FAQ Announcement!! What Happens Next?


FAQ:

Q: Is there a new version of MIRA? Are you updating the game?
A: Yes! We've fixed some of the major bugs in our submission. Thank you from the bottom of my heart for playing our sweet little game and providing fantastic feedback.
Q: Hey, this is neat! I hope you keep working on this game. Will you?
A: I am going through some pretty concerning medical stuff right now, which will severely limit my throughput when working in a healthy way, but I can softly promise you this: There will be a "Final Build" to MIRA. I want to do this so that those who may stumble onto this little game will be able to have a little bit better, deeper, and more polished experience than its original form. I want to represent a little bit more of the vision our team had. This won't be anything like a "Feature Release" but it'll be a reason for you to come and play the game one more time.
In the next few months you should definitely expect to see:
  • A hotfix build that corrects some of the most critical issues in the game, such as the extreme lag
  • A postmortem for our team's jam experience, and the biggest lessons we learned
  • THE Final build with support for any major hotfixes!
  • A final devlog showcasing any unused assets and ideas. We'll talk about some of the inspirations for the game's story and design
We've diligently been taking your feedback, which I have fruitfully categorized into a "stakeholder" spreadsheet as you can see below. I cannot commit to every possible concern, but I admit that receiving thoughtful feedback from everyone has motivated me greatly and kept my spirits high. Game design isn't something that comes naturally to me, as I tend to be system-focused, and highly receptive to the feedback and redoubling my efforts into something more polished and balanced.

Your feedback is the fuel that drives our spirit

Community and Developer Desire Based Feedback Chart

Q: Does this game work on Mobile?
A: MIRA is supported on Windows and the Web, but probably not on Safari. We'll try to support touchscreens, but no promises. We won't do anything to purposefully make mobile gameplay impossible in the future, but no promises. Godot, our game engine, is currently undergoing critical updates to rendering which affect Android builds. This decision will allow us to focus more on the critical problems surrounding the gameplay loop.
Q: Are you going to make this into a full game?
A: Probably not. If by some miracle this game earned 1000x more fans and donations, I could maybe be convinced that finishing is financially viable. Aside from the already mentioned fixes, I aspire to continue doing independent game jams to develop my skills and knowledge. Pretty soon I will be seeking full-time employment. Real life is getting in the way.
Q: Is ____ supposed to be a ____? Is _____ supposed to do that?
A: Sorry, but my playtesting philosophy bans me from explaining any of the flaws and rough edges of my own game. Letting the game stand on it's own provides the most crucial feedback which is lost when I apologize for the flaws. Thank you so much for playing our game.
Q: SK? What's that?
A: Haha. "SK" stands for Saskatchewan. We wanted to make a game starring Colton's home province of Canada. When we decided to make this type of game, our initial "mood board" inspiration was the amazing animated spirits found in the work of Hayao Miyazaki. We wanted to render our own world like that in a pixel art 2d game. I wanted to place reverence onto the strange and foreign Saskatchewan prairies, where I once witnessed undulating expansive horizons of yellow and green. The vast horizon invokes tranquility and openness. In this strange and foreign land, the living sky is a canvas painted in hues of cerulean and cotton candy, and the bones of long ago are frozen in time, untouched, unbothered in the vast void of space.

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