Unofficial FEE3 2024 Creator Interview

I created a mini interview for anyone who has already submitted a video to this year’s FEE3, with the intention to release each submission’s answers alongside (or close to) their video’s reveal during FEE3.

The purpose of the interview is simply to learn more about the projects being submitted this year as well as their creators.

If you are currently working on your FEE3 video, come back and do the interview once you have finished and submitted it!

For those who have already submitted your video and would like to participate in the interview, you can review the questions and submit your answers using the Google Form below.

Submissions will be confirmed via DM before their eventual posting.

If you want to do audio recordings of your answers - review the questions via the form, record answers, send recordings to me via DM

(This interview is not officially associated with or endorsed by FEE3 or those who run it)

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:100:

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With the announcement of this year’s FEE3 schedule, I’ll be closing interview submissions on Sunday (in four days). I’ll start sending out confirmation messages this week.

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Holoemblem: The Search for Seiso, a -Story Driven- romhack from @Hatsuru


What is one thing about your project that you feel has had a lot of/the most time and effort put into it?
Hatsuru: Eventing/Story

What was/is the most enjoyable part of working on your project?
Hatsuru: Eventing

What inspired your project’s creation?
Hatsuru: My love for vtubers coincided with my love for fire emblem.

What got you into making Fire Emblem fan games?
Hatsuru: Definitely because of FEBuilder and the game series as a whole.

BONUS QUESTION
Who is your favorite character from your project? Why are they your favorite?
Hatsuru: Since my project revolves around vtubers, my personal favorite is Iroha Kazama. Her discography is very nice to listen to and her streams resonate with me the most. Please subscribe to her :slight_smile:

13 Likes

Szechuan Sword 2: Under the Sky So Blue, a -Demented, yet Story Driven- romhack from @Kalastar


What is one thing about your project that you feel has had a lot of/the most time and effort put into it?
Kalastar: The graphics definitely have the most effort put into them (despite how things look). This time around, I had a group of friends design all the graphics so we could do things more efficiently. We even decided to go overtime and make custom map tilesets as well. None of us are sprite artists, so we took a ‘Space Funeral’ esque approach to the graphical style much like with the first game (though not as morbid and absurd as what was mentioned).

What was/is the most enjoyable part of working on your project?
Kalastar: The most fun part of working on the project was collaborating on battle animations. Our group brainstormed what would be replacing each class, and decided to make distinct animations that only had the goal to be memorable. My favorite has got to be the Businessman, he’s got a clean haircut and a tie to boot!

What is one thing about your project that you wanted to talk about that you didn’t have the opportunity to include in your video?
Kalastar: All 52 of the characters have voice lines once more.

What inspired your project’s creation?
Kalastar: Well the entire series was based on an RPG maker series called Senpau RPG. It eventually lead into Senpau RPG 4: No More Senpau which led into Krusty Towers: A PostModern RPG (stay with me here). Krusty Towers was so well received within the friend group that a spinoff was considered, but what do we spin off to? It eventually landed on Fire Emblem, and the first Szechuan Sword was made when we had little knowledge of what Fire Emblem is. Eventually the first game was finished but I didn’t show it to the public until a long time after it was complete. Because of how old it was, I was unsatisfied with the work and we decided to make a sequel.

What got you into making Fire Emblem fan games?
Kalastar: I was recommended a youtube video of a Fire Emblem fangame for some reason so I looked into it and was inspired by the great amount of versatility of febuilder. I tinkered around with many early versions of ‘Szechuan Sword’ until I made the real deal. Those early versions are still lost media… and are much different than the PostModern Strategy Game we all know and love.

BONUS QUESTION
Who is your favorite Fire Emblem character? Why are they your favorite?
Kalastar: Ike, because he won Survivor World Travellers

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The Dark Amulet, a -story driven hack cutting close to vanilla in terms of gameplay- romhack from @Vorgus


What is one thing about your project that you feel has had a lot of/the most time and effort put into it?
Vorgus: A lot of time and effort went into the overall narrative and the moment-to-moment dialogue. This is a hack focused on the plot and every character’s role within it. I took time to make sure not just the main lord, but many of the characters both within the party and outside of it contribute to the flow of the narrative. Music is mostly vanilla, the sprites are pulled from the repo, the eventing is nothing to write home about… but the writing is pretty solid, I think.

What was/is the most enjoyable part of working on your project?
Vorgus: Testing my chapters once I made them was definitely the most enjoyable part! I tend to make chapters ‘in full’ before testing them. So, the map itself, all of the enemy placements, all of the events, all of the dialogue and scenes before, during, and following the chapter… everything. Once all that is done, it’s a sheer delight to play out what I just created. Usually the first attempt goes horribly wrong due to bugs, and the chapter isn’t even possible to finish. But I do some fixing, try again, and eventually I can play through the chapter smoothly, start to finish. Seeing my own creation come to life before my eyes, chapter by chapter, is my greatest joy when it comes to making a Fire Emblem hack!

What is one thing about your project that you wanted to talk about that you didn’t have the opportunity to include in your video?
Vorgus: In my project’s trailer, I didn’t get to showcase any of the supports. My hack has 30 playable characters, with an average of three supports each. That’s not close to the number of supports you see in some hacks, but it’s still A LOT and it took months to write all of them. I really love how the supports in The Dark Amulet bring all of the characters to life, and encourage anyone who tries out my hack to try and A-rank their favourite pairings! Some are funny, some are sad, some are cheesy and romantic - there’s a whole world of charming interactions to be found.

What inspired your project’s creation?
Vorgus: Ever since I played Fire Emblem as a young teenager about twenty years ago, I’ve often daydreamed about the kind of story that I’d want to tell if I could make my own Fire Emblem game. Even into adulthood, I still played Fire Emblem and I still daydreamed. So, when I learned that FE Builder and ‘hacking’ Fire Emblem GBA games existed, I already had a fun plot half-written in my head. Then it was just a matter of making it real (which took me a year). It was the desire to tell a story through a Fire Emblem game that inspired that project’s creation, nothing gameplay related. In terms of the gameplay, I aimed to keep things simple (close to vanilla) but fun, and challenging but not too challenging.

What got you into making Fire Emblem fan games?
Vorgus: I’ve always wanted to make a video game, but I don’t know how to code and I don’t know how to create digital art and I don’t have much free time. Well, with the magic of FE Builder and the repo of Fire Emblem assets, having absolutely no programming or artistic skill is no longer an obstacle to making a Fire Emblem hack. Basically, my love of Fire Emblem, my desire to make my own video game, and the ease of FE Builder all combined into an unstoppable drive to add my own little page into the book of Fire Emblem fan games.

BONUS QUESTION
Who is your favorite character from your project? Why are they your favorite?
Vorgus: Ruslan is one of my favorite characters from my project. He is a wyvern (not a wyvern knight… he’s literally a wyvern). He doesn’t really talk (on account of being a wyvern), but he’s still brimming with personality. He’s somehow clever, persuasive, playful, and kind, all while being a glorified lizard. His supports are hilarious. And as far as gameplay is concerned, he’s a powerhouse with tons of health, speed, and specialized weaponry. Ruslan was an absolute joy to write and to play, and I encourage everyone who plays The Dark Amulet to make full use of the glorious flying lizard named Ruslan.

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Tale of Valor, a -Story Driven- romhack from @TheAtlas


What is one thing about your project that you feel has had a lot of/the most time and effort put into it?
Atlas: Easily the Visuals

What was/is the most enjoyable part of working on your project?
Atlas: Creating and Developing Maps

What is one thing about your project that you wanted to talk about that you didn’t have the opportunity to include in your video?
Atlas: Mostly the gameplay features in the game. The trailer is more of a teaser lol.

What inspired your project’s creation?
Atlas: I’ve tried making a rom hack for over 3 years. Every attempt lasted about a month, with me ultimately giving up after chapter 2. I’ve always wanted to create something, I one day decided to push myself past my failures. After my 11th or so attempt, Arms of Valor was born.

What got you into making Fire Emblem fan games?
Atlas: Many rom hacks have inspired me. I think vision quest of course got me into it but it was also randomizers.

BONUS QUESTION
What is one thing you have learned from working on your project?
Atlas: Failure is okay. You will restart many times, but it’s apart of the process.

8 Likes

Dies Emblem, a -Roast- romhack from @BigMood


What is one thing about your project that you feel has had a lot of/the most time and effort put into it?
BigMood: boardable vehicles

What was/is the most enjoyable part of working on your project?
BigMood: watching people tier themselves

What inspired your project’s creation?
BigMood: I saw a community thread about incest and decided it was time for change.

What got you into making Fire Emblem fan games?
BigMood: Ragefest

BONUS QUESTION
Pizza or Sushi? Explain your reasoning.
BigMood: Pizza is a form while sushi is a substance. It’s like comparing apples and casseroles.

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Stratagem Lost, a -Punk, indie game, inspired by FE but not an actual ROM hack- game from @Smithy


What is one thing about your project that you feel has had a lot of/the most time and effort put into it?
Smithy: The character combat animations definitely took the most effort. It has been worked on even before FEE3 2023 and took over a year to get just right.

What was/is the most enjoyable part of working on your project?
Smithy: I think the most fun part is making the characters come to life. I love that we’re able to feature some more unconventional characters and concepts.

What inspired your project’s creation?
Smithy: Stratagem Lost has a lot of influences, like too many to list out, but here are some highlights. It’s obviously influenced by Fire Emblem, but it’s also influenced by other games like Codename Steam, XCOM, Darkest Dungeon, fighting games, even some lesser known titles like Stella Glow. Visually, the game has a lot of inspiration from punk/grunge aesthetics, but also a lot of visual art like printmaking. I’ve done a lot of linoleum printmaking and it inspired SL’s crosshatching and general heavy line work. Some ideas in the story and visuals are inspired by political/art movements like Dadaism and postmodern. There’s also inspiration from hard rock/alt rock/nu metal/that sort of 2000s rock era. It’s coming back, nu metal is cool again. There’s also some rather bizarre influences, like sitcoms? Those actually taught me how to write, and contributed to me really focusing on character dynamics and motivations. In general, kind of an absurd mixing pot of ideas.

What got you into making Fire Emblem fan games?
Smithy: Honestly, seeing FEE3 content persuaded me to start making games, since I saw that you didn’t need to have a big company in order to do so. I took a different route than ROM hacking, but it started in a similar spot.

BONUS QUESTION
What media have you been consuming recently?
Smithy: I am listening to the Iowa album by Slipknot again, Metabolic is a very underrated track . Also I am watching Legend of Korra with friends. I don’t have a lot of time to play games anymore sadly, but I do want to make more time for them. Sometimes I pick up Sonic Frontiers again and then I realize I’m playing Sonic Frontiers and then I stop playing Sonic Frontiers.

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Daybreak, a -Complete game overhaul- romhack from @ViciousSal


An audio version of this interview was provided by Vicious Sal


What is one thing about your project that you feel has had a lot of/the most time and effort put into it?
VS: Going from a % chance based skill system to a Cooldown based system, custom skills, new weapon animations, overhauled support system, voice acting.

What was/is the most enjoyable part of working on your project?
VS: Seeing the skills and weapons perform mechanics that have been dreamed about in the FE community for years.

What inspired your project’s creation?
VS: I have love for FE10, but it is a flawed game at time. But those flaws can be improved upon. It feels like what I am aiming for is what I would consider Radiant Dawn’s “Definitive edition” and I hope others will feel the same.

What got you into making Fire Emblem fan games?
VS: I wanted to improve RD, and started with basic HeX editing at the time. Now I can code full events in FE10’s engine. That’s just rad as fuck.

BONUS QUESTION
What do you think happens when we die?
VS: Most of the people we knew will be sad, a few will throw a party.

8 Likes

War of Lovers, a -Story-driven crossover- romhack from @Darrman


What is one thing about your project that you feel has had a lot of/the most time and effort put into it?
Darrman: Eventing

What was/is the most enjoyable part of working on your project?
Darrman:The technical stuff, coming up with character ideas

What is one thing about your project that you wanted to talk about that you didn’t have the opportunity to include in your video?
Darrman:I cut out some plot beats from the trailer, it was getting long enough as is.

What inspired your project’s creation?
Darrman:Destiny is an FE14 parody. Tale of Ternon is an FE16 parody. Since nobody would make an affectionate FE17 parody, I decided to look into the consequences of making the Emblems the actual characters…
The random character element comes from me having plenty of assets around from previous hacks and deciding to use them for a short jam entry. I never finished it and things spiralled into War of Lovers.

What got you into making Fire Emblem fan games?
Darrman:One day a long, long time ago I learned Nightmare was a thing. I don’t think I ever actively decided to become a romhacker: it just kind of happened.

BONUS QUESTION
What was the first Fire Emblem romhack that you played?
Darrman:I think it might be Different Dimensions Ostian Princess…
If we’re going to set that aside, I think it’s Void’s Blitzarre Adventure.

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FE- Visions of Liberation, a -Story Driven, Character Centric, Political Warfare- romhack from @NKORiko


What is one thing about your project that you feel has had a lot of/the most time and effort put into it?
NKORiko: VoL is the first campaign I have worked on away from private one shots I have made in order to learn FEBuilder. For the most part, what I spent the most time on are two things: Eventing and Writing. I spent a lot of time eventing and learning new fun ways to make the game feel like a soul inheritor to the GBA series but has the feel of a modern game. So constantly learning new tricks and lines of events to make the game feel French Vanilla-ish has always been a priority to me (AKA the comfort of familiarity but has a distinct differentiating feel from others.) As for writing, I want to bring this world to life. Iyslia is heavily inspired by DnD archetypes and worldbuilding (without the monster manual). And I want each character to breathe more down to earth life where the simple charms of their character quirks goes beyond the sprite and numbers. Also the political warfare theme of this game felt like the perfect way to set the tone for all of these characters as everyone wants something out of this conflict, which is where the extra load of having simple, down to earth, yet impactful impressions is a must for this game for players to sympathize and connect with.

What was/is the most enjoyable part of working on your project?
NKORiko: What I enjoyed the most is always the next chapter. When making VoL, I always want to hit new exclamation points and ceilings. So looking forward to my growth as a developer and designer through conceptualizing the next chapter gets me giddy and excited.

An anecdote to that is when I was designing chapter 5x: Dragoon Assault. The early stages of me making Dragoon Assault I took upon as a challenge to make a chapter objective I haven’t done yet: thus why I made it a defend chapter. I started drafting maps and all of that and it wasn’t hitting the happy feel that I want it to make. So I ended up writing the start event for it first, which dawned to me what I want Dragoon Assault to be, a test of friendship between Lapiz (the main lord) and Armina (the childhood best friend). Then when I got that idea out, I knew that the map doesn’t work and it would be better if it was an extension of the last chapter (The Siege in Sevede). So I have designed the map as a way that you have multiple trials to test the metal of both Lapiz and Armina through objectives such as regroup with the party who is ways away from them, defending the camp that they have just secured against a hoard of wyverns, and traversing through difficult terrain on a short time limit while getting multiple side objectives (In the form of villages and a droppable Master Seal from the boss). And until this day, Dragoon Assault will always be my favorite chapter in the game if I were to be biased.

I told this small anecdote to show that I enjoy challenging myself into making a level to see what else can I make. And I wish that feeling is mutual with other creators to get that hit of dopamine when looking at a blank slate of a chapter and just start making something, even if it means going two steps forward then one step back.

What is one thing about your project that you wanted to talk about that you didn’t have the opportunity to include in your video?
NKORiko: For the most part, the video talks about gameplay and player feel. But if I we’re given more time… I wanted to talk about creativity and just making something.

I started VoL at the lowest point of my life where I wanted to be creative again (since I work for the creative industry IRL). Pandemic was hitting, family we’re just mourning for the loss of my dad, and my life was at a total standstill as I was nearly expelled from art school. I don’t know how to word exactly what or how this project started, but all I know is that I just told myself to make something. Just make something NKO is all I knew. And before I knew it… Alpha Prologue to Ch 2 was made. At first I know the game looks awful but man… it felt good to make something again.

What I really wanted to say is: just make it. If it’s either just a one shot or a short campaign, heck… even as something as passionate as VoL… you’ll never see the vision until you take that essential step 1. And looking back at the roots of VoL compared to now… I am proud of where VoL is at it’s current state and I look forward to seeing where it will go from here.

What inspired your project’s creation?
NKORiko: Well… not referencing past answers such as Creative Outlet for depression and loss and me wanting to learn a new skill… I think another inspiration of this project’s creation is the community itself. I was, for the most part, lurking in the earlier years seeing all of these fan hacks (especially during the pandemic where I got nothing else to do.) I just wanted to feel what it feels like to make a game is all.

And if I haven’t done that… I wouldn’t have met the amazing people who both support, and now working on VoL with me going into the next stage.

What got you into making Fire Emblem fan games?
NKORiko: The community.

BONUS QUESTION
If applicable, who is one early game unit in your project that you would recommend players use?
NKORiko: Any of the archers. There are 2 early game archers in VoL, the Fast and Critical hitting Jesse, and the Bulky and High Power Edward. Use any of them. Either of them are good investment projects for the mid and late game. Jesse has access to Assassin as early as Chapter 6 and can be a good dodge tank. Edward is an HP soaker tank in disguise with his personal skill and can reliably one hit fliers with his high STR growth. Plus, I am planning to revamp his skill soon to make it more appealing so look forward to it.

7 Likes

Celestaris: Book 0, a -Story- romhack from @VelvetKitsune


What is one thing about your project that you feel has had a lot of/the most time and effort put into it?
VK: Character stuff, I’m utterly obsessed with characters, to the extent that I’ll make a new one because I saw a funny cat outside or something.

What was/is the most enjoyable part of working on your project?
VK: Going nuts with playing around with the world and all of the ‘stuff’ in it.

What inspired your project’s creation?
VK: Just wanted to get this story down in some way so it’s somewhere that isn’t just my brain, you know, having this strange world that’s been brewing in my brain for the last 15 or something years in one way or another out there.

What got you into making Fire Emblem fan games?
VK: Don’t even remember, was first years ago during the time of Nightmare and stuff around FE9 or FE10’s release, though I’ve been into the series since Smash Melee with Marth and Roy. Probably basically the same as it basically stands now, I like making stuff and wanted to play around with a story.

BONUS QUESTION
What are a few of your favorite Non-FE games?
VK: Ys series, Touhou series, Zelda series, Metroid series, Smash series and a million other series and games I currently forget.

8 Likes

don’t wanna be weird or anything but I think i remembered uh fillin some of these questions? unless my memory’s shot?

I don’t think I see your submission in the form, unless its under a different username. You might have submitted to the other creator interview happening this year.

i remembered fillin some of the bonus question. humm maybe the form didn’t make it through?

No problem, I’ll send you a DM about it.


FE: Steel Will, a -Gameplay/story driven- romhack from @MegaCowsamMan


What is one thing about your project that you feel has had a lot of/the most time and effort put into it?
MCM: Unit Design, for sure. I had the enemy design down pretty early, but the player units were an entirely different story.

What was/is the most enjoyable part of working on your project?
MCM: I think it’s thinking of a complex event idea, like quizzes, adding durability to weapons, or a base mode like FE4, and trying to figure out how to implement it.

What is one thing about your project that you wanted to talk about that you didn’t have the opportunity to include in your video?
MCM: I’ve written a lot of custom music for the project, and is my main source of feedback for my music making skills currently. I would really appreciate feedback!

What inspired your project’s creation?
MCM: I wanted to see what FE8 was capable of, without complicated asm or coding and such. It really is a lot of fun seeing what it can do!

What got you into making Fire Emblem fan games?
MCM: I enjoy the Fire Emblem gameplay. And the idea of making my very own sounded like a good idea, so I had to jump on it.

BONUS QUESTION
What is your favorite Fire Emblem game?
MCM: FE11 Shadow Dragon. I enjoy just about everything about it. Art direction is splendid with the washed out colors, but still has that “anime” style applied to the characters and battle animations. The unit design is by far my favorite, and the same goes for map design, and the difficulty options.

6 Likes

Fire Emblem: The Drowned King, a -Story driven, iron-man friendly, designed to play like traditional GBAFE- romhack from @Rushless


What is one thing about your project that you feel has had a lot of/the most time and effort put into it?
Rushless: Character design, all 100+ custom portraits were spliced by myself

What was/is the most enjoyable part of working on your project?
Rushless: I really liked making portraits and designing maps

What is one thing about your project that you wanted to talk about that you didn’t have the opportunity to include in your video?
Rushless: Oh yeah! All the characters have written supports, actually.

What inspired your project’s creation?
Rushless: I guess I just wanted to tell a story using the formats of a franchise I really care for.

What got you into making Fire Emblem fan games?
Rushless:I like fire emblem. :slight_smile:

Seeing hacks like Road to Ruin and Last Promise be played by people. My first introduction to the idea of romhacking was literally THIS DIVINE LIGHTNING SHALL PIERCE THE SKIES. I wanted to create something people could play and enjoy. I wanted to see folks react to the thing I created, if that makes any sense.

BONUS QUESTION
What was/is the worst part of working on your project?
Rushless: Supports. They’re fun, but there’s also a LOT of them. Also bug fixes.

6 Likes

Cycle of Remorse, a -Story Driven- LT project from @PKLucky


What is one thing about your project that you feel has had a lot of/the most time and effort put into it?
PKLucky: Definitely the eventing! LT-Maker has so much potential for introducing unique game mechanics, so I experimented quite a bit as I kept working on the project.

What was/is the most enjoyable part of working on your project?
PKLucky: Writing in general! The plot has been 2/3’s of the way revealed, and I have big plans for the last third. Writing the character dialogue and the foreshadowing leading up to the plot’s big twist is something I thoroughly enjoy scripting up.

What is one thing about your project that you wanted to talk about that you didn’t have the opportunity to include in your video?
PKLucky: The game should feel WAY more balanced than when just Act 1 was playable. So, if anyone out there has only played up to Act 1/Chapter 10, I HIGHLY recommend giving it a whirl now. You shouldn’t steamroll through the enemies as much as you did before. And that difficulty should stick around once Act 3 comes in.

What inspired your project’s creation?
PKLucky: It just started off as me assigning my friends different Fire Emblem classes some years ago. One thing led to another then it just turned into gestures vaguely to the project that.

What got you into making Fire Emblem fan games?
PKLucky: I found Fire Emblem to be a fun strategy game and being a game dev who has worked on other small projects already, I wanted to do my own take on the Fire Emblem formula.

BONUS QUESTION
Have you ever seen clouds form into the shape of a recognizable object? If so, what?
PKLucky: Yeah! Fish and horses seem to be common whenever I see something in the clouds.

4 Likes