4E v1.0.1 and Full Guide!

It’s been a whole week since release! I will have a lot of sappy words to say about that soon, but first, let’s cover the news-y stuff.

I sent out an updated version of the game last night at ass o’ clock in the morning, which includes a few minor fixes. I’m actually astounded that these were the only issues people had. I guess it goes to show how thorough my lovely playtesters were! (Or maybe how rushed my initial demo release was. Either one. In my defense, it was a game jam…) Here are the changes in v1.0.1:

  • An error where Toa’s name was displayed instead of Jett’s was fixed
  • The text sound effect volume was lowered slightly
  • A confusing line of dialogue was clarified

The updated version of the game is available on itch.io, GameJolt, IndieDB, and RPGMaker.net.

More importantly for those of you who want to get the secret ending – or just got really stuck – I finished a full walkthrough of the game! You can read it right here on good ol’ Google Docs. I hope it’s helpful, and be sure to let me know if anything is confusing or inaccurate.

Now onto me being a mess of tears and gratitude, as usual. So, WOW. I’m really blown away by how sweet people have been after the release of the full version. Some of the comments I received really got to me – as a writer since childhood, it means so much to me to know that something I created actually affected people emotionally. I couldn’t ask for more, so thank you to everyone who left their feedback! I also received some helpful concrit from folks – you guys rock too. I love getting feedback that’ll help me improve.  🙂

What especially astounded me was that people wanted to donate to me. One person requested that I turn on itch.io’s pay-what-you-want feature so that they could leave me a tip, for which I was incredibly grateful. I didn’t think anybody else would use it, but then people…actually did?! I’m just happy that people are playing and enjoying something I created. I can’t believe people think it’s a game worth throwing money at me for, and I’m just…wow. WOWWW. That’s about the only word left in my vocabulary. (To clarify, though, Four Eyes is and always will be a free game. I only turned on PWYW as a completely optional means of donating to me.)

A lot more people have downloaded the game than I expected, too. I was flipping out a bit on Twitter about it, but I’ve realized that I should probably stop posting exact download numbers…maybe it comes across as a bit crass. I’m honestly just excited, because this has been my dream for a long time and…yeah, okay, I’ll stop all of that, because it’s probably getting annoying and repetitive.

Anyway, what I really want to say is just THANK YOU! There have been people sending me messages and comments saying they’d like me to make more games, and I absolutely will. Jubilee Royale is going to be my focus again now that this game is FINALLY out of the way. (Don’t read through all my old blog posts where I promised 4E would be done months ago. It’s embarrassing.) I’ll work hard to make it as fun and adorable of a game as possible!!!


Four Eyes FULL VERSION Now Available!

Download the game for free on itch.io and GameJolt!


Well…it’s here. I’m an absolute bundle of nerves right now, but the game is done and out there.

To everyone who cheered me on as I (slowly) completed my first-ever full release, thank you from the bottom of my heart. I know I say that a lot, but making games has been a longtime dream of mine, and it means so much to me that people are supporting me now that I’m putting my work out there.

I sincerely hope you all enjoy the full version! Please let me know what you think. I hope this is only the first of many full games to come for Opal Starlight. I might make a longer post with more thoughts about it later, but for now I just want to go calm down, haha.

Oh, and Happy Valentine’s Day! Have a wonderful day with the people you care about. ❤

It’s Almost Here!

Hey, everybody! Just wanted to give a quick update on the status of Four Eyes’s full version. The game is complete, bugs have been squashed (at least, the ones I found), and it’s in the hands of playtesters now. Woohoo!

Depending on how long it takes me to receive playtester feedback and how many bugs/issues they report, I may use the time I have until February 14th to draw an extra CG for the secret ending. As it stands, both endings have the same CG shown after the credits. I’d really like to make another CG, but there are no guarantees!

Thanks so much for your patience and support throughout the process of finishing Four Eyes. I’m equally nervous and excited to share it with all of you, and I also can’t wait to get back to work on Jubilee Royale in earnest once it’s out!

In the meantime, enjoy a couple of screenshots that I shared with my Twitter followers:


Four Eyes Releases on Valentine’s Day 2017!


Happy New Year, everybody! It’s been a long time coming, but I finally have a solid release date for Four Eyes’s full version: Valentine’s Day 2017! Please look forward to it.  🙂 You’ll get to see the full version of this picture in the final game. (Special thanks goes to Dawn of DragoArt for the hand reference image that I used.)

2016 was a big year for me, largely because of Four Eyes and all of the support I’ve received from players. Not only that, but I made big strides on Jubilee Royale, the demo of which I still hope to release this year (though later than originally planned). It sounds corny, but I feel like working on these games has really given me a purpose and significantly boosted my self esteem, so if you’ve supported either of my games, thank you from the bottom of my heart. I hope that 2017 only brings more excitement for me as a creator!


…Please excuse the post title. It’s the best I could do. Anyway, I’m back again with a Four Eyes progress update, plus a good chunk info about how I came up with the setting and characters! A Tumblr anon asked me about it, and I was more than happy to answer in excruciating detail. I thought it’d be fun to share my answer here, too.  🙂

Since my last proper update on October 28th, my main focus has been on the final puzzles of the game, which…have only grown more complicated as I work on them. Scope creep is real. The penultimate one in particular forced me to add extra functionality to the character-switching system, edit a sprite, and add lots of conditional branches when interacting with objects in that particular area. I really hope the efforts pay off and you guys enjoy the puzzle! We’ll have to see how playtesters react to it. The final puzzle isn’t as developed yet, but I have all the steps worked out for it. It draws upon many things the player has learned about the planet and its various objects up until that point.

I’ve also been working on the game’s two endings; all cutscenes for the normal route are actually complete now, and the secret ending only has the epilogue left to go. They were a lot of fun for me to write, particularly Jett’s lines. He makes a difficult decision at the end, and it’s a moment that I’ve been itching to write for a while! The ending scenes are a bit long, so I’m sorry in advance for that…but I figure most people are playing this game for the story anyway, right? The first time I had someone playtest the Four Eyes demo, I had held back on making long cutscenes because I didn’t want to annoy players, but the shorter scenes actually left the playtester unsatisfied, so I lengthened a few. Now, with the full version, I’m worrying less about that and making the scenes as long or short as they need to be in order to properly tell the game’s story.

Apart from boring things like new items, bug fixes, etc., that’s the gist of what I’ve done so far this November. Now, onward to that concept talk I had mentioned earlier! I’ll pop it under a cut so this update doesn’t stretch my homepage too much.

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