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.

lunes, 16 de noviembre de 2015

The Count Lucanor has been greenlit.

Hi, we would like to thank everyone which voted for our game in Greenlight. The game has been greenlit in just a week and we wanted to share some info about it.

Here are some data provided by that Steam to follow our progress. As you can see we have almost the same amount of YES and NO votes. I was really worried at first, but then i saw this page: http://iygamestudio.com/greendb/
In it you can see the stats of every game on Greenlight. I realized that most games have more negative than positive votes, and even in that case they were greenlit too.

Another mistake we made was to underestimate the Steam community. At first I thought that Greenlight was a place full of developers but empty of players, so the only way to have votes was by doing a big buzz outside steam. But no, that’s not the reality. The fact is the place is full of people viewing, voting and commenting your work. 90% of our traffic came from inside Steam.

We were greenlit after seven days, and our best position was #18 in the top 100 ranking ( at the time they were around 1800 games in Greenlight ). Who knows how this ranking actually works, I think is a mix of visits, votes, and time. The fact is you have to be on it to be greenlit… I guess.

martes, 3 de noviembre de 2015

The Count Lucanor Announcement.

We at Baroque Decay are proud to announce our new game. The Count Lucanor is a pixelated exploration adventure packed with horror and mystery, where characters and story aim to take players to a fairytale world.


With a retro, halfway-between-8-and-16-bit style and inspired by classic games like The Legend of Zelda, Yume Nikki, Silent Hill or Dark Souls, among others, The Count Lucanor is an amazing mystery and horror adventure set in a fairytale world. The game features important choices, alternative endings, secrets and different ways to solve puzzles. The title is in development for PC, Mac and Linux.


  • Exploration: Walk the Tenebre Castle and place candles on the ground to light up your path.
  • Conversation: Talk to NPCs to get important clues and unravel the mystery of the Count Lucanor.
  • Stealth: Hide under tables and behind curtains to go undetected.
  • Puzzles: Use the items you found wisely in order to progress.
  • Skill: Avoid traps and enemies in the castle by anticipating them.


We’ve hired the greatest composer of all time - Johann Sebastian Bach - to create a soundtrack that will remain etched in your mind forever. Using chiptune tools, we’ve transformed a series of hidden gems of the author to create unique soundscapes for our tale.


Once upon a time, there was a poor boy named Hans who lived with his mother near the woods. On his birthday, the boy had no presents nor sweets. He got so upset he decided to leave home for good. Before he left, his mother gave him his grandfather's cane, some cheese and three pieces of gold. Hans walked into the forest in search of adventure. Soon it was night and the boy was really scared, so he tried to go back. But then, a quaint kobold happened to cross his path and Hans decided to follow him to a castle. The kobold told him he would inherit great wealth if he passed a simple trial... guessing his name. Trapped in the castle, Hans will live a spooky mystery, fantasy and horror adventure to become the new Count Lucanor.


When is the release date?
We don’t have a scheduled date yet, but we hope to complete the game in the first quarter of 2016.

When can I test a beta?
As we come close to the end of the Alpha development stage, we will look for Beta testers very soon. Stay tuned!

Will the game be released for other platforms?
Our target platforms are PC, Mac & Linux. Depending on the success of the game, we might consider others platforms.

Are you planning to localize the game in different languages?
The game will be available in English, French & Spanish from day one. Most likely more languages will follow later.

Which controllers are supported?
The game can be played with keyboard or gamepads.

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