Recently we participated in the first Game Maker's Toolkit Game Jam. Not only was this the first game jam hosted by GMTK, it was the first game jam we ever participated in. We were surprised and encouraged by how quickly we were able to complete the prototype (which you can try for free at Itch.io), and we see some great potential in this as a simple project which we can clean up, expand on its content and turn around for release in the next three months.
For those that have been following our progress on Rephaim, you may have noticed our updates on the project have become infrequent. Our enthusiasm and confidence in the project has not lessened, but external issues have been cropping up. Our resources are running thin, and we have not been able to negotiate a price we can afford for a serious PR campaign for the relaunch of Rephaim's Kickstarter.
We believe focusing on Higanbana is the answer. Releasing this game will give us a revenue stream and provide us with credibility. Rephaim as we envision it is a huge project, one we will need crowdfunding to complete. Having a game released will give potential backers confidence that we will be able to deliver on our promises. Having some revenue will give us the funds we need to build a PR campaign to support the crowdfunding effort.
In terms of a timeline, we are hoping to release Higanbana Quits Hell by the end of October. We will then return our focus to Rephaim's re-development and the completion of the demo. Ideally we can complete the three stage demo for Rephaim by the end of December, and target February for the relaunch of Rephaim's crowdfunding campaign. Our hope is that many of the tools and systems we've already built for Rehpaim will help in Higanbana's development, and that in turn many tool and system refinements for Higanbana will contribute to Rephaim.
For your enjoyment, here is video of us playing the Higanbana prototype from the game jam: