Interview: Kyrieru (September 2016)

Interview: Kyrieru
This month our interview features the cricle Kyrieru who creates big hit action games "Kurovadis" and "Eroico"!! We hope you enjoy the read!

Thank you so much for this interview! To start things off, could you please introduce yourself to the DLsite.com users?

I'm Kyrieru, the Canadian developer behind Kurovadis and Eroico.

How did you come up with your Circle's name Kyrieru?

It came from the Greek phrase "Kýrie" which means "lord" or something to that effect (but really it was because I thought it sounded cool). I also tend to prefer words that start with K, for some reason.

What led to becoming a professional game programmer? Was there something that specifically triggered your desire to begin programming?

I wouldn't really consider myself a professional programmer. Back when I was a teenager I tried RPG maker, but eventually moved on to Game Maker, which I use now, since I wanted to make platformers. Game Maker has a built in language called GML, which can do quite a lot, but is generally a lot easier than most "real" languages.

Why did you select DLsite.com to market your product?

At the time, there weren't any other options for English developers to sell adult products. H-developers also tend to draw a lot of influence from Japanese culture, and so the idea of selling in that market is very appealing.

Have you ever purchased any products from DLsite.com? If so, who is your favorite artist/creator and what are your favorite products?

In terms of action games, I think that Unholy Sanctuary is probably the most well designed game, whereas Samurai Sacrament "looks" the most like a mainstream release. I also liked the style of Vita's Great Escape. Outside of action games, however, "Monmusu Quest" is so memorable that it's hardly a fair contest.

"Kurovadis" was the first game you published on DLSite.com. Prior to your success with "Kurovadis" on DLSite.com, were you involved as a contributor to other games?

Prior to Kurovadis, I worked alone on a variety of other games including two other H-games. I never finished any of them, though. At the very least, they prepared me for Kurovadis and also helped me gain a following before it's released.

"Kurovadis" and "Eroico" are big hits; many players are enjoying these. For those who have not yet seen these products or played them, please tell us about what they will see and can expect on these games?

Well, I'm not really one to "sell" people on my games. Even writing summaries is difficult for me. I'm more the type to say "here's the demo, here's the amount of content in the full game, see if you like it". But basically, they are action platformers, and Kurovadis is a metroidvania.

"Kurovadis" and "Eroico" are a tremendous success. To what do you attribute your success developing these products?

As much as it would be great to say that it's because the games are great, I don't think that they're anything special. There are a lot of new developers and not a lot of action H-games, and so anything that comes out gets a lot of attention even if it's from a beginner like myself. I think that if Kurovadis were released years from now, when the overall skill level of devs has increased, and there are more games, it wouldn't see the same reaction as it did then.

Your product has received many reviews from the users. Have you read any of the reviews of your game written by Japanese users?

Haha...well, I tend to read all the feedback I can, including Japanese reviews. Though it's often difficult to gauge what people think since I don't know Japanese, so all I can do is use a translator and get a rough idea. I wish I could respond to Japanese feedback more directly.

The players that are reviewing your games mention that your games are reaching the highest quality as a doujin action game. When you were designing the game, was this part intentional from the beginning?

Well, I wouldn't really say that my games were of the highest quality, especially Eroico. The art in particular is something I look back on sourly, especially given that they're sold on DLsite, which features a lot of great artwork. However, I've improved a lot since then. At the time, I was just proud to have finished a game, which was the intention of working on a smaller project like Kurovadis.

Can you tell us approximately how long it took you to create your games? Do you have a specific process you use or do you begin just in freestyle?

They both took around 3-4 months to develop. I tend to begin with the player sprites, which also serves as the initial visual design. Then, I work on the player controls and moveset, which tends to dictate what the game's overall design will be like. From there, I just go one step at a time, working on whichever aspect of the game I'm in the mood for.

How many people were involved in the creation of "Kurovadis" and "Eroico"? Would you please tell us a little bit about your team?

I did everything myself, from the sprites and animation to the music and sound effects. The only thing I don't do is the female voices (Damn, so close to all-in-one developer!) since I'm a guy. I think I was more embarrassed about asking the VA than she was to actually do it.

From where do you draw your greatest inspiration to create your products?

Snes games, and most 2d games from the 90's and early 2000s are where I draw most of my inspiration. In terms of H-games, Nightmare Sphere and Unholy Sanctuary were the main drive to work on an H-game.

What is the most important consideration when you are developing your products? What element is the most important to you?

Well, everything is important. I make sure to test my games a lot and spend a lot of time on controls, in particular. Lately however, I consider the game's overall design a lot more than I did when I made Kurovadis and Eroico. The more I learn about game design, the more I become frustrated with many modern games, and the more I see how flawed my past attempts were.

What tools or software do you use when you are creating your products?

I use Game Maker Studio for animation and programming, FL Studio for music and sounds, and ClipStudio for artwork. I also use Audacity for misc sound editing, such as well as processing voice clips from VAs.

How do you enjoy spending your time when you are not working? Do you have any hobbies or special interests?

Unfortunately, I play fewer games than I did as a kid; not much seems to interest me these days. I tend to spend my free time trying to improve my artwork, dabbling in 3d, or working on side-projects for fun. It's probably a good thing that I don't know Japanese, otherwise I'd probably spend way too much time playing H-RPG maker games and VNs..

So many users are enjoying your games, but it has been a long time since you released the last game. Your fans are curious what you have in the works for your next project. Can you provide a preview of what you are working on now for future release? Also, please let us know your goals for your future.?

Unfortunately, I've gone through some difficult health problems since releasing Kurovadis and Eroico, which has slowed my progress significantly. My standards and judgement have also gotten in my way, as there were 3 projects I worked on since then that were abandoned because I felt they weren't good enough, or would take too long.

As of now, I currently have 5 projects in progress that I plan on releasing. One of them is a long term project that I've been working on for quite a while, and is the largest game I've ever worked on. The other four are side projects that have slowly become full games the size of something like Kurovadis.

I think the most interesting one is this one, which was heavily inspired by the gameplay of the N64 title "Mischief Makers" as well as "ONE - SYOTA : Kariyume", for it's super fun soccer-like mechanics.
Some clips from it's development:
https://i.gyazo.com/151feaa04b7cd10f1d22776cacddbe4d.mp4
https://i.gyazo.com/6e61b0a8aa2de614ffff6f5325c6567d.mp4
https://i.gyazo.com/b005c8283f878faa76dfd96249aaed18.mp4


I'm not sure which will be released first, but I can say for sure that they will be a lot more polished than either Kurovadis or Eroico. I also plan on updating those games at some point, to fix some of their problems.

Ultimately, I hope to someday work on a 3d zelda-like action adventure, with proper mid-game animations. Someday.

You have been so very successful in this field. Do you have any advice for new developers to help inspire them?

Start small. Just finish something. What you learn from finishing a project will make every project after that go much faster. Strive for quality, but at the same time, don't let that expectation slow you down. Ultimately, if you make something that you're not satisfied with then you can just sell it for less if it makes you feel better. Don't do what I did and work on a bunch of projects without releasing them when there are thousands of players who would love to play them.

Also, play good platformers, take notes, and study the way games work. Ever notice that if you jump up into the edge of a block in Super Mario, you'll slide around it and continue jumping? Why did they do that? There's a reason for everything, and there are aspects of game design that people neglect these days.

Oh, and H-developers; stop making H-animations without climaxes, that's the best part!

Any message for your fans?

Be critical of games, supporting developers is nice, but make sure that you give them feedback that will help them grow, and make better games. The more good games we have in this industry, the more the genre will grow.

Lastly, I deeply appreciate all the support I've gotten from players, both English and Japanese. This is a career I never imagined I could have, and I've really thankful for it.
You haven't tried their works yet? Then check them out now!
Kyrieru
Title Eroico
Circle Kyrieru
Genre
Price : 1,080 JPY
Points : 3% (15 points)
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Last Modified: Aug 31