Sorry, we couldn’t avoid doing a meme on it but when we actually realized that it’s been almost 20 years since the release of the Dreamcast, and almost ten since we first released this game, we can’t help but wonder how we ended up here in the first place!
So today, we are sharing the news for you that after years of debating, we have finally re-released our (almost) award winning™ indie game, Wind and Water: Puzzle Battles for Dreamcast.
This is how our game looks like, in case you’ve never heard of it :)
Back in that day, smartphones were not popular (the smartphone games from that era are worse than playing Minesweeper on Windows, really), so in its field, our pixel art work was quite highly praised — we were an Indepent Games Mobile finalist for the Game Developers Conference in 2008. Our game was well received by the community and we were prepared to start growing.
Dreamcast? In 2016?
Yes, the Dreamcast is an old, powerful, console that for die hard fans, is hard to forget. Maybe not iconic, but one of the games we played the most on Dreamcast being Street Fighter 3.
Our endeavor with it began when we were
tricked convinced by the Dreamcast scene into publishing our game for the Dreamcast. When I first heard about this, I kid you not, I went to our living room and took the Dreamcast. I stared at it for ten minutes straight.
Dremcast? WT@$! are they kidding me?
Anyway, to make the story short, after countless of hours of porting, developing, and developing the game was released. To a very sad end.
We pretended that marketing would make its way by its own or through the help of our publisher, which didn’t really happen. The sales were low, and services like Kickstarter, Indiegogo, Steam, iTunes were either unheard of or had not even been born yet, or maybe I was just too focused on the programming part — 130,000 lines of code took a long time to write.
After the short-lived life of the game for Dreamcast, we mostly decided to move on and I went on to learn about marketing, since I wanted to market my own game but ended up stripping away the video game part, and doing my own marketing business (funny, eh?).
Death and Rebirth
As sales and customers in my marketing business grew, Yuan Works died a slow silent death.
I was happy for some time, but seeing an outburst of indie developers flourish and the revival of pixel art, mobile games, made me so sad that I had to go into denial about my past.
Thoughts like, “Maybe I am not good at programming any more”, “maybe this is not what adults do”, or even “programming is too tiring. I don’t want any more of it” were in my mind.
But the most painful one, was thinking that if only we had waited a little longer, we could have been part of that boom.
So, where’s the Rebirth?
My business has been going all too well for me, to the point that I no longer feel like challenging myself to anything. This is a very scary feeling, and I have simply grown bored of having no challenge.
Wind and Water is available here, now, for $9, or around
$17 $15 including shipping worldwide. If you like what we do, we only care that you share the love with others. We are a team of only two, with very limited time, but you can help us by sharing the news with communities and websites, both big and small, and explaining to them what we do and how Little Ninja could potentially become the ambitious platformer released for the Dreamcast. Bring in some variety to our beloved DC.
Roadmap to Little Ninja
Although Yuan Works was not very active for the last years, somehow, you can still hear the whispers of people asking, “when is Little Ninja going to be released for the Dreamcast?”. No, really, people still message us asking us where is Little Ninja, our abandoned platformer for Dreamcast and PC/Mac/Linux/whatever:
Developing again will be obviously challenging, as I need to support my full-time business and family, but I don’t care. I want to give it one last good try.
So, if you are wondering where is Little Ninja, as of today, development for Little Ninja will restart, at a slow pace until we find a way to prove if the game is viable.
So, what’s the next step?
People have suggested crowdfunding, however, many games fail because it is incredibly hard to predict the development time, even for companies like Blizzard delaying their releases by months or years.
Our estimates are usually quite accurate (W&W took around 18 months), but right now we won’t make an estimate. We need to know if it is worth investing the time or not.
Instead of the usual crowdfunding campaign, we have a better idea! Support us on Patreon, and as support grows, we can put more effort into development.
Personally, if you are wondering what Little Ninja will be if it sees the light, I can tell you it will be awesome. Two player mode may even be part of our plan if things go well. But enough of that. Support us, and we will bring you something unheard of. Dropping a comment below is enough to get us started. Your help is well appreciated :)