Replaced some music that was being flagged for copyright by Youtube, turn streamer mode on to activate it
There's a sprite bug I haven't been able to reproduce in hundreds of hours of testing. If you find that characters or objects are appearing at ridiculously large or small sizes, or any other oddities, please let me know your specs and what you were doing before it occurred.
I hope you're enjoying the game!
Thanks
🐨 Repella Fella ☣️ is OUT NOW! 🎉🎉🎉
"Lend a hand, or chop one off..."
After 6 years of development, Repella Fella is now LIVE!!
Hooray! But what happens next? Well, assuming a sequel is viable - quite a lot! First, let's go over some stats and random facts about the game:
The game consists of 649 animation files...
...with a combined length of 6 hours, 3 minutes, and 59 seconds
There are over 90 paid voice actors
Thousands of lines of dialogue (at least 5,000, but likely double that. Maybe triple? I really can't be bothered counting.)
A free Prologue released on Steam (with 100% positive rating after 77 reviews!)
A little about Repella Fella and the plan moving forward:
Global Voting Period
Repella Fella's launch will featuring a voting period of 2 months. This voting period is a designated time when all players can cast their votes to determine how the sequel begins.
Think of Deus Ex: Human Revolution. There were four endings, you picked one, but the canon endings ends up being something you had no say in. It always felt to me like, "what's the point?" Here, you're given some voting power for the sequel and what is canon. I have more than enough ideas to expand on any one of these final three options!
How does it work?
It's easy! You finish the game (on Steam), you make you choice, and an achievement unlocks. The choice with the most achievements decides where we all go from here. Don't miss your opportunity to have a say in this stories trajectory moving forward! Players have from June 5th until August 5th 2023 to cast their votes. (It is recommend you only vote once during this period).
Regardless of which ending has the most votes, all of your choices will carry over.
How about a sequel?
A sequel will depend on two things: interest and viability. If people enjoy Repella Fella, I'm more than happy to continue with a sequel, but I'll also need to be able to pay the bills, as well as voice actors for their work. It isn't cheap.
I'll gauge interest by looking at the number of players and user reviews, and I'll determine viability by seeing how much money I can make from selling the game. A pretty simple equation! Plus that will give everyone time to cast their votes before I dive fully into any future sequel planning.
Can I follow updates somewhere?
You can follow my blog, which includes useful links for players who are feeling a little light on spending money at the moment 💸 I'm not a big social media person. Updates will likely only be found on twitter or my Discord. If you need to get in touch, abuse me or send me death threats; you can send an email or contact me via the game's Steam discussion forum.
What else?
I dunno. My brain's cooked. I can't believe it's finally done. I'm going to do something else while I wait for this to succeed or fail.
Either way, I finally made a Steam game. Enjoy Repella Fella!
Repella Fella is coming June 5th
COMING SOON
Repella Fella is nearly ready to make it's global debut! We are doing final testing on the game now, and the prospect of allowing you all to experience this game for yourself has me genuinely giddy! But sure to Wishlist the game, so you don't miss it's release on June 5th!!
STREAMING
We believe this game will stream incredibly well! Keep an eye out on Twitch. Join streamers live, and you'll be able to stop and vote on each choice! Australian gamer, Mavericks Mediocre Gaming, did a phenomenal job of letting his audience take part in his Prologue playthrough. We can't wait to see more creators play directly alongside their fans like this!!
If you do want to stream the game for yourself, be sure to turn on "Streamer Mode"! It swaps out a couple music tracks, and censors some brief late-game nudity.
Repella Fella - Private Playtest Applications
APPLY
Repella Fella's release is right around the corner! We need your help to test and polish the game as much as possible ahead of that launch. We are currently taking applicants to play the FULL game in private. To apply, you simply need to fill out this form.
DETAILS
The game should take anywhere from about 5-8 hours depending how much you stop and inspect thing. And it's designed to be played more than once, if you're interested in seeing alternate options!
Keys provided are temporary - and will be revoked at the end of the testing period
Feedback is due May 12th
Users who complete the game and submit feedback will receive a free copy of Repella Fella on launch!
By completing this form you agree to share NO footage, screenshots, or detail from the game prior to launch
The game is fully complete. We will not be changing any storylines or major plot beats. We are mostly interested in how the game feels. Is it intuitive? Did you ever get stuck? Did you encounter any bugs? Anything to help us give that extra coat of polish!
Thank you for all the support you've given this game, whether that be over the years, or much more recently. Every wishlist, click, and share has been critically important to reaching this point. So thank you once again for that!
Repella Fella ☢️ Available June 5th
We've been practically vibrating the last few weeks trying to find the right to reveal that Repella Fella IS DONE!! We are doing some final testing and polish, but we are ready to set a final release date, launching JUNE 5th, 2023!!
ABOUT
Repella Fella is a point and click, choose your own adventure, comedy. This cinematic tale is set in a post-apocalyptic, semi-futuristic Australia. Shoot, stab, lie or maim your way through each problem as it presents itself. Lend a hand or chop one off, the choice is yours. Alternate between 3 intertwining stories. Replay the game multiple times to attempt different solutions and achieve every possible ending.
The game will only be available in English for now. We are actively pursuing a console release, but that will have to come post-launch. Please be sure to WISHLIST the game so you don't miss out!
Since first getting involved in Repella Fella, I've maintained the opinion that the #1 way to convince people this game is worth their time and money, is to simply have them play it. In pursuit of those interests, we have no released the...
This Prologue includes roughly the first 30 minutes of the full game. In that time you'll meet the main character, be introduced to the basic point-n-click meets choose-your-own-adventure gameplay, and witness the inciting incident that establishes the setting of the full game.
The Prologue can be replayed multiple times to explore the varying solutions available to each problem, as well as earning a handful of achievements that encourage you to explore and test alternate options.
Please give it a try for yourself, and leave some honest feedback! This will both help us the improve the game, and make sure the full Repella Fella is the best possible experience, while as encouraging Steam to promote the game more organically.
Our PAX Aus 2022 Summary
After what feels like the longest and busiest weekend of my life, I’ve arrived home from PAX Melbourne 2022.
Repella Fella was chosen as one of six video games to be displayed in the Aus Indie Showcase by GamesHub. Not wanting to miss out on this amazing opportunity, my brother and I hopped on a plane and flew down to Melbourne to demonstrate what the game is all about.
I’ve never been to a large gaming event, and going to PAX was something I had always wanted to experience. To be invited to demonstrate my own game as well as visit PAX was an incredible honour.
With a tiny gaming PC, a Steam Deck and a MacBook Air, we were ready to let the public see and experience the full build of the game for the first time. On the left screen was the playable PC version with keyboard and mouse.
On the right was a looped video of the game being played from beginning to end. On the Steam Deck was the full version which could be played numerous ways (thumb sticks, touchpads or touchscreen). We had stickers, business cards and t-shirts to give away.
The very first people to experience the game was a young family, two parents with a young child. During the tutorial levels, one family member chose to booby trap a sleeping soldier’s bed with a grenade. Seconds later, the grenade exploded. The soldier died in an incredibly violent, yet comical way. I thought they might walk off in a huff. Instead, they all burst out laughing. Phew!
Overall, it went really well. People were way more interested in the game than I had anticipated. Observing visitors crowd around the screen as someone made choices was great to see. Watching them erupt in laughter as the character fell into a trap or was unexpectedly killed was great, and the feedback will help immensely moving forward.
As the day went on, more and more people visited my booth. As I expected, the Steam Deck I had brought along turned out to be a huge draw card. “Is that a Steam deck?!” had to be one of the most commonly repeated questions I overheard people asking one another.
Why yes, it is a Steam Deck. And it's running my game! Perhaps you'd like to give it a go?
One thing I didn’t realise about the Steam Deck was how accessible it made things for all gamers. Two friends enquiring about Repella Fella wondered if they could play it with a gamepad. I did bring a gamepad, but the bluetooth connection kept failing, so I referred them to the Steam Deck instead. One friend turned to the other and asked him to demonstrate how he played games using just one hand on the gamepad I had brought along. It was then that I realised he only had one hand.
The way he was gripping the gamepad wouldn’t quite work with the Steam Deck as it would a Xbox One controller, so allowing him to test the game was tricky. I thought about it for a few seconds and remembered that the Deck has a touch screen. With no additional work on my part, this person had the ability to play the game by using a single finger to walk around, inspect items and explore the world. It just worked. Thanks, Valve!
It wasn’t until a few hours into the event that we realised all of the wireless devices we had brought with us were failing. The mouse, keyboard and headphones were either bluetooth or had dongles, and so people weren’t able to play or hear the game properly. We later learned that this is a common occurrence in the PAX hall.
At one point I was approached by somebody who I did not recognise at all. He sounded incredibly familiar, but I couldn’t put my finger on who he might be. After a brief intro, it turned out to be one of the voice actors who had contributed to the game around 2 years ago. Neither of us knew we’d be at PAX and so it was a nice surprise for us both.
When the first day ended, I was a wreck. I hadn’t eaten all day, I was on my feet for 12 hours and there were maybe a few minutes of downtime between all the talking I was doing.
That night, just after the expo hall officially closed, the Aus Indie Showcase panel was being held. Developers from each studio were invited to speak about their games, backgrounds and the issues they faced. It was here that I learned about the other developers for the first time.
After some Q&A, we returned to our hotel room and collapsed into bed, ready to recharge for the next day.
Armed with many USB cables for our defunct wireless peripherals, we were ready to tackle day two and three.
Between handing out stickers, cards and explaining the game to visitors, I met many more people who voiced Repella Fella characters. It was nice to finally put names (and voices) to faces.
In my opinion, it’s the voices that make Repella Fella stand out. It was one of the most repeated pieces of feedback from players after all – they loved the authentic Aussie accents. And so do I! It was always a goal to create something that people weren’t used to hearing in video games.
I met many streamers, indie devs, musicians, industry veterans, publishers and visitors during my time at PAX and I learned a lot. I learned that no matter how much you try to polish a game before an event, there’s going to be some annoying bug that comes back to bite you again and again at the worst possible time.
I learned that the type of game I created has more appeal than I thought. I learned that the gaming community, as a whole, is very supportive and easy to engage with. I never felt any bad vibes and everyone was always keen to hear about my solo game dev journey that lead Repella Fella to PAX.
I wish I had the chance to play and discuss the other indie showcase titles, but unfortunately my initial flight booking was cancelled. This meant the time I reserved to explore PAX firsthand, as an observer and lover of video games, was suddenly replaced with frantic phone calls and the rebooking of flights.
The highlights of my trip would be the other developers I met and seeing how people interact with the game that has been stuck solely inside my mind for the past 6 years. I look forward to releasing it in the coming months.
PS. I’d like to thank my brother Ray for attending the event with me. For his encouragement, coffees and work helping to organise the stand. Thanks Ray!