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Beast Bound: Chock full of Classic RPGness

01-21-2015, 04:06 PM
Joined: Dec 2009
Posts: 730
Beast Bound: Chock full of Classic RPGness

We are LIVE!

For realsies, here's the trailer!

Youtube link | Pop Up

Visit our other topic on the iTunes games forum and revel in the splendor! REVEL IN IT!

Gird whatever loins you have handy, IT'S NEARLY TIME!

Ooooooh, gurl! Our very first gameplay video! Dip into this vid for the smallest, ever so smallest taste of what to expect when we hit iTunes. Seriously, you might not want to wear pants the first time you play to avoid explaining some embarrassing laundry to your parents. We're confident you'll find a convenient explanation for the lack of pants, though.

Youtube link | Pop Up

[04/29/15 UPDATE!]

We are now live on Google Play for ALL Regions!

If you are unable to download, you should be good to go within the next 24 hours! That's 1,440 minutes for you nervous types.

[04/23/15 UPDATE!]
If you're an Android user AND Canadian you are, for the first time in your life, in luck!


This is the beginning of our soft launch endeavors and we will be posting up a link to iTunes once we're approved!

Please try out Beast Bound and let us know what you think!


**Please see page 9 for an announcement regarding our soft launch!**

Welcome one and all!

Check your pockets. Go ahead, shove your hands firmly into the vast caverns of your pants-pouches and root around. What'chyu got in there? Lint? An old receipt from Arby's (where you haven't been in months)? A hastily scrawled note reminding you to do that thing you forgot about?

I'll tell you what you and your woeful pocket are lacking. DESTINY.

JB Gaming is here to fix all of that, friends!

Beast Bound is our two-man project aiming to recapture the glory of the Super Nintendo RPG days and wrap it all up in a tidy package digestible by the contemporary mobile gaming audience.







My colleague and I have been at it since September with high hopes to deliver a soft launch kicking and screaming very soon, but we need your help!

As of 2/11/15 we are suspending testing applications! Thank you to everyone who applied, we will get you in and keep you informed on our progress! If anyone would like to test that did not make the cut-off, please PM me directly and we'll talk!.

If you're the sociable type with many friends and more selfies, trundle your fine self on over to our facebook page and spare a Like!

So, what'chyu guys think? How can WE excite YOU?

Last edited by Lt. Action; 06-17-2015 at 06:03 PM.
01-22-2015, 04:52 PM
Joined: Dec 2009
Posts: 730
Hope ya'll don't have a really specific phobia for magic floating cats that follow you wherever you go and dispense advice, commentary, and knee slappin' witticisms.

Cause they're ain't no cure for that.

Check out these portraits for our very own "Cappi", the helpful floating cat!

01-23-2015, 03:29 AM
Joined: Jul 2013
Location: Europe, CET
Posts: 3,491
This does look good and interesting, even with the a little bit too "cutesy" look and feel.
I especially like the girl with the huge hammer, nice detail

Can't say I have much time for testing currently, but might send you an email anyways.

Some feedback right away:
On the crafting screenshot I see a timer. It's a singleplayer game, right? So why do something like that (unless you want to go all freemium-y, that is; which would greatly disappoint me) ?
If you plan on delivering a premium(-priced) game and experience, do away with the timers.
01-23-2015, 09:23 AM
Joined: Jan 2012
Location: Philippines
Posts: 22,657
Looks good and all, but im guessing... Freemium?

Exact-Psience My 2014 Top 10 Games of the Year: Monster Hunter Freedom Unite, Hearthstone, VVVVVV, Battleheart Legacy, Wayward Souls, Bug Heroes 2, Powerpuff Girls Defenders of Townsville, Deep Loot, Monument Valley, Bioshock Honorable Mentions: Traps N Gemstones, Bardbarian, Goblin Sword
01-23-2015, 10:31 AM
Joined: Dec 2009
Posts: 730
Thank you for your feedback, fellas!

However, it pains me on our first meeting that I must disappoint you both.

We are indeed following a free to play model.


Before you pin us down and pack kitty litter into our mouths, let me assure you that we are making sure that this never gets in the way of enjoying the game.

I am the sole artist and I solemnly swear that I have not created any UI that says "PAY NOW OR NO GAME FOR THREE HOURS *faceslap*". We want everyone who wants to play to enjoy playing, but we still gotta make money, honey.

That said, if you manage to wrench some free time out of your schedule, we would love to have you on board as a tester with your specific anti-freemium stance.

It is a delicate balancing act, finding a snug place where people who don't want to pay still feel fulfilled and people who do pay feel that their purchases were worthwhile, and that is where we need people like Nullzone and Exact-Psience the most.

*Also, before I go and hoist my sails on the USS Assumption and cruise off into the sunset, what particular facets of the freemium model do you find the most disagreeable?

If I have still disappointed you beyond all consolation, Nullzone, please accept the below image as a parting gift <3

01-23-2015, 10:57 AM
Joined: Jul 2013
Location: Europe, CET
Posts: 3,491
No worries, I am not against Freemium per se (like the odd crusader-type or two you can find around here) . I even play Freemium games (oh noes!), enjoy them (heresy!) and do pay/buy when I like them (burn him at the stake!) ; consider it a monthly subscription fee - especially for multiplayer/online games - , if you will.
No worries, I understand perfectly that you folks need to make money, and that currently Freemium is the best way to do so for most developers.
That I still prefer a non-freemium fullprice approach is a different story. I feel like I am part of a tiny minority that has no problem paying 20+ bucks for a game, and we will very soon go the way of the Dodo

That said, *especially* for single-player games I prefer to not get timers and whatnot into the way of me playing. Because I have very limited time due to family and work, if I sit down to quietly enjoy a singleplayer game, I am oldschool enough (think Planescape:Torment, Avernum/Avadon and similar games) to want an experience without F2P shenanigans.

Worst F2P offenders in my book?
- Like your example: Annoying stuff that is constantly shoved in my face. Practical example: I currently play Kings Road. And everytime you return to town, an almost fullscreen ad for a sale pops up. That one toes the borderline perfectly. Yeah, it's annoying, but it's only one click to dismiss it, so not too bad. I've seen worse... For example, I find the fact that I need 3 clicks to close the chat window everytime I change area way more annoying (what''s the problem with making it default to "closed"?).
- "Broken" game balance: Where you cannot proceed past a certain point, for example because your character simply is too weak without buying high-priced "premium" equipment.
- Unobtainable premium resources like gems: Lots of games do that, where you can e.g. get 1 or 2 gems per day, but need like 1000+ to buy the next best sword. Go play Star Warfare 1 & 2 if you want to see how it can be done right. Their Mithril resource was scarce, but it was perfectly doable to collect enough to get anything you want within a reasonable amount of time.
- Insane timers (looking at you, Dungeon Hunter 3/4!): "Forging your item will take till the heat death of the universe. If you want to speed it up by throwing tons of money our way, CLICK HERE!"

"Best" "F2P" stuff?
Additional content. Like e.g. Warhammer Quest or Baldur's Gate 1&2: That's premium price, with additional characters to get, also with quite a nice pricetag (for iOS at least) . But that's not really F2P/Freemium anymore, now is it?
01-23-2015, 11:12 AM
Joined: Dec 2009
Posts: 730
I hear ya, man.

You and me, our gripes are settled firmly in the same boat.

We are a young studio and this is our first solo foray into the F2P scene, so the balance is going to be an interesting challenge for us.

I can say with certainty, though, that as of now pure cosmetic items will be the only content locked behind a pay-wall (and not even all of it, we'll toss in a few things in here and there <3).

We are embracing the timer, however. I, too, have been struck firmly in the jaw with adult-responsibilities and have little time to play the games I love so much. I will never forget the bile that rose to my lips when I found out I had to PAY to open the first two chests I encountered in Assassin's Creed Unity; this is a feeling I hope to never inflict on our players.

Thanks again for taking the time to spread some knowledge on us, Nullzone, your presence would be highly appreciated if you do find time to help us test!
01-23-2015, 03:03 PM
Joined: Jul 2013
Location: Europe, CET
Posts: 3,491
What I personally find better than timers is what I'll call "reverse timers" for lack of a better word.
What you have now in many games is: You can do thing X once, then you have to wait Y hours to do it again. No fun when you are at the office during the day, and only have an hour or two in the evening when the kid's asleep.

Now, the "other way". I'll try to explain it using your potion brewing:
- Over, say, 24 hours I accumulate 6 times (let's call them tokens) where I can brew a potion without any wait. So it's 4 hours to earn one token.
- When I brew one, I use 1 token to brew 1 potion.
- The potion is ready instantly.
- It takes 4 hours now until I earned another token to resupply my stock.
- When I'm out of tokens I can either wait, or do some fremium-y stuff like buy them for an outrageous amount of real money

The advantage?
While the crazy kids that truant from school to play most likely won't give a damn how it works exactly, it's a lot more friendly toward older folks with family and work (like you and me ) .
I can let things sit there during the day, and use up my supply when I am home and have time.
Instead of missing quite some stuff just because the average timer schedule is geared around kids playing all day.

I do not mind at all to have content - and even most of it - behind a paywall. Say, additional areas or characters. Or even the majority of the game past stage 1 or 2. When I was a kid that was called a "demo version"

No idea if that's feasible, both in terms of work effort and revenue for you.
But, would creating a premium version be an option, where you rip all the timers out?
If that's easily done and brings enough revenue, you could have two versions aiming at different target audiences.
01-23-2015, 03:47 PM
Joined: Dec 2009
Posts: 730
You make some good observations, my friend.

Reading your post turned me right around in my chair and launched me right into a half hour long conversation with my coworker about "potions".

The take-away from this mini-meeting; balance is hard, haha.

I believe once we get the game rolling, you will find that your progress will not often be stymied by the nature of the F2P model, that's the goal, anyway.
01-23-2015, 06:57 PM
Joined: Dec 2009
Posts: 730
It's been a lively day here in the official "Beast Bound" thread.

There has been a lot of talk about IAP, freemium, what to do, what not to do.

Tears were shed, memories were made, blood was spilled.

To commemorate this, please allow me to waggle a fistful of gems in your face.


Last edited by Lt. Action; 02-26-2015 at 04:56 PM.