[HN Gopher] ConcernedApe's Haunted Chocolatier
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       ConcernedApe's Haunted Chocolatier
        
       Author : doppp
       Score  : 451 points
       Date   : 2021-10-22 04:33 UTC (18 hours ago)
        
 (HTM) web link (www.hauntedchocolatier.net)
 (TXT) w3m dump (www.hauntedchocolatier.net)
        
       | pixard wrote:
       | This has the same kind of relaxing vibe as Stardew Valley. A very
       | rare instant purchase for me once it is released.
       | 
       | For me personally these games stand out in a huge way in the sea
       | of generic AAA micro-transaction "games". If anyone wants to drop
       | some more SV-like game recommendations I'd love to hear them.
       | 
       | I am in continued awe ConcernedApe was able to accomplish all
       | this largely on his own.
       | 
       | And beyond this that he continues that approach with his new game
       | even though he could surely afford to just bring on as many
       | developers/designers as he needed. He could even churn out a new
       | game on a yearly basis and "milk" it all to maximize profit. The
       | fact he is doing none of this speaks volumes (at least to me).
       | 
       | Eric if you somehow happen to stumble upon this comment know
       | you've brought one couple many many happy hours together. We wish
       | you all the best, and much love!
        
         | poulpy123 wrote:
         | Littlewood has similar vibes than SV
        
           | drusepth wrote:
           | Animal Crossing has a pretty heavy overlap in vibe, although
           | it is a decently-different game (e.g. not really about
           | farming). Also, Moonlighter has some similar vibes.
        
         | samstave wrote:
         | I still want a remake of 1997's 'Knights and Merchants'
         | 
         | Great game. AI went wonky when you reached +-100 serfs.
        
         | poulpy123 wrote:
         | Sun Haven is a early access stardew valley like happening in a
         | fantasy universe
        
         | blackearl wrote:
         | Not really like SV but all of Lucas Pope's games definitely
         | stand out. Another individual who does pretty much all his own
         | work. Paper's Please and Return of the Obra Dinn, both
         | excellent and very unique.
        
           | psyc wrote:
           | I just played Obra Dinn. For years I have been saying "Why
           | aren't there any games like Sierra's Manhunter series?" Obra
           | Dinn is the first game that ever reminded me of Manhunter.
           | Also, it was fun and very well made.
        
           | schnitzelstoat wrote:
           | I never really got into "Papers, Please" but "Return of the
           | Obra Dinn" is one of the best video games I have ever played.
           | 
           | The mechanics are amazing and make it a better detective game
           | than most detective games. Plus, I really liked the story and
           | setting.
           | 
           | Just in case OP hasn't played it, I genuinely cannot
           | recommend it enough.
        
             | chrbr wrote:
             | Completely agree. I wish I could forget everything about
             | Obra Dinn so I can go back and play it again for the first
             | time. I also recommend going into it blind, so that early
             | on when the nature of what your character is dealing with
             | is revealed, you won't have any idea it was coming.
             | 
             | Lucas Pope and Concerned Ape are supremely talented (they
             | even compose the music for their games!). I'll buy anything
             | they release at this point, sight unseen.
        
             | lfowles wrote:
             | Some other games with similar vibes to Obra Dinn:
             | 
             | The recently released Echo Beach.. "As a clerk at the
             | Ministry, your job is to hunt down the remaining musicians
             | in their place of last refuge - The Musicnet."
             | 
             | https://tim-sheinman.itch.io/echo-beach
             | 
             | Hypnospace Outlaw "In Hypnospace Outlaw you play as a
             | volunteer 'enforcer' who is tasked with bla bla bla... to
             | make money bla bla. The cool thing is that there's a super
             | robust fake OS and a really big fake internet with all
             | kinds of neat things to find. OK?!? Ok!"
             | 
             | https://jay-tholen.itch.io/hypnospace-outlaw
        
               | ljm wrote:
               | Paradise Killer, too. I mainly like it for its heavy 80s
               | vapourwave aesthetic and top-notch soundtrack.
        
             | jawarner wrote:
             | Have you heard of Outer Wilds? It's a different setting,
             | but you piece together a story by exploring. I'd really
             | recommend it.
        
               | Shared404 wrote:
               | > you piece together a story by exploring. I'd really
               | recommend it.
               | 
               | For anyone who likes this style of game, I can't
               | recommend Myst and Riven enough.
               | 
               | Haven't gotten around to the later games in that series
               | yet.
               | 
               | I should note I haven't played Obra Dinn, or Outer Wilds
               | yet, so I may have misunderstood.
        
               | aarpmcgee wrote:
               | I've often made that comparison myself, though I hesitate
               | sharing it in order to avoid triggering a possible knee-
               | jerk response.
               | 
               | Outer Wilds is my favorite game of all time :) It is
               | generally quite chill (though there are a few tense
               | moments). I hear the DLC is a little scary/thrilling but
               | I haven't played it yet.
        
           | viceroyalbean wrote:
           | Your mention of Return of the Obra Dinn reminded me of this
           | article[1] which I found quite fascinating about dithering,
           | the technique used for the game's art style. One of the neat
           | things about these types of small indie games is that they
           | can do unique things with (among other things) art style
           | which bigger budget games that need a wider appeal can't
           | afford to.
           | 
           | [1] https://surma.dev/things/ditherpunk/
        
             | blackearl wrote:
             | If you're interested in that you'll probably like this post
             | by Lucas Pope on how he handled dithering and camera
             | movement - https://forums.tigsource.com/index.php?topic=408
             | 32.msg136374...
        
         | hh3k0 wrote:
         | > If anyone wants to drop some more SV-like game
         | recommendations I'd love to hear them.
         | 
         | Not SV-like in terms of gameplay but if you're looking for
         | gorgeous feel-good pixelart games you'll find all that in
         | Eastward.
        
         | aspaviento wrote:
         | Kynseed is another one, by the people who developed Fable but
         | its development is taking quite long.
        
         | umvi wrote:
         | Not exactly farming or SV-like, but "A Short Hike"
         | (https://ashorthike.com/) is a laid-back, wholesome, "no-
         | stress" kind of game I can highly recommend.
        
         | jgalecki wrote:
         | I'm working on my own indie game that's inspired by Stardew
         | Valley, so I've done a good bit of looking at similar cozy
         | farming games. I also wrote an analysis of Stardew's game
         | design that was well-received on Hacker News [1].
         | 
         | Animal Crossing is the granddaddy of cozy games, but the core
         | loop didn't keep me engaged. More "arranging your house and
         | island" than farming.
         | 
         | Cozy Grove is Animal Crossing with a far better narrative.
         | 
         | Graveyard Keeper, Littlewood, and My Time In Portia are closer
         | to being "Stardew, but X". Your mileage may vary with each, but
         | I enjoyed parts all of them.
         | 
         | Spiritfarer is my favorite of the lot. It plays differently
         | enough with your hodgepodge boat-city of ghosts, but it feels
         | the closest in spirit ( _rimshot_ ) to Stardew. Bring a box of
         | tissues.
         | 
         | My own game, Moondrop Mountain, is trying for a roguelike
         | farming experience. It should be coming into Early Access early
         | next year [2].
         | 
         | [1] https://www.pixelatedplaygrounds.com/sidequests/game-
         | design-... [2]
         | https://store.steampowered.com/app/1417750/Moondrop_Mountain...
        
           | beaconstudios wrote:
           | Don't forget that Stardew Valley itself is based on Harvest
           | Moon.
        
             | Karuma wrote:
             | Indeed. It's kind of surprising that this is the only
             | comment mentioning Harvest Moon so far, since SV is so
             | similar...
             | 
             | All the games mentioned in these comments are great,
             | anyway. And I found some new ones to try now. :)
        
               | capitainenemo wrote:
               | Could it be due to HN being more PC than console? I
               | personally have not played Harvest Moon and am only
               | vaguely familiar with the name. Stardew Valley however
               | runs on Linux and has a large mod community (Stardew
               | Valley Expanded for example) which has ensured a lot of
               | replay in our house. It's the preferred family coop.
        
               | recursive wrote:
               | I think HN is pretty diverse. I, for instance, am a big
               | fan of SDV. I've only ever played it on my android phone
               | though.
        
           | thebean11 wrote:
           | I love the idea of a roguelike farming game. Often I feel
           | bogged down in lategame, and regret early decisions I made.
           | Faster mechanics and restarts would help a ton. Good luck!
        
             | kibwen wrote:
             | For a roguelike farming game, look into Atomicrops:
             | https://store.steampowered.com/app/757320/Atomicrops/
        
             | fho wrote:
             | Isn't Dwarf Fortress somewhat of a roguelike farming game?
             | It definitely features farming (and crafting, and raising
             | cattle and ... literally everything else) and has been
             | called a "honorable roguelike" before.
        
               | myhf wrote:
               | Yeah, for sure. Dwarf Fortress randomizes a lot of
               | environment and climate features but has standard crops.
               | It looks like Moondrop Mountain also randomizes the
               | properties of crops (similar to materials in Big Pharma).
        
             | jgalecki wrote:
             | It's interesting how shorter run-based gameplay impacts
             | every aspect of play. It's like the difference between
             | games _with_ permadeath and games _designed around_
             | permadeath. The former is a hardcore challenge, and the
             | latter, I would argue, is the core of roguelikes.
             | 
             | While there's no "death" in my game (stayin' cozy), the
             | idea that the player needs to go through multiple runs has
             | been really fun to play around with :)
        
               | samstave wrote:
               | Heh.... my 1987 batch files to save, quit, copy, restart
               | .sav files would like a word.
               | 
               | Moria FTW
               | 
               | save.bat and load.bat
        
               | xmprt wrote:
               | Hades is the perfect balance of this. Short runs while
               | still allowing some amount of progression.
        
               | mywittyname wrote:
               | > the latter, I would argue, is the core of roguelikes.
               | 
               | I might be showing my age here, but isn't permadeath the
               | core of roguelikes? Like, isn't the point that you have
               | to start fresh each play, and that's why games like
               | nethack offered a bajillion character classes? Even the
               | og rogue had permadeath.
        
               | jgalecki wrote:
               | Exactly! A game designed around permadeath will try to
               | keep things fresh for the player, through randomized
               | proc-gen level design or through different character
               | classes. Or, to put it another way, imagine Super Mario
               | World with a single life and no saves. It would count as
               | permadeath, but it certainly wouldn't be a roguelike.
               | Roguelikes are _designed around_ permadeath at their
               | core.
        
             | res0nat0r wrote:
             | Eastward just came out and has amazing SDV like graphics,
             | I've not played it yet though.
             | 
             | https://store.steampowered.com/app/977880/Eastward/
        
           | derstander wrote:
           | PAX Online this past July had a panel called " A Case for
           | Cozy: Why We Need Wholesome Games" which may interest you if
           | you haven't seen it yet. They did give a list of some
           | upcoming games in the genre.
           | 
           | I linked the PAX page below. I watched the stream after the
           | fact in the PAX archive on twitch but I needed to scrub
           | through the recording for the whole day and sub-channel to
           | find it so I unfortunately don't have a link directly to it.
           | 
           | [1] https://online.paxsite.com/content/sitebuilder/rna/pax/on
           | lin...
        
             | CabSauce wrote:
             | https://www.youtube.com/watch?v=GN5GXrvUrVA
        
           | IgorPartola wrote:
           | Rougelike farming?! There is dungeon crawling in a tune based
           | game with ASCII UI?!
           | 
           | Thanks for the recommendations. I and a few friends are big
           | fans of SV so having more games with that feel will be great.
           | Tried out AC recently and didn't love the core loop either.
        
         | fho wrote:
         | Not a farming sim, but Celeste tight platforming paired with a
         | very wholesome story made it stand out for me.
        
         | the_lonely_road wrote:
         | You would likely enjoy Spiritfarer. As a bonus it has a built
         | in local co op and can be played with two controllers from the
         | same steam purchase. It tackles the theme of dealing with our
         | own mortality and can be a bit hard to handle if you are
         | depressed, but otherwise amazing experience.
        
         | smoldesu wrote:
         | Give Noita a try, it's a fun indie roguelike with subtle powder
         | toy mechanics. It's a proper hearty, arcade-like experience
         | too. If I've got some spare time between projects, I seem to
         | always find the time to fit a couple Noita runs in...
        
         | xmprt wrote:
         | There's a game called Atrio which is probably closer to
         | Factorio than Stardew Valley but you might enjoy it.
         | 
         | I've heard good things about Animal Crossing too although I've
         | never played it.
        
         | verifex wrote:
         | I don't know if it's been said already, but Starbound seems
         | like it kind of fits into this world as well.
        
           | busfahrer wrote:
           | I remember there was some controversy around Starbound's
           | Early Access status when it was first released, haven't heard
           | of it since - I'm assuming that it has turned out fine based
           | on your recommendation?
        
             | verifex wrote:
             | They have done a number of major updates and now it has
             | enough of a story and gameplay mechanics to make it fun to
             | finish the story. I think previously, you just were
             | supposed to hunt upgrades without any story motivation.
        
           | damidekronik wrote:
           | Starbound is more like Terraria than Stardew Valley sadly.
        
         | rubylark wrote:
         | Aground is not as cozy, but has the same sort of pixel style
         | and indie game feel. It's more like Terraria than anything.
         | Like Stardew Valley, it has waaay more content and story than
         | you expect at the start of the game.
        
         | thrower123 wrote:
         | Something in a similar vein that I enjoy a lot is RimWorld.
         | It's more of a simulation than an RPG, but it has some similar
         | vibes. Especially if you tone down the combat portions of the
         | game in the difficulty settings so you can focus more on base
         | building and exploring rather than getting raided by Mad Max
         | vagabonds every few days.
        
         | bart_spoon wrote:
         | There's a new game coming out this week called Moonglow Bay
         | which looks like it will have a similar vibe, but focused more
         | on fishing. No idea if it will be good, but it looks
         | interesting.
        
         | akuji1993 wrote:
         | > instant purchase for me
         | 
         | Also, in comparison to AAA games from the biggest companies
         | like EA (BF2042 Beta, hello) and Ubisoft, I KNOW that Eric will
         | release a "ready to play" game, without massive bugs and
         | missing content looming.
        
           | schnevets wrote:
           | Yeah, I didn't play a ton of SV, but I will buy this on day
           | one for two reasons:
           | 
           | 1. It will be wonderful to explore alongside a big culture of
           | people without everyone being beta testers.
           | 
           | 2. I like to support small, high quality games. As the new
           | mantra goes "i want shorter games with worse graphics made by
           | people who are paid more to work less and i'm not kidding" (h
           | ttps://twitter.com/jordan_mallory/status/127748375624544256..
           | .)
        
           | zibzab wrote:
           | That's probably more due to one guy running the show in
           | contrast to a slave driver / project lead with a team in 20
           | different countries who are barely aware of other team
           | members existence?
        
         | weeeeelp wrote:
         | Check out Graveyard Keeper, while a mildly more morbid vibe,
         | the gameplay loop, graphics and general feel are quite similar.
         | 
         | Definitely worth a try, but I had to mod it a little bit to
         | make the energy mechanics a bit more forgiving and to speed up
         | the gameplay a bit - YMMV.
        
           | Freak_NL wrote:
           | Graveyard Keeper is good on the story side, but it comes with
           | much more grinding (performing repetitive tasks in the game)
           | compared to Stardew Valley. Something to bear in mind for
           | potential buyers.
           | 
           | I didn't bother with the extensions in the end after
           | completing the main game (at this point you can often pick up
           | the game with all of its extensions on sale).
           | 
           | Refreshingly original game nonetheless in terms of setting
           | and 'job'.
        
             | lfowles wrote:
             | I agree it's pretty grindy, but there was a free DLC that
             | introduced "workers" (zombies) and that cut down on a lot
             | of the grind.
        
       | Zababa wrote:
       | > However, if Stardew Valley mostly channeled the energy of the
       | sun, Haunted Chocolatier channels the energy of the moon.
       | 
       | That may explain why I didn't really like Stardew Valley. It's
       | hard to put into words better than how he explained it though.
        
       | danparsonson wrote:
       | Oh good lord.... I'll never see my girlfriend again
        
       | [deleted]
        
       | [deleted]
        
       | rnoorda wrote:
       | I have been amazed of what Eric has created single-handedly
       | already, and am so pleased he's doing something new! Stardew
       | Valley is a prime example of what I want in modern games and so
       | often find lacking. No microtransactions, single-player-friendly,
       | not graphic-intensive. Not every game needs to or should be
       | Stardew Valley, of course, but there's not enough Stardew Valleys
       | out there.
       | 
       | Few of us are as talented as Eric is, but I wish more of us tried
       | a little harder to create what we wish existed, and not fall into
       | the trap of what's popular. To bastardize legend, "If I were not
       | [me], I wish I were [ConcernedApe]."
        
         | mepiethree wrote:
         | I think about this all the time. I'm pretty young, don't want
         | kids, and tech pays so well right now, that I'm quite
         | optimistic that I'll have the opportunity to pursue a pure
         | passion project like this in my 30s or 40s, heavily inspired by
         | ConcernedApe
        
       | wly_cdgr wrote:
       | I have zero interest in playing this but will probably still buy
       | to support
        
         | colinmhayes wrote:
         | The developer has easily $100 million. I think he'd probably
         | prefer you support someone who needs it more.
        
           | wly_cdgr wrote:
           | 1. Who are you to divine what he would prefer or to conclude
           | that $100 million is enough for working on Stardew Valley for
           | 10 years
           | 
           | 2. I don't care what he would prefer, anyway
           | 
           | 3. Regardless, it's not an either or situation
        
       | Snetry wrote:
       | I am going to be honest with you, reading ConcernedApe made me
       | think of NFTs.
        
         | anentropic wrote:
         | Same here, I'm so glad it actually a game instead
        
       | Calamitous wrote:
       | I've bought Stardew Valley three times on three different
       | platforms with no regrets.
       | 
       | I suspect this game will be no different.
        
       | zibzab wrote:
       | I like this guy, he is very talented but also down to earth. He
       | is like a more adorable version of notch, before he locked
       | himself in his mansion and started saying questionable things.
       | 
       | Hopefully he will stay that way when someone hands him a few
       | billions.
        
         | amelius wrote:
         | Nobody is going to make billions from making retro video games.
        
           | z3c0 wrote:
           | Stardew Valley has sold 15 million copies in 5 years. That
           | may not be billions in sales, but it's at least hundreds of
           | millions. I don't think billions is that far-fetched,
           | especially with multiple games.
        
             | mywittyname wrote:
             | I bet SV is worth _well over_ a billion dollars. If it sold
             | tomorrow, I would not be surprised on bit to hear a
             | ballpark of $10-15 billion.
             | 
             | Anyone with some business acumen can look at the game, and
             | realize that there's a ton of untapped potential there.
             | Merchandising, licensed show potential, faster release
             | cadence for new games/content, more complicated versions of
             | the games for adults (MMO), less complicated versions for
             | small children.
             | 
             | The merchandising thing seems like a no-brainer. Children
             | really love toys associated with video games, movies, and
             | the like. I wouldn't even think of it as selling out or
             | milking the brand, it is letting people enjoy the game in a
             | way that doesn't involve sitting in front of a screen.
        
           | mepiethree wrote:
           | Certainly not billions, but it's still pretty astounding that
           | basically one developer made a game that grossed >$200
           | million (15 million copies!)
        
             | tomrod wrote:
             | It's a legit joy to play! We bought copies for our two
             | gaming systems so the kids wouldn't fight over their turn.
        
           | revolvingocelot wrote:
           | Except Notch, a counterexample given literally in the comment
           | riiiight above yours!! You presumably had to read it to
           | post!!
        
             | amelius wrote:
             | Times have changed. Perhaps I should have appended
             | "anymore" to my comment to make it more clear.
        
               | revolvingocelot wrote:
               | In the spirit of reconciliation, perhaps I should have
               | mentioned that Notch made his billions by selling _the
               | company_ , not individual copies of Minecraft.
               | 
               | Anyway, you're probably right about the timeline -- I
               | suspect the "mere" millions ConcernedApe made to be about
               | the ceiling for individual game devs, selling the store
               | or no.
        
           | lopis wrote:
           | What's your point? He still made hundreds of millions. Most
           | people wouldn't continue making "indie" games at this point.
           | 
           | > Stardew Valley sold over 400,000 copies across Steam and
           | GOG.com in two weeks,[12][64][65] and more than a million
           | within two months. [1]
           | 
           | > By January 2020, Stardew Valley had sold over 10 million
           | copies across all platforms, with that figure rising to 15
           | million by September 2021.
           | 
           | [1] https://en.wikipedia.org/wiki/Stardew_Valley#Sales
        
             | jffry wrote:
             | I would think quite the opposite - if you've got "set for
             | life" money, there is now zero time pressure to release,
             | because you don't need the money from sales.
             | 
             | This makes it way easier to make the choice the second time
             | round to solo-develop an indie game, and be able to take
             | the time to make it just as you want to make it.
        
               | pietrovismara wrote:
               | Except some people just can't stop amassing money even
               | when they have enough to not work anymore and provide for
               | their children and grand children.
               | 
               | The fact that it isn't obvious, makes the choice of
               | making more quality indie games even more laudable to me.
        
       | quaffapint wrote:
       | I love that SV was written in C#. Who would of thought? I wonder
       | if it's the same here?
       | 
       | https://www.reddit.com/r/nintendo/comments/75ag0g/im_concern...
        
         | thrower123 wrote:
         | Stardew Valley is a wonderful example of what a great game
         | framework XNA was, and what a shame that it did not receive
         | continuing development from Microsoft. An amazingly productive
         | tool for one person or a small team.
         | 
         | I'm not sure if he has moved on to Monogame (I assume he must
         | have by now).
        
           | gnagatomo wrote:
           | >I'm not sure if he has moved on to Monogame
           | 
           | >Is it the same engine as Stardew Valley?
           | 
           | >No, it's a new engine written in C#/Monogame... however
           | there are some areas where I can reuse code from Stardew
           | Valley, so that is nice.
           | 
           | https://www.hauntedchocolatier.net/faq/
        
           | jetpackjoe wrote:
           | From the FAQ on the game's page:
           | 
           | > Is it the same engine as Stardew Valley?
           | 
           | > No, it's a new engine written in C#/Monogame... however
           | there are some areas where I can reuse code from Stardew
           | Valley, so that is nice
        
       | [deleted]
        
       | tckerr wrote:
       | You can tell from the video that this game shares a lot in common
       | with stardew valley. I'm assuming he's reusing the engine and
       | even some art assets for UI, etc. Curious to see whether the
       | final product differs in look and feel enough for this to be a
       | unique standalone, or whether it will feel more like a total
       | conversion mod for stardew.
        
       | juanuys wrote:
       | I wonder if it will feature Chocolatiers [0] as a mini-game...
       | 
       | 0. https://www.proudlion.co.uk/product/chocolatiers/6476
        
       | mrkramer wrote:
       | This guy is beyond talented. The game looks amazing.
        
       | phgn wrote:
       | This looks awesome, if a bit too similar to Stardew Valley for me
       | (the fighting & town people).
       | 
       | I hope Eric lands on something that works. He spent 4 years alone
       | on the previous game [0] - imagine how lonely & isolated that can
       | get. Hopefully he gets good feedback and motivation from this
       | announcement.
       | 
       | [0] https://www.gamedeveloper.com/business/the-4-years-of-
       | self-i...
        
       | joeberon wrote:
       | I personally find it's very disappointing that the game is almost
       | entirely visually indistinct from Stardew Valley. In fact even
       | the sound effects are identical. I understand that this saves a
       | lot of time and money, but this feels more like bonus content or
       | an impressive mod of SDV than really having its own new identity.
       | I'm sure a vast majority of people are in the "don't care, this
       | is exactly what I want" category, and I wish that were me too,
       | but unfortunately it's just not happening for me.
        
         | tmountain wrote:
         | I agree with you. I loved SDV, and I will probably play this,
         | but it looks like an expansion more than a new game.
        
         | revolvingocelot wrote:
         | I'm excited for the game, but I understand your position -- I
         | don't like it either. The effect is lessened a bit, for me, by
         | remembering that it's just the one guy doing all of this.
         | 
         | Plus, we don't know that the sounds/tileset aren't just
         | placeholders to allow him to release the trailer's vertical
         | slice! I appreciate that this is unlikely, but still! What we
         | recognize as normal development practices don't necessarily
         | apply to a studio of one.
        
           | joeberon wrote:
           | I think it's one of those situations where it's like, yeah I
           | appreciate that it's just one dude, but for me as the player,
           | that doesn't actually affect my enjoyment of the game, so
           | there's only so much I can ignore that stuff. The problem is
           | that I already felt "done" and moved on from SDV (actually I
           | was never that into the game, which is also a factor to being
           | disappointed here) and this just feels like, we're gonna get
           | another few years of the same thing..
        
         | rkangel wrote:
         | Don't forget that it's early. I'd be surprised if it didn't
         | diverge more and more from looking like SDV as time progresses.
         | It's to be expected that prototyping leverages assets that he
         | has readily available, but then as the game's individual
         | personality develops it will be reflected in the UI and the
         | look and feel.
        
           | joeberon wrote:
           | People always say this about such trailers, that the game has
           | a chance to change and probably will look totally different
           | when it comes out, but I very rarely have found that actually
           | to be true in the end.
        
         | gnagatomo wrote:
         | For me it's a big win. SV art style is unique and feels like it
         | came from Eric's heart. For me the improvements are clear if
         | compared to SV, but the style is the same. And being able to
         | enjoy the same art style in a somewhat different context is
         | exciting.
        
           | joeberon wrote:
           | Unfortunately I found the SDV style grating and lifeless
        
             | rm8x wrote:
             | agree, it just looks to me like standard fare of the 16 bit
             | era
        
         | js8 wrote:
         | It's kinda like saying, oh, another romantic painting, I
         | expected some impressionism or cubism from the dude this time
         | around.
         | 
         | Maybe you're focusing on the style too much, and not enough on
         | other artistic elements. Which is understandable in the
         | preview.
         | 
         | I personally enjoy Stardew Valley, and I am sure I will enjoy
         | the Chocolatier. I think these are video games as an art form;
         | not the ground breaking type which makes the critics drool over
         | it, but something like a Bob Ross kitsch that you want to put
         | into your home to make it cozier.
        
           | joeberon wrote:
           | No, not really, two romantic paintings can (and do) have
           | totally different styles.
           | 
           | > Maybe you're focusing on the style too much, and not enough
           | on other artistic elements.
           | 
           | Well if we look at another "artistic element" of the game, we
           | see that it relies on the absolutely shit combat from SDV,
           | which doesn't exactly inspire hope from the gameplay.
           | 
           | The point is that it's really fucking boring to get the same
           | art style again. Why am I going to play a game that bores me
           | just by looking at it? I want to have fun. That's what games
           | are for.
        
             | floatingatoll wrote:
             | That reminds of another game that celebrates their
             | polarized reviews on Steam, because 75% of players _love_
             | the game and 25% of players _loathe_ the game, and there 's
             | no in-between. I kind of like that view; I'd rather people
             | feel most strongly about my work. Opinionated works that
             | _do_ resonate with me resonate far more strongly as a
             | result of expressing an opinion.
             | 
             | Apparently, as we've learned today, if you're looking for
             | variety and novelty in artistic style, you probably won't
             | find it in the works of ConcernedApe. That's probably a
             | very polarizing "love it or hate it" moment for quite a lot
             | of people. From a press standpoint, best to put that out
             | there early on, and let people form an opinion. Far better
             | than letting them build up anticipation for a year!
        
       | wodenokoto wrote:
       | While it looks a lot like stardew valley it surprised me to read
       | that it is based on a new engine _and_ it's developed in evenings
       | and weekends as a side project to ongoing stardew valley work.
       | 
       | All by a single person.
        
       | Slippery_John wrote:
       | This seems a little bit like Reccatier in that you're going into
       | a dungeon to get things to sell in a shop you manage. I'm very
       | excited for it!
        
       | dom96 wrote:
       | I was expecting something completely different. As somebody that
       | hasn't really liked Stardew Valley that much, this just looks
       | exactly like Stardew Valley. Maybe these games aren't for me.
        
         | rashkov wrote:
         | I personally got a lot of joy from watching my significant
         | other play the game and making suggestions as she went along.
         | The gameplay isn't my kind of thing either, but I really
         | enjoyed watching the story reveal itself, as well as making
         | suggestions for optimizing the farming activity
        
         | floatingatoll wrote:
         | That's my view of Undertale: It was fun to watch someone play
         | it and I helped with one particularly difficult dodging section
         | so they could get a [redacted] win, but I don't want to play it
         | myself at all. Loved Stardew, though. All of the joy of an RPG
         | without the drudgery of a 3D FPS walking simulator.
        
       | fartcannon wrote:
       | There's not much to say more than, incredible, and I can't wait.
       | I have got to be honest, for some reason I thought Stardew Valley
       | was all that we'd ever see from ConcernedApe. I'm surprised and
       | delighted that there's more to come! Looks great!
        
         | roemerb wrote:
         | After seeing the news interviews with him, I thought the same.
         | He did seem a little burned out to me after dedicating his
         | entire life to Stardew for so long. Really impressive that he
         | still has the energy to start an entirely new game!
        
           | 1_player wrote:
           | Especially since he has been adding free content to Stardew
           | Valley after its release, also adding online coop (with help
           | from his publisher). I would have expected him to take a long
           | break and enjoy the fruits of his labour, but as a gamer I'm
           | happy to see him back and whatever is creating is a day 1,
           | closed box purchase for me.
        
             | ehnto wrote:
             | I have bought a few games purely out of support for how the
             | developers approach making games. This will be one of them.
             | Open Sewer by Loiste interactive was another one, INFRA was
             | such a unique breath of fresh air that I bought Open Sewer
             | even though it wasn't quite my kind of game.
        
       | rococode wrote:
       | I learned today that Eric (ConcernedApe) does the _music_ for his
       | games too... Music, art and graphics, storytelling, and game
       | development all in one dude, what a talent.
        
         | farazzz wrote:
         | Eric and Toby Fox were literal heroes to me, they introduced
         | the idea to me that someone could create a video game on their
         | own. I grew away from video games, but I probably wouldn't have
         | learnt programming without them
        
           | coldpie wrote:
           | The Cave Story guy was this for me growing up :) I made many,
           | many game engines and then got to the content creation part
           | and usually got stuck. If nothing else, it gave me a ton of
           | experience programming, which I then built a career on.
        
         | BitAstronaut wrote:
         | excerpt from the book Ultralearning by Scott Youn --
         | https://www.scotthyoung.com/blog/ultralearning/.
         | 
         | "Eric Barone had just graduated from the University of
         | Washington Tacoma with a degree in computer science when he
         | thought, Now's my chance. He had decided that he wanted to make
         | his own video games and that now, before he got comfortable in
         | a salaried programming job, was his opportunity to do something
         | about it. He already had his inspiration. He wanted his game to
         | pay homage to Harvest Moon, a charming Japanese series of games
         | in which the player must build a successful farm: grow crops,
         | raise animals, explore the countryside, and form relationships
         | with other villagers. "I loved that game," he said about his
         | childhood experience with the title. "But it could have been so
         | much better." He knew that if he didn't follow through with his
         | own vision, that improved version would never be a reality.
         | 
         | Developing a commercially successful video game isn't easy. AAA
         | game companies budget hundreds of millions of dollars and
         | employ thousands of people on their top titles. The talent
         | required is similarly broad. Game development requires
         | programming, visual art, musical composition, story writing,
         | game design, and dozens more skills, depending on the genre and
         | style of game developed. The breadth of skills required makes
         | game development much harder for smaller teams than other art
         | forms such as music, writing, or visual arts. Even highly
         | talented independent game developers generally have to
         | collaborate with a few people to span all the skills required.
         | Eric Barone, however, decided to work on his game entirely
         | alone.
         | 
         | Deciding to work alone came from a personal commitment to his
         | vision and an indefatigable self-confidence that he could
         | finish the game. "I like to have complete control over my own
         | vision," he explained, saying that it might have been
         | "impossible to find people who were on the same page" regarding
         | the design. However, that choice meant that he would need to
         | become proficient in game programming, music composition, pixel
         | art, sound design, and story writing. More than just a game
         | design project, Barone's odyssey would entail mastering each
         | aspect of game design itself.
         | 
         | Pixel art was Barone's biggest weakness. This style of art
         | harkens back to the earlier era of video games when rendering
         | graphics was difficult to do on slow computers. Pixel art is
         | not done with fluid lines or photorealistic textures. Instead,
         | a compelling image must be created by placing pixels, the
         | colored dots that make up computer graphics, one at a time--
         | painstaking and difficult work. A pixel artist must convey
         | movement, emotion, and life from a grid of colored squares.
         | Barone liked to doodle and draw, but that didn't prepare him
         | for the difficulty. He had to learn this skill "completely from
         | scratch." Getting his art skills to a commercial level wasn't
         | easy. "I must have done most of the artwork three to five times
         | over," he said. "For the character portraits, I did those at
         | least ten times.
         | 
         | Barone's strategy was simple but effective. He practiced by
         | working directly on the graphics he wanted to use in his game.
         | He critiqued his own work and compared it to art he admired. "I
         | tried to break it down scientifically," he explained. "I would
         | ask myself, 'Why do I like this? Why don't I like that?'" when
         | looking at other artists' work. He supplemented his own
         | practice by reading about pixel art theory and finding
         | tutorials that could fill gaps in his knowledge. When he
         | encountered a difficulty in his art, he broke it down: "I
         | asked, 'What goal do I want to reach?' and then 'How might I
         | get there?'" At some point in his work on the game, he felt his
         | colors were too dull and boring. "I wanted the colors to pop,"
         | he said. So he researched color theory and intensively studied
         | other artists to see how they used colors to make things
         | visually interesting.
         | 
         | Pixel art was just a single aspect Barone had to learn. He also
         | composed all of the music for his game, redoing it from scratch
         | more than once to make sure it met his high expectations. Whole
         | sections of the game mechanics were developed and scrapped when
         | they failed to meet his rigorous standards. This process of
         | practicing directly and redoing things allowed him to get
         | steadily better at all of the aspects of game design. Although
         | it lengthened the time it took to complete the game, it also
         | enabled his finished product to compete with games created by
         | an army of specialized artists, programmers, and composers.
         | 
         | Throughout the five-year development process, Barone avoided
         | seeking employment as a computer programmer. "I didn't want to
         | get involved in something substantial," he said. "I wouldn't
         | have had the time, and I wanted to give game development my
         | best shot." Instead, he worked as a theater usher, earning
         | minimum wage so that he wouldn't get distracted. His meager
         | earnings from his job, combined with support from his
         | girlfriend, allowed Barone to get by as he focused on his
         | passion.
         | 
         | That passion and dedication to mastery paid off. Barone
         | released Stardew Valley in February 2016. The game quickly
         | became a surprise hit, outselling many of the big-studio titles
         | offered on the computer game platform Steam. Across multiple
         | platforms, Barone estimates that within the first year of its
         | release, Stardew Valley had sold well over 3 million copies. In
         | months, he went from an unknown designer earning minimum wage
         | to a millionaire named one of Forbes' "30 Under 30" stars
         | within game development. His dedication to mastering the skills
         | involved played no small part in that success. Destructoid, in
         | its review of Stardew Valley, described the artwork as
         | "incredibly endearing and beautiful."6 Barone's commitment to
         | his vision and aggressive self-education had paid off
         | handsomely."
        
         | minimaxir wrote:
         | Toby Fox (Undertale/Deltarune) as well, although he has some
         | art help.
        
           | rictic wrote:
           | And Daisuke Amaya did all of Cave Story too.
           | 
           | Some really wonderful games come out of single vision, single
           | execution
        
             | joe-collins wrote:
             | Add Thomas Happ (Axiom Verge) to that list.
        
               | namlem wrote:
               | I absolutely love the soundtrack. The game was great too.
        
       | terinjokes wrote:
       | I've loved Stardew Valley, and I'm super excited to try out
       | Haunted Chocolatier once it drops.
        
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