Highest Rated Comments


lanternforge112 karma

exactly! well...it's part of it. We have twitter, facebook and I have been contacting review sites and magazines endlessly. I live on the steam forums to talk with customers who loved the game. Basically...you have to try everything cause the one thing you don't try, is going to fail 100% of the time.

Our game is really good and people honestly love it so I just need to run down the streets with a big sign and yell at people to go look at it

or not

lanternforge64 karma

Just wait until I give passionate speeches about edge loops and normal maps...brings people to tears!

lanternforge45 karma

Our game isn't so much about setting itself apart, but bringing everything together :)

We love RPGs and always have, we have loved crafting, exploring, looting and combat and wanted to really bring those together in a fun and easy to manage way.

So we took what we loved about Minecraft, Terraria and Torchlight and mixed them together into an isometric view. This gives us the view to allow strategy and hack'n'slash combat of Torchlight, while having the gathering and construction of Minecraft and Terraria.

We also approached the whole game as an open world with a broad audience that have different play styles. We have worked to allow you to succeed in the world by being a gatherer/builder, crafter. Or you can just venture out into the dungeons and slaughter stuff. There are 4 character classes that you can level up and blend together to match your play style.

We are also an indie studio that released a game that people have said they went to play for 10min...and played for 4hrs or more :p So that's pretty awesome too.

lanternforge20 karma

Blue, #68b0ed or around there is awesome

lanternforge19 karma

Last year about this year, July/Aug Hazden and I were hanging out in person on vacation (we've only seen each other in person like....4 times in over 10yrs) and we started to discuss what game we would love to make.

We spent around 3-4 months concepting and planning. We finished in July even though we had submitted to Greenlight much earlier knowing it would take a while.

It's pretty hard to release honestly, we had to push marketting and advertising in order to get people to see our game and vote for us. It wasn't the game itself (people loved the game) it was just being seen in the mountain of games. In the end, IndieRoyale was the big advertising push we needed.

I can't say the steam portion, it's confidential but it's quite reasonable and totally worth it.