Howdy DegiGamers! Blackbird here. There might be some feelings in this article, so watch out, haha! As many of you know, I do a lot of production work for Degica. Loosely speaking, this is everything that needs to be done to get a game ready to be presented in stores. From project to project, the amount that needs to be done can change. I’ve been very fortunate to work with extremely talented and experienced programmers like Mr. Fujino (aka Triangle Service). Often by the time I see a game, the developer has it in a near-finished beta state, and I need to do very little to assist in the actual completion of the game. However, during this beta stage, I do meticulously test games just to try to catch those last few bugs the developer might have missed, or sometimes to suggest features that our players would enjoy seeing in the finished game. I feel involved with the creation of the game, even if just a little bit.
Although I’ve worked on game development before, I had not launched a finished game (at least, not on any “big” place like Steam). On thing that surprised me about the process was how much I learned about the games I work on during the game launch itself. You might think that I, as someone who worked to develop these games and tested them extensively, would have to know pretty much everything there is to know about them, right? However, once players got their hands on Phantom Breaker and XII Zeal, I was unprepared for the feeling of the game becoming greater than the work we did on it. It was a very humbling experience to see players enjoy elements of the game that I’d never accounted for, or seeing appeal in areas of the game that I was unaware of. When you work on something for a long time and test a mechanic a dozen or more times to get it right, there’s a temptation to start taking things for granted and lose sight of the magic that’s there. Hearing the nostalgia that players had for playing previous versions of XIIZeal, and how happy they were to be able to play it again on PC, really made me appreciate how much it meant. So, thanks for sticking with us, and for sharing your thoughts and ideas about our games! Hopefully, I’ll be able to launch many more.