in a game jam, where everyone knows that there's a small beginning and small end to the game, I do not recommend anyone work on a percentage-share. It becomes difficult to gauge exactly who is doing the work, and there will always be this bias on what work/percentage is more. You can't have a good RPG without good art, and you can't have a good RPG without good game design and programming, and you can't have a good RPG without good sounds and music. The time commitments on these are all different, yet are all equally important, and in hindsight, putting a percentage value on it now caused a lot of resentment.

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Game Production

Disclaimer: Please note I have no formal project management training and I don't have any project management certifications. A lot of this I had to learn the hard way through trial and error through my process of finishing this game up. 


My barebones definition of what I think a Producer and a Director really comes down to this:

Director - Determines or makes the final call on what gets put into the game. 
Producer - Determines or makes the final call on how the game is going to be completed. 

Different studios may treat these roles different, and it's not uncommon for the Producer to give creative input on the game or the Director giving suggestions to improve the overarching process. 

While having a Producer and Director be the same person may speed up getting approvals done allowing the team to work faster, it's a lot of stress doing both roles. Even my role-model Naoki Yoshida "Yoshi-P" has several assistant producers and directors working under him! When we were working on Selatria in person (before we went remote before 2020) I would be spending most of my time being distracted trying to answer people's questions on assigned tasks as we would be mostly working on a Saturday in the studio. 

I found that working remotely and asynchronously and letting the team just  work on tasks how they see fit and going one at a time in a standup call once a week worked a LOT better to help concentrate my focus. It also gives a chance for each person to show off their work in front of others and creates this positive feedback. Tasks are getting done, each individual team member gets to be heard, and the consistent time of the meetings means that everyone knows the rough due date for their work. 

And people say working remotely isn't productive...

That being said, being Producer and Director of an indie game may look cool for title, but it's overwhelming to have someone be both. We did not continue this practice for our other projects in Whim Indie, and we keep the titles on separate people. This also helps accountability. 

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Scope Creep 

It became a running joke in friend circles about how long Selatria was in development. A series of broken promises and bad estimates with no thought put into them, caused the game to shift ever further into the future and for a good four years it really felt like there was no end to sight for this game. 

  • Selatria continuously suffered from scope creep 
We kept thinking of new ideas and game concepts up until the very end. Sidequests for the sake of being sidequests could have been used to flesh out weaker parts of the main story, in hindsight. 

We had dungeons and battles planned but without a solid plan for where they were going to go. Because these dungeons and battles were already built, we had to make the story go that far to see it.

A lot of Chapter 6's dungeons which require going around the world in the airship to a lot of different places to be able to get certain items to advance the story. 

In Chapter 3 (you can also see this if you played Advent of the Dakk'rian Empire) we put a LOT of work into three different paths the player can use to sneak into the main Capitol Fortress. That's two significant paths the player can never really fully experience. We were going to have a similar branching path in Chapter 5, and we got so far as to have the voice actors record all the lines for the branching paths, but we axed it fairly late in development to save on time to finish the game. We will likely not do branching paths where the player can miss a significant amount of content again in the future. 

The whole final continent at the end of the game was meant to be a surprise addition to where the player can do a lot of endgame content and optional boss battles, including a randomized tower dungeon. This was also scrapped before the game released and the size of the continent was scaled down considerably to just include the parts that were needed to finish the story. Had the game did well, we would have likely put more development time into this abandoned randomized tower concept, but we may bring that back in a future game. 

The game was originally 12 chapters, and we could not come up with enough plot points and dialogue to fit within our smaller game budget, so we merged things together into 9 chapters, and once more before we settled on the current 6 chapters. We were also running out of space for abilities and maps. The RPG Maker VX engine we used was "only" limited to 999 slots. We also did not manage the database well and made it difficult to be able to have enough content that felt new and fresh every time. 

From a writing standpoint, we should have started from the end and worked our way backwards, this would have helped us figure out how to write a more cohesive story and allow for better setup of plot-twists. 


  • Saewo was a pain to design for 


Saewo - Also because this blog entry needed a picture

The development of Saewo was troublesome from the time we came up with a character to the end of the design. We wanted a fistfighting character that gets really Street Fighter Akuma levels of angry, who transforms into a dragon like Breath of Fire, with attacks as devastating as a Final Fantasy summon. 

We developed the dungeon this character was introduced in years before we actually began developing the character, and the dungeon was a hit in conventions we showed it off at. The creator of the Aveyond series even left a comment when we showed it asking how we were able to pull off the design of Mount Oreya with its shifting tiles in an engine like RPG Maker. 

Coming up with Saewo took a lot of back and forth between Myself and Jon. Jon was able to come up with a twist on the AP/Mana resource mechanic we were using and come up with something unique for Saewo with his RAGE meter. It helped solve a writing problem we had, since Dakk'rians lost the ability to use magic, it's the dragon and his rage that allow him to use his abilities.

  • The importance of Task Management, Proper Communication Channels, and Version Control 

We spent almost four years developing the game with no proper task management system. We were coming into the studio and working on whatever felt like fun. It was the most creative time of development, but there were no constraints or deadlines, and because of that, there was no light at the end of the tunnel. We used a Facebook group to communicate with one another on development of the game. 

In 2014 when me and some of the other team members got day software jobs we began to learn about how useful these task management systems were and I wanted to start using one that worked for the studio. At first because we were all working from the studio and we didn't want to pay anything, we used post-it-notes, a whiteboard, and the free version of Slack. 


I don't remember exactly when I learned about it, but I learned about HackNPlan while going through the gamedev subreddit, and it seemed like a cheaper/cost friendly alternative to Trello, another task management "kanban" system used in the industry. We started using that tool and it really saved us during the pandemic and development of our other games when we stopped working from a central physical location. We continue to use HackNPlan to this day, and even got ourselves featured in one of the dev diaries by the developer in 2017. Thanks, HackNPlan! 

We used "version control" from the beginning with Dropbox and Google Drive, but we used professional version control REALLY late in development. I believe we should have tools that are user friendly for the team to be able to work. And I don't think even the professional game companies have got it figured out. Sure you can have an artist or musician try and learn command line tools and Git to be able to pull/push changes to a project, but it makes things time consuming if they need help or get frustrated, or a merge doesn't happen as intended. I've been working in software professionally for 11 years and I still have a guide next to me with git commands. That being said, we never used it for Whim Indie, and we continue not to use Git. Instead we use Unity Version Control (Plastic SCM) for programmers and Gluon for artists. It has command line tools for people who want to use it, but the pros for this is for the artists in our team where they can quickly and easily check in their work into the repo without having to teach them command line tools or Git. It works for us, but I think we're grandfathered into pre-acquisition prices. So your mileage may vary. Perforce may be a good alternative to this. 

As I mentioned before a lot of this was an expensive lesson that I had to learn on my own. Perhaps out of my stubbornness. 

Selatria Part 2 - About Difficulty, Spite-Based Game Development, Game Engine Selection, and why "Everyone Needs a Paul" will be posted in late-February. 

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You can support Whim Indie by wishlisting or purchasing Selatria on Steam (Leaving a review would be extremely helpful. We're trying to reach 10!) 
Wishlist/Purchase Selatria on Steam 
Wishlist/Purchase Spellbearers on Steam 
Purchase Spellbearers on Nintendo eShop 

And/or you can support by joining the Whim Indie Discord