
Hello r/NintendoSwitch!
We are Goodwin Games, the creators of Selfloss, an emotional adventure game set in a Slavic-inspired whale-worshiping fantasy land. You play as Kazimir, a healer who makes an epic journey by boat and on foot in search of a ritual that can cure his soul wound. As you travel through the lands you’ll meet memorable characters and use the light of your magic staff to fight Miasma – the mysterious affliction taking over the world.
Our game came out on the Nintendo Switch, both digitally on the eShop (it’s 30% off right now) and physically too.
If you want to see what our game is about, watch the Selfloss Launch trailer.
The people answering your questions today are:
- AlexGoodwin63 – Game Director
- taj14 – Community Manager
We will start our AMA at 8am PT / 11pm EDT / 5pm CEST, but you can already leave some questions for us which we will tackle and answer as soon as we come in. We also have one game key to give away. If you want to be in the running, just leave a question or comment, and we’ll randomly select the winner after 24 hours the AMA ends.
With the introductions out of the way, if you have any questions about our game, our inspirations, what it’s like to make games in Kazakhstan, games that we play ourselves, what we think makes a great adventure, or anything else – just ask away!
Let the AMA begin!
EDIT: We are taking a bit of a break, but keep those questions coming! We will answer them when we get back.
EDIT 2: And the AMA is now over! We will also DM the winner of the key shortly. thank you so much for all the questions. It was great hanging out with you all and chatting away.
by taj14
26 Comments
How did you decide on how to tackle this game dev project? Which game engine did you guys use
Well – since you mentioned it – how is it making games in Kazakhstan? Also, my son loves adventure games so I will be checking this out for him… is there a link to a gameplay video?
What drove you as inspiration to create this gem?
How big is your dev team?
How linear is the game and story? Is there only one way to progress or solve problems or do puzzles have multiple solutions?
What was your favorite part of the game to design?
What inspired you to develop a game in a not so favourable place for game development?
Just watched some gameplay, this looks absolutely gorgeous!! Huge props.
Giving me some Deaths Door or Tunic vibes a little bit.
Question: how would you rate the difficulty of the combat? And what is your personal favorite scene or moment within the game? (Without spoilers of course 😉
Just watched some gameplay, this looks absolutely gorgeous!! Huge props.
Giving me some Deaths Door or Tunic vibes a little bit.
Question: how would you rate the difficulty of the combat? And what is your personal favorite scene or moment within the game? (Without spoilers of course 😉
Loving the aesthetic and environment look in the trailer. How long was the design phase versus the engineering phase? Looks like the design likely took a long time (the game looks beautiful!!).
Is there a steep learning curve and/or lots of tutorials out is the gameplay more intuitive?
Hello! All the best for the game! Is there something specific you wish to achieve with your occupations (other than success for your passion of course)? And, in retrospective, what would you have loved to tell your past selves after completing the game? Best takeaway from the development cycle of the game?
Where did the name Selfloss come from?
Any chance to get a translation into church Slavonic using the old alphabet?
ⱌⱃⰽⰲⰰⱀⱁⱄⰾⱁⰲⱑⱀⱄⰽⱜ ⰵⰸⰻⰽⱜ
ⱌⰹⱃⱏⰽⱏⰲⱏⱀⱁⱄⰾⱁⰲⱑⱀⱐⱄⰽⱏⰹ ⱗⰸⱏⰻⰽⱏ
About how long is the game?
I came across this game a while back as a pc demo. It’s cool to see it came to the Switch.
Has this been a passion project or something else in the works that you guys are also excited for
Thanks for letting me know. Putting it in the cue right now!
What was the insperation for the art style?
Congrats on the release!
In other comments, you mentioned that you received some feedback from other game developers and expanded your team. I wanted to ask you about how you might have wrestled with your feelings in bringing in outside perspectives when Selfloss seemed to be a one-person project/prototype/labor of love. Was it hard to relinquish some control, or do you feel the opposite (in that, without their feedback and expanding your team, you might not have progressed out of the prototype stage)?
Thank you!
Hi! I’m glad I saw this post cause I didn’t hear about your game before. Shame I missed the demo but it goes into my wishlist nonetheless
If I must choose one thing that wowed me the most from what I’ve seen so far are the flying sea creatures. I’m not familiar with slavic folklore. The only one I recognized from the trailers is the Baba Yaga. Are those flying sea creatures part of the folklore, or are they unrelated to any specific folklore? If it is I’d love to know more it 🙂
Also, what would you say the game that inspired you the most?
Are you considering to release a physical edition? The game looks awesome!
How does it feel to know you made a game, and now it’s out for people to play and enjoy?
the game looks really good. what engine did you use to create it?
What will your next game be about?
Thanks for providing a physical version that wasn’t annoying to get. I bought a copy. Looking forward to playing it whenever time allows.