Devlog#33 One year since the release! Dev note & thoughts

Hello to our lovely LUNA The Shadow Dust supporters,

It’s been almost a year since LUNA launched! Today, we’d like to share what we’ve learned during the game’s development and tell you about our biggest successes (and failures). If you are planning to make a game yourself, we think you’ll find our experiences helpful!

The Backstage Experience

update images1.jpg

Many of you might know that after the game was released, we produced high-quality merch (pins, posters, postcards) as a way of breathing new life into our characters. We also ran another KS campaign to make our physical LUNA artbook a reality.

We’re so thankful that our book and OST have received such great feedback. LUNA just feels so much more alive now. It’s hard work, and the costs are high, but because we’ve also been inspired by many other great art books and albums in the past, it only felt right to contribute back to the community.

Our Successes (and lessons learned)

Over the last year, we’ve earned the community’s recognition and have received many awards and nominations as a result. It really is the best feeling knowing that your hard work has paid off!

update images2.jpg

We still consider the release of the game to be our biggest success. The harsh reality is that many games—not only indie titles but some big IPs—never see the light of day for various reasons. To see LUNA finally out there is a blessing in and of itself, and we’re even more thankful that the global pandemic did not directly impact our release. It’s no secret, however, that we—and the game industry as a whole—have been affected by the newly-imposed travel restrictions. None of us were able to attend conventions, talks, and festivals. We miss meeting people face to face, and we sincerely hope that life will get back to normal as soon as possible!

Now, it’s time to shed some light on what didn’t go exactly as planned.

Our ambition was to use LUNA’s fully hand-drawn yet content-heavy cinematics to tell our story in a unique way. However, players often felt that the story was a little ambiguous, and during cutscenes, some grew impatient. The slow walking pace might have also affected players' mood as they solved puzzles. We also received some criticism regarding the difficulty of our puzzles. Some thought they were too hard; others found them too easy or repetitive.

Obviously, there’s no one-size-fits-all solution to these problems, but we agreed that the gaming experience could be improved for the better. This is why our team decided to redesign one of the most criticized puzzles, improving the characters’ walking pace (without compromising the game’s feel) and optimizing repetitive routes between puzzle-solving sessions.

But the game’s already been out for a year; isn’t it a bit too late to apply such changes?” some might ask. Well, these optimizations are not bug-related, so there’s no need to rush. We’d rather take the time to decide whether they’re really worth changing from a game design perspective. And as most of you already know, indie games need time to grow; it takes time to assess feedback and see how other players react to the same design choices. All these changes will be available to experience in the next major update.

It’s rare for an indie title to blow up overnight, but we’re confident that more and more people in the future will slowly get to know LUNA and that our community will keep growing. With that in mind, the game should always be as polished as possible. 

Slow Growth

slow-growth.gif

The press often offers indie games publicity for the first 3 months or so after release, but after that, many small games vanish from the radar as new titles emerge.

Getting to our players is a slow process, but that doesn't mean we just sit and wait for LUNA to magically grow on its own. Over the past year, with help from both of our publishers, we’ve continuously tried to expose more people to the game. We attended Steam’s virtual festivals and ported the game to various platforms. Our next goal is to bring LUNA to mobile for Android and iOS—spoiler alert: We’re almost there!

As a team with no other investments, we’ve still not broken even one year after LUNA’s release. But we're getting there. Your ratings, merch purchases, recommendations, and reviews all help keep the dream alive. Making and releasing indie games is not a sprint; it’s a marathon. It’s an uphill battle, but as we’re slowly heading toward our goal, we hope LUNA’s success will help us create more awesome games in the future.

Thank you for all your support. 

Yours,
The LUNA Dev Team

Devlog#30 The Shop is open!

Our first set of merchandise, three kinds of Enamel Pin and the Game Art Postcards have finally arrived! They're now available on our online shop and ready for everyone to purchase!

We are also working on the 2nd set of merchandise, which is the A2 Poster and Artbook.  As you all know we are game developers, so there are so many things yet to learn when it comes to producing these products, setting up the shop, and running it, but we really would love to share all these lovely items with your all. 

Keep in tune with our website and social media channel to be the first to hear about more products later!

Pin set.jpg
Postcard Cover.jpg

Devlog#29 & Merchandise News

Hello, lovely LUNA The Shadow Dust players,

At a strange time like this, we hope all of you are well. Much the same as everyone across the world, all the members of Lantern Studio are more or less forced to work from home under each country’s individual quarantine regulations. It is a hard time for all of us, so many things have been unexpectedly affected but we're still trying our best to keep up our spirits - to work, relax and take care of our family members as best we can. There hasn't been a time in memory in which ALL of us are in such a crisis together, and the only way to get through it is to both help each other and look after ourselves. It is an extremely difficult time for any small studio like us, so we sincerely thank everyone who has purchased our game (and other indie games) or supported us (and other indie teams) in any way!

Despite all the doom and gloom, there are still some bright spots in our life.
Let’s share some of the news about the LUNA tasks we’ve been working on over these recent days in quarantine!

Switch version

It occurs to us sometimes that when we first started working on LUNA, back in 2015, the Nintendo Switch didn't even exist. Since then, it has become one of the most popular gaming platforms across the globe - how fast the world changes!  We are now working very hard on porting LUNA to the Switch, designing some new mechanisms that allow for a mouse-based point and click game to run smoothly and intuitively on both a touch and controller-based gaming device. Not all of us have the dev kit for the Switch yet, so testing out the game on our PS and Xbox controllers has sometimes been a bit challenging too. There are occasional visual clues and tutorial animations that will require a redesign, but we’re ultimately excited to see our little game getting shaped up for Switch in the near future!

Merchandise

After factories across the world went silent, we had some doubts about the timescale within which we could bring LUNA merch to the table. Now that some factories are back open, we have been able to receive the very first of our LUNA merchandise prototypes! Based on everyone’s feedback (thank-you!), the pin set, postcards and the poster are the first batches of items we will put into production. More will come in the future! This week, we’re really excited to be finally able to show off these lovely items for the first time!✧*。٩(ˊωˋ*)و✧*。

LUNA Pin Set

LUNA Pin Set

LUNA A2 Poster and Postcard Set

LUNA A2 Poster and Postcard Set

LUNA Poster Set thumbnail

LUNA Poster Set thumbnail

Due to the global quarantine situation, the postage and delivery services are however still unfortunately also highly affected and we don’t know exactly when we will be receiving these items, but we’re still excited to share some of the pictures with you all. Once the restrictions are let off a bit, we will be able to sell these products to everyone worldwide. We promise we will update everyone about this!

Everyone’s feedback is important to us

We read everyone’s feedback and we can’t express how much we appreciate it, regardless of whether the comments are long or short, positive or negative. The game has connected us with people all over the world in an unexpected way. We have watched people discussing the lore in all kinds of languages we don’t even speak, parents playing LUNA with their kids and couples trying to solve puzzles together. Through it all, people have both shed tears and laughed out loud at the points where we expected the story might impact them. We have received detailed articles, review videos, podcast interview invitations and amazing fan art! Thank you for sharing these with us. We might not be able to reply to every post or comment but we can tell you we read them all and cherish them deeply.

We’re also really touched by the criticism. Sometimes it can seem a bit harsh in the beginning but it really reminds us that there are so many things to learn in game design. While doing our normal debugging, we’re still trying to optimize some of the key shortages in LUNA that some players have pointed out, like character movement speed, some repetitive puzzles that were not challenging enough and those over-complicated game design elements which might have left some players feeling frustrated or that the challenge was unfair.

If you have played our game but haven’t left us any comments, we would really appreciate it if you were to do so, it not only helps us polish the game but also helps other players discover LUNA on Steam and other various platforms. You can write a review on Steam, or send us your feedback on Twitter or Discord.

Last but not least, we want everyone to stay safe, keep up the spirit and carry on!

Take care and with love,
Lantern Studio Team