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Black Tabby Games

@blacktabbygames / blacktabbygames.tumblr.com

We make Scarlet Hollow and Slay the Princess. Will reblog fanworks! Reblogs are NOT endorsements of fan theories
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reblogged

Hello I just got here! :) I have no clue how tumblr works or what I'm supposed to do but I already saw lots of awesome fanart for Slay the princess so here's my contribution with a little drawing of Long quiet and the Princess! Not very polished though I shall redraw them again but better soon.

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Does anyone has a theory/analysis on why Hea is the only one(?) who's got the hands like that above her head, almost like a crown?

For reference, here's Hea, and here's some examples that don't have the hands like that

I'm making a pmv and it just hit me now that she seems to be the only one who got the hands in that weird shape

i feel like there has to be some obvious metaphor or meaning hidden but i really can't tell what rn lol

Imo it either looks like a crown, or a star. I think it's meant to be a crown? But I prefer the idea that it's meant to be a star xP Because then it might mean that she was terrified of the fire going out, unaware/afraid to see that she can shine just as bright by herself (metaphorically, we're not in the burned grey lmao), and that she never needed the flames on the walls

Or maybe it's meant to look like the Prisoner's crown? That's the very first thing that came to my mind honestly, but i do prefer the star idea >v<

abby says it's a crown :) HEA gets 2 be a special girl

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Is there any princesses you wished you could've put in the game but couldn't due to it being too similar to an existing one, not fitting the horror factor of the novel or because they wouldn't fit the narrative itself? whether the drawing style it would take (i assume making horror out of the damsel wasn't an easy task, even if they do more on the psychological horror part) or just a way to properly portray it within... the cabin?

as a bonus (since i love this game and im just curious about the original interpretation of it//gonna play scarlet hollow soon too//) why does the shifting mound ""lose"" all the kindness she shows before the ending vessel when she awakens yet the long quiet does mostly stay the same? was it just to round the narrative to have a final fight or the awakening making her lose herself like the princess heart suggests in the cabin?

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But you haven't stayed mostly the same. You've changed in whatever ways your experiences with the Princess have shaped you.

And the Shifting Mound has been shaped by far far more things than you have. You've seen five vessels, and she's experienced every possible iteration of you and her permitted by the construct.

People often mistake her change in tone as her not caring about you anymore, or "losing her kindness," but she's literally willing to fight the only thing she loves for all of eternity to save you. Of course she still cares.

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I am avoiding spoilers for scarlet hollow as much as possible for now, but i wanted to ask. Will SH come out on the nintendo switch any time soon? If not i will just buy it on steam :)

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if we do console ports (not a given!) it will be after episode 7 releases on steam. if you wanna play the game any time soon, i wouldn't wait for a port

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The amount of art in STP and Scarlet Hollow is positively staggering, in my opinion, and puts even the non-indie visual novels that I've played to shame. I hope you don't mind my asking, but have you ever sat down and tried to figure out how much it would have cost to pay someone else to do the art for these games if neither of you could draw?

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Thank you! I don't think it's fully quantifiable for a number of reasons. In particular, Abby's contributions as a writer inform how she approaches her art in a way that would be difficult to capture if we were hiring a third party to just do art.

From my understanding, most visual novels that hire out their art work also hire different artists for backgrounds and sprites, which wouldn't work with the style/presentation of our games, where the sprites are drawn on top of backgrounds using tracing paper, allowing our characters to interact more organically with the world. Assuming those two points are non-issues, though, and assuming a general advanced-career rate of ~$500 per background and ~$100 per unique pose, and $10 per variant of a pre-existing sprite... Scarlet Hollow (so far): ~$600,000 Slay the Princess: ~$250,000 for the base game, ~$150,000 for the Pristine Cut (so ~$400,000 total)

It's worth noting that Slay the Princess, which is done on smaller paper and only in pencils (instead of pencils + inks + full digital color) is less labor intensive per asset than Scarlet Hollow, but for the sake of simplicity, I'm not assigning a different cost to those assets. Possibly still low-balling things here, and again, there's so much to Abby's art that's unquantifiable in this area. But that's the napkin math.

She's also a *mindbogglingly* fast artist. I want to say she managed to do all of the art of the original release of Slay the Princess (hundreds of backgrounds, over 2,000 sprites) in about six months? I'd have to imagine that work over that time frame would usually require something like 5 artists, which then adds further challenges around stylistic cohesion.

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reblogged
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s-a-l-t-i

some redraws of her basic sprite, side by side underneath the cut

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If we mention our job in game, shouldn't we be able to use that, like a stat? Cause if I work at a law office and then I get dragged into that sham of a kangaroo court run by a dead guy, shouldn't i be at least able it say something smart about it? I know we're not gonna win with the victim being the judge, let me snark at him in law intern

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Being a lawyer *does* come up in episode 3 if you have book smart. Ultimately, though, we ran into a wall where options from that menu were too expansive to meaningfully integrate into the game, and where lawyer felt like it would be overpowered from a roleplaying perspective (episode 3 dilemma, multiple run-ins with the police, etc etc.) Beyond balance, a lot of it also boils down to the already enormous scope of the game compared to most choice-driven narratives. Episodes 1-4, following the latest update, come in at a whopping 640,000 words. Adding yet another axis of interaction would just be too much extra load with relatively little payoff. Including that menu was, overall, a scope mistake that we wouldn't have done again if we started the game from scratch, but people like the fluff (and we do too!) so we left it in there. We don't feel the same way about the "living situation" menu, though, since that's much easier and more comfortable to masasge into the story.

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How do you feel about runs where you cheat to give yourself more traits than normally possible? Have you ever thought about adding secrets in the game acknowledging impossible worldstates that shouldn’t normally be able to happen? (i.e. Everyone is still alive and unharmed and the ghost problem is fixed peacefully by chapter 4’s end)

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If we wanted you to do that we wouldn't have forced you to pick two traits. Suffering and the consequences of your actions are the cornerstones of Scarlet Hollow, which is why we allow you to pledge further suffering and consequences for exactly one (1) additional trait.

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on one hand I totally understand the intent and respect that you cannot save everyone on the other hand, I get sad when bad things happen ):

sadness is part of the human experience embrace your sorrows so that you might conquer tomorrow's trials

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