Chapter 23 - Woke Game Devs
Kazuma and Masako were at a local indie game dev meetup, where creators gathered to showcase their projects and network. As always, their booth attracted plenty of attention, with fans and fellow developers stopping by to admire their work. The two were in high spirits, their partnership and games shining as an example of teamwork and creativity.
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However, the cheerful atmosphere shifted slightly when another couple approached their booth. They introduced themselves as Ryan and Elena, another married indie dev couple. At first glance, they seemed friendly, but their tone quickly revealed a condescending edge.
"So," Ryan said, looking over their booth with an exaggerated smile, "you two must be the famous Kazuma and Masako. Heard a lot about you."
"Thanks," Kazuma replied politely, his light blue eyes meeting Ryan's. "We're just doing what we love."
"Of course," Elena chimed in, her voice dripping with an air of superiority. "But don't you think your games are a bit... mainstream? The industry really needs bold, progressive ideas to push boundaries, don't you think?"
Masako raised an eyebrow, her golden eyes narrowing slightly. "We like to make games that resonate with people and bring them joy. I don't think there's anything wrong with that."
Ryan and Elena exchanged smug looks. "Well," Ryan said, crossing his arms, "we prefer to create games that challenge societal norms and inspire deep reflection. It's about making a statement, you know?"
Kazuma resisted the urge to roll his eyes. "To each their own," he said calmly. "There's room for all kinds of games in this industry."
But Elena wasn't done. "It's just... surprising," she said, her tone deliberately patronizing. "With all the attention you two get, you could use your platform to do so much more."
Masako, ever the fiery one, stepped forward. "We're proud of what we make. If you have a problem with that, maybe you should focus on your own games instead of criticizing ours."
The tension was palpable, and the surrounding developers began to notice the interaction. Sensing the growing interest, Ryan smirked. "How about this?" he said. "Let's settle it with a challenge."
Kazuma raised an eyebrow. "A challenge?"
"Yeah," Ryan said, leaning closer. "Let's see who can make the better game within 100 hours. No outside help, just us and our skills. We'll present both games to a panel of players, and they'll decide the winner."
Masako crossed her arms, a competitive glint in her golden eyes. "You're on. But don't come crying to us when we win."
The clock started the next morning, with both couples retreating to their respective workspaces to begin the challenge. Kazuma and Masako immediately fell into their usual rhythm, brainstorming ideas and bouncing concepts off each other. They decided to create a narrative-driven platformer with unique mechanics tied to time manipulation, something that would showcase both their technical and artistic skills.
Meanwhile, Ryan and Elena focused on creating an abstract, "philosophical" game, constantly posting updates on social media to flaunt their "visionary" approach. Their smug posts drew criticism from players, many of whom found their tone irritating and their ideas pretentious.
As the hours passed, Kazuma and Masako worked tirelessly, their bond only strengthening under the pressure. Kazuma handled the complex coding for the time manipulation mechanics, while Masako poured her heart into the art and story, crafting a tale of love and resilience.
During one late-night session, Masako glanced at Kazuma, who was deep in concentration. "You know," she said with a playful smile, "I think we've already won. Not just the challenge, but... everything. We're doing what we love, together."
Kazuma looked up, his light blue eyes softening. "You're right, sweetie. No matter what happens, we've already achieved something special."
When the 100 hours were up, the two couples presented their games to a panel of players. Ryan and Elena's game, while visually striking, was overly abstract and difficult to understand. Many players struggled to connect with it, and the forced "deep" themes felt heavy-handed.
Kazuma and Masako's game, on the other hand, was met with overwhelming praise. The mechanics were polished, the story was heartfelt, and the overall experience left players deeply moved. The crowd's reaction was clear—they had created something truly special.
The panel announced Kazuma and Masako as the winners, and the room erupted in applause. Ryan and Elena's smug expressions faded as they realized their approach had backfired. The "woke" couple left the event quickly, their defeat clear.
Kazuma and Masako, meanwhile, stayed to celebrate with the players and fellow developers. As they walked home that evening, hand-in-hand, Masako glanced at Kazuma with a grin. "Well, that was satisfying."
Kazuma chuckled, his light blue eyes sparkling. "It's always satisfying when we work together, sweetie."
Masako leaned against him, her golden eyes filled with affection. "And that's why we'll always win—because we do this as a team."
Kazuma smiled, pulling her closer. "And because you're amazing."
They laughed together, their bond stronger than ever. No matter what challenges came their way, they knew they would face them together—and come out on top.
After their victory against the self-proclaimed "woke" gaming couple, Kazuma and Masako decided to do something special with the game they had created during the competition. While it had originally been a spur-of-the-moment project made under pressure, Kazuma saw potential in its simplicity and charm.
"Sweetie," he said one evening as they sat together reviewing the finished product, "I was thinking... what if we released this game for free? It's not as polished or complex as our other projects, but it's fun, and I think people would enjoy it."
Masako tilted her head, her golden eyes sparkling with curiosity. "You really want to just give it away? I mean, we put in a lot of work."
Kazuma nodded. "Yeah, but it's different from our usual style. It feels more like a passion project—something we made for fun. And honestly, I think it would be a nice way to connect with our community and show them that we appreciate their support."
Masako smiled, leaning against his shoulder. "That's such a you thing to say, dear. Alright, let's do it. Let's release it as a free-to-play game."
The game, titled Beat Empire, was a quirky endless runner with beat-em-up mechanics. Players controlled a character who ran through a colorful world, smashing obstacles, enemies, and barriers to collect points and build combos. The gameplay was straightforward but addictive, and the art style, crafted lovingly by Masako, gave it a vibrant, charming look.
The game's origins as an accidental creation made it even more interesting. Kazuma and Masako included a brief description in its release:
"Beat Empire was born out of a friendly competition, and while it wasn't originally intended for public release, we had so much fun making it that we wanted to share it with you. We hope you enjoy it as much as we enjoyed creating it!"
The community response was immediate. Fans of Kazuma and Masako's previous games were thrilled to see this surprise release, and the fact that it was free made it accessible to everyone.
Within days, Beat Empire started gaining traction. Social media buzzed with players sharing their high scores, posting screenshots of their favorite moments, and even creating memes about the game's quirky mechanics. Streamers and content creators picked it up, praising its charm and simplicity.
"I can't believe this was a side project!" one popular streamer exclaimed during a live playthrough. "This is so addictive, and the art is adorable. Kazuma and Masako never miss."
Players filled the forums and comment sections with their thoughts:
"I can't stop playing this! The combo system is so satisfying."
"How is this game free? It's better than most paid games out there!"
"The fact that this came out of a competition just shows how talented Kazuma and Masako are."
"When's the DLC? I need more of this!"
The couple's decision to release the game for free only endeared them further to their community. Fans appreciated their generosity and passion, and the game quickly became a fan-favorite.
One evening, as they sat together reading through the overwhelmingly positive feedback, Masako couldn't help but laugh. "It's crazy, isn't it? We made this game on a whim, and now people are acting like it's the best thing we've ever done."
Kazuma chuckled, leaning back in his chair. "Sometimes the simplest things have the biggest impact. I guess we just hit the right balance of fun and charm."
Masako grinned, nudging him playfully. "You know what this means, right? We're going to have to add updates. Maybe even some costumes and new levels."
Kazuma raised an eyebrow. "You're already thinking about updates?"
"Of course!" she said, her golden eyes gleaming. "The fans love it, and I think it'd be fun to expand on the idea."
Kazuma smiled, pulling her into a gentle hug. "I knew I married the right person. Let's do it, sweetie."
As Beat Empire continued to grow in popularity, Kazuma and Masako found themselves enjoying the process of building on their accidental creation. What had started as a competitive challenge with a frustrating rival had turned into a beloved project that brought joy to their fans. It was a reminder of why they loved creating games in the first place—to make people happy, one pixel at a time.