miércoles, 20 de julio de 2016

German translation!



Hallo ! Welcome to the Tenebre Castle dear friend, this week you can buy our spooky tale The Count Lucanor with a 25% of discount. We are celebrating that our traveller friend "The-Savage-Nymph-Art" finished the localization to his beloved German language.

We are still working on the Portuguese, Japanese and Polish languages. Also trying to port the game to consoles, those strange machines!

Yours sincerely humble servant.

Buy The Count Lucanor on Steam

The Count Lucanor now supports Mac and Linux.



We are proud to announce that the Mac & Linux versions of The Count Lucanor are now available at 25% of discount during this week. We hope you'll enjoy the game and share with your linux and mac friends this great news.

Also we have two new languages on the game Russian and Hungarian. (Thanks to Tolma4 Team & Richárd Goz).
Pretty soon we will have additionnal new languages : German, Portuguese, Polish, Vietnamese & Japanese.

I hope you enjoy our spooky adventure and would like to thank everyone for the great feedback you gave us during those first months since the release.

Buy The Count Lucanor on Steam

Sales, New Languages, Linux & Mac



Hello my amigos of the Tenebre Castle. Today we have some great news to share with you.
This whole week, there's a 25% discount because the black death just killed a rival kingdom and we just have to celebrate it. Bravo!

We also received the visit of two travelers to our castle, two foreigners from Russia and Hungary. They helped us to translate our story to their mother language.
Thanks a lot, for the great job to:


  • Tolma4 Team (Russian)
  • Richárd Goz (Magyar)
We have more travelers from around the world interested in the hidden treasure of the Count Lucanor, they are working on several translations that will be available soon: German, Portuguese, Polish, Vietnamese & Japanese.
Last word about translations : we would like to ask for your help on the english translation. Several people noted some unusual words and sentences in the game texts. English is not our native language so we're requesting help from native english speaker to make our game even better. If you're willing to give us a hand, ( for free ), please contact us (n_n)

Last but not least, the Linux and Mac builds will be available during this week, so stay tuned dear travelers!

lunes, 18 de abril de 2016

Lucanor Update #1


Hello dear visitors of the Tenebre Castle, we wanted to share with you some updates about what are we doing during our lonely nights.

First of all, we are working very hard to have the Mac and Linux versions ASAP, we have the game running but the gorgeous cutscenes are the tricky part (>_<)  , hopefully we will beat these issues very soon.

The second plate is translations. We are working with some awesome people to have the game localized to German, Russian, Polish and Portuguese. This way we’’ll be able to see how “Zowie!” is translated to Polish… (O_O)

In addition, there are rumors in the castle about some movements to have the game ported on consoles also released in other online shops, but we can’t say anything official about it, there are only rumors.

Best
The Blue Kobold

lunes, 29 de febrero de 2016

Game Release


We will release The Count Lucanor this Thursday 3 of March. It will be for Windows OS only, at 9,99$ , and it will come with the Chiptune Bach OST for free.

Steam web

(We are working really hard to have the Linux and Mac versions ASAP)






martes, 19 de enero de 2016

Second Trailer

Hi there, we come with some news about The Count Lucanor, but first let’s take a look to our new trailer:


This new trailer is focused on the second part of the game, the Castle Tenebre, which is full of traps and puzzles to finally get the name of the mysterious blue kobold. This part is almost 50% of the whole game.






The development of the game is almost done, we are now working on polish, bug fixes and also translations. We already achieved two private betas and had a pretty nice feedback from users. We had to adjust some puzzles to be sure that no one gets frustrated in the castle Tenebre.











Also we are already doing the legal paperwork for Steam, which seems to have hired Kafka to write its FAQs. We don’t have any publisher yet so we have to do everything by our own. But with a bit of luck we will release the game this March… but I won’t say that too loudly.
Very soon we will start to contact Youtubers and press for coverage. Are you a Youtuber? We’d like to hear from you !








jueves, 10 de diciembre de 2015

Pre-beta feedback


After a year of development we just finished our pre-beta tests with several friends. We order those friends from less target customer to the most potential target. But from all of them we get really awesome feedback and very important conclusions:


  • The player don't want to wait, maybe it's because the anxiety of this world we live, but none of the testers wanted to wait. Any puzzle built to make the player wait was a problem. All of them tend to do the things fast, push the button faster, take the most dangerous path or choice because it's shorter… they prefer to die a hundred times than wait. So if you are going to do a stealth game, be prepared for that.


  • The average player doesn't have fear of death. They are pretty used to die in any kind of game and if they have a near autosave, they are really headstrong with some dangerous paths they take. They explore a lot, but never stop for a second to choose, or investigate the differences between paths. They only choose one and focus on beating it. Over and over. They can die like twenty times until they realize that, maybe they should choose the other path nearby. So, if you have autosave and different ways, or wrong ways to do it, be careful to highlight very well the wrong aspect of them.


  • The player loves to explore. Sometimes they don’t want to be guided by the game, they reject the game narrative to explore in the way they want. Even with the main goal reached they still want to continue exploring. They don't usual stop for a second to think what are they exploring or how they could explore better, they just get lost several times even with tools designed to prevent that. So they love to explore, but they are not very focused. They can find a very secret item, and leave others that they have in front of his eyes. So be sure yo put several items.


  • The average player reads too fast. Most of the players read so fast that even if you put something very clear in the text, they tend to forget it in the next text line. So you have to highlight a lot the important things, not only saying them but also creating a dialogue and a narrative situation for them. Also if you want to put two messages in the same conversation, be very careful, because it's really hard to put those two things in the player mind.


  • Also one of the more important things is the look you have in the game, your style. For us, our top-down pixel style, reminds a lot to Zelda, so the people want that, they try to do that, and play the game as it was a Zelda. It’s really hard break that concept in his mind.




So after all this feedback we are now doing some corrections, adjustments, and adding new material to the game. After that we will start to do a beta test with some real customers.

Please follow us on Twitter and Steam to get news of The Count Lucanor.