The Proteus Effect - A Lighthearted RPG Maker H-Game [10.0 Patron / 0.9.8 Public]

Proxxie

Member
Nov 8, 2017
23
17
Patreon Banner 2.jpg
Greetings,

I'm making The Proteus Effect, a lighthearted H-game created using the RPG Maker MV engine. The game features 3d art, but it is much more stylized and anime-inspired than you'll find in most games in this genre. I envision it more as a "game with porno" than a "porno game" - as one commenter put it, it's not simply trying to be a porn delivery vehicle. Still, I'd like to think it's pretty sexy, and I plan for it to eventually include some moderately extreme content, though it will always be presented in a fun, sexy, lighthearted way.

Project Page:
https://www.patreon.com/proxxie

Public Build (0.9.8):
Patreon
Itch.io

Supporter Build (10.0.1):
Patreon

Current fetishes:
Male to female transformation (of the player character)
Futanari
Futa on male (1 scene, currently)
Yuri
Light bdsm
Femdom (F on F)
Group sex
A dash of orc

Planned fetishes:
Monsters
Tentacles
Anthropomorphic creatures (mythological creatures like minotaurs and such, not really Bluth-inspired furries)
Vanilla :3

The game's hero is a lovable but dimwitted schlemiel who manages to get the job of his dreams as a playtester at a virtual reality video game startup. Things don't turn out quite as he plans, however, and he soon finds himself both trapped in the virtual world and stuck in the body of a nubile young woman.

He's not alone, however, and the story follows the trials and adventures of the PC and his (her?) companions as they try to find out what's causing the strange malfunctions, and ultimately find a way home.

Note that unlike many other JRPG-type games, this game is not grindy, and I have no plans to make it that way (in fact, I have definite plans to make it not that way).
Chap 10 Release v2.jpg
Cover 2 v2.jpg intro PC OMG 1.jpg w1 schoolDream9.jpg Screen Shot 2017-11-09 at 4.39.06 PM.jpg
 
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Nephilim_Anunnaki

Well-Known Member
Sep 7, 2015
750
156
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That's a ... funny concept

Damn bull XD
Also a side note, that WoW references, it's a very good way to break the 4th wall.
 
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Nnxx

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Feb 3, 2017
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Wow, the 3D art really is something from the screenshots I see there, good to know these aren't overused CG picked up on the interwebz, I'mma try this out :catte:
 
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Kei

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Aug 29, 2015
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I quite like the 3d graphics. They feel quite rich and fresh in a time saturated with mediocre ones.
 

Skraz

Member
Oct 9, 2016
13
6
Just wanted to throw in my 2 cents after trying it. First, I like the art. It's unique and quite good for the genre. You also have a nice story and good dialogue. I always appreciate when H-game developers try not to make their games grindy as well, because well that kinda defeats the point. That said, you're game kind of ends up feeling grindy anyway. Don't have to fight a bunch, sure, but there's a ton of dialogue and running around and minigames and other content before and in between h-scenes. Part of the point of not making an H-game grindy is to get to the h-scenes without so much hassle. I think just sprinkling them in a tiny bit more often will help out a lot with that.

My main gripe, though, is the section where you get separated from Ana in the cave. I gave up there and just have no desire to continue. It's very difficult for an H-game, and resetting to the very beginning of the mazes no matter which floor or monster catches you is quite frustrating. At least have it reset to the floor you're caught on. Also, don't make us fight unbeatable monsters. It's a frustrating waste of time the first time around, and just gets more and more irritating each time you get caught. Just cause contact with one of the obstacles to reset you to the beginning automatically, the fights are just pointless time-wasters if you make them unbeatable.

Or maybe I'm just old and getting bad at video games, I can't tell anymore.
 

EmperorG

Well-Known Member
Sep 6, 2015
1,242
398
36
This is an interesting game, different enough from the usual RPG-Maker game to be fresh, yet familiar enough that its not hard to roll with its mechanics.

Few points though:

1) It'd be nice if the game told us we could climb vines, I swear I was on the verge of giving up finding the last two of those fluffy critters because I simply couldn't find them, I just happened to have decided to climb those vines on a whim and found I could travel on top of that cliff. Games that don't explain their rules make things unfairly difficult unless you either get lucky or have help.

2) Could you make the 0 button on the numpad open the menu? Most RPG-Maker games allow that, and I really miss that feature since its a pain to reach the esc key each time.

3) If you're really considering adding an anti grind feature, how about an auto attack button? If you click it your characters will just do the basic attack until the fight ends, would help speed up the process with enemies that have no chance of killing you.

4) I'm really digging the fact you made enemies not respawn, keep that, I've grown to love games that have a finite amount of enemies, helps keep grind down and gives players a sense of accomplishment for having cleared an area.

5) I do like how you give the player the option of trying to stay friends with Ana and not just take the path that leads to you getting too close to her (Not that I mind, I definitely want some of that booty), gives a sense of choice that a lot of games lack I find.

Aside from those points, I'm eager to see where things go from here.

P.s. I found the dream sequence hilarious.
 

Nephilim_Anunnaki

Well-Known Member
Sep 7, 2015
750
156
41
Just wanted to throw in my 2 cents after trying it. First, I like the art. It's unique and quite good for the genre. You also have a nice story and good dialogue. I always appreciate when H-game developers try not to make their games grindy as well, because well that kinda defeats the point. That said, you're game kind of ends up feeling grindy anyway. Don't have to fight a bunch, sure, but there's a ton of dialogue and running around and minigames and other content before and in between h-scenes. Part of the point of not making an H-game grindy is to get to the h-scenes without so much hassle. I think just sprinkling them in a tiny bit more often will help out a lot with that.

My main gripe, though, is the section where you get separated from Ana in the cave. I gave up there and just have no desire to continue. It's very difficult for an H-game, and resetting to the very beginning of the mazes no matter which floor or monster catches you is quite frustrating. At least have it reset to the floor you're caught on. Also, don't make us fight unbeatable monsters. It's a frustrating waste of time the first time around, and just gets more and more irritating each time you get caught. Just cause contact with one of the obstacles to reset you to the beginning automatically, the fights are just pointless time-wasters if you make them unbeatable.

Or maybe I'm just old and getting bad at video games, I can't tell anymore.

The same here.
 

Proxxie

Member
Nov 8, 2017
23
17
Just wanted to throw in my 2 cents after trying it. First, I like the art. It's unique and quite good for the genre. You also have a nice story and good dialogue. I always appreciate when H-game developers try not to make their games grindy as well, because well that kinda defeats the point. That said, you're game kind of ends up feeling grindy anyway. Don't have to fight a bunch, sure, but there's a ton of dialogue and running around and minigames and other content before and in between h-scenes. Part of the point of not making an H-game grindy is to get to the h-scenes without so much hassle. I think just sprinkling them in a tiny bit more often will help out a lot with that.

My main gripe, though, is the section where you get separated from Ana in the cave. I gave up there and just have no desire to continue. It's very difficult for an H-game, and resetting to the very beginning of the mazes no matter which floor or monster catches you is quite frustrating. At least have it reset to the floor you're caught on. Also, don't make us fight unbeatable monsters. It's a frustrating waste of time the first time around, and just gets more and more irritating each time you get caught. Just cause contact with one of the obstacles to reset you to the beginning automatically, the fights are just pointless time-wasters if you make them unbeatable.

By "not grindy", I guess what I meant is that I don't plan on having the player do a lot of repetitive tasks to get xp (just gotta farm 20 more bears 'till the next level!), or gold or whatever. In fact, I don't plan on using levels at all (for game design reasons), so that reason to grind is gone right off the bat. I don't necessarily mean that getting from H-scene A to H-scene B is going to be quick and easy. In fact, I plan on including some rather challenging content (though I might also include an easy mode for dungeons that excludes you from seeing a small number of H-scenes).

Related to that, the dungeon was kinda hard. It was intended to be, but after reading numerous complaints that all basically say the same thing, I now understand that I failed somewhat in its design. I don't think the challenge is what most people really minded, it's just that there were parts of the experience that were unnecessarily frustrating (mostly the two points you brought up). I'll be addressing those issues in 0.2.4, which will probably be the last update in the 0.2 family. I'll be removing combat after getting caught, and you will respawn on the level you were caught on.

About H-scenes: I plan to issue updates roughly monthly, and I expect you'll only see about 2 or maybe 3 scenes per update. In addition to having the renders themselves look good, I also want to craft scenes that I think are sexy or at least interesting. That sort of thing is harder than it sounds! (At least for me.)

This is an interesting game, different enough from the usual RPG-Maker game to be fresh, yet familiar enough that its not hard to roll with its mechanics.

Few points though:

1) It'd be nice if the game told us we could climb vines, I swear I was on the verge of giving up finding the last two of those fluffy critters because I simply couldn't find them, I just happened to have decided to climb those vines on a whim and found I could travel on top of that cliff. Games that don't explain their rules make things unfairly difficult unless you either get lucky or have help.

2) Could you make the 0 button on the numpad open the menu? Most RPG-Maker games allow that, and I really miss that feature since its a pain to reach the esc key each time.

3) If you're really considering adding an anti grind feature, how about an auto attack button? If you click it your characters will just do the basic attack until the fight ends, would help speed up the process with enemies that have no chance of killing you.

4) I'm really digging the fact you made enemies not respawn, keep that, I've grown to love games that have a finite amount of enemies, helps keep grind down and gives players a sense of accomplishment for having cleared an area.

5) I do like how you give the player the option of trying to stay friends with Ana and not just take the path that leads to you getting too close to her (Not that I mind, I definitely want some of that booty), gives a sense of choice that a lot of games lack I find.

Aside from those points, I'm eager to see where things go from here.

P.s. I found the dream sequence hilarious.

Thank you for the kind words!
1) I read another complaint about the vines; I may address that in 0.2.4.
2) I also saw another complaint about the numpad; I will try to address it (maybe not in time for 0.2.4), but it will be hard for me to test since I use a tenkeyless.
3) I'll have to think about that. I don't plan on having you face a lot of enemies that are pitifully weak, anyway.
4) :D
5) I will probably have a virgin route, like some other JRPG H-games do. It will probably have some unique scripted events, but no unique H-scenes, obviously. (Hm.... or could I?)

I quite like the 3d graphics. They feel quite rich and fresh in a time saturated with mediocre ones.

Thank you! There is indeed a deluge of 3D crap out there, and I'd like to think I wasn't responsible for tossing another bucketful in.
 

Hoboy

Well-Known Member
Mar 31, 2016
236
10
Beautiful game - am looking forward to playing more of this demo.

2 questions - are saves not compatible from the first demo? I played a couple months ago on v1.1 and had about 45 minutes worth of gameplay...I mean, I can replay but was just wonderin'...

And speaking of wondering - since you're in MV, any plans for a Mac version? (Hint hint)
 

Proxxie

Member
Nov 8, 2017
23
17
Beautiful game - am looking forward to playing more of this demo.

2 questions - are saves not compatible from the first demo? I played a couple months ago on v1.1 and had about 45 minutes worth of gameplay...I mean, I can replay but was just wonderin'...

And speaking of wondering - since you're in MV, any plans for a Mac version? (Hint hint)

Saves are probably not compatible from 0.1.x, and if they are you still shouldn't do it (the starting equipment might get borked), but 0.2.x comes with an intro skip feature that starts you off in the company's game.

I'll probably have 0.2.4 out tomorrow sometime, and I plan on releasing Linux and macOS editions at that time. Be aware that the only way I could get the Mac version of the game to actually let you save (yes, Mac RPGM packages by default won't let you save, wtf) is to use a plugin that sticks them somewhere in your ~/Library/. I think I'll include the file path in a readme with the game or something.

I haven't tested on Linux, but I will before I release.
 
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Hoboy

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Mar 31, 2016
236
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Saves are probably not compatible from 0.1.x, and if they are you still shouldn't do it (the starting equipment might get borked), but 0.2.x comes with an intro skip feature that starts you off in the company's game.

I'll probably have 0.2.4 out tomorrow sometime, and I plan on releasing Linux and macOS editions at that time. Be aware that the only way I could get the Mac version of the game to actually let you save (yes, Mac RPGM packages by default won't let you save, wtf) is to use a plugin that sticks them somewhere in your ~/Library/. I think I'll include the file path in a readme with the game or something.

I haven't tested on Linux, but I will before I release.
On MVs I usually I find the saves folder created in the app.nw folder under resources...we'll see...thanks!
 

Proxxie

Member
Nov 8, 2017
23
17
I just released 0.2.4, which mostly addresses some of the problems people had with the second dungeon. There's a few other tweaks and changes, but no new content. See my Patreon page for the full changelog.

Oh, I did release macOS and Linux versions, though!

On MVs I usually I find the saves folder created in the app.nw folder under resources...we'll see...thanks!

I ended up making macOS saves reproduce the behavior you described because it closely mirrors Windows and Linux behavior. I kinda think in the ~/Library is a better place for them honestly. I imagine a lot of Mac users aren't going to want to go poking around in the package file just to grab their saves when it comes time to move to the next version, and would probably rather have them in a specific place so that the next version finds them automatically. I'll think about it for 0.3.
 
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Hoboy

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Mar 31, 2016
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I just released 0.2.4, which mostly addresses some of the problems people had with the second dungeon. There's a few other tweaks and changes, but no new content. See my Patreon page for the full changelog.

Oh, I did release macOS and Linux versions, though!



I ended up making macOS saves reproduce the behavior you described because it closely mirrors Windows and Linux behavior. I kinda think in the ~/Library is a better place for them honestly. I imagine a lot of Mac users aren't going to want to go poking around in the package file just to grab their saves when it comes time to move to the next version, and would probably rather have them in a specific place so that the next version finds them automatically. I'll think about it for 0.3.
Thank you, sir! And - as for save location, I personally find it easier in the app than leaving the folder the game is in to journey into the library - but that may just be me...
 

Nnxx

Well-Known Member
Feb 3, 2017
397
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Alright, came for the 3D art and the smut, stayed for the giggles, man the facial expressions really are perfectly depicting the emotions and the mood

+ I lost my shit at that : Capture.PNG
 
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lostone2

Well-Known Member
Aug 27, 2015
95
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Well I have played the 0.2.4 version and I really enjoy the humor, the characters and the story. So kudos for that.

After a bit of trial and error I was also able to finish the update (although from what I had read I don't feel that confident that I was able to beat it in previous versions).

Sadly, I don't think that I will ever be able to beta the chicken mini-game as I have a serious disability (my left hand hand is only able to move slowly and uncoordinated) on my left side, and it seems that you need two hands for beating it. No biggie for most players, I'm sure but for me it adds a bit of frustration to an otherwise pleasant experience.
 

Proxxie

Member
Nov 8, 2017
23
17
Well I have played the 0.2.4 version and I really enjoy the humor, the characters and the story. So kudos for that.

After a bit of trial and error I was also able to finish the update (although from what I had read I don't feel that confident that I was able to beat it in previous versions).

Sadly, I don't think that I will ever be able to beta the chicken mini-game as I have a serious disability (my left hand hand is only able to move slowly and uncoordinated) on my left side, and it seems that you need two hands for beating it. No biggie for most players, I'm sure but for me it adds a bit of frustration to an otherwise pleasant experience.

Sorry to hear that :/ I'd actually thought a bit about players with disabilities when I was in the initial planning stages - how they might normally be drawn to RPG Maker games because they typically don't require much dexterity, and how some of the action aspects of what I wanted to implement might give them a rough time. I was never really able to figure out how I might make it more accessible without gutting a lot of what I want to do with the game.

In 0.3, I plan on implementing easy modes - these will be retroactively applied to previous challenges, probably including the chicken one. The basic idea is that things will be slower, stuff will do less damage, etc. The price for taking easy modes (at least for easy mode dungeons) is that you'll miss out on occasional H-scenes (I figure 1 H-scene per 3-4 dungeons). I don't plan on penalizing folks for easy mode chicken game, tho. I haven't done it yet, but I think it should be easy for me to tweak the chicken game in such a way that the turns are longer - and thus the game pace is slower - while mana regen remains the same.

There may be parts similar to the chicken minigame in the future, but hopefully the easy modes will make them manageable for you. Out of curiosity, given that you'd need 2 buttons (big heal/small heal), is there another way to map the keys that would have worked better for you? I didn't look into using action/escape, but maybe that could have worked.

By the way, the dungeon you cleared wasn't any easier in 0.2.4 - I just took away some things that unnecessarily annoyed people if they got caught a lot.

I'm glad you enjoyed it otherwise!
 
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Hoboy

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Mar 31, 2016
236
10
Sorry to hear that :/ I'd actually thought a bit about players with disabilities when I was in the initial planning stages - how they might normally be drawn to RPG Maker games because they typically don't require much dexterity, and how some of the action aspects of what I wanted to implement might give them a rough time. I was never really able to figure out how I might make it more accessible without gutting a lot of what I want to do with the game.

In 0.3, I plan on implementing easy modes - these will be retroactively applied to previous challenges, probably including the chicken one. The basic idea is that things will be slower, stuff will do less damage, etc. The price for taking easy modes (at least for easy mode dungeons) is that you'll miss out on occasional H-scenes (I figure 1 H-scene per 3-4 dungeons). I don't plan on penalizing folks for easy mode chicken game, tho. I haven't done it yet, but I think it should be easy for me to tweak the chicken game in such a way that the turns are longer - and thus the game pace is slower - while mana regen remains the same.

There may be parts similar to the chicken minigame in the future, but hopefully the easy modes will make them manageable for you. Out of curiosity, given that you'd need 2 buttons (big heal/small heal), is there another way to map the keys that would have worked better for you? I didn't look into using action/escape, but maybe that could have worked.

By the way, the dungeon you cleared wasn't any easier in 0.2.4 - I just took away some things that unnecessarily annoyed people if they got caught a lot.

I'm glad you enjoyed it otherwise!
Personally - my take is that some people like minigames, while others just see them as obstacles to progressing the game. A simple skip function for the MGs would work for all, IMHO...(hey! - I'll always try them a few times, and if I get too irritated, skip...)
 
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chickenballs

New Member
Nov 26, 2017
1
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This is one of the funniest RPGs I've played in a long time. I was surprised and kind of sad to see the first page of this thread filled with negative feedback about the minigames. They hardly took me any time at all to get past, but I suppose the complaints are still valid.
My biggest gripe is probably the sparsity of H content, but I guess Proxxie isn't setting out to make a fap-and-forget title. I just wish the scenes would be longer or more frequent.
Still, the demo was very enjoyable and I'm really looking forward to seeing more of this game.
 
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lostone2

Well-Known Member
Aug 27, 2015
95
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Sorry to hear that :/ I'd actually thought a bit about players with disabilities when I was in the initial planning stages - how they might normally be drawn to RPG Maker games because they typically don't require much dexterity, and how some of the action aspects of what I wanted to implement might give them a rough time. I was never really able to figure out how I might make it more accessible without gutting a lot of what I want to do with the game.

You're right that one of the attractions that RPG Maker games have for me is that rarely I find difficulties playing them (as most of the challenges are strategic and/or tactic), and most of them have turn based combat (and when that doesn't happen, sometimes I'm able to play them anyway) and most of the minigames present are time based and doesn't require to press a lot of buttons at once. But I understand your point of view and I don't have any answers about it.

In 0.3, I plan on implementing easy modes - these will be retroactively applied to previous challenges, probably including the chicken one. The basic idea is that things will be slower, stuff will do less damage, etc. The price for taking easy modes (at least for easy mode dungeons) is that you'll miss out on occasional H-scenes (I figure 1 H-scene per 3-4 dungeons). I don't plan on penalizing folks for easy mode chicken game, tho. I haven't done it yet, but I think it should be easy for me to tweak the chicken game in such a way that the turns are longer - and thus the game pace is slower - while mana regen remains the same.

Well, I feel that I was not that far, as I was able to consistently reach the third wave (of 10 tries, about 7-8) and twice I was able to save two chickens of the four. As my primary interest in these games is not the scenes (although they are of course appreciated) but in the story (and in the case of this game the humor), it's not a problem if I miss some scenes, if I'm able to progress with the game.

There may be parts similar to the chicken minigame in the future, but hopefully the easy modes will make them manageable for you. Out of curiosity, given that you'd need 2 buttons (big heal/small heal), is there another way to map the keys that would have worked better for you? I didn't look into using action/escape, but maybe that could have worked.

Good to know. Regarding the buttons not really, as they are adjacent (good for me) and its placement in the keyboard it's not relevant to my condition (I have to make a conscious effort to move the hand, but usually stays in place and doesn't wander). In fact, if the keys were not adjacent, I would have more issues.

By the way, the dungeon you cleared wasn't any easier in 0.2.4 - I just took away some things that unnecessarily annoyed people if they got caught a lot.

I'm glad you enjoyed it otherwise!

Good to know about the dungeon. I don't mind retrying a good number of times if I'm able to make some sort of progress, but in binary situations like that minigame, it can get a tad frustrating (in general I think that adding some kind of partial reward helps: maybe I'm unable to get the both the drees and the spell for instance but I could get one of the two).

And the dungeon was fun although the orcs' line of sight was maybe a bit too long, IMO.
 
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Cormick

Member
Dec 25, 2016
9
5
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The chicken minigame was fun, because it was kinda silly. It's not going to be fun having to play it again for the 3rd time in upcoming versions where saves don't transfer.
The sneaking minigame was a terrible waste of my time due to line-of-sight and the fact that you could afford 0 mistakes so it was basically trial and error, and hope you don't misclick.

I appreciate a good little minigame the first time but I appreciate developers who have the decency to put a "skip" button in their minigames even more :)

Oh yeah, and the game is great by the way, good quirky writing and doesn't get hung up on mechanics, which is always nice.
 

Proxxie

Member
Nov 8, 2017
23
17
I think I need to do a better job of managing expectations. I'll probably start by, in my next marketing push, no longer referring to TPE as "an RPG Maker H-Game".

When people hear "RPG Maker", they bring with them a whole set of expectations about what the game will be. The game I'm in the process of making is not and will not be a standard JRPG, and when people see these incongruencies, they are apt to interpret them as faults. For instance, people expect most content in a standard RPGM game to consist of either a) talking or b) turn-based combat. Anything else is thought of as a "minigame", and thus largely irrelevant to the game as a whole. In Metal Gear Solid, for instance, sneaking isn't "a minigame", it's a part of the game. Another expectation is the turn-based combat. When (if?) I get the game to where I want it, the combat will still be turn-based, but will be much more strategic, involving tanking, doing burst dps at specific times, etc. This is not what people generally expect out of RPG Maker. And in 0.3, you'll see the first real boss fight, which will involve things like out-of-combat movement and actions. Is it a "minigame"? I personally don't think that's a relevant distinction in the game I'm making. Some people may not like that, and that's cool. I'd wait for 0.3's boss fight to see if you want to abandon ship, though.

There's also the thing about managing difficulty expectations. People expect an H-game to be easy, with the non-porn stuff serving mostly as a Skinner box (in the case of time management games), or as a way to give a little bit of context to the porn, and thus increase its fappability. While I will be implementing easy modes in 0.3, I intend for normal mode content to be a bit challenging, and a small portion of the porn content will be gated with normal modes. Once again, this is not typical among H-games, and if people aren't expecting it, they're likely to see it as a fault. I'm not really sure how to communicate to players beforehand that they're not going to be able to faceroll their way to the bewbs, but I'll be thinking about it.

I guess this is a long way of saying that I won't be implementing any 'skip' buttons.

The chicken minigame was fun, because it was kinda silly. It's not going to be fun having to play it again for the 3rd time in upcoming versions where saves don't transfer.

I'll try to keep more of an eye out for save compatibility.

This is one of the funniest RPGs I've played in a long time. I was surprised and kind of sad to see the first page of this thread filled with negative feedback about the minigames. They hardly took me any time at all to get past, but I suppose the complaints are still valid.
My biggest gripe is probably the sparsity of H content, but I guess Proxxie isn't setting out to make a fap-and-forget title. I just wish the scenes would be longer or more frequent.
Still, the demo was very enjoyable and I'm really looking forward to seeing more of this game.

Thanks!

For my first release, it was hard not to take what little criticism I saw personally, but I'm becoming pretty inured to it now. I have a vision I want to implement, and criticisms often help me figure out which things didn't work as intended, or which things need tweaking to better implement it. Other criticisms deal with core parts of my vision for the game, and then I simply have to shrug.

On the whole, the criticisms are pretty useful.
 
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Cormick

Member
Dec 25, 2016
9
5
42
Hey man, all criticism is constructive, some of it is just delivered by jerks ;)

But you're totally right, just shrug if you don't agree with it. Sometimes we just want something in a game, players be damned (I've personally just spent a couple of hours creating a deliberately obtuse system for crafting a torch that will expire very quickly, which I'm sure players will LOVE :D )
 

Proxxie

Member
Nov 8, 2017
23
17
I just wanted to let everyone know that 0.3 is now out for $5+ patrons!

Changelog:
New town
New dungeon
2 new H-scenes
New quests
Lots of new skits, dialogues, and NPCs

I'll be implementing easy modes in a subsequent patch to 0.3, probably the first one (0.3.1).

Oh, also, 0.3 will go public when 0.4 comes out, which will probably be in the neighborhood of a month.
 
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Gizmo1206

Well-Known Member
Aug 28, 2015
162
13
got to the old couple and im enjoying the game,but its weird to here my character to be called by his guy name as a girl,so will there be a way to change names later?
 

Proxxie

Member
Nov 8, 2017
23
17
got to the old couple and im enjoying the game,but its weird to here my character to be called by his guy name as a girl,so will there be a way to change names later?

Yeah, I'll probably include something along those lines in 0.4. The default name is gender-ambiguous, so I hadn't really thought about it much lately, but I structured variables early on in such a way to support giving the female version of the PC a different name.
 

Proxxie

Member
Nov 8, 2017
23
17
0.3.1 is now out for $5+ patrons! Now that that's done, I'll be devoting all my efforts to 0.4 :D

There were a few bugfixes, but the big news this update is easy modes. Zameroth's dungeons now include easy modes, and so does Celie's healing event. In easy modes, players will take less damage, things will move slower, and things that are hard will be less hard. There is a price, though - as I've posted here before, every 3-4 dungeons there will be an H-scene that will only be accessible to those who have cleared the previous dungeons on normal mode.

If you don't want to pledge, 0.2.4 is free to the public! Generally speaking, public releases will be 1 major release behind patron ones.
 

lostone2

Well-Known Member
Aug 27, 2015
95
15
47
0.3.1 is now out for $5+ patrons! Now that that's done, I'll be devoting all my efforts to 0.4 :D

There were a few bugfixes, but the big news this update is easy modes. Zameroth's dungeons now include easy modes, and so does Celie's healing event. In easy modes, players will take less damage, things will move slower, and things that are hard will be less hard. There is a price, though - as I've posted here before, every 3-4 dungeons there will be an H-scene that will only be accessible to those who have cleared the previous dungeons on normal mode.

If you don't want to pledge, 0.2.4 is free to the public! Generally speaking, public releases will be 1 major release behind patron ones.

You must have done a good job, if you only need one update to fix the bugs from version 0.3, so congratulations;):toot:!

And thanks for keeping us informed. It's a pity when the developers forget about these threads, as many times people think that the game has been abandoned. And, from another point of view, it decreases the likelihood of someone checking your Patreon.
 
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Proxxie

Member
Nov 8, 2017
23
17
0.4.1 is now out for $5+ patrons, which means 0.3.1 is now free to the public!

0.4.x has a new city, new quests, and 3 rather large H-scenes, while 0.3.x has a new town, 2 new h-scenes, and fun escapades.

You can check my Patreon page for the free public versions!
 

Proxxie

Member
Nov 8, 2017
23
17
I released 0.5.1 to $5+ patrons last night, which means 0.4.2 is now free to the public!

0.5.x has a bunch of new characters and dialogue, 5 new quests, 2 new H-scenes (one with 2 major variations), and a neat event at the end.

Please see my Patreon page for the new public version!