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MARDEK Re-Release - Progress and Plans
5 years ago - Edited 5 years ago1,328 words
I've spent the past couple of days working on this MARDEK Re-Release. I've got everything working now; all I need to do is make some minor tweaks, test it (which'll take ages...), then it'll be ready (though I can't say when it'll actually be released because of how long the Steam release process is).

I mentioned in a previous post that I was unable to edit the original files of the game in the newest version of what's now called Animate (formerly Flash), since it's coded (*really* stupidly) in ActionScript 2, which is no longer supported. Getting it working was a huge pain, and it's entirely thanks to someone's comment on a previous post that I was able to at all, after downloading archived old versions of the program from ∞ here ∞.

At first, I decided to try the latest one that still supported AS2, but while that could technically export the project, it introduced a bunch of weird game-breaking bugs which would have taken too long to fix. I ended up downloading and trying CS6, CS4, and finally CS3 before discovering that the latter is what I apparently originally built the game in. That exported without any bugs, thankfully.

But it introduced new issues! The amount of music in the game (almost 80 tracks) meant it took ten minutes or more to export each time, only to give an 'insufficient memory' bug at the end, apparently due to something to do with that version of Flash for which the solution was only available in later versions. It also gave an error when trying to export to an .exe projector. So I spent several frustrating hours trying to extract the original audio files from the .fla (which is way more difficult than it should be), trying and failing many times before finally getting them out, to my great relief. Then I had to modify the game file to load external sound files instead, which involved figuring out how to work with the ancient AS2 code...

It was strangely nostalgic, that. Returning to something from what feels like the distant past even though it was only just over a decade ago. Lots of thinking about how much my mind and the world have changed in so short a time. Looking through my old code - and researching little bits of things online - felt like archaeology.

But I did get it working, eventually, and that means that the sound's no longer compressed at all. It doesn't sound like you're listening to someone playing it in an adjacent room while wearing earmuffs anymore! This alone likely enhances the experience quite a bit, and makes this more worthwhile than just getting the .swf from an archive.

In addition to that, I spent this morning teaching myself how to make a separate shell program in C sharp (which I can't type properly without triggering bold formatting! I use C sharp for Unity, but this is something I've never done before). That's been interesting. Not as difficult as I thought it might be. Now, when the game starts up, you see this:



Already it makes it feel more like a 'real' game and less like a mere Flash game.

It's not possible to give the game support for any arbitrary resolution, because of how it was built. That kind of thing has to be taken into consideration from the very beginning of development. All the menus have to be coded for it, and there are other things like making sure the battle backgrounds are long enough to fit on huge widescreens. If you arbitrarily scale up the standalone .swf of MARDEK - like by dragging the window corners - you get ugly issues when the pixels are at fractional sizes, like lines between tiles or just ugly sprites with pixels of mismatched sizes (which is something I think looks appalling, personally). These three resolutions allow you to increase the size while keeping things pixel perfect, and the screen ratio remains the same.

You can use a windowed mode, for which I made a custom title bar, so the window looks like this, with no additional border:



That is, the title bar is replaced with that dark brown strip at the top, and there's a nice 2 pixel black outline around the whole thing. A little thing, but one I like as the designer.

Or if you choose the non-windowed option, the rest of the screen fills with black, with the game centred. It feels much more immersive than playing the game on a cluttered website surrounded by balloon-chested anime girls begging you to save them or whatever, that's for sure!

I couldn't add support for controllers though, sadly, partly because of the poor decision to have the inventory use the mouse, but mostly because there's just no support for it in AS2. Recoding that would be too difficult at this point; I'll definitely be handling this better in the remake.

(Hmm, thinking about it, maybe it's possible to use the shell to send keypresses to the embedded Flash file when controller buttons are pressed? The right stick could move the mouse cursor... I'm not sure that actually is possible, but I'll look into it!)

You might also notice that I've cleaned up the title screen a bit. The sponsor branding is gone, and the game includes all three chapters, so the subtitle's changed to reflect that. I'm also using the least old version of the Fig Hunter logo. I wasn't sure what to do here - whether to use my Alora Fane one, especially if I'll be uploading under that name on Steam - but... hmm, maybe I'll think about that a bit more, actually. (Oh, I have a pixel version of the Alora Fane logo from Taming Dreams; maybe it'd be better to use that, hmm.)

There's also an extras section. What I'm thinking of doing with this is providing something people have been asking for for ages: the notes that I have for the remaining chapters! I managed to find something, which is probably all I had, so that definitely seems like something that could add value to this.

I know it's not the same as actually spending years of my life finishing the thing, but it's infinitely easier.


To be clear, the game will be exactly the same as it was when it was released back in the day on Flash portals. No tweaks, changes, 'improvements', beyond these basic 'outside the game' presentation things. There's so much that certainly could or even should be better, but that's going to be the point of the remake. The point of this is to give the "KEEP IT EXACTLY THE SAME!!" people what they think they want.



Anyway, this is coming along quite well! I just playtested through the first chapter again (so much I can do much better, ugh!!), since I wanted to be sure it all worked from the start. It doesn't transition correctly to the next chapter though, so I'll need to change that.

I've already got Clarence's Big Chance ready to upload to this site, but Sindrel Song is going to be properly released on Friday, so it feels like a bad time to be releasing everything all at once. I might hold onto CBC (and my other old games) for a little bit, though I'm not expecting much of a response to Sindrel Song anyway. I'm not exactly making any effort to promote it, largely due to all the insecurities I have about it, not wanting to bother anyone with it, preferring instead to just quietly release it and let it die...

It being Christmas doesn't seem like the ideal time for a MARDEK re-release either. Or maybe it's a perfect time?? Either way, it'll take weeks to become available once I add it to Steam, so I can't predict when this might be out.

51 COMMENTS

DetroitLolcat7~5Y
Seems there's been a ton of great progress on the MARDEK re-release! It's nice to see an old classic come back to life.

Releasing the old notes for future chapters seems pretty cool. However, would reading the notes for future chapters spoil anything in the remake's story (if the remake ended up having content beyond what's in MARDEK 3)? It would be great to read how the MARDEK saga planned to continue, but I would hate to spoil the reboot.

I also really hope controller support ends up on the final product, or at the very least in future Tobias games. It's a *really* nice feature to include for a game. I'll definitely pick up MARDEK whether or not it's controller compatible, though.

Regarding a Christmas release: I'm inclined to think that Christmastime is a poor time to release a game? The holiday season is when people buy/are gifted the most games, and I have to imagine a lot of MARDEK's target audience might be playing with their shiny new toys around Christmas. I'm guessing that potential buyers might be thinking "Oh wow, I loved MARDEK when it came out and I gotta play this, but I just picked up Pokemon Sword and need to finish that first." and then forget about MARDEK.

Either way, it's great to see the re-release going so well. Congrats on all the progress!
1
Tobias 1115~5Y
Whatever I end up planning for the remake is likely to diverge drastically from the direction the original story was headed. So I don't think there'd be anything that'd feel like a spoiler.

I'm definitely prioritising controller input for all my Unity games (except for Sindrel Song, but that's because of its unusual input method). I'd like to get controllers working for this MARDEK release too, but I'm not sure if it'll be technically possible. I'll look into it tomorrow.

I also thought Christmas was a terrible time for any release, since everyone will be playing far better (or at least more expensive) games. I wondered though whether anyone might think "oh, MARDEK! It's Christmas soon, I'll get it as a gift for my friends!", or something, but it's unlikely. It seems like I should wait until at least February before releasing anything, but we'll see how it goes.
1
Max1~5Y
This is great! I'm excited to get Sindrel Song and the old MARDEK when they come out.

I'm concerned about how you tore out the sponsor branding, though. Are you certain that there are no legal consequences for doing this? If you haven't yet I think it'd be really beneficial to comb over the old legal agreements so you don't end up breaking a clause, which couldn't end well...
0
Tobias 1115~5Y
It's been so long since I had those sponsorship deals that I wouldn't have a clue where any forms I signed would be. That's if I even signed anything; I remember it being quite informal, but it's probably just something I've forgotten. I'll need to look into it, but maybe that's just something that'll prevent me doing this...
0
bluefunday6~5Y
Hello! Will you release it on Kartridge as well?
0
Tobias 1115~5Y
Why? Would you buy it on there?
0
bluefunday6~5Y
Ya. I would buy it there. Both the remake and re-release. More leaning on re-release though
1
bluefunday6~5Y
Also.... Do you have any plans on releasing the sindrel song soundtrack?
0
Astreon152~5Y
I wonder if that would make it playable for mac if it ran in Kartridge ?
0
Astreon152~5Y
It's interesting to observe how you managed to pull that off quite quickly once you decided on it, whereas it took you ages to come to that decision :)
My avatar suggests it's because it took time for the planets to align !

A few questions here: my desktop is a mac, will it be able to run Mardek (and all the other oldies in the future - ugh, weird sentence^^) ? I didn't really understand how it will run now that it's not in Flash...

Also, were the achievements something specific to Kongregate, or will they still exist ?

Congrats on managing to put your energy into this ! It's amazing how efficient you've been ever since you made Memody.
2
Tobias 1115~5Y
Mac presents a problem, annoyingly... I wish I could just make one executable that anything could run, but of course they have to use their own exclusive systems... Unity can export to Mac, but I've never tested it so I don't know how that works. So my future projects should have a Mac option, maybe. I don't know how I'd convert this Windows-made MARDEK projector to Mac though. I'll need to look into it.

Hmm, achievements... They exist in game, but getting Steam achievements to work with this is something I hadn't thought about. That might present a serious issue actually. Bluh.
0
zhutz5~5Y
Here's a nice guide on how to create an swf bundled with a flash player projector (don't have a Mac though so can't confirm if it really works):

[LINK]

[LINK]

Also a couple of suggestions that should be easy to implement and are "DON'T CHANGE ANYTHING" friendly:

[LINK]
0
Astreon152~5Y
I've played a few unity game before....on Kongregate (can't remember the name, but one of them you started off in a prison cell, and had to exorcise a ghost in a house by finding parts of a head - nothing gory though, just creepy).

Don't know if it changes something, but those games ran fine on mac.
0
Tobias 1115~5Y
Did they run in the browser? I'm assuming Unity's browser exporter is OS agnostic, but it's a different matter with standalone executables.
0
Astreon152~5Y
Ah, yes, it ran in the browser.

Darn. I'd have to find some equivalent to virtual PC if i want to play Mardek then.
0
astralwolf92~5Y
My suggestion: release the revamped version as the main product and bundle the "original" one with it, maybe in the "extras" section or something. A reason for not releasing the original separately is because anyone can play it for free currently, although I'm not sure how true this will be in the future. That way you get both potential new fans and also appease the loyal following you have. You can avoid fragmenting sales too.

For the revamped version, I'd be find with 3D, art and stylistic changes. Changes to the plot progression but not the overall story too would be fine! I'd also be fine for character and role changes: someone like clavis/vehrn who were plot devices/minor characters would be fine, but obviously changing Mardek, Deugan and Emelas roles would be displeasing.

The only thing I feel that should not be changed are the core turn based battle mechanics. The concept of elements could be changed to something else, but I wouldn't really like "emphathising with the enemy" or talking my way out of fights. I feel the core damage/attack mechanics should remain the same, as they are fun!

Either way if it's up on Steam I'll purchase the revamp/retouched version as well as the original! Best of luck
0
Tobias 1115~5Y
I would hope that the improvements in this version (better sound, cleaner presentation) would make it worth buying even if there's a free Flash version out there. Several people have already said they'd like it in their Steam library, and it's comments like those that prompted this decision.

"Fragmenting sales"? You mean people paying for two games instead of me giving away one for free?

My main motivation for re-releasing this is because I'm really struggling with money (that is, I haven't earned a significant amount... ever, really). If people are happy to help me pay the bills in exchange for me providing something they appreciate, it seems a sensible path to take. I don't really benefit from releasing it as a free extra.

I hope you'll give the remake a chance even if there are major changes. Perhaps I should just use different names.
0
astralwolf92~5Y
Ohhh yeah I see your point. Then I hope that the re-release as many improvements as feasible! As for the proposed remake, I would like to know how it's different compared to taming dreams, the previous attempt at a remake? Maybe you could elaborate in a future blog post once you have a clearer idea. In all likelihood I would probably purchase it anywho
1
Tobias 1115~5Y
I've not actually planned what I'll be doing for the remake yet, but I'm imagining it'll be something of a blend between the original MARDEK and Taming Dreams, drawing on the strengths of both while improving the weaknesses of both too. I'll definitely talk about it in a post in the not-too-distant future.
0
purplerabbits148~5Y
I think that for the extras sections maybe they become more unlocked as you progress through the game. A bit like how the secrets worked in the Submachine series and the art gallery unlock in the EBF series. Not sure how easy it will be to code though. I imagine for the last unlock would be the general ideas and plans for what you wanted to take the story when you originally made it, and a note at the end explaining why you want to take a different approach to the revamp.

I am really surprised at how fast you got through the problems. I am looking forward to Sindrel Song's release soon o/
1
Tobias 1115~5Y
I think that might be too difficult, though I was considering having the game transition from the end of the third chapter to the 'fourth', which is just an area you can explore with either books or NPCs who explain what was going to happen next. It might seem like more of a conclusion than just abruptly ending, but it'd also require finishing the thing, which I can imagine a lot of people might not want to do. They might have played it in the past, so they get it and play it for a few minutes of nostalgia, but get bored; they might still prefer to access the extras anyway. I'll see how it goes.

I'm glad someone's looking forward to Sindrel Song!! I wonder if it'll get more than 10 sales!!!
3
MontyCallay101~5Y
Just wanted to weigh in real quick - as far as I know, there's a feature in Steam called Steam Big Picture Mode that allows users to select preset controller mappings even for games that don't officially have controller support. Creating a preset there might be your best option if adding real support is not possible.

Regarding removing the sponsorship branding - do you have any records of the original terms that you agreed to on the sponsorship? Was it anything like this?

[LINK] :

"By sponsoring a game, Kongregate gains exclusive branding rights to the freely distributable copy of a game. Any version of the game without Kongregate branding cannot be made available for distribution, whether it be from rehosting the swf file or hotlinking a site-locked copy of the game without Kongregate branding. All non-branded versions must be site-locked, and the swf must revert to the distribution copy or provide direction to a freely distributable copy of the game on Kongregate when the site-lock swf "breaks" by being rehosted elsewhere."

The terms for CrazyMonkeyGames are here ([LINK] and they seem similar:

"So what's the catch?

Nothing too terrible. In exchange for your sponsorship money, you must ensure that the only version of the game that ever appears on the Internet is the version that contains all of the agreed upon logos and links. This means that you may not distribute the source files to your game or any versions of the game without the CMG logo and links."

I don't know if re-releasing the game in the way you're doing it makes it different enough to be considered a separate game, but since you're not really changing anything material, I think it bears clarifying. There's obviously been flash games in the past that have made their way to Steam, so it's clearly not impossible, but you might want to shoot your sponsors an e-mail - that's probably easier than spending days worrying about it! Though I honestly can't imagine it being an issue for them, especially with flash being discontinued soon...
1
Tobias 1115~5Y
The Steam page about Big Picture Mode suggests that the controller support needs to be built into the games themselves? I'm not sure how that'd work otherwise, unless the controller's simulating keypresses. If it was, that'd be great! I think I'm going to just ignore adding my own controller support, though; it's too much work, and it might not even work in the end anyway.

I got in touch with Greg from Kongregate, who said it's not an issue and I can do whatever I want with it; the agreement only applied to the free browser version. It sounds like the CrazyMonkeyGames one is the same, so it shouldn't be an issue. A Steam release of the game by the original developer over a decade later is hardly going to conflict with their original intentions for branding exclusivity!
1
MontyCallay101~5Y
That's good to hear! I figured there wouldn't be any point in them insisting on keeping the branding anyway, but it's always good to make sure.

In regard to Big Picture Mode, that is exactly how that works - the controller simulates keypresses that are defined in the preset. It has nothing to do with the Steam Input API, which you would normally use to integrate controller support.
The documentation you're looking for is here:

[LINK]

More specifically, there's also this section under "getting started for Devs": [LINK], where the stuff that probably applies to you is under "Selecting a configuration for my non-Steam Input API Game"

I hope this helps a bit!
1
swatllama15~5Y
Releasing more of your old games like this on Steam or as a bundle could also help promote Sindrel Song? You can mention in the description "Check out my other more modern games like Sindrel Song," and this will also get you as a developer more exposure!
1
Tobias 1115~5Y
I've just been assuming people might check out other games on my profile or this site and see it that way. This is why I'm not bothering to promote Sindrel Song though; I'm just assuming people will find it passively as I release more things.
0
Ampersand68~5Y
Have you had any thoughts on the price point for the Steam release? There's easily 40 hours of content in there, as much as many AAA games, yet there's also the matter of it being an "indie" game which used to be available for free...

For comparison, both Undertale and LISA: The Painful are $9.99, with Undertale being around 5-8 hours long and LISA being 10-15 hours long. Ten dollars would be a competitive price point, though I feel like the game's content could easily justify a cost of at least 15. Then again, featuring stuff in a bundle with the Mardek remake in the future might also be something to take into account (assuming you'd want to market the remake as being "improved upon" the originals, the price should probably reflect that).

A YouTube video I watched ([LINK] also suggests that selling the OST as part of a bundle can have a positive effect on sales, even if most people won't buy it, because if the game by itself is significantly cheaper, it'll make people think they're getting a better deal by buying the game alone. The game could be $10, let's say, and the soundtrack another $10, while bundled together both are slightly cheaper (this is how Undertale does it). I don't know whether you'd want to sell the OST for the three games for just $10, though, since that's significantly less than the combined cost on Bandcamp (though the increased exposure through Steam may bring in more money in the end?)

Steam also has demos, though I don't know whether or not making a demo (probably just Chapter 1?) would have any impact on sales, or whether it would be worth the effort.

Then again, I don't have a degree in marketing or anything like that, so I might be totally off-base here. Just brought thought it might be a good thing to bring up ahead of release to consider how much you'd want to sell the game for.
1
Tobias 1115~5Y
I'm unsure of the price, since it was previously available for free (and still is, if you look for it, though without the extras and tweaks or Steam library presence). But peoples' existing fondness for the series might make them more willing to pay a higher price than if it were an unknown. I remember someone saying they'd be happy to pay five whole dollars for a release as if charging that would be asking a lot, so I don't know; I'll have to give it some thought.

I was definitely planning to include the OST in some way; there's also that Piano Collections thing that could be a part of it. Including that - and the fact that it's like 80 tracks - might make it worth more than $10, but I'd also be reluctant to charge a lot because the music's quite ineptly made.

I don't think a demo would be worth doing with this, partly because of technical challenges, but mostly because I'm assuming most people who'll be buying it have already played it in the past!
2
Ampersand68~5Y
Yeah, I just floated the demo idea in case it was possible to do it quick, in like thirty minutes or something, otherwise I don't think it'd be worth the trouble. I wouldn't discount the idea of new people coming across the game, though, especially if your other titles take off (which is the hope) and people look into your previous works.

I definitely don't think you should go lower than $9.99 for your price, though. As the video in the link said, it's easier to go down in price than it is to go up, and Steam sales offer plenty of chances to offer deep discounts for your games.

As for the OST, if you're thinking of making it cost more than $10, I think including concept art in a "digital artbook" format and such could be a good idea to sweeten the deal (that is, if you feel comfortable revisiting your old art and such). Labeling it a "Deluxe Edition" bundle that costs ~$25 might entice more people than just "Game + Soundtrack".
1
ikiimoni5~5Y
Cave Story was originally released for free in 2004, and eventually got countless remakes charged at various prices throughout the years. If you make enough new content to be perceived as "enough", there's absolutely nothing wrong with charging for what is objectively a better version.
1
Refurin24~5Y
I've played MARDEK with a controller before, using a program called Xpadder. It lets you map controller inputs to keys and mouse movements and all manner of other things.

Controlling the mouse with an analog stick was not a very pleasant experience! I think I ended up switching back to keyboard and mouse by the time I got to chapter 3 because it was too much work, and I don't think I'd want to try it again, personally.

Though if you could somehow make the cursor be locked to actually useful positions while using a controller (always on exact positions in the inventory, etc) then that would probably alleviate those issues, but that sounds like it'd take a lot of reworking.

I think if there were one singular request I'd make to improve the experience of playing the old MARDEK games, it'd be changing that cursor sound that the menus use, it's rather painful to listen to compared to the softer ones from other games released since. Not a dealbreaker or anything, though.

Also having worked a lot with Flash myself, I'm curious how performance has been for you at the higher resolutions? I tend to avoid higher resolutions in Flash (when not working with bitmaps at least) because it usually runs pretty poorly.
1
Tobias 1115~5Y
I used to use Xpadder too (or something like it, I forget), though I don't playing MARDEK with it, using it to control the mouse. I can imagine that's hardly an ideal gameplay experience though! Perhaps it's best to scrap the idea of controller support for this; it'd certainly save me a lot of time, and I could always say "this is how it was originally meant to be played!" or something, since reproducing the old experience exactly is the primary purpose of the re-release.

There are some little details that people have mentioned they'd like changed, but I'm not going to risk changing anything at all, because for every person the changes would please, I'd bet there'd be more who'd be annoyed by it being different to what they remember.

I've not had any performance issues with the higher resolutions; maybe it's a computer power thing?
0
Refurin24~5Y
The perfect please-everyone solution would obviously be to let people turn on and off changes that they would or wouldn't like, but that's probably more trouble than it's worth, I would imagine.

I think the only times I ever really had performance issues with MARDEK were with some of the larger special effects from some of the late-game attacks in chapter 3, so I guess if everything that isn't those still runs fine on any resolution then at least you can say it's authentic.

But I guess I'm also used to working with Adobe AIR and they removed Flash's default anti-aliasing quality settings for some silly reason.
1
Kiyasuriin4~5Y
Eeeep~! I'm so excited! These are marvelous news!~ ^_^

Just to get it clear though. I assume that when you hit new game you'd have an option to select which chapter to play right~? so there would be a submenu to select a chapter.
(Atleast. that's what's been running in my head XwX)

I know it's kinda rude. and I'm really thankful if this ever passes... Assuming Deliverance will be remade. Could you use the newer UI system that you've introduced in Mardek 3? I love the old greenish UI. but as you said it yourself. it's sloppily made and I guess you'd like it remade. so... just a random idea? maybe unify systems?
I mean... Having Peregrin starting with 117 HP and 33 MP would looks a wee bit better than 58 HP and 40 MP... it also increases the tactical thinking style that you're pushing.

Heheh~ of course. you are under no obligation to listen to me. but just offered something.
0
MF11~5Y
I think the idea of making both a re-release and a remake is a pretty good one, probably the best option given the circumstances. Although, I wonder if it would be viable to make some little 'quality of life' improvements that would make the re-release even better, without making any substantial change in the game? I have some suggestions:

-Adding a "battle command" button to force a random battle (like sweet scent in Pokemon), that could make grinding much faster

-Making the dungeon music not restart from the beginning after every fight: I almost never listened to some tracks in their entirety in-game because of this, which annoys me since the music is sooo good

-Making characters not being used in battle receive a fraction of XP

-Changing the auto-sort order: I personally think consumables should come before equipment, but that's very, very subjective

-Having a shared inventory for everyone: sometimes it's annoying that you want a character to use an item in-battle that you have plenty of but he/she doesn`t have it equipped

-Making all characters optional to have in the party: probably the less viable of all to implement, but it certainly isn't a big deal anyway

Since my coding knowledge is basically non-existent, I don`t have much of an idea (if any) of how viable it would be to change things like these (you already said there are annoying issues with compatibility stuff), but leaving those here is better than saying nothing, I guess?

Also, I really like the idea of adding those extras to the game. What annoyed me about the absence of a MARDEK IV was not getting to know what happens much more than not getting to play the game itself. I'm really looking forward to buy and play this re-release!

1
Tobias 1115~5Y
Some of those changes wouldn't be too big of a deal (eg the music thing), but others are much more dramatic (eg shared inventories). There are many changes like those that I'd like to make, but that's part of what the remake will be for, and I don't want to risk changing anything at all with this version even if it seems like a good idea or 'just a little change, I might as well!'. One little change might lead to another, and another, until too much is different to the original. It's best to just keep it exactly as it is.
1
Lev1~5Y
Maybe take a look at the OpenFl stuff, there might be some useful things from that community about porting old flash games.
1
Nagatsuki12~5Y
How do I download this new version?
I want to play Mardek again
1
Tobias 1115~5Y
It's not finished yet. I'll be re-releasing the old one, but I don't know when.
0
Gyroger5~5Y
Any update :D?
0
Tobias 1115~5Y
On the MARDEK Re-release? I'll likely start the process sometime very soon since I'm close to where I wanted to be with the reimagining, though I think the Steam process takes weeks anyway so it's still a while off. I'll probably talk about it this weekend!
0
Gyroger5~5Y
Super excited ^-^ so glad you're back into game developing overall. Mardek was a huge part of my childhood, I never had my own computer for a while, so I would always have to restart a new save every week because it would get deleted. I think it was not allowing Kongregate to have storage or something. I actually still haven't completed the 3rd episode, but plan too soon while college classes are online. From the 7 year old playing the old buggy mardek 1 and 2 to now :3 you've changed lives you know. Very thankful we can communicate with you and show our gratitude for the best flash game we've played.
2
Tobias 1115~5Y
I greatly appreciate comments like this, thank you!

I'll be releasing all three MARDEK chapters on Steam in the hopefully-not-too-distant future, with some minor fixes and tweaks, so that might be the best way to revisit - and complete - the series, if you're so inclined!
1
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