XaiJu
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Friday Post #22 - Edging ourselves forever!

Sometimes a week goes by so quickly it is hard to put into words how much was actually done, I will do my best though!

Sapphire Safari
During our exploration of the game mechanics, we have come to a conclusion about one particular topic that ultimately affects the full project in a big way. Specifically, this relates to how “intense” the experience is, meaning how much content and photo opportunities are packed into small areas and how dense that needs to be. Do we make tracks longer and have space between events or do we make tracks smaller and quicker to complete but make events closer together. Our exploration of our current build showed that a more dense level is more enjoyable, which might lead to some adverse effects on the final build of the game. Levels are now less explorable as a result since a majority of the work is on creating unique dioramas for specific level sections over creating unique systems of AI monsters and allowing for roaming. Needless to say, we need more testing, and we hope you all can help us with feedback regarding this.

Elewder
The first implementation of the miniboss encounter system is now in the engine, her attacks are quite unique and she is designed to ambush the player during their explorations. Originally we wanted her to show up before boss encounters but having seen how her attacks are coming together it might drain too many player resources before the boss encounter. Feedback will be needed on this once the next build is out. In other news, we have designed 60ish new equipable items for the game that will be our first implementation of the treasure system for the game. Ideally, the full amount will be around 100 unique items in the game but we need to test just how random the system feels, and 60 is a good starting point. New build coming really soon!

Cosmic Harem
Internal testing of the current build and content productions has officially begun! Right now we have a build that has roughly about 12 levels which mostly focuses on core puzzle gameplay with a sprinkle of VS AI mode thrown in. Things we are still experimenting on are how the presentation and story will be delivered, be that in an old arcade style or a more modern Visual Novel style. The biggest takeaway from the current build is that the game is very difficult, and as such we are making arrangements to lower the difficulty significantly.

Ready for another week!

Stay moist homies!
Kinky

Friday Post #22 - Edging ourselves forever!

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