Like I answered in a post below:
If everything goes well, end of this week or start of the next :).
Hey there,
Just a warning, I know most of you are probably aware already, but there has been a ton of posts with links saying “Updated version here”.
I can’t delete them all on time, only when I come trough the page, so please be careful and don’t click any weird links claiming updates or other versions of the game, the updates are only posted on itch without weird links :).
That is fair, I won’t even argue :P.
If you ever have the time, make a test to know at which speed limit the fast clicks can break the game. Albeit there is a limit to how good we can protect the buttons without impacting usability, I’d still like to try making all buttons “ridiculous speed” proof :D.
I think I need a video to catch how fast you’re pressing because the time lock on the buttons should cover anything up to 150 ms, unless I made some mistakes… Are you still human if you’re spam clicking below this interval? :O
Oh and my test save has very few days, I think 75 or so, as I do a lot of starting over from the same point, or the beginning for testing purposes :P.
We estimate that new boss fights will already be towards the end updates, not the last ones, but along that phase.
For now we’re handling the last unused CGs, so there will be no new regions, and then after the pregnancy update, we will expand the map and add new encounters.
After (or during) expanding the map, we will probably add new bosses :).
This is amazing! :D
Very cool seeing this kinds of elaborate strategies coming up. I would like to add this to the guides, but we currently don’t have a combat or general guide… Maybe its time to create one.
I wish someone would make a wikia and take the weight of updating the guides out of our shoulders wink wink.
I think having a virginity friendly trigger could be doable for Rumia, but there are some features that are probably going to be hard to do with that in mind. No loss in trying I guess :).
A pure ending could also be doable, but endings will be of the last things we do in the remake, so it will take a good while before we get the story a conclusion.
The pregnancy system will be added in a few versions. It is one of the milestones of the project :).
Regarding Discord, we’re thinking on creating an official channel, however, neither me nor Grey have much time to manage a Discord channel, so we’re not sure if it would be viable.
I believe that everyone would contribute to a good environment, however if bad actors would appear it would become very complicated for us to correctly deal with situations without sounding like tyrants.
Hey ms.mintus, I’ll take a while to process all your ideas, but I can already say that your Idea 3 is being somewhat tackled on version 1.20 and that the achievements are a cool addition :P.
Regarding the dodging, we won’t be adding real-time or QTE to the battle system to not subvert it or make it overly complex, specially since there already is a passive dodge effect, however the spin effect could be a nice visual addition for parrying for example :).
I understand your preference, but sorry to disappoint as doing this for the next update is impossible :(.
Perhaps as a feature in the future, but it requires manually editing 171 images, so I don’t think it would be done anytime soon, unless a lot of people would also like to have this option, that way it would make sense to give it higher priority :).
Thanks for the feedback :). This is a known bug from 1.15 and 1.16. Seduce action cannot be used against Wharf Roach G because it has no scenes associated with it, unlike the normal Wharf Roach.
From version 1.20 onwards, bosses will be resistant to the seduce action, so this issue will be fixed :).
We won’t be doing work with iOS anytime soon sorry :(. It is possible we never do it as it is too costly for a free game.
The only somewhat viable alternative is building the game into a web app, but there are also several limitations and performance reductions which we need to study and adapt for, but this is also effort we have to put in to be able to create such a version of the game.
I know this is not what you would like to read, but my advice would be to not expect an iOS compatible version.
No honorifics needed, nobody is beheaded “much” over here :P. The game does have an update check where it asks Itch.io if there is a new version of the game, but I don’t know if it is working for everybody.
If on the next release you see a banner on the title screen saying that there is a “New Version”, there it is, like this:
Completely understandable, even the previous ones were already a regeneration on top of the originals to increase the resolution.
There are only 2 issues that I need to figure out to enable an option to toggle the backgrounds.
Any new areas in the future will not have backgrounds generated in the old way, which means that new areas will not be affected by the toggle and this will create an inconsistency.
The maps are “prelaoded” when the game starts and the background is static during and after this preloading. Which means that when the map is loaded, it will always have the same background and the only way to change it is to override it after changing the screen to the next map. This will cause a moment where the map background will flash from the new to the old. (this is done to increase memory performance, specially on older devices)
There are ways to work around problem 2, but I’ll have to figure them out.
Thank you all for the feedback :).
These were generated using a different model and this time we are editing them to correct small flaws and create some idea of continuity on the map, so there has been some “GIMPing” (because I’m using GIMP :P) on the background. So far I think they all look better except the hideout, which I’m having some trouble making it look presentable.
The consequence is that the backgrounds will loose a bit of resolution, but personally I prefer the new artstyle :P.
Probably will require tweaking engine settings on the next version, since the landscape full screen orientation is handled automatically by the game engine and not by us, but I still need to verify.
Since there was a game engine update from 1.10 to 1.15, if the engine changed the way it handles the landscape full screen, then it is either a new engine bug, or a missing engine configuration after update. In the later case we can solve it with version 1.20, in the earlier there is nothing we can do until the bug is fixed in the engine.