Hello everyone,
This time I'd like to talk about something that rarely occured during the development of my games, but happened recently.
As you know, I kinda want to do everything Akiko-related (or at least the major part of it) for this update. I've planned the fact that you could access the hideout during the night for a very long time but outside the glory hole session, there was supposed to be another event that could lead to H scenes.
Do you remember when I asked you to vote for a "police officer" outfit (sexy or normal one)? That was meant for that part of the game. I had planned a whole mini-game. Spoiler: No matter how much I progressed in the development of that mini-game (I'm talking doc-wise, mind you, not in RPG Maker), I couldn't shake off the feeling that something was off about it.
It only happened two weeks ago that I finally found what was the problem about it: nothing worked. Despite writing all the rules, it felts bland as fuck (to the point where I wasn't even interested in playing it (which is terrible knowing how much fun I had testing the spanking mini-game.)) But the mini-game itself wasn't the only problem. The integration of the H part didn't feel right either. I wanted something rather specific in terms of setting and it didn't fit well with the outcome of the mini game. As such, I've taken a radical decision and I'm ditching everything that was planned around that mini-game. Instead, I'm focusing on something different.
There are pros and cons about that decision. The cons, of course are that there will be one less mini-game in the game (though some might say it's a pro 8D), and that it means no extra outfit. The pros are that I'm more free in terms of setting and trust me, not being bound by the mini-game setting to do smut was a good thing. Because now there are extra things that weren't originally planned smut-wise and I've gone even further as to ask an extra base pic to replace the time gained by dropping the variations and the extra outfits. But I'm not saying more, I just think you will LOVE it.
Now, it would be easy to leave like that and say "see you next time". But why would I leave without explaining the whole mini-game? After all I've written everything. So I'm sharing the whole thing. Some of you might be disappointed it was abandoned, other will think it's a good idea. I have to admit that no matter the reaction, I won't put it back for a single reason: I've always done my games following my own pleasure. If I don't enjoy something in my games, I don't put it in (YES, I had fun with Tetris in Vitamin Plus :x)
So, the mini-game was supposed to be a cop and robber game. You'd play as Yuki or Akiko, dressed as police officer and your goal was to capture the guys playing the robbers in the hideout. To capture them, you need handcuffs. You start with 3 but you can buy more by progressing in the game. Everytime you catch a robber, you get an in-game coin and you were supposed to have combos increasing the amount you got at every arrest.
Because the core of the gameplay was there: robbers had personalities and you had to adapt to them to capture them. Not only does a robber need you to perform specific actions to be captured but also failing at doing so increases your horniness (which is the way to lose the game if it goes too high.) I made 10 robber archetypes. I'm not gonna details all of them but I'll give you some so you can get an idea of how the game played:
- The Surrendered: the easiest mob. As long as you have handcuffs, they'll surrender.
- The Mind Washer: He'll give you a selection of options but the words don't correspond to his real intentions (you need a specific item to see through them.) He'll follow what you've asked but hidden in his proposition are ways to increase your horniness.
- The Stinker: Can't arrest him unless horniness is high enough (or if the player has the proper item.) Arresting him increases horniness.
- The Fighter: Strong guy that needs two pair of handcuffs to be arrested otherwise he'll fuck the player and leave.
- The Stealer: Depending on the horniness level, he can steal or two items from the player.
You get the idea. Basically when clicking on an NPC, you'd get one of these archetype randomized and you've had to act accordingly.
To make the game progressively easier, you were supposed to keep the coins you win in-game to buy skills and items outside the mini-game to be stronger (increase max horniness, starting handcuffs and that kind of stuff.) And in addition to that, Yuki and Akiko were supposed to have specific passive to vary the gameplay.
These are the basic lines.
The original goal was to have the winner (Yuki or Akiko), go to the jail where the guys you had captured were and have some fun session with them. But it didn't fit smoothly.
I wanted this kind of situation where you have the police-looking girl being submissive either throught the bars or inside, but since it was meant to be with the guys you caught, what happens if you lose? I'd need an extra base image just for losing (and I dislike GoR). So the setting was always going to be the same: play, win, same scene over and over again.
I didn't like the way it came out, and I don't think the game would have been fun anyway.
This is the whole story. Instead of this big mini-game, you'll have smaller iterations of stories during the night that will involve Yuki, Akiko or both. My current goal is to have Akiko do things you wouldn't expect and to have the two bounding enough to see some content out of that specific moment to enjoy as much as possible the Yuki/Akiko combo.
Considering what I've asked Peak to draw, I have high hopes that even the people let down by the abandon of the mini-game will consider the new result better than the initial plan :p
That's all for today, see ya o/
Blue Axolotl
2025-11-07 09:32:27 +0000 UTCBlue Axolotl
2025-11-07 09:18:44 +0000 UTCAntielfi
2025-11-06 18:01:41 +0000 UTCYita
2025-11-06 16:04:04 +0000 UTC