Oh no, I mean for this game.
It's already there.
Oh no, I mean for this game.
It's already there.
It's under "Console Stretch Goal II," which is over two million beyond their funding goal.Wait, really? They're putting this on OG Wiiware? How did I miss that!?
It's under "Console Stretch Goal II," which is over two million beyond their funding goal.
Looks like it'll make it, but the stretch goals where a bit ... optimistic
Hi everyone! Nayan here again for a quick update.
We still have some messages of support from friends all over the industry that we haven’t shown you yet.
Today we thought we'd post a little part of the message James Mielke (BitSummit, Q-Games, Q Entertainment, Electronic Gaming Monthly) left for us.
We’d like to thank him for taking some time out of his busy schedule and travelling so far to support us.
We’ll be sure to post his full message along with the others soon.
Stretch Goal Review
A lot of our backers and potential backers have been expressing concerns about our stretch goals, and we are looking at what we can do to move them around and better serve our backers. We should have news soon!
Signing OFF!
Nayan Ramachandran
PLAYISM
Hey everyone! Nayan here with our first fan art update (insert trumpet sounds here)!
Today we're rounding up fan art from around Twitter and the web, and putting them on display for everyone to enjoy! Want your fan art/fiction/music to be featured in a future update? Don't forget to let us know by tweeting us @PlayismEN, or by sending us a message to our Kickstarter inbox!
First up, here's Lumisa as a harpy by the amazing @madamluna. We're not sure what it's supposed to mean, but it sure is awesome:
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Next up is Lemeza about to attack what is probably a gigantic bowl of curry. This comes to us from @HiemieDFishboy:
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Next up is a special shout-out to Lumisa from Innomen Productions, creators of Sierra Ops:
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To round out today's fan art update, here's a great piece of fan fiction by Sparky Lurkdragon(@spark_ld): http://archiveofourown.org/works/983919
Don't see your fan art here? Don't worry! That just means we're saving it for a future fan art update. We wanted to keep our first fan art update short and sweet.
Don't forget to send us your fan art! We can't wait to show the world how talented La-Mulana fans really are!
Signing OFF!
Nayan Ramachandran
PLAYISM
I don't know, sorry >_<It's thetrin.
Last time I checked, I was not Japanese, no.
We're reevaluating our stretch goals to see what we can move around. We want to make them more reasonable per feedback.
I think a lot of people think we're insane for setting some of them so high, but it's quite the opposite. We're simply afraid of overpromising and underdelivering (as does happen with a great many Kickstarter projects)
I'm seriously thinking of cancelling my pledge just to avoid this constant email spam. One update per week MAX. please Nayan!
Now you're sending 3 mails a day :E
I'm seriously thinking of cancelling my pledge just to avoid this constant email spam. One update per week MAX. please Nayan!
Now you're sending 3 mails a day :E
There's only 2 puzzles that I can think of that kinda requires checking a guideBacked!
I hope they tone down some of the most ridiculous puzzles in the sequel. I'd rather play without looking at FAQs this time around.
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Hey everyone! Nayan here with yet another daily update. Some of our backers have been surprised that we've been posting updates like clockwork. We consider you part of the La-Mulana 2 development process. How could we not keep you up to date?
Today we wanted to shed some light on the name "La-Mulana 2", and how it almost wasn't called La-Mulana 2.
The title for La-Mulana 2 originally had a subtitle under the main title, but Playism and NIGORO together went through a lot of trial and error to come to the title we ultimately decided on.
As a policy, if NIGORO is going to create a sequel with a title ending in "2," they insist on creating an end product that surpasses its predecessor.
Because of financial constraints, the plan was originally to keep development time to a minimum, and simply going to add scenarios and use the same system as with the first installment. That's why we were originally thinking of a title like La-Mulana Scenario 2, but apparently a title like that wouldn't really appeal to an audience outside of Japan. At the same time though, something like La-Mulana Episode 2 or Act 2 would be a bit cliche and maybe even in bad taste.
We also considered calling it Eg-Lana, basing it off of the setting for the next installment. However, some of the team members thought that without the name La-Mulana, the game wouldn't be as marketable, and so that was scrapped as well.
But if we were going to make use of Kickstarter, we thought that we may as well try to get the kind of funding, and thus the time, needed for a full sequel. And, because of the success of La-Mulana 1, we had the confidence that we'd be able to create a game that we could proudly call a sequel, and so we decided to take the leap and go ahead and title the game La-Mulana 2.
Honestly, we were as nervous as we were because of the challenges facing a Japanese Kickstarter campaign.
Revising Stretch Goals: What do you think?
This weekend the team is going to be revising the stretch goals to better meet the expectations of our fans and backers. However, we really want your input. What stretch goals do you want us to try to reach first? Which ones are you not interested? Handheld stretch goals? Extra game content?
Let us know in the comments. We want to better serve you, our fans, and we can't do that without your input.
Signing OFF!
Nayan Ramachandran
PLAYISM
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"Wooooooooooow.
Eeeeeeeeeeeeeeeek.
Ahhhhhhhhhhh!
$150,000? Does this mean we still have more to go?!"
But seriously, we are absolutely overjoyed to have reached this point, and we're absolutely ecstatic to have all of you, our backers, along for the ride.
Hey everyone! Nayan here with your daily La-Mulana 2 update. We've hit the $150,000 milestone, but there's still a long road ahead of us. To that end, we wanted to shed some light upon one of the many rewards available to backers: the artbook.
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As you well know, the person drawing the illustrations at Nigoro is Naramura-san, and he's also designer and director. In other words, the person who decides what illustrations need to be made and the person actually doing the illustrations are the same person, and so there are very few brainstorming sessions or concept sketches made for selection. Also, because his job mainly revolves around developing the game, there isn't much in the way of promotional art, either.
This is why we plan to include not only conceptual art, but rough drafts and planning memos that were created in the process of developing La-Mulana and La-Mulana 2 in the artbook as well. What were the plans originally like for that guardian when they started working on it? What kind of changes did the map design go through? What kind of charts were created to map out this particular sequence of events?
It'll be an artbook made up of as much super-secret documentation that was kept around that we could think of. We're hoping that we can create a lot more fun promotional art before we compile the artbook as well.
(We think it might be fun to add some fan art as well...)
That's all for today! Thanks for reading, and we'll see you soon!
Signing OFF!
Nayan Ramachandran
PLAYISM
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日本語のアップデートはこちら
Hey everyone! Nayan here once again. I hope everyone is having a great weekend. To end the weekend, we wanted to shed a little light on why NIGORO works specifically on 2D games. For today's lesson, we have none other than La-Mulana director Takumi Naramura to guide us!
"Despite the kinds of games we make, we do regularly play 3D games as well. It’s not as if we’re so stubborn that we refuse to play anything other than 2D games.
Part of the reason that we make 2D games is simply that we only have a few developers as well as lack the experience. However, the biggest reason is because we believe that the 2D genre isn’t dead. It’s because we know that there are certain things capable only in 2D games, like being able to gauge the distance between you and the enemy on a per-pixel basis, or the distorted expressions of images that can be more artistically illustrative that their 3D counterparts.
While it may seem counter to the trend, as someone who’s grown up around and experienced the evolution of 2D games, we feel that 2D games still have a lot of potential for further evolution. And what’s more, there are tons of gamers out there that feel the same way, but not many game developers to heed their call."
And there you have it! Today's update is a short one, but we have plenty left in store! We have a real doozy coming real soon.
Signing OFF!
Nayan Ramachandran & Takumi Naramura
Too bad they will reach at the most the 500k stretch goal
I would have loved a portable sku as well, but maybe it could happen anyway down the road
Too bad they will reach at the most the 500k stretch goal
I would have loved a portable sku as well, but maybe it could happen anyway down the road
I want it for Vita, but I don't know if that will happen![]()
one is an exciting one!
Today we're unveiling Lumisa's additional costume designs. Once the Kickstarter campaign is complete, we'll have our backers vote on the costumes, of which four will be selected.
The idea for changeable outfits was a plan we came up with for Kickstarter, and wasn't an idea we were originally planning on. So, what kind of outfits do you think suit La-Mulana 2? Choosing skimpy outfits like swimsuits just because the protagonist is female would be a bit tasteless. Don't you think?
As the protagonist, Lumisa, is a 4th generation Japanese-American, her design incorporates a mixture of Japanese and American design elements. This is why we decided that the additional outfits should have a multi-cultural theme.
From the top left,
- Kimono cowgirl: A mix of traditional Japanese dress and Western flair.
- Military ninja: A camouflage-clad ninja. The camouflage pattern is in a Japanese style.
- Sombrero girl: A Mexican outfit incorporating a Japanese motif.
- 7th children: An outfit worn by Mulbruk's people.
- Valkyrja: We wanted something besides traditional cultural outfits too, so we added one retro style female protagonist outfit.
- Ao dai: We applied Native American accessory designs to the traditional Vietnamese dress.
- Lady of the Rose: We started running out of traditional cultural outfit ideas so we went with a European style.
- Summer Rider: At this point we've abandoned the cultural outfit and multi-cultural themes entirely. A biker style outfit.
Voting will take place after the campaign has concluded, and we invite all backers to participate.
I thought the Vita was happening no matter what because of a partnering with Sony to aid in the porting of the first game.
I thought the Vita was happening no matter what because of a partnering with Sony to aid in the porting of the first game.
Novocaine said:I thought so as well, but now there's a Kickstarter, so here we are. Maybe if the stretch goals aren't met they will eventually put it out on Vita, but who knows.
I just assumed all Nigoro's staff is Japanese since they are from Japan. So by your name I'm guessing that you are indian-japanese descent >_<
Good luck on the project guys, I hope you can reach it in time (with Vita stretch goal). That being said, I'm sorry I can't pledge since I don't have any CC.
Sony is not really helping with the porting itself. Anyone who thinks Sony Japan has free cash to throw around is not paying attention to their financials! ;p
They are teaming up with another company who we introduced them to in order to port La-Mulana 1 to Vita. Of course, there is a possibility of working with the same company to port La-Mulana 2 as well.
However, considering there isn't even a La-Mulana 2 to port at the moment it really isn't really a situation where we can start signing contracts for.
NIGORO would rather be able to fund any future porting on their own if that is what the fans want.
I hope that all makes sense!
I always go spelunking in my ballgown.Love the rose dress. All kinds of impractical for archeology, but who cares?
Love the rose dress. All kinds of impractical for archeology, but who cares?
Revised Stretch Goals
Hey everyone! Nayan here with the update you've all been waiting for. That's right! We're talking revised stretch goals. We appreciate all the comments we get every day about how we can improve the Kickstarter. Your assistance in this campaign has been invaluable.
Were here today to ask everyones opinion on our stretch goals. Specifically, as this is our first attempt at a Kickstarter fundraising event, we were most afraid of not reaching our funding goal, and we lowered our estimates in order to try and avoid that outcome. The problem is that that was reflected in our stretch goals.
Once we got our Kickstarter campaign started, we got together at a development meeting to decide on and implement our plans for the game, and have also been discussing with interested parties who are willing to help with the porting process and other parts of the project. This is where we decided to review our resources so that we could come up with more realistic goals that we would be able to provide with the means available to us, while maintaining the same level of quality that our fans have come to expect from us. We came up with our new stretch goals based on this.
$230,000 Father's Diary
$260,000 Bestiary
$300,000 Additional Evil Stage
$350,000 Stories for each character
$400,000 Mac/Linux ports
$???,??? Wider Localization
$???,??? Home Console Versions 1
$???,??? Handheld Versions
$???,??? Home Console Versions 2
$???,??? Guidebook
$???,??? Original La-Mulana
$???,??? LA-MULANA2 MOD Tools
What do you think? We want to create a project on Kickstarter that will realize all of the demands we have received from you, our fans. Regarding character switching, we plan on implementing this feature as a collection of ideas that can be explored in each characters individual story. This allows us to revise our resources and where we can allocate the overall budget. And dont worry about the Hell Temple. Weve already stated that LA-MULANA 2 will be similar in scope to its predecessor. In other words, this has already been included in our plans. What is dependent on a stretch goal is the additional Evil Stage, which will be even more challenging and nefarious!
Regarding the goals from Wider Localization and below, we are hiding the funding amounts for the moment as we have received a variety of offers from interested parties and are currently negotiating with them to rework the estimates.
Although we cant fulfil every demand, were trying to respond to as many voices as we can. Were sorry for how clumsily we've handled the stretch goal revision.
Wed sincerely appreciate any frank feedback you may have.
Thanks again for all your support, and we can't wait to hear what you have to say.
Signing Off!
Nayan Ramachandran
PLAYISM
Due to the high number of updates, I'm just going to post the link to updates in the OP for now on, so I'm not posting an update all the time, is everyone here fine with that?