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[Devlog #063] Small QoL patch v0.7.1 πŸ‘€

Posted on: 2025-11-02

Hello everyone! 😊
Hope you had a fantastic week! πŸ˜€


Patching you up so you can *perform well* later~

Hope you had a chance to play the new update from two days ago! πŸ˜„
There was also a small quality-of-life patch yesterday for the new Patreon version (v0.7.1).

So today, I'll talk a bit about this patch and the puzzles in v0.7 πŸ™‚

Puzzles in v0.7

Board puzzle

This one was inspired by the Tango game on LinkedIn!
The in-game version is much simpler though, otherwise a time challenge would be unfair πŸ˜…
(More on that later!)

Point-and-click section

Making this was a lot of fun!😊

I set a few rules for how I wanted the point-and-click section to work: 

  • Exactly one interaction per object (instead of "Investigate", "Use", etc.)
  • No pixel-hunting: Objects are highlighted on hover (on mobile, tap and hold, then drag your finger over the objects)
  • No moon logic: Every puzzle has to be logically obvious
  • Comments on objects should often tie back to the character or story

I played a couple of point-and-click games a while ago (Meridian 157, Agent A, Birth), and they were all pretty well designed and mostly followed these rules.
I wanted this section to be a bit like those. πŸ™‚

Someday, I'd love to make a full point-and-click game in this style! 😊
Maybe even set in Orange Smash, with Yuma and Takashi exploring some ruins in the Infinite Forestβ€¦πŸ‘€
…But I should really finish the main visual novel first πŸ˜… 

Patch v0.7.1

A quick-fix patch went out yesterday! 🩹

Here's a breakdown of the changes:

1) Target times for the new board puzzle in v0.7 increased by roughly 25%

The original times for the puzzle were pretty tight πŸ˜…

In the spirit of making the game more accessible, the default target times are now more relaxed.
The original stricter times are still available as a hard mode.
You get to choose the difficulty before the puzzle section starts! πŸ™‚

2) Slider for screen shake intensity during H scenes

In the preferences, there's now a slider for this.
At the lowest setting, screen shakes are off. At max, they're the same as before (the default setting).
You can choose any value in-between and the shakes should reduce in intensity accordingly.

Note that this only affects looping screen shakes:
Some shakes only trigger once at a line, and those aren't affected!

If the slider is changed mid-scene, the shake intensity won't update immediately.
You'll need to re-trigger the moment the shake starts for it to update (you can simply rewind a few steps using the mouse wheel or the "Back" button to before the shake started and continue from there).

My implementation for this wasn't great:
Most shake effects now have a multiplier value that's tied to the slider.
Integer values get multiplied by a float, which probably isn't ideal for performance.
That said, it shouldn't be an issue on modern systems, and as they say, "premature optimization is the root of all evil"...
...So it should be fine πŸ˜‰

3) Transition screen changed from white to black

In the main H scene of version 0.7.0, right before the action starts, a white transition screen appears for a couple of lines.
With the white color, the screen could be mistaken for a bug, so the screen was changed to black to avoid confusion.

4) Sprites/images for a scene changed out with webp versions

On day 23, when you do it with Yuma for the first time, there's a lot happening on the screen, and the related images were initially huge in size because of their transparency.

I only recently found out that the webp image format fully supports transparency, even with lossy compression (unlike png), and the compression is usually better than with jpg or png!
So I replaced most of the images in that scene with webp versions, which cut the file size down a lot.
This won't necessarily eliminate lag in the scene though, as I learned while testing it on a very old Android phone πŸ˜…
So in the future, I might add another option to make the scene more manageable on weaker systems πŸ€”

Regarding webp: I already used it in some places in v0.7, and will probably slowly swap out older png images with it over time πŸ™‚

5) Synced plap sounds

I mentioned in an older devlog that I found a way to properly sync the plap sounds during H scenes to the on-screen action.

I now applied this to most of the older H scenes in the game, meaning, the plap sounds should now always be synchronized! 😊

One exception though is the edging sex scene after the footjob scene when you lose the board game to Yuma:
The audio in this scene was more complex, so I wasn't able to sync it easily.
I'll do that in a later update.

Plans for next week

With Christmas coming up next month, I'd love to do a seasonal special for the next update! 😊

I'm planning it as a side story that you can unlock in the game:
After all, in the point-and-click section in v0.7, there was a voucher hidden for this πŸ˜‰

Since a new Orange Smash update usually takes me around 2-3 months, my plan here is to make a shorter, simpler story.
I have a rough outline of what I want to show, and I think it will be fun to see Yuma in some winter clothes! 😊

So yeah, that's what I plan to work on next week! ✨
Let me know what you think! πŸ™‚

 

  

That's all from me for this week! πŸ™‚
Have a great week, and see you all next Sunday! πŸ‘‹πŸ˜Š