How Slay the Princess earned 25,000 wishlists in two weeksNote: this post was originally published for our patrons on August 8th , and data contained within is only accurate for that time-frame…Aug 12, 2022Aug 12, 2022
Analyzing player choices in Episode 3 of Scarlet HollowIn case you don’t know me (or the game I’m about to do a spoilers-heavy deep dive into), I’m Tony Howard-Arias, one of the co-creators of…Jun 7, 20225Jun 7, 20225
How Early Access Can Work for Episodic Narrative Games — A midpoint post-mortemFor those of you who don’t know me, I’m one of the two developers of Scarlet Hollow — a choice-driven horror visual novel releasing…Mar 30, 20221Mar 30, 20221
Hey there!Frankly, we first added inventory functionality when we thought there would be more use for items throughout the game — originally we had…Dec 13, 20211Dec 13, 20211
How to think about game balance as part of narrative design (and why you should care)When we published a large balance patch for our game this October, it was met by a lot of surprise from our player-base. For those of you…Dec 2, 20214Dec 2, 20214
Breaking down player choices in Scarlet Hollow Episode 2For those of you who aren’t in-the-know, Scarlet Hollow is an episodic narrative horror game currently in early access on Steam and itch. A…Sep 3, 2021Sep 3, 2021
Marketing your first indie game — What we learned from releasing the same game twice.For those of you who don’t know me, I’m one of the developers for Scarlet Hollow, an episodic horror visual novel that I co-create with my…Aug 12, 20211Aug 12, 20211
What goes into making an indie gameAbout once a week or so, we get a comment from a passionate fan asking about our release schedule and why there’ll be so much time between…Mar 8, 20212Mar 8, 20212
5 rewrites that made Scarlet Hollow a better gameWriting for video games was a surprisingly different beast (read: much harder) than the linear story-telling Abby and I were used to when…Feb 8, 20213Feb 8, 20213