Game Brewery is a 1 - 3 person team depending on the time of day. Despite lacking experience or development knowledge, using the tools available we are able to utilize our skills to pull together games we are proud to work on. The primary contributors are Cory McQuhae (story and design), Alex Brock (music and design assistance), and David Sengupta (testing and additional music). All three currently reside in Yamagata, Japan and, during development of Final Warrior Quest, were English teachers.

Comment History
GameBrewery
GameBrewery - - 11 comments @ The Floating World Menu Update + Mini-Game

Hey people, this is the creative director Cory McQuhae. I'd love to hear from you any questions, concerns, and input you have about this mechanic or about the game in general.

Good karma+2 votes
GameBrewery
GameBrewery - - 11 comments @ No More Room in Hell

Here's another session of our playthrough. I wasn't able to make this one.

https://www.youtube.com/watch?v=9phcExxi34A

Good karma-4 votes
GameBrewery
GameBrewery - - 11 comments @ No More Room in Hell

Here are the rest of our Let's Plays for No More Room in Hell.

https://www.youtube.com/user/PXAbstraction/videos

https://www.indiedb.com/members/gamebrewery/blogs

Good karma-1 votes
GameBrewery
GameBrewery - - 11 comments @ No More Room in Hell

All Together Now is doing a Let's Play series for No More Room in Hell. Here is Part 1.

Good karma0 votes
GameBrewery
GameBrewery - - 11 comments @ Final Warrior Quest

Thanks a lot, ReeCeDoW! Appreciate it.

All of Ted's skills are kind of bad, rough, or messed up. The in-story reason for that is since he's not actually from that world his attacks appear differently. All the enemies and your other allies have the same visual style.

The demo is short because it's only a 4-7 hour game. After that boss battle felt like a natural progression. The player is introduced to the story, combat, crafting, a party member, and a boss battle. It's a good snapshot of the game in a condensed time.

Anyway, thanks a tonne! Glad you liked it.

Good karma+2 votes
GameBrewery
GameBrewery - - 11 comments @ Final Warrior Quest

No problem. Glad you liked it! Looking forward to part 2.

Good karma+1 vote
GameBrewery
GameBrewery - - 11 comments @ Final Warrior Quest

Yup, just click on them after picking up the shovel.

Good karma+1 vote
GameBrewery
GameBrewery - - 11 comments @ Final Warrior Quest

I'll be posting a news story about the release date soon. Desura has informed me that it is November 13th, though.

Good karma+1 vote
GameBrewery
GameBrewery - - 11 comments @ Final Warrior Quest

Wow, thanks.

Not really. I made something for the Desura media kit but it's not great. I'm not the greatest when it comes to the art aspect of game design.

Good karma+1 vote
GameBrewery
GameBrewery - - 11 comments @ Final Warrior Quest

Wish I could but my talents are in writing and design. My abilities with creating art are akin to a 3 year old trying to draw the Mona Lisa from memory. Assembling a team proved difficult and were unable to stick to deadlines.
I looked at what I was able to do, how much free time I had, and what resources were available to me.

Good karma+2 votes
GameBrewery
GameBrewery - - 11 comments @ Final Warrior Quest: Mitigating Battle Fatigue

Blackmoons: That idea was floated when discussions were taking place how to solve the problem. One knock against it was that it was already used in Clthulu Saves the World and Breath of Death VII. I was adverse to whole-sale taking the idea. Another problem is that the basic design of Final Warrior Quest is that of an old JRPG. The systems and mechanics are meant to feel dated and inelegant. By just having a simple toggle, you can see the early efforts of a designer to solve a problem but, for one reason or another, was unable to find a wholely satisfying answer.

RPGs tend to have infinite monsters so the player always has something to do and to give a perception of each battle being unique.

Jeoo: I don't consider it a privelege, at least not in Final Warrior Quest. With just having a toggle the player is able to decide for themselves when they have had enough of the battle system.

The game can not be beaten without the experience gained from random encounters. As it is now, it is possible for the player to go through the entire game without turning random encounters off. However, if the player is stuck on a puzzle, wishes to acquire an item for crafting, is close to a level, or wants to test out a skill they can toggle random encounters as they see fit.

Good karma+2 votes