Putting a game up for sale is new for you. I just let Abylight decide this, as they can look at the project with more objective eyes than I. Ask the grandmother how much the cake costs, and you'll get a poker face in return: too much and so little at the same time. As a free game, I feel like I'm sharing something very personal and valuable with other people, like when a grandmother spends a full day making a cake for her grandchildren. Locomalito - It's always daunting to put a price tag to your own work, for everyone, always, and it's that much harder if it is for a personal project. Since your game had been previously available for free, was it daunting to put a price tag on it? What thoughts went through your head when creating a version of the game to sell? The good part is that, whatever the result, we would have a version of the game that had been highly-polished with some extra months of development on my part, plus the touch of great pro devs at Abylight. I was not sure about how a more-developed version of a previously freeware game could perform on publishing, but some fans encouraged me to try it, and the guys at Abylight were decided to take the risk. We ended up with the idea of making an extended and enhanced version of the game for commercial systems. Soon, their CEO contacted me, and we had a nice talk about how things worked for each other, and how could we make something interesting. But, years later I found myself talking with a friend at Abylight. I never cared much about it anyway, as I'm always focused on making games. Some publishers have been contacting me since the release of Hydorah back in 2010, but because of conditions and/or because of personal circumstances at that time, I never managed to achieve an agreement. Instead, I've been using my spare time to keep making games. Locomalito, developer of Cursed Castilla - It's always been my intention to put my games on as many platforms as possible (hello, Ouya), but I can only work as a game developer at night after my daily job, so self-publishing at a commercial level is out of my reach in terms of energy and time. What prompted you to put Maldita Castilla on consoles and Steam years after putting it out for free on your site? What brought you back to the game? Software Usage Terms apply, See eu./legal for full usage rights.I spoke with Locomalito and Abylight on the partnership that brought his games to a whole new audience, the historical figures and mythologies his retooled version of the game contains, and the challenges of charging money for things he's always given away for free. exclusively licensed to Sony Interactive Entertainment Europe. Library programs ©Sony Interactive Entertainment Inc. See Health Warnings for important health information before using this product. Sign in to PlayStation Network is not required to use this on your primary PS4, but is required for use on other PS4 systems. One-time licence fee to download to multiple PS4 systems. See Terms of Service for more important information. If you do not wish to accept these terms, do not download this product. Revive the glory of the arcade times with 10 different screen view modes.ĭownload of this product is subject to the PlayStation Network Terms of Service and our Software Usage Terms plus any specific additional conditions applying to this product. Yell your battle cry with songs for the original soundtrack and the remastered audio Prepare yourself for a journey into the Cursed Castilla Ex, the extended version of the acclaimed arcade classic Maldita Castilla, created originally by the Spanish developer Locomalito - in collaboration with Abylight Studios.Įxplore Tolomera del Rey in depth through to 8 game stagesįight against 48+ types of enemies and 19 final bossesīanish the evil invading the Kingdom with 4 different endingsīecome a seasoned monster hunter with the illustratedīestiary with unlockable information about the legends featured in the gameīrag about your combat skills with 15 unlockable achievements
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