WEBVTT
Kind: captions
Language: en

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Hook: Grab attention from both followers

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and newcomers, perhaps even with a joke
or thought provoking question.

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Does anybody have a joke or
thought provoking question?

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Yeah, you got a joke?

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My ideas are as small as the budget
for brilliant diamond and shiny Pearl.

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Dang, that's not a joke.

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It's just facts.

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All right, hook done.

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Now people are engaged.

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Pathetic.

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The surveys and spreadsheets
are finally finished.

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Save for the 32 people
who have to fill those out,

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you know who you are.

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(Come on now.) Including the second wave,

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all the missing info like shirt sizes,
along with a reminder that our discord

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and Reddit hubs exist, leading
lots of folks to come and join us.

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Over the past couple of months,

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we've personally met with accountants
learning a bunch of valuable info on how

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this whole "running a software
business thing" works.

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Getting a hold of them was pretty tricky,

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with quarterly taxes being due around
the same time we were originally searching

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for them, so lots of the
"bigger firms" were booked.

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But stacking up those free consultations
and asking more and more of those burning

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questions has added a few useful
wrinkles to our young Game Dev brains.

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Now we'll be getting into things like more

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structured and documented expense
tracking, Dev time tracking,

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and generally keeping everything
business related, nice and tidy.

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Also, we spent a lot of quality
time with our extensive bug list.

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All focus on our core development for now,

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postponing our next big set
of bug crushing until January.

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But of course,
we'll be fixing any critical issues along

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the way, just like we did this month
with the combat overhaul hotfix

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that resolved class matchups
not working anymore.

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(That was a big oopsie.) Or the follow up hot

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fix to fix the issues from updating
the previous hot fix and then the follow

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up hot fix after that because some
of the changes got reverted and then

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the one after that because the wrong
version number was there and then a hot

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fixed out to fix that and then
a hot fix out to fix that!

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And it had this small time of just sort
of spiraling into hotfix Tartarus.

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If I'm allowed to say
that. Tartarus is a pony term.

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Yeah, okay, it's pronounced "Tartarus",
hotfix Tartarus.

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That sounds weird.

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They'll figure it out.

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So that was interesting in itself,

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and that burned a lot of time and we
learned a little bit of how we want

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to manage hot fixes in the future,
and we hope to be better with that.

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A stable build is up now
and anyone can play it.

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Any bugs you find in there has
probably been written down.

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Feel free to tell us about
whatever you find anyways.

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Just in case,
a lot of the challenges that I've faced

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over the past couple of months
have been in the overworld.

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For anyone who follows the daily nays

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updates, you will see that I've been doing
a lot of updates to our overworld so

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at first I made an assumption that I would
sort of just be able to go in there

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and link up current overworld to all
the new stuff that we were using

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in battle, that things could be synced
with all the player information.

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But from the last catastrophe that caused
us to reset the game,

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not everything was rebuilt in the way
that I was sort of anticipating.

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So once I got in there,

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I noticed there was a lot of missing
pieces, and I ended up having to rebuild

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a lot of the functionality,
like things like making buttons work or

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using items in the overworld for,
like, three weeks.

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I spent a lot of time fixing
up all those little things.

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It's not perfect, but all the menus
are functionally working.

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So for us, that's a really good step
in the right direction because we can

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always spend time polishing or
making the user experience better.

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But while doing that,

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there were some other issues with an
overworld that became more apparent.

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Movement was sort of a big one.

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The main character would walk through
walls, or would just keep walking off

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into the infinite void if you were holding
down a button when you change scenes.

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So I started finding these little issues

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here and there and started
fixing them one at a time.

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A lot of them had to do with this little

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thing that we have called a probe,
which sort of checks the next square we

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want to walk into, and if we're
allowed to walk into it or not.

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So once I sort of tackled all those
issues, the movements became a lot better,

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along with all of those other little
like the actual updates to the gameplay.

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When we went in,

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we reviewed all of the configuration tools
that we had previously built before.

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A lot of these tools used a lot

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of terminology that was catered toward
more of a developer,

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and it made it a little more harder
for our designers to get in and sort

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of build the level, our designers being
well, Yotes, we reviewed all of those

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little widgets, and we determined that we
wanted to change some of the naming to be

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more descriptive, or we wanted things to
be color coded so that they worked right.

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And we even found some opportunities

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to use Gizmos, which is a feature in Unity
that lets you sort of draw in the editor

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instead of in the game to do simple things
like linking up a door to a spawn point.

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These quality of life changes will make

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the development process faster
and just easier on the developers.

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We've recently adjusted the games music
tracks to be a bit more,

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even at a more civilized volume
for your listening pleasure.

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Additionally,

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we've expanded the soundtrack scope,
thanks to app size restrictions lifting.

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Since BGP was first started long ago,
every megabyte on your phone had to count,

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but nowadays you can basically run
a PlayStation 3 game on those things.

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Now we can add in more songs.

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We've been starting up conversations

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with the teams and musicians about what
the expanded soundtrack should sound like

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as well as remind them of what
they've done in the past.

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So far, since it really has been a while

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since they first made the songs,
we're using general reaction.

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I call it Artist Dissatisfaction Syndrome.

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(Just coined that.) They hear their own work

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from years and years ago and want to redo
them with their new skills and tools or

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they'll just go "yeah,
that's an undeniable bop".

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Over.
On the YouTube side,

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we recently uploaded a video called
Making Our Own RPG Combat Formula.

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The initial idea of the video was

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concepted for a while, but from start
to finish, it took about a month to make.

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We first started with writing the script,

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which took quite a bit of time
considering the complexity of the topic.

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After that side, did the voice recording

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with Yotes and I being
the directors, so to speak.

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I know when I was recording my lines

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there were many times where we had to go
back and rerecord it because I sounded

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like a teacher or I sounded like I was
tired and we had to come up with these

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little tactics to try to get
me in a more casual mood.

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And eventually it is what you see today.

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I still see areas where I can prove,

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but it is way better than
the first takes of it.

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I kind of wish we recorded those takes so
we could show people,

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but when recording these lines, I
actually use something called FL Studio.

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It's somewhat of a common program,
but on a Mac, it sucks.

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I would not use FL Studio.
On a Mac.

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It absorbs one whole screen and you can't

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move it around and all
the UI is like all squished.

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I don't like it.
Use Audacity.

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Do you want to record audio?

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Use Audacity.

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Once the voice recordings were done,

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it took about another two
weeks to edit the video.

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It was tricky making the video because I

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needed to make visuals to reinforce
the audio to a user who doesn't know

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anything about the topic
can fully understand it.

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Also, while editing the video,

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we had to rewrite and rerecord several
parts, so the video flowed very smoothly.

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I also held a stream about how the video
was made, so if you want more information

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and the details on the entire video
editing process, you can check the VOD

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over at my personal streaming channel over
at Twitch TV/confidentcow if there's

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interest, I might do more
streams on video editing.

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After making this video, we're starting
to get the hang of the workflow.

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In the future, we plan on turning
out videos more quickly.

00:08:24.920 --> 00:08:28.580
There's already tons of ideas
and video series types in the works.

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Now I know it's a darn shame,
but we've had to cancel convention plans.

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Last minute we were intending to make

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an appearance at Magfest in January
and even Babscon next April.

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We've decided that the budget would be
better spent on the game's development

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for now and help buffer us
from going over budget.

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There's still an entire art
team we need to get together.

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After all, all those pony sparks
aren't going to animate themselves.

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I'd rather not do it all alone,
and that humble game fund has been ghostly

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silent, so we can't really
rely on that working out.

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But instead of dwelling on that,

00:09:00.200 --> 00:09:04.300
just know we're considering a visit
to Everfree Northwest again in late

00:09:04.320 --> 00:09:07.780
August, hopefully overlapping nicely
with our projected release date.

00:09:07.800 --> 00:09:09.740
It gave a big boost to our Kickstarter.

00:09:09.770 --> 00:09:13.040
So imagine what they could do a completed
game, but either way,

00:09:13.060 --> 00:09:16.860
there's lots of development to do
between now and ten months from now.

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So for the rest of the year,
the main goals are to knock out all

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the core features that would
prevent us from creating the game.

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When we get to that point,
we should theoretically be able to make

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the game in a very unwanted state,
but it would be done.

00:09:32.530 --> 00:09:37.300
And so from that point,
we just all have to focus on Polish or

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balancing or just user
experience in general.

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So by the end of the year,

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if I complete all those features,
which is the goal, then Y Ou will be able

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to build the game, then for 2021,
I will spend as much time as possible

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fixing all the battle bugs that are being
reported fixing overworld bugs,

00:09:58.970 --> 00:10:03.140
adding little
small updates to the overworld that just

00:10:03.170 --> 00:10:06.140
make the experience
overall better to play.

00:10:06.170 --> 00:10:08.300
And I intend to get all the accounting,

00:10:08.320 --> 00:10:11.260
planning and organization
tasks out of the way.

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So January forward can be focused

00:10:13.910 --> 00:10:19.300
on implementation, art, story revisions,
gameplay balance, and map.

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Making.
My goal for 2021 is to get more videos out

00:10:23.080 --> 00:10:26.420
there and get into the flow
of Biweekly turnarounds on them.

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I will also be working on more UI
elements for BGP DX in the future.

00:10:30.760 --> 00:10:34.140
If you have any questions, feel free
to comment below or join our community.

00:10:34.170 --> 00:10:36.300
On Discord/Reddit

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Thanks for stopping by and following
the development of Battle Gem Ponies.

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Bye now.
Bye.

