Tag Archives: TLD

What’s so special about ‘The Last Door’ betas?

Don’t you hate when you buy a product and it turns to be nothing you were told it would be? I certainly do, that’s why I feel like I should explain in detail how the episode’s betas are in The Last Door for those of you who have not yet taken part in one.

Most people think of a “beta” version as a nearly finished product, where you should be open to experience some bugs here and there, but, overall, it will be very close to the final experience. This is not the case of The Last Door.

This game has always been all about creating a community. Since the very conception of the idea we knew that, in order to make an excellent game, we would need to assess the power of the collective creativity and imagination of the game’s players.

Letting you guys participate in the development has always been one of our main priorities. And The Last Door’s betas are possibly the most powerful way there is for you to leave your mark in the game.

A proposal open for changes

Our betas are not close to final gameplay. You have to think about it as a draft, for you to build upon. We reserve about 25% of the development time between beta and final, to be able to perform countless changes, based in your suggestions. Some will be shallow, details, but some other will be deep. Entire areas or characters could be cut or added during this process, and all will be done according to your feedback.

Blank descriptions for you to fill

Another thing we do in the beta is we leave ten to twelve objects in the game without description. Beta testers can then suggest a description during their playthrough using a simple form. The best descriptions will make it to the final version, and their authors will be featured in the final game’s credits!

Will playing the beta ruin the final game for me?

No, it will not. There are some measures we take to protect the final experience:

  • We make sure the beta gameplay is enjoyable by itself.
  • We avoid including any major spoilers in the beta: the opening and ending sequences won’t be present, and some important scenes will be cut out too. You will still have to play the final release to see what happens in this episode!
  • The overall gameplay of the final release usually feels very different from the beta version so it will be still thrilling to play through!

Most players enjoy playing both the beta and the final release:

  • You get to play two different versions of the game.
  • You get to discuss changes with us and other players.
  • You get to see those changes come together in the final version.
  • If you send us good feedback, you will get your name featured in the credits!

Sounds great, but does it work?

We’ve collected some feedback provided by players in the past about participating in the betas, hope this help get a better picture:

“I was kinda interested if you really put the changes community mentioned into your Final Version. Well..you did. And i think this fits just great. Everybody who played and finished the Beta knows what i mean and i as a player and a follower of your work (art) want to say thank you.” – Meatknife (forum post)

“I love how you guys altered the puzzles from the beta, and I really noticed how much you listened to your fans. This has truly been a fun adventure to be apart of with you guys and I would love to see this story reach the point to which it deserves.” – Jiveturkey (forum post)

“I too noticed how you took many of the forum comments and incorporated those changes into the game. I really liked the changes to some of the puzzles and surprises (you know which ones I’m talking about!) and the community input on some of the items (the teacups for example) really added an extra element of depth and imagination to everything.” – Mike1141 (forum post)

The Last Door Collector’s Edition Released!!

Hi Folks,

This is probably the greatest post I have ever writen in this forum..

Why? Because the day finally arrived.. The Last Door Collector’s Edition has already come to Steam, GOG, Phoenix Online Studios Stores and other major online retailers for PC, Mac and Linux!!! 😀

We can’t find the words to express our excitement, mates!! 😀

With the launch of the Collector’s Edition, “The Last Door” has become of age and we -as fathers of the baby- are absolutely touched. This is the fruit of more than a year of hard work and efforts, and we owe you all. Thank you very very much, without your support this would had been impossible.

So yes! Hurry up and don’t miss the best piece of “The Last Door” ever made! Find the game on:

Steam
GOG
GamersGate
POS Store
GreenMan Gaming
Gamefly

Enjoy mates!

RD

THE LAST DOOR at the GDC 2014

Hiya mates.

It’s been a while since we haven’t updated you regarding what’s going on here. Well, no big changes.. We’re (still) working like slaves in order to be on time for the Collector’s Edition release.

In this sense and to warm up our great brand new edition, we’re working hand in glove with Phoenix Online Studios in order to promote it.

One of these promotion activities (as you probably have seen somewhere else) it has been the officially presentation of “The Last Door” at the GDC by the hand of POS.

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The GDC gathered together more than 24,000 industry professionals in San Francisco’s Moscone Center where some of the industry’s 350 top companies offered product demonstrations and networking.

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In that setting, within the Phoenix loft, “The Last Door” CE Demo was showed off to key distributors, journalists and game enthusiasts, receiving a great and positive feedback.

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This Game Developers Conference has been a great time for our beloved game and we want to thank Phoenixs to show up there and to publicly introduce and present “The Last Door” at GDC.

We also want to acknowledge all the promotion efforts they’re doing through their blog, posting many entries detailing specific information about our game.

If you feel like reading a different approach to the game, hereunder you are some of the entries

The Last Door Collector’s Edition: Introduction.

The Last Door Collector’s Edition: The Atmosphere of Horror.

The Last Door Collector’s Edition: A love letter to Lovecraft.

The Last Door Collector’s Edition: Remnants of a Tortured Past.

The Last Door Collector’s Edition: The Sound of Fear

Appreciate it!

TGK

Important Awesome News!

Hi Pals,

As many of you have probably read somewhere else, we have really good news to announce: we’ve reached an agreement with the recently funded Phoenix Online Publishing to publish The Last Door: Collector’s Edition.

It’s such an honour to work together with the award-winning developers (Cognition, The Silver Lining) who have decided now to increase their influence on the indie game market by introducing this new publishing label in which The Last Door takes part now.

This new venture started while we were looking for a publisher in order to help us bringing The Last Door to the App Store and Google Play the way you guys deserved. And it was love at first sight. After some initial contacts, we rapidly agreed that our game deserved to be published everywhere, hence “The Last Door Collector’s Edition” was born, a product that comprises the first four episodes of The Last Door plus extras.

And we are really happy about the soft unfolding of events. We feel ourselves really lucky to partner with a publisher like POS that seeks to bring indie-developed games that focus on rich storytelling and atmosphere to the worldwide market, and this philosophy perfectly matches the one behind our beloved game. Don’t you think? :)

But.. Does this agreement mean any change in the way we’re working so far? Not at all. Phoenix Online Publishing respects and admires our business model and they’re more than willing to allow us continue with it. So, no big changes, and no harm to our current players. On the contrary, we think that it will benefit the series in many ways.

Actually, this is a great opportunity to get “The Last Door” to every corner on the world, rolling out the red carpet the way all of you deserve. And to do that, we need “The Last Door” to dress for a gala so we’ll create a special edition: The Last Door Collector’s Edition.

This edition includes the first four episodes (first season) and will feature more than four hours of playable content (with exclusive new locations, scenes and puzzles) as well as enhanced graphics and visuals, new playable side-stories, new opening sequences, remastered soundtrack, achievements and unlockable content and much more. In addition, it will be also available for PC, OSX, Linux, App Store y Google Play platforms. Amazing, isn’t it?

That’s it for now! We will update you with new and further details! And the final release date will be announced very soon, so we’ll keep you posted!

* YES! Today, together with Phoenix Online Publishing we have announced that “The Last Door Collector’s Edition” will be released worldwide on May 20th, 2014! Hurray! 😀

The Game Kitchen

Introducing ‘The Last Door: Season Two’

This time around, we’re not ready to start working on the next episode right away. We feel that you guys deserve a detailed explanation of why we took this decision. So here we go:

For starters, as you may know, our team recently lost one of the main programmers, this mean we are no longer able to create new chapters as fast as we used to. At least, not until we expend some time optimizing our creative process to be more efficient. So we have made that our new ‘top priority’: we need time to analyze all the processes involved in the creation of a chapter, and find valid optimizations that finally enable us to achieve the ‘two month’ per episode development cycle we’ve looking after all this time.

Secondly, we’ve been running late on delivery some the things we’ve promised you guys in the past, so we time to focus on these (and try to solve what caused the delay in the first time, so that won’t happen again). In talking mostly about the ‘Hall of Fame’ which we’ll be finally updating in the upcoming weeks to reflect the contributors from the two past campaigns.

Finally, after four episodes published and a bit more than a year working in ‘The Last Door’ it feel like the right moment to make a brief pause to take reflexive decisions in terms of story, and game design and features. Going into production of a new episode right after the previous one, leaves you with only so much room for improvement. We tried our best to include new features and little design improvements with each new episode, but this time around it feels like we can achieve a so much more if only we could have some pre-production time before going deep into production of episode 5.

In summary, we’ve decided to wait until all the funds for the next chapter are collected, just like in a regular crowdfunding campaign. We estimate that, at the current donation rate, we’ll have around two months to focus on these open fronts, and we’ll be ready to start working in chapter 5 by the end of April, therefore aiming for a grand return during summer. We will be disclosing exact dates as we approach these milestones. As usually, we will be reporting every step in the way there, through the forums.

We’ll do our best to make the wait worth it, so the first episode of Season Two feel really fresh and meet all your expectations.

A note on the conclusion of the funding campaign of ‘Ancient Shadows’

You guys are amazing! We’re sincerely humbled by the amount of support we’ve been getting through this tough times! As you probably know, the funding campaign of ‘Ancient Shadows’ has been the most successful one so far, we collected the amazing sum of 13305.8 € (at the time of writing this article) which feels like a world record for us. Thank you!!

Also, we’ve been a lot of fun the last couple of weeks with the Stretch Goals. You guys managed to unlock a few of them:

– Pilot Chapter OST free for everybody: which is already available in the soundtrack section of the website.
– Download & play offline for Premiums: Episodes One and Two already there. Episode Three will be up in a couple of days.
– Server upgrade: We didn’t have the time yet to do it, but we will soon.

Unfortunately we didn’t achieved the last of stretch goals: ‘Open source the game engine and assets’ so we will save that for the next campaign, in the meantime we will figure out the best way to do it.

‘Ancient Shadows’ finally available!

Despite all the issues we endured while creating the fourth chapter, we’re proud to announce the immediate availability of the fourth chapter, ‘Ancient Shadows’. We apologize for running a little behind schedule with this last episode, but as we explained we wanted this episode to be as good, or even better, than all of its predecessors. One more time, thank to our helpful legion of beta players who flooded us with their awesome feedback and suggestions, we believed we managed to outdone ourselves once again.

Hope you guys like the result, we are really proud of how it turned out. What are you waiting for, ‘Ancient Shadows’ is now waiting for you to play!

NOTE: Soundtrack of ‘Ancient Shadows’, as well as the Spanish translation, will be available early next week.

‘The Four Witnesses’ now free to play

As in all previous occasions, with the release of the new chapter, the previous one becomes free for everybody. If you haven’t yet, you can play it now.

Also, we’ll be pushing this episode to kongregate, armorgames and all other major free flash game sites in the upcoming week.

About the mobile version of ‘The Last Door’

Some time ago, we launched episode 1 and 2 of ‘The Last Door’ in the App Store. It was an experiment: we invest just the right amount of effort to port the game to the iPad and launched it, to determine if it would work in this platform as well as the browser version does.

The experiment was not a huge success, to say the least. On one side, we hit a few technical issues that revealed that the way the game is made for the browser, is not immediately compatible with the mobile platforms, and thou further R&D would be required to decently port the game and deliver an experience as good as the one’s present in the browser version.

Despite all that, we were able to achieve some really impressing good reviews in the App Store: mostly plain 5 out of 5 stars in almost all countries, for both episodes. Woah! Definitely players using the iPad loved the game as much as the browser version. But, in the other hand, the attention the game was getting but way lower!

The browser version of Episode 1 for instance has found more than one million plays (combining the ones from thelastdoor.com, kongregate, armorgames, and other sites). The iPad version fall nowhere near this numbers, despite being a free app. Episode 2, as a paid app sold very modestly. In summary, it proved for us that the same business model we we’re using for the browser version doesn’t work for the mobile version.

We know, because many of you told us, that you guys want to play The Last Door in your mobile devices, and believe me when I say that we want you to. It just didn’t make sense, from a business perspective, to continue to do so on our own. So, to that end, we decided that we need to team up with a publisher in order to bring The Last Door to the App Store and Google Play the way you guys deserve.

For the time being, for pulled the iOS version of episode 1 and 2 out of the App Store, and we’re focusing on solving the technical issues we know of. Let’s hope we have exciting news to share with you soon, regarding the mobile version.

We’re nominated to be the Best Game of 2013 in Kongregate!

Hi Mates,.

This is absolutely awesome, we don’t stop receiving good news. Now, we’ve been nominated (both first and second chapter) as best game of 2013 by Kongregate, the free games hosting website. So please help us and vote for “The Last Door”. The more recognitions we get, the greater the opportunities to go on.  😀

Just click here and go to the thread to vote for us.

You can choose between the first (“The Letter”) and the second (“Memories”) chapter.. so just think over it and make your decision! 😉

Let’s get another recognition for our beloved game!

THANK YOU VERY MUCH FOLKS!

TGK!

Great news to close 2013 and start 2014 full of energy

Hey Mates,

As you already probably know.. the last weeks have been great in terms of media recognition and notoriety.
In scarcely two weeks, we’ve been featured and highlighted in several important video games websites as a one of the best games in different categories.

In order to raise our self-esteem a little bit, we wanted to summarize all of them right here:

1) Gamezebo, one of the best Video Games-related websites featured “The Last Door” among its selection of the best games of 2013.

Ready the full article here: +13 TLD Among the best games selection made by Gamezebo

2) Indie Games: The Weblog. One of the reference websites for the independent industry, featured “The Last Door” among the Top 10 indie horror games of 2013

Ready the full article here: Top 10 indie horror games of 2013

3) Mash those buttons: Our great friend and unrivalled game writer specialist Joel Couture, decided to write a series of “Must Plays of 2013”, and “The Last Door” was honoured to be in that list.

Don’t miss out the great article: Must Plays of 2013: The Last Door

4) Rock, Paper, Shotgun: The extremely well-known gaming website, also included our beloved game as one of the selected games to be monitored during 2014.

You can have a look here: The Spectacular 2014 Preview Spectacular (Part Two)

5) Armor Games: Finally, and thanks to your help, “Memories” ended up winning the award as “The Best Adventure game of 2013” in one of the most important free online flash game publishers globally. Thank you.

See the contest results here: Best Adventure game 2013.

So yes, this is an exciting and promising start for the new year that we hope it will bring great news and tailwind for our beloved project: The Last Door.

Thank you very much folks, without you.. all this wouldn’t be possible.  😀

TGK

Hurray! We’ve been Greenlit!!

Get Our Best Landing Page Optimization Tips for FREE:

YES!

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We did it mates!! Actually, YOU did it! 😀

Thanks to ALL of YOU for making it possible! This is awesome.. Every vote has been like a small precious.. THANKS, THANKS.. you’re the greatest community on earth! 😀

Well.. We’re still shocked but we will try to keep you posted here regarding any news of the first season release on Steam..

That’s it! Did we say “Thanks” already? 😉 THANKS!

Hugs!
RD

Financing “The Last Door” in detail

Honesty and transparency have always been our priority, particularly in regard to our finances, so this message is a long time in coming. But before we get to that, I’d first like to give you an introduction to our vision and culture as I think this is relevant to your understanding why we made the decisions that we have.

Money is not the ends, but the means.

We at The Game Kitchen aren’t businessmen. For us, starting a business wasn’t the objective but just an absolute necessity toward reaching our aim of being able to create video games. In these games we’re committed body and soul to helping make the world a more beautiful, more enjoyable place with our modest creations.

It’s very important to us that our company structure is focused on fostering creative synergy between the various talents of our team members. Toward that end The Game Kitchen was established as a flat structured firm with no bosses, no hierarchy. We’re a group of like minded individuals who are all driven to achieve the same dream.

We’re very proud of what we’ve accomplished so far as a small indie game studio, all without resorting to financing or bank loans. As you may be aware, our home country of Spain has had a difficult time coping with the worldwide economic recession. We’re very happy that our success so far has enabled us to remain independent amidst this crisis.

Funding the First Chapter

It was an easy decision to choose crowdfunding as our funding source for The Last Door. Each of our team members has had some experience working on crowdfunded ventures in the past and we were all very happy with the results. This system appealed to us not just as a means of generating capital but also in enabling us to communicate directly and at an early stage of development with the people who are the most interested in our work. This was very important to us but there were difficulties.

In spite of over two years as a developer, we’d failed to establish a very strong brand in The Game Kitchen. Because most of our effort was in contract work published under the name of another developer, very few people had ever heard of us. That limited our ability to attract media attention and guaranteed that our audience of potential supporters would be small. We were going to have to work hard to build confidence. Consequently, we knew we couldn’t ask for a very large sum of money.

Ultimately we decided on a target amount of £3,852 (4.500€ or $6,240 USD). After an intense month of campaigning, we managed to raise £4,690. Not a very large sum when it comes to game development but we knew it was enough to get us on our way toward getting the pilot chapter of The Last Door made.

And so we spent that money on acquiring the needed licenses and development tools. We paid our composer, Carlos Viola, whose work we knew would play a key role in making The Last Door a memorable experience. We even bought additional instrument libraries to ensure that the soundtrack would be of the highest calibre. After that we focused our budget on marketing activities to help build awareness for The Last Door once it was ready for release. Then we distributed what remained of our budget among the team members for their living expenses.

As a business move, developing The Last Door wasn’t a very profitable enterprise. Each of us received only a symbolic salary for our three months of effort. But we were making the game of our dreams and that was what was important, what we were committed to.

Fortunately, in addition to the generous donations of the 285 backers who chose to support the development of The Last Door, it was the unconditional love of our families that supported us in this period. We don’t have any other job to do, any other source of income. We’re completely focused and invested in seeing The Game Kitchen succeed. That could not have been made possible without them.

Funding the second chapter

With the outpouring of praise we received with the release of Chapter 1 we knew that we had made the right decision. Our risk in developing The Last Door had paid off, morally if not yet financially. In addition to our original 285 backers, the public was starting to show interest and we were encouraged to keep going.

But now that we were working on our second release, it wasn’t enough just to make a game, we had to make the production of that game financially viable. Our families would only support us for so long, it was time for The Game Kitchen to stand on its own two feet. In estimating the funding goal for the second chapter, we tallied our projected development expenses and added to that the cost to hire our team at Spain’s minimum wage law for the duration of the production cycle. Our total came to 7.500€ (about £6500 or $10,000 USD).

Because we had lost our contact in the United Kingdom, we could no longer seek to fund future chapters on Kickstarter. Instead we relied on our own in-house crowdfunding effort over PayPal. Since we had now released a tangible product in Chapter 1, we could offer it for a voluntary “pay what you want” fee rather than ask for donations.

Unfortunately our second crowdfunding effort raised only 3.000€, less than half our goal. It was enough to get Chapter 2 produced but we would have to depend on our families for a little bit longer.

At this point we had to accept that our business model simply wasn’t working. In looking back we recognize a number of areas where we could improve. For one, even though we had released Chapter 1 it was still only available to people to had paid a monetary contribution. We did not yet have a free demo available for people to get a taste of the game we’re developing.

More importantly we understood that while we had created a good system for making games, we had underappreciated the importance of marketing and sales. These were the keys to turning a good game into a profitable one. If we could improve on those aspects of our business then The Last Door would truly be able to shine in the light of its own merit. This epiphany gave us the optimism to forge ahead in developing Chapter 3.

Funding the third chapter

In projecting our costs for the first two chapters we realized that our estimations were based on a two month development cycle. In practice, though, it took three months to produce a chapter from start to finish. Realistically we had to raise our target goal again, this time to €10.000. Another reality we had to face was that we could no longer personally afford to continue living on the amount of money raised if our campaigns continued to finish underfunded. So we set ourselves a milestone. If we were unable to raise €6.000 by July we would be forced to end development.

Aware that marketing was not our strong suit, we searched for outside help in this area. We were fortunate enough to find Mary Kish of IndieViddy.com and she helped us considerably in raising worldwide awareness of The Last Door. This combined with the free release of Chapter 1 really helped catapult our little game into the public eye. In the first week alone nearly a quarter of a million people played The Letter, many giving us positive reviews and an overall rating of four out of five stars.

This attention brought with it unexpected rewards. In addition to hosting the chapter on our website, we also published a “wild release” on many free game sites. The volume of traffic The Last Door saw on these sites helped provide us with a source of extra income that we hadn’t anticipated.

While the funding period for Chapter 3, The Four Witnesses, hasn’t ended yet, the numbers are strong enough to guarantee continued operation of the project. As you examine the details of our budget in the follow section, you will see that the present cycle marks the first time since development of The Last Door has begun that we’ve managed to fully cover our expenses.

Third chapter budget in detail

Income:

 - Donations: 8.800€ (after Paypal commissions)
- Pilot Chapter “Wild Release”: 1.254€
- Other projects:
- Contract work during this period: 2.300€
- Sales on AppStore: 150€
Total Income: 12.504€

Expenses:

 - Development Team:
- 6 people x 600€/month x 3 month, total: 10.800 € (including taxes)
- Other:
- Music: 500 € (per chapter)
- Marketing: 377€
- Office: 1000€
- Other operational costs: 550€
Total Expenses: 13.227€

Time for some analysis

As you can see, each team member is making 600€ per month. After taxes, that comes to about 450€ in spendable income, which comes to about £385 or $620 USD. That’s much less than what could be typically earned by someone in our line of work.

But we’re not complaining. The Last Door is a true labor of love. We’re proud to have made a product relevant to today’s market. Moreover, we’re happy to be employed during such a difficult recession. Though we made a few mistakes along the way, we believe that our decision to pursue The Last Door was the right one, and your support has borne this out.

Nevertheless, we mustn’t become complacent. While we managed to sustain ourselves in this current cycle, our model still depends primarily on the generosity of the people contributing to our crowdfunding effort via PayPal. We need to look at more ways to sustain development of The Last Door and then to grow.

Financing future chapters

So far our supporters have been a great resource for ideas and suggestions in how we might improve the game or our business model. So we’re coming to you with some ideas on how we intend to continue raising money.

– First off, we need to keep doing what we can to grow our user base. We need to continue raising public awareness about our game by trying new and more sophisticated marketing experiments..

– Next, we need to aim for a shorter publishing cycle. Right now we need about three months to build, text, and release a chapter. It we optimized our production pipeline without compromising the quality of the game then we would reduce the cost of labor on a per-chapter basis. Not only that but by releasing more frequently, our fans would be able to enjoy our work that much sooner.

– Raise the funding goal for each chapter: Currently, we’re spending more than 10,000 (the current goal) to develop each chapter. We may need to carefully quantify our other sources of income, and try to set a funding goal that reflects the project budget more accurately.

– We can optimize our “wild release” of chapters on flash game portals. By deploying chapters more strategically we might be able to more effectively use these sites at a source of income.

– Finally, we can start to sell The Last Door as a standalone product. As much as we love building this game for your web browser, spending resources to build and version that users can install and run offline would open up new venues of sales, such as Steam or indie game bundles.

Closing words

We’re very happy to be able to share with you both the story of our journey from a crowdfunding campaign on Kickstarter to the release of our third chapter as well as our vision of what we want to achieve with The Game Kitchen and The Last Door. We hope that you’ve found this post informative in giving you an appreciating the funding goals that we set for ourselves and why they have increased with each passing Chapter.

We would love to hear what you have to say about this so please don’t be shy. We closely follow the forum and will he happy to answer any questions that you may have. We are eager to receive your feedback.

We could never have created The Last Door without the support of our backers. No words of our can adequately express our gratitude to you in allowing us to pursue our dream job of making games. Thank you so very much. We hope to continue meeting, and hopefully exceed, your expectations with each new Chapter.

Mauricio.

Reducing accessibility barriers on an adventure game

As most of you already know, we are quite proud that “The Last Door” has important in-game accessibility features. To that effect, we counted on the help and experience of AccessAble Games (http://accessablegames.com) in order to design “The Last Door” as much accessible as possible.

The most remarkable functionalities towards accessibility are: the possibility to play with a special font adapted to dyslexia disorder and closed captions.

Since the beginning of the game development, we had clear that we wanted to add accessibility features so that any player could enjoy “The Last Door” experience. Now, each time we undertake a new chapter design from the scratch, accessibility it’s in our mind, on the starting grid.

Some of these features make the game more accessible and include no time limits to read the texts, a simple control (mouse and left-click), no need of speedy or long clicks, etc. In the top of that, and as main features we focused, in the two above-mentioned aspects: audio and texts.

Taking as a starting point that the soundtrack orchestral music and all the sounds and Fx’s present in the game play an essential role in the gaming experience, and that they have been added to support and go with the players’ imagination, a person who is unable to listen those sounds and music is missing a very important part of the game. He or she will live a completely different game experience far away from the one is designed and intended to be so that’s the reason why we added the option to play with closed captions.

In the upper side of the screen, the players will be able to find music and sound descriptions in the exact moment they are being played in the scene. This description can be also shown in the top left of the screen, in the center or in the top right, depending on where the audio is coming from. This feature is almost indispensable at the point of the game where a given puzzle needs to be solved and it’s much easier to figure it out if you are aware of where the sound is coming from.

A screenshot of the game using audio subtitles:

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Being a game adventure, “The Last Door” has many texts: the main character thoughts, object and places descriptions, letters, diaries and journals that Devitt comes across with, etc.

The original font is of pixel-art style, following the overall aesthetics of the game but additionally we added an optional font specially designed to people with dyslexia to be easily read not only by these ones but also by other persons with reading problems.

The same screenshot we used before but applying closed captions as well as the font adapted for dyslexics:

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In the second chapter of “The Last Door” we tried to expand the accessibility options by increasing the available languages of the game and most importantly, adding a full-screen mode in both episodes (“The Letter” and Memories”). Indeed, this option was a highly demanded feature by our community.

At this point, I would like to show you the usage statistics of the different accessibility options we have implemented so far:

Accessibility options usage is higher than expected. Taking our first 150.000 gameplays as a reference, the percentage of our players who end up the game with the dyslexic font or the closed caption active, is the following one:

  • 12.33% of the game players who end up the game, they do it with closed captioning activated.
  • 13.78% of the game players who end up the game, they do it with the font for dyslexics activated

Besides, “The Last Door” has received many positive feedbacks regarding our accessibility options, we post you hereunder some of them:

Pyrophex
“I love that dyslexia-friendly font. This is just amazing for someone like me. I didn’t have to read everything 3 times to understand every little bit of sentence. That is the exact reason why i gave 6/5 to your game. That is also a message to every other developer. If you could implement that type of font to your games.”

Deus1
“Wow, I haven’t even started playing, and I already have to applaud you for adding accessibility options.”

jimmyhaha
“Great work on the accessibility options as well. I was glad to see the subtitling wasn’t hastily thrown in at the end, that it included those great atmospheric sounds, and actually indicated direction. Those are little touches that make a huge difference to players that need them.”