Let’s talk about Ero-tank. Devlog.


Hello everyone, Sunny here! With a Blog about Ero-tank and Melongun.

 

I want to begin explaining who’s Melongun! Team, we are two people team with more than a decade of experience working in Videogames, Animation and Comics (I had a webcomic for first time when I was nineteen publishing 3 times a week for a all year) , being Sunny, who write the blogs, manage the company, produce, manage social media, makes most of the art (Sometimes we have guests like Yata), write scripts with help from consultants animate and make the Graphic design. Our second Member is Wise who’s in charge of all the software development, which we try to make from scratch usually so the games are more stable, and we can have our own code to develop future games. Also, he and I make game design and narrative decisions.

 

So with this in mind, let’s explain what happens to Ero-tank.

Ero-tank is our first try to make a game as indie developers, we started with a small sized game and a 3 months development goal, to make a playable demo of the game, and after that we expected to crowdfund the rest of the development, once we meet that goal in October we have to face the reality of the situation, the game wasn’t making enough money to guarantee his development full time as we expected, right now we have regular jobs to keep sustaining ourselves and that’s why we don’t move as fast as we possibly can. Also the game size become too big, at the beginning the graphic novel parts, the 4 bosses, the extra weapons, all that stuff wasn’t included and this made the game harder to develop but we believe this stuff is what makes Ero-tank such a interesting project, and finally we didn’t have a community yet to back-up our project, Ero-tank ended being too ambitious for our current capacity. So we had to go back to the drawing board and decided how to make possible the dream of Ero-tank, so first we noticed 3 main flaws we had.

 

1.       We don’t have a social media presence or a community yet.

2.       We cannot keep funding the game completely from our pockets and the game needs a bigger investment.

3.       We don’t have any other published game, that makes people feel unsure of our promise to deliver a game and making investing on our team riskier.

This led us to the conclusion that we have to make a small more attractive game; this had as consequence the Ero-card series. As a history nerd I am, I recalled the Studio Gainax Journey and their first setbacks, being too ambitious, they started developing small, easy to engage games with beautiful art, so we decided to not reinvent the wheel but instead take a well know mechanic pairs games, and from there start a game series which will progressively improve in each new game in the series, in 2 months we developed the first Ero-card and 2 months later the second Ero-card game is almost done with big improvements in art, we added animations and new particle effects, in gameplay now the game have a goal beyond to just finish the card pairs.

So believe us we haven’t stopped dreaming of Ero-tank, we really want to make the game but first we need to get the founds to make it and we don’t to rush it, it’s our first IP and has a lot of lore and conceptual design that back-ups the universe (a blog I have to write eventually) and we will keep fighting to make Ero-tank a reality, that’s why we always end with a “Let’s survive”

Get Ero-Tank Brigade. Let's Survive!

Download NowName your own price

Comments

Log in with itch.io to leave a comment.

very coool, keep it up

Thanks! We will keep releasing games  in the comming months, we don't have any plans to stop!