Trouble Comes Twice - Postmortem


Has it already been a year???

It's been over a year now since the release of Trouble Comes Twice! We've been wanting to write this postmortem for sometime, but it's taken us a moment to find the right words haha. Anyway, we hope that this postmortem can give our players and other visual novel devs some insight into what the development process was like for us. And also, it's a chance for us to reflect on what we learned.

Coming up with Trouble Comes Twice

Foxglove Games was founded by online-turned-real life friends Melli and Clara. Entering 2020, we had already released (under another name we won't be sharing for anonymity)  another free visual novel and wanted to try making a bigger, commercial game together. While we were working on our previous projects, we had brainstormed a bunch of other ideas for fun and the one we ended up revisiting was a romcom about two spoiled twins who try to help each other get into a relationship. We felt like a slice-of-life story would be a fun, suitable challenge for our first game and the half-joke/half-idea ended up evolving into what would become Trouble Comes Twice! (The title is a joke on the Team Rocket slogan: "Prepare for trouble, and make it double!")

The original tone of Trouble Comes Twice was a lot more comedic and packed to the brim with anime tropes we enjoy. Most didn't make it into the final game, but some stayed and evolved e.g. all of the love interests are based on popular visual novel archetypes - the childhood friend, the tomboy, the shy girl, and the bad boy. Some, like Cameron and Zoe, changed a lot from their concept while Adrian and Stephanie stayed quite loyal to our original ideas of them. Cameron's character actually underwent the most changes after the initial reception to the demo, where a lot of people felt like he was too much of an ass haha. (Fortunately, he became a fan favorite when we dropped the new demo!)

The premise with the bet was something we invented to create some drama and establish a common plot thread throughout each route. Honestly, looking back, we would probably have approached the bet differently if we wrote it today and a lot of our pre-planning was... clumsy, at best. Still, it was a labor of love and I'll never forget the fun and excitement we had everyday balling ideas for the characters and coming up with their designs.

Why a bisexual romcom?

So, this was sort of a no-brainer to us. We had decided right from the start that both twins could date both the male and female love interests, and (at the time) we feel that a lot of similar games had playersexual MCs rather than established bisexual/pansexual MCs. While playersexual charas are also awesome, we wanted to write a romcom where the main cast are always queer regardless of who you end up romancing. 

At the same time, bi/pan people don't all approach romantic relationships the same way e.g. Cameron is confident and has experience dating people of all genders, while Adrian's demi and Jace still struggles a bit with his attraction towards men. We know that some of our players felt like that made certain routes less romantic than others and we hear you on that feedback and have 100% taken it into consideration for our future romance games. But anyway, that was our thought process behind Trouble Comes Twice's romance dynamics!

Preparing for Kickstarter & the actual Campaign

Our Kickstarter launched at the start of August and let me tell you, we were nowhere near as prepared as we should have been. ๐Ÿ˜ญ We hadn't set up a Steam page yet, we were trailer-less, and we only had a couple of hundred followers across our socials at best. I feel that there's a lot more successful Kickstarter projects to refer to and even a lot of marketing guides and advice now, but mostly it's on us for not researching more. 

I feel like visual novel Kickstarters are getting more and more ambitious with time - which is great, we love seeing our fellow devs thriving! - but when we launched, we were extremely cautious of whether we would be able to succeed or not. Melli had just started a new job, I was still dying at uni, and so we didn't dare to invest a lot of money into the project yet. Thus, the Kickstarter demo's sprites weren't shaded and only had two expressions while the story was just eight mini stories showing off the different dynamics rather than portraying the actual premise.


The Kickstarter campaign did surprisingly well despite the lack of promotion and only having a rough alpha demo - we were even able to double our goal! - but we  wouldn't recommend what we did for other devs. You should invest time into making a good demo, spend time building an interested audience before launching your campaign, and research so you've got some kind of marketing plan. We were lucky with word-of-mouth and that other visual novel devs with larger followings helped share our game, but we should have made more effort reaching out to bloggers, streamers, and game sites. Some crowdfunding successes may seem like they came out of nowhere and were just pure luck, but there's usually a lot of grinding behind-the-scenes that you don't notice.

The post-Kickstarter era, at least for us, was the harder bit. We now had 353 loyal backers who had expectations based on promises we had made and we had to make sure we met those expectations while also staying true to our wants as the devs. It was a learning process for sure, but we're fairly proud that we always did our best to keep our backers in the loop. It's frustrating to write an update explaining that the game has been delayed again, but backers are more open to being understanding than you think as long as you communicate!

A tip we'd give to new devs considering Kickstarter: Don't overestimate what you can do, but overestimate what you need. There's always hidden costs, unexpected taxes/fees, and other unknown obstacles that might eat up your budget. In our case, we made enough to make the game as planned, but had to change CG artists around halfway through development which meant our original budget didn't cut it anymore. Fortunately, we had earned a decent amount from our Patreon and pre-orders that we were able to use to complete the CGs, but that isn't always going to be an option for everyone and that also meant we were unable to use that money ourselves. (We didn't take any money from the original Kickstarter campaign, so whatever was earned through patreon and pre-sales was our only "salary" at the time.) 

Writing the game

Writing is, for obvious reasons, one of the most important parts of a visual novel. Melli wrote Jace's routes and I wrote Hazel's routes, which removed some pressure off our shoulders compared to trying to write over 300,000 words all on our own. It's fun working with another writer, but there are also some unique issues and considerations that come up when you're writing a game with two protagonists split between two writers. Especially because at the time, there weren't many visual novels with a similar set up to refer to.

The main things we learned, were:

  • Consistency. We wanted each couple to have their own dynamic, but the characterization needs to remain consistent between routes. You don't want Adrian in Jace's route to feel like a totally different character in Hazel's route. Additionally, we had to be careful that the tone and writing style of the protagonists' POVs still felt like you were playing the same game. Some routes can be more comedic than others, but we've got a problem if Hazel's routes are all (unintentionally) more serious/angsty in tone than Jace's or vice versa.
  • Watch out for your word count! Longer does not always equal better and writing eight routes, we had to put some restrictions in place. Even when writing on your own, it can be tough to guess how long your story should be, and it was important to us that the routes were roughly the same length so that none felt more "canon" than the other. However, with two writers who have different writing styles and ways of planning, it was tricky to compare our outlines and we struggled at times when it came to matching each other's word counts. Moving forward, we're probably going to be more lenient when it comes to word counts - some routes have to be longer than others, it doesn't mean that route is automatically more "important". We're also doing more regular meetings and frequent check-ins to make sure we're on the same page. In the future, we hope that should save us a lot of trouble when it comes to pacing! ๐Ÿ™ˆ
  • Balancing your own wants with the wants of your players. In theory, these overlap most of the time. But making a commercial game (that people had already "bought" through the Kickstarter), there is some pressure when it comes to meeting certain expectations. We can't always just write what we want and assume everyone else is going to love it, but we also don't want to neglect what we personally like. We had a survey for the beta where we were able to get regular feedback and a lot of helpful advice. We definitely want to continue with surveys in the future - they are a great way to gather opinions from different players and figure out what works versus what doesn't! 
  • We took on too many tasks outside writing that distracted us. This bit is sort of inevitable for indie devs like us. ๐Ÿ˜… Working with a limited budget and limited resources, you just end up having to wear a lot of hats! We think we did quite well sharing these duties though, and moving forward (thanks to you guys) we can afford more hands on deck to help us out. 

Marketing

The bane of every indie game dev's existence... although secretly, I kind of enjoy marketing but don't tell anyone that!

Having learned a thing or two from promoting the Kickstarter, we spent more time researching games marketing but in the end, trial and error was the best teacher. As we got closer to the release date, we were posting almost daily on social media and grew our Twitter to over eight thousand followers. We didn't have any viral posts, but we saw a consistent growing interest in our game and it was such a motivation boost to see comments from potential players being excited for the game. We know a lot of devs have said that Twitter didn't help their game much but according to our stats, a decent number of our players found us through the platform. We saw less success on Tumblr. Perhaps we haven't cracked the code there yet or maybe we're just comparing our numbers from Twitter unfairly! We're not hung up about it though, we love Tumblr because it feels easier to connect with our followers and other devs there, and it's nice because we're able to write longer posts/monthly devlogs over there.

Aside from posting on social media, we reached out to several streamers and some bloggers prior to release to send them free game keys. 


In hindsight, we definitely regret not releasing a trailer sooner! We underestimated how much interest a good trailer could garner and delayed setting up our Steam page because of it. Steam was the platform where we sold the most copies and most of our buyers found the game through Steam itself. Also, posting your trailer on youtube adds another site where you're promoting your game so there's really no reason not to get that trailer done as soon as you can. 

Final Notes

After the initial stress, we were pretty happy with our release! Although there were some things we would go back and change if we could,  that's just the nature of these kind of things. For the most part, we're proud of what we achieved and happy that we have learnt so much from Trouble Comes Twice that we can take into consideration for future projects.

We can't share exact numbers, but we wanted to open up a bit about our earnings for the game to help other aspiring devs:

As of writing this, Trouble Comes Twice has earned close to 85,000 euros. This counts our profits from 2020 to now (the Kickstarter, Patreon, pre-sales, and actual sales). Removing fees, taxes, the salaries of our talented artists and other freelancers, as well as the money invested into our next game, our personal pockets did not see anything close to those numbers. But we're super proud of how much our little game has made and so grateful that it's allowed us more creative freedom with our next title! 

So, what's next?

Aside from some remaining Kickstarter rewards, for the past year, we've slowly been working on the demo and upcoming announcement for our next visual novel:


A 17+ supernatural neon-noir romance game about monsters, love, and other horrors. Play as vampire detective Circe (female protagonist) or hellhound cop Dante (male protagonist) and delve into the mysteries of North Haven, where demons, vampires, and supernaturals hide in plain sight among humans. The game features six routes, with three romance options available to each protagonist. Dante only has male romances and Circe has both male and female romances. 

The game tackles a darker, more angsty tone compared to Trouble Comes Twice. Still, we hope that those who decide to check it out will enjoy it! 

We plan to announce the game this coming Autumn. Follow our Twitter (we're still not calling it X sorry) or Tumblr to stay up to date! 

Files

TroubleComesTwice-MAC-1.0 1.7 GB
Jun 19, 2024
TroubleComesTwice-PC-1.0 1.7 GB
Jun 19, 2024

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Comments

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I still remember being so excited for this game that I keep throwing money at your patreon for updates, having to drop due to a Lack of Job, and then coming right back after I got money in a holiday card. And even now I delight in replaying it!!! Thank you so much for all your hard work on Trouble Comes Twice, super excited to play Burn the Midnight Oil whenever it comes out.

omg thank you for supporting us for so long! ๐Ÿ˜ญ๐Ÿ’• We hope youโ€™ll enjoy Burn the Midnight Oil just as much!

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Happy 1 year anniversary to one of my favorite games!! ๐Ÿฅณ I enjoyed reading the postmortem and I'm super stoked for Midnight Oil!!

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Tysm for supporting us all this time! ๐Ÿ’•