Band Camp Boyfriend "Post-Mortem"


This article contains spoilers. Do not read unless you’ve finished Band Camp Boyfriend.

Post-mortem. Such an ominous word. Before you let your imagination take you away, a post-mortem is something game developers often write after the release of the game, usually reflecting on the process and touching on what could have gone better.

I’ve always found the fact that some people will release a game then post an article saying “Post-Mortem: Why My Game Failed” one week later. You just released your game! It’s been out one week, why are you acting as if it’s already deceased?! Personally, I feel like Band Camp Boyfriend just finally came to life! Others can finally experience the story! Releasing a game is a cause to celebrate, but a lot of people seem to be holding funerals one week later.


Okay, okay. I’ll stop going on about it and get started on what you came here to read. There’s quite a bit to touch on and it’s tough to know where to start. I suppose starting from the very beginning is the way to go. For this Post-Mortem, I’ll detail our almost 8-year journey from start to finish. In our following posts, we’ll delve further into what makes up the game (the art, soundtrack, marketing, etc.). Later down the road, we would love to do an in-depth look at each character so follow this blog or our social media for more if you’re interested in that sort of thing!

Whether you’re a fan of Band Camp Boyfriend who is eager to learn more backstory on the game, or a fellow budding game developer looking to pick up a few tips, there’s a little something here for everyone. Read on!

August 2015 – Conception

If you didn’t already know, Lovebird Game Studios consists of my older sister, Alex, and myself. Ever since we picked up our respective instruments (trumpet and French horn), music was everything to us. We were in so many different music-related extracurriculars, but the one activity that stood over everything: marching band.

I don’t think I need to go on how much marching band meant to us. Band Camp Boyfriend is proof enough.

After four years of competitive high school band and four years of Big Ten college football band (both of which were two very different experiences, but equally amazing), it was time to step off the field. However, Alex, who majored in Music Education, scored a gig as an instructor for a local high school marching band. I, forever the little sister following her older sister from activity to activity, became an instructor for that band a year later.

Let’s pause here. If you didn’t already know, Band Camp Boyfriend was born from a deep love of two things. Marching band is one. The other is otome–a genre of visual novels in which you develop a romance between the female protagonist and one of several male love interests. I had discovered the genre when I picked up the Hatoful Boyfriend demo in 2012. Those unforgettable pigeons and their harrowing tales of survival stole my heart away.

Back then, otome games were far less accessible to me because I had no money and no console to play them on. The genre had yet to truly take off in the US. I would scrounge for action points on My Candy Love or scour the internet for free demos I could play. It’s actually funny to think that I had hardly played any otome games before Band Camp Boyfriend was even conceived.

Let’s fast forward back to the summer of 2015.

We were at band practice. We usually hung out in the instrument truck during the breaks. The sun was sinking towards the horizon, casting the field in a golden glow. I was prattling on about my favorite fixation, otome games, when Alex mentioned that there was a free program you could use to create your own otome game. I grew excited at the prospect of making an otome game with my sister. We both loved to write, after all.

“What would it be about?” I asked. Together, we looked towards the band field.

The rest of rehearsal, we could barely contain our excitement. We kept crossing the field to share snippets of ideas with one another. “Each character would be a stereotype of the personality associated with their instrument!” “The trumpet player would have a huge ego.” “The clarinet would be a stickler, always yelling at people to get in position!”

Another aspect that was very important to us was to give marching band the respect it deserves and portray it in the most accurate light ever seen in the media. Movies often make marching bands the butt of the joke, or they tack it onto a character to say “Look at how much of an undesirable nerd they are!” There are a number of movies where classical instruments are tossed aside for “cooler” rock band instruments. It’s pretty insulting. Marching band is incredibly hard work. It has roots in the military, so it’s very physical and often involves running laps, push-ups, and burning calf exercises. Some days, I could barely walk to practice because my legs and feet were so sore.

It’s not just physical, but mental as well. You have to be able to play an instrument. You have to know how to read music, with all of its challenges and nuances. And then you have to memorize that music. And put it to drill, which you’ve also memorized. And you’d better have that marching band technique down perfectly, or else it’s going to affect your sound and drop your band’s score. Now get ready to run this show over and over and over again because we practice five times a week for three or more hours.

Marching band is beloved by so many. Those who have experienced it deserve to be seen. They deserve to have their stories told and their hard work acknowledged.

So that’s what we set out to do.

2015-2017 – Pen To Paper and Fingers to Keyboard

My favorite part of the creation process is coming up with ideas. Unfortunately for those who are in this boat, having the very first step of the journey as your favorite means it’s an uphill battle from here. I would often use climbing mountains as my favorite metaphor in this journey so put on your hiking boots.

One thing we decided early was that we would have the game take place during the year we aimed to release: 2020. We thought 2020 had a great ring to it. …Yeah, we all know how that turned out.

Tip #1! This one goes out to indie game developers everywhere: it always takes longer than you think. I thought we were giving ourselves ample time by putting the release five years out. Ah, well. I’ve mentioned before that I have no regrets on the matter, that this game was meant to be released in 2023, though I do feel bad for making the cast, crew, and fans wait so long.

Anyways, way back in those first few years, we had a blast coming up with ideas. It was nice to still be connected with a band, which inspired us further. It was also a new experience to be on the band director’s side of things rather than the students. When the band director would discipline the band, I would wilt internally, as if I was in trouble too. Then I would remember I was on the staff.

We also pulled from our many experiences in high school and college band. A couple of our band friends had kept quote books of hilarious things our friends and band directors had said. There are too many to list, but one of my favorites is “Don’t hold back like you’re afraid God will smite you if you play the wrong notes. God’ll probably forgive you. I won’t.” Band directors are certainly a special breed of people. Many of the events that take place in the game were inspired by real life events as well. Did I go to a band fundraiser man auction, trying to pump myself up to bid on my crush? Yup! Did I get held at gunpoint by my crazy band director? …No, thankfully that one did not occur in real life.

Over the next two years, we had an incredibly fun time fleshing out these beloved characters and writing their story down. 

2017 – Getting Serious

I believe it was February 2017 when my sister and I acknowledged we had a very special story brewing here. We felt we had funneled many hours of our lives into coming up with ideas and writing scripts (little did we know we would later funnel many, many more hours into this, putting our previous time spent on the game to shame). We knew we had to create the best version of Band Camp Boyfriend possible and it was time to get serious, so we started looking for artists on Lemmasoft Forums.

We found Flora (also known as Lite) and instantly fell in love with her art. As a test run, we described Peter, who was the first character created in the Band Camp Boyfriend universe. When she sent back the concept art, we gasped and immediately hired her. 


Every time she would send sprite or CG art, it was like Christmas. One of us would go running through the house yelling to the other, “FLORA SENT ART, FLORA SENT ART!” 

We also found Khoaisama and Bunnyvoid there to do our GUI/logo and background art. It was incredibly exciting to witness the game coming to life with their artistic talents. Initially, I was planning to just take pictures with my camera and put a filter over them for free, easy backgrounds. I’m really glad we instead paid Bunny to bring Camp Bearpaw to life for a beautiful, cohesive look.

Now that we had something to show, it was time to create social media profiles starting with Twitter, Tumblr, and Facebook. I have a strong opinion regarding every social media platform and I’ll detail them more in a later post which will be all about the joys of marketing.

Later in the year, we held a casting call that we posted on Casting Call Club and BTVA (which unfortunately no longer has that option on its website). Casual voice acting was a hobby we had both pursued after graduation so we had a kind circle of friends that auditioned or helped get the word out. We found an amazing group of people to further bring the characters to life with their voices. Looking back, I can’t believe how ambitious we were for our first game. One common bit of advice I’ve seen is if you’re trying to get into game development, start small. Make a bunch of small games and build up your skills before attempting something larger. Well…I didn’t see that advice 2022. This train had left the station a long time ago and was speeding right on into the programming stages.

Tip #2: Do your research before you dive in.


August 2018 – The Demo Releases

The big event of 2018 was going to be our demo release, which would be shortly followed by our Kickstarter. Earlier in the year, we had released a couple promotional videos including the popular “How to Survive Band Camp 101,” which would go viral on TikTok years down the road and help a lot of marching band kids find us.

We made it clear to our voice actors we could not yet pay them and asked if they wouldn’t mind doing the first set of lines before payment. We also cut a few corners to save a little money in sprite production, like not doing swimsuit sprites for all of the characters. However, we DID pay a few bucks to attach a knife to the end of Tom’s trombone and then realized years later the end of his trombone was off-screen so no one would be able to see it. Yay for planning ahead!

My poor sister. I think I mentioned before how she’s a perfectionist who would just work on molding the game forever if she could. So I had to be the chaotic gremlin who would suddenly declare a deadline and say, “This game is going out on this day at this time whether you’re ready or not,” all with a crazed gleam in my eye. I even made countdown graphics I wound up using twice over. Nothing gets the anxiety going like a good old countdown! Hey…it worked in the end! I know how to kick a perfectionist into high gear. The night before demo launch was a bit panicky, but it all worked out in the end. Sorry for all the drama, Alex!

The demo launched August 10, 2018 on Itch.io. It received over 500 downloads in 5 days. We had 200 Tumblr followers at that time. For rising up out of nothing a year ago, these numbers felt really good at the time. Looking back, I feel like it’s obvious that those numbers were not good enough for a successful Kickstarter. Not everyone who follows you on socials or grabs your free demo is going to want to help fund the game.

September 2018 – The Kickstarter

First of all, major props to my sister for all of the hard work she put into organizing the Kickstarter. Preparing and running a Kickstarter is A LOT of work. We hired someone who offered their marketing services on Lemmasoft, and they did not come through for us at all. They would offer us tidbits of advice and do nothing on their end. We threw money into a hole and got nothing back. From now on, I’m keeping the marketing in my hands. Marketing is really tough, but no one knows your game and can gush about it better than you.

We tried our best. We did some fun streams to help promote. A couple YouTubers made videos and other kind people shared our posts. During the campaign, I saw a number of comments about other games that were funded and never came through. A lot of people had felt scammed by previous projects and were unwilling to back another. That felt disheartening. I wished that I could have convinced them of our passion and willingness to see this through.

In the end, our project’s funding was unsuccessful. Our goal was $7,500 and 122 backers contributed $3,414.

It was a hard hit to take. I felt burned by both Kickstarter and what happened with the marketing. Honestly, I still feel a bit burned by both. We’ve sworn to never do another Kickstarter. We would rather self-fund and have players pay for the game up front, instantly having it in their hands to play. We didn’t have a whole lot of knowledge or interest when it came to creating physical rewards either. It was just too much work; that time and energy could have gone to the game instead.

We felt defeated. 

And yet, as I traverse the haunted graveyard of our Kickstarter in an effort to remember our journey, I found this shining light of hope in an update:

We would like to thank everyone who pledged and supported us this far. We can’t possibly put into words how much we appreciate you and how exciting it was seeing the backer number climb. When I think of our fans sharing our game and supporting us in every way that they could, my heart breaks. I’m sorry we couldn’t get there for you guys and I hope you aren’t too disappointed.   

However, we still see the positive in our situation. You’re never guaranteed to succeed on your first try, but you’re guaranteed to grow. This is our first time doing this and the entire experience has been a major learning process. We also picked up a greater number of followers along the way. The number of demo downloads has climbed drastically over the past few weeks. Hopefully, it will continue over time and more and more people will continue to share it. 

So what’s next for Band Camp Boyfriend? I imagine you’re all wondering if that means the game is cancelled. The answer is…absolutely not. We are not the type to give up so easily. We love this game and its characters and we’ve put far too much into it to abandon it now. It has to be made.”

Past Taylor, so wise…! Despite our failure, we were ready to keep going. Throughout this journey, I would keep telling myself that I put too much into this game to quit now. These characters needed their stories to be told.

2019 – Chipping Away

I don’t remember any standout events from 2019. I can see I was fairly active on Tumblr, making fun, engaging posts all while we attempted to chip away at programming the game. Unfortunately, the magic of programming and seeing a playable game come together started to lose its luster. It began to feel like work.

Programming would be to be one of the toughest mountains to climb.

2020 – The Pandemic Hits

As we all know, this is the year the pandemic hit us. My sister and I were fortunate to keep our jobs, but there was some scrambling as everything shifted to working from home. We also moved out of our parents’ house right at the very start of the pandemic. I admitted to our followers that there was no way we would make our 2020 release goal for the game. There was just too much to deal with.

On top of that, the job I had once loved was beginning to affect my mental health. I had recently come into the realization that hard work would not get me higher pay, better shifts, or more respect. It only got me more work. The higher-ups had also asked me to make multiple video games for their website on top of my regular duties. My hobby had become my job. I could write you a book on all of the injustices I faced at this job (and I almost did until I stopped myself because that’s not the point of this post-mortem). In short, Band Camp Boyfriend suffered for what I was dealing with in my work life.

June 2020, I posted a small update that we were getting back into working on Band Camp Boyfriend. Editing the script, copying down more lines we wanted voiced. We said we wanted more CGs that weren’t in the budget and promised to buckle down during the summer. Instead, our social media went almost completely silent for the rest of the year. We had fallen into the same dark hole that it felt like everyone was stuck in during the pandemic. There were a couple concerned messages asking if we were okay or if I could give a progress update. 

I can’t remember when exactly, but at some point in 2020 or 2021, my mom sat me down and asked me what she could do to help make the game a reality. She saw how special it was and that it needed to be released. She was willing to learn some basic Ren’py programming in order to help us get to the finish line. Talking to her really felt like a turning point. We knew she was right.

Tip #3: Never be afraid to ask for help.

2021 – Back with a Vengeance

Our social media was still fairly quiet at the start of this year, but I began sharing more updates with our followers. What we really needed more than anything was to get the rest of our assets we had been saving up money for. We still needed a final round of backgrounds, voice lines, and we wanted more CGs. I was programming routes with the help of my mom while my sister worked hard on the soundtrack. Gathering the assets proved to be very tough because over the years, everyone had been facing their own life changes.

Tip #4: Order matters. If I ever make another video game, I will do things in a specific order so I am not stretching out rounds of art/voice lines over the years. Of course, start with the writing. Then I would suggest getting the backgrounds, since they were often needed for CGs. Then get the rest of the art. Cast for voice actors further down the line, when you know exactly what lines you want and you’re ready for them to voice the full game. Start programming when you have the majority of your assets. I know the reason we couldn’t adhere to this order was because of money, but I’m not keen on repeating these mistakes. We’re incredibly lucky our artists and actors were still available to reprise their roles, up to four and five years after being hired.

In March 2021, we released an Extended Demo in order to get back onto everyone’s radar and simultaneously apologize for how slow we were going. It came with an extra day of content, but it was something. It was progress!

Still, there was so much to do and when we would think about it all, it was easy to feel overwhelmed. It felt like we were facing numerous mountains. The mountain of composing, the mountain of programming, voice acting, sound effects, gathering all of the assets…you get the idea. It’s times like these you gotta take the advice in Doug’s route and do “baby steps.” All the while, you need to keep reminding yourself of how far you’ve come. Look back at that difficult trail and celebrate how far you’ve climbed. It really helps in the long run.

Then…something amazing happened…I stopped caring about my job. I stopped giving them everything and going above and beyond. Fueled by pure spite, I poured myself into Band Camp Boyfriend. Stuck by myself on the midnight shift, I got an incredible amount of programming done with each night that passed by. I would text my mom the results every time and she would reply, “Wow!!!! You’re on fire!!!!!” and those sweet little serotonin hits would add to my strength to keep going.

That November, I conquered the monster that was Sprite Mountain. I could wave at my sister climbing Affinity Mountain. 

Then, at the start of December, came a job offer that would vastly improve my quality of life and mental health. I cried tears of joy after my last day in the hellhole that was my current job. I was so happy to leave that place. I pray that all of you reading this will be able to exist in a job you enjoy, or at the very least, one that doesn’t degrade your happiness. Because once I left that place behind, it was like new life had been breathed into me and by extension, the game.

2022 – Rounding the Final Bend

At the start of 2022, with a renewed energy and sense of wellbeing, I began making Quarterly Progress Updates for fans. I would set goals and share checklists, being fully transparent with the game development process. I also eventually started the infamous WIP Wednesdays. Sharing every little bit of progress made on the game on a weekly basis helped me keep going because I always wanted to be able to give everyone good news. And every like, comment, or reshare was a tiny dose of serotonin that refilled my energy bar. Little did you all know, you were helping inch Band Camp Boyfriend to the finish line!


This was around the time we had made the decision to write a final route. Initially, it was planned as DLC because we didn’t want to add anything more to our plate. The very idea makes my stomach hurt. I’m so glad we added the final route because it wraps up the game beautifully and so many people have mentioned it was their favorite route. Also, I knew in my heart I could do it. I’m a fast writer and I was on a runner’s high–writer’s high?–with everything good that had been happening. I knew I could get it done while my sister tackled finishing the soundtrack and rounding up the last of the voice clips. Also cue us returning to Flora for yet another round of CGs, swearing that this was it, we promise!

In February, I wrote the conclusion to the game and declared we were coming for that 2023 release. In March, we held a final casting call for the last group of characters who needed voices, especially since they would be major players in the final route. I also created a TikTok for Band Camp Boyfriend during this month, though I went kicking and screaming the whole way. I am not the biggest fan of social media, but it sure gets the word out. 

I also started looking into getting the game on Steam around this time. “When is a good time to make a Steam page for my game?” I asked Google. “Yesterday,” it replied. …Oh.

Tip #5: As soon as you have something to show for your game, namely screenshots and a trailer, make a Steam page for it.

Getting a game on Steam is a much more convoluted process than uploading to Itch.io. First, you gotta cough up $100 so they know you’re serious. Then comes quality control. It will take days, maybe even weeks to get it right if you’ve never done it before. The Steam team has to review your store page and then your game build. If you’re planning to release on Steam, make sure you get your page up as early as possible and give yourself ample time to do so.


April and May proved to be very successful months for us! We got the Steam page up and garnered quite a few views on TikTok. We announced our release date window as Spring 2023. Cue me foaming at the mouth as I tell Alex it’s gonna happen in May at the very latest, so buckle up. I threw myself into making social media content with fervor, populating our accounts with fun updates, graphics, and video to keep fans engaged. I reached out to otome websites to post announcements as well as streamers and reviewers to play the demo. Uh, and now that I think about it, that’s probably something I should have done for the game’s release, but…I’m kinda just burnt out at this point.

Alex, meanwhile, had quite a few things on her plate. I had been ravenously devouring everything on my plate, so I kept reaching over and taking stuff off her plate to put on mine. Eventually, I just started throwing stuff out the window. “I still want to compose the parade piece if there’s time,” she would say, putting it back on her plate. “That song plays once and it keeps stopping and starting! Prioritize other things,” I would grouch, removing it again.

Tip #6: You should constantly reevaluate your workload. Know what stays on the plate and what should be taken off because your mental health is important, too.

With GUI Mountain still needing to be conquered, we realized we were going to need more help. My mom had been super dedicated and helpful when it came to programming in sprites or voice clips, but GUI code is much more complicated. We enlisted our genius friend, Ross, another champion who would help us get to the goal before our deadline.

Despite everything that happened in 2022, somehow, Band Camp Boyfriend progress never faltered.

Not going to lie. This was the worst year in my life so far. We each took a turn in the hospital, including the cat. My sister and I both had to deal with incredible struggles I hope no one else ever has to face. It’s nothing short of a miracle that she was able to complete that ambitious soundtrack while facing the challenges she did. I caught Covid at some point and it left me having weird anxiety attacks in the middle of the night for a while, but that was far from the worst of what I faced. 

I went through what was supposed to be a surgery that’s supposedly fairly easy to recover from and wound up right back in the hospital ten hours later, in the worst pain of my life. After that, my mental health had to wrestle with different pills all while I prayed my physical body could get back to normal. Suddenly, Poptart’s story had become more relatable than ever. I kept telling myself I couldn’t die before Band Camp Boyfriend was out. As Peter would say “No way in hell!”

My face definitely left 2022 looking a little bit older and more ragged than it did upon entering it. But that was okay. I still had my sense of humor.

2023 – The Year of Release

We reached release year with high hopes. Alex had finished the soundtrack (though she would wind up adding a couple more tracks anyways) and beta testing loomed. We hit 10,000 demo downloads on Itch.io in January, which was very exciting.

I had also signed us up for Steam Next Fest, a Steam festival that highlights upcoming releases and game demos. We hosted two developer streams that I was extremely nervous for. This may come as a surprise, but marching band dating sims with female protagonists are subject to quite a bit of hatred and mockery (/s). I was bracing myself for trolls, but we were met with nothing but love. The fans showed up and supported the game. I feel so grateful thinking back on it. It was a promise of what was to come.

We also took part in the Storyteller’s Festival hosted by Two and a Half Studios, which focused on visual novels and games with a strong story. Ever since our Steam page had gone up, “Wishlist the game!” had become my battle cry. If your game gets I believe 4000+ wishlists, Steam takes notice and gives you extra visibility at launch. I knew a game called Band Camp Boyfriend, a game about a niche sport within a niche genre, the first game from a two-person studio, was never going to get that many wishlists. But I could see 2000 wishlists looming on the horizon and I made it my goal to get there. Even if it meant nothing in the grand scheme of things, it was nice to have a milestone and push myself towards that goal. Since this was all a new experience and I had nothing to compare to, it was a lot of setting random milestones and always wondering “Is that good? Am I doing good?!” No matter what, it always felt good!

During March, beta testing helped us make some valuable, last-minute changes to the game. Ross wrapped up his GUI fixes. Steam gave us the green light and I was finally able to announce an official release date: May 11, 2023. 

I held a free game giveaway on three different sites. It was my final push towards visibility and I believe it was what got me to that 2000 wishlist goal. I had read online that the amount of wishlists you have at release is a good prediction of how many sales you’ll make in your first year. I would be very pleased with 2000 sales, but only time will tell if we get there!

I was so nervous the week of release, I couldn’t sleep properly. I was afraid of hitting the release button and for whatever reason, being hit with some last-minute message that I can’t release because I forgot to do something. I was also afraid of releasing, but having the game randomly crash on people despite all my testing, and me being able to do nothing about it. 

But as I was driving home from work the day before release, my band director’s favorite song came on the radio. The band director who passed away shortly before we came up with the idea of Band Camp Boyfriend, whose name is listed in the credits of the game. They had played this song at his memorial, asking us to dance and celebrate because it’s what he would have wanted. All I could do back then was cry. But when I heard the song in the car, I knew that everything was going to be okay.

The game was released on Steam and Itch.io with zero issues. It was met with an immediate outpouring of love that overwhelmed me. As soon as it was out, I put on my band director’s favorite song and I danced, celebrated, and jumped for joy. For seven years and nine months, my sister and I had been working tirelessly towards this moment.

The journey was finally over.


Marching Into The Future – What’s Next?

Many have asked us what’s next or if we’re planning on releasing any DLC. For now, we just want to rest and enjoy the feedback we receive on the game. We’d like to do some fun things like another best boy poll, a voice acting blooper reel, and create a soundtrack/artbook fan pack further down the road! There are also a few small mistakes in the game we’d like to fix with an update. The demo needs updated as well since it’s a couple years old and doesn’t include all the bells and whistles the full game does.

As for future content, we would love to do more with Band Camp Boyfriend if possible, but a number of things have to fall into place. Our artists and voice actors would have to reprise their roles. There’s also the matter of money.

We spent way more on Band Camp Boyfriend than what was on that initial Kickstarter goal. As of right now, one month post-release, we have yet to make back the money we spent despite selling over 700 copies, which I’m still super stoked about. It’s easy to get caught up in the hype of release and want to make another game, but once the dust settles, we’re still standing in a hole. To me, Band Camp Boyfriend is an absolute success. We were able to release it and so many people have laughed, cried, and fallen in love with the characters, just as I’d hoped. I want to be able to say Band Camp Boyfriend was a financial success, too. I hope that we can earn our money back and then some. To me, that would justify creating a sequel!

Yes, a sequel. I have no interest in creating DLC for Band Camp Boyfriend. I feel we have conquered Camp Bearpaw and the story that took place there is over. There is so much marching band material that takes place in a season that we have barely touched upon and we have so many ideas for a fandisk that I would love to see come to life. Of course, our ideas are constantly evolving or shifting since nothing has been set in stone.

What would that fandisk/sequel include? It would have short, romantic “afterstories” for each of the love interests, as fandisks often do…and the undateable character from the first game would get his own route in this game. I’ll leave it to your imagination as to who that might be!

For now, we just sit back and see how things play out. If the game does well and we can make our money back, then maybe we can start talking about it more. 

If you would really like to see more Band Camp Boyfriend content, then be sure to tell your friends how much you enjoyed the game! If you make fan content, post it online! Leave a review on Steam or a rating on Itch.io to improve the game’s visibility score! Shout your love for the game from the blue mountaintops. Give a poptart to your best friend, your section leader, your band director, your worst enemy, and tell them Band Camp Boyfriend sent you. Actually, that might just confuse them. What I’m trying to say here is WORD OF MOUTH, BABY! It can be the difference between the life or death of a sequel.

All right, it’s time to wrap this up. If you read this far, you deserve an award. If you played our game, I thank you from the bottom of my heart, truly. I hope you enjoyed learning a little bit more about our adventure!

Have a wonderful week and hope to see you for the next blog post!

-Taylor

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Comments

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(1 edit)

Hi Lovebird Game Studios, I've created an account to tell you: 

1. I love your game. I love how much work you put into making this. I love learning new things whenever I play VNs, and I certainly learnt a lot from Marching Band from your game. (Hurray for new knowledge!) There are also very fleshed-out character varieties and scenes, which are very much needed in VNs these days.

2. Thank you (and I cannot emphasise this enough) SO MUCH for sharing your personal difficulties and experiences for coming this far with your game. It was very much-needed information for fellow game content creators. it's so inspiring to see that you've come so far, I feel so proud of the founders and everyone on the team. (You've all done a very great job! The best! Hurray!)

The emotions I've felt after reading this post just cannot be put into words... I hope Band Camp Boyfriend and any other games or productions after that do even better along the line....best wishes to everyone! <3

Thank you so much for the review/rating and posting here as well since I can only respond here! You're gettin' me right back with the emotions. :') Really happy to hear you learned a bit about marching band and enjoyed reading about the journey, too. Thank you so much for playing our game and best wishes to you as well. <3

“When is a good time to make a Steam page for my game?” I asked Google. “Yesterday,” it replied. …Oh. 😭😭😭 y'all are still golden in my book LOL! Thank you from the bottom of my heart for fighting 'the good fight' and bringing this game to us fans. I'm so glad for those of us who have experienced it and those who have yet to (also looking forward to more behind the scenes content lol!!)

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Haha! You're very welcome and thank YOU for joining us on this journey, as well as bringing your positivity, enthusiasm, and love for indie wherever you go. I admire you very much!! And I'm so glad you enjoyed our game. Have a great day! :)