SamuKata
Zolvatory
Zolvatory

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Update Post - 27/04/20

As promised we wanted to have a small update post later this week and here it is! First of all: We hope all of you are healthy and happy. It's strange times we're living in at the moment and it's of course taking a toll on all of us in one way or the other. Let's hope we can return to our usual lives soon!


Masker

- Putting stuff together so everything works.

- Also stuck in Debug-Hell for the rest of my life.


Veila

- The necessary animations are done (including the fairy and the main character)

- Currently im polishing the rest (like transitions).

- After that the UI and environment is everything that's needed for the alpha


Avan

- I can start working on the level design for Veila soon! It will most likely include a few screens for starters.

- Writing is going well so far, already setting up personalities for future characters as well, some of which you have already seen

- I want to focus a little on the overarching story as well, to have a clearer timeline and plan on what is going to happen to each of the important characters


As things are looking right now, we plan on releasing the Alpha sometime next month. That might be subject to change, but we will keep you updated. Also our very first Poll will start right after this post since we want to get familiar with it as well! So to all you Patrons: please submit your votes!

Thank you so much for your support or even interest in the game. Feel free to contact us on Discord or Twitter (via comments or DMs), we'd love to answer any questions on your mind.

Comments

Thanks for your questions! - The game will get more difficult the higher your arousal is, yes! There are different ways we want to try and implement it, so any ideas we could try out as well are obviously welcome. I liked the idea of your mistakes actually mattering in a sense (like making the game much more difficult), so that's definitely something you can expect down the line, if not in the alpha. At the same time, there are obviously people who don't necessarily like this feeling and we are planning to implement a solution to that as well! The game will operate with save points and the path from one to another should always feel dangerous, at least when it is still uncharted territory. - That's certainly noted down now as a possible concept! It's as much of an issue in gameplay as it is for writing that actually makes sense in the world we want to create. I had something similar to your idea, but definitely not the last part of it - "Each time you defeat an enemy of that type this malus reduces". That's actually a great idea. When we get to finding good ways to tackle this particular issue, we'll definitely take your idea into consideration!

I meant to post this weeks ago: - Will the game get harder the lower your health is / higher your arousal is? E.g. the input string to escape a grap of an enemy becomes longer / faster or the grap dealing more damage? Maybe it is just me, but I love it when a couple of mistakes can spiral out of control fast. - If I remember correctly you were looking for suggestions what should happen if you "die" as the game will not have a true Game Over: What about giving the type of enemy that defeated you bonus damage on their arousal for each time they defeat you? So losing to one type of enemy too often lead them to practially one-shooting you. Each time you defeat an enemy of that type this malus reduces.

Random Guy


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