4.20 star(s) 26 Votes

comrade007

New Member
May 4, 2017
13
28
296
"Final notes: And with that we say goodbye to RPGM for the foreseeable future in regards to content!"

What's the advantage using Godot over RPGM? I'm curious about this since I have no idea what goes into working with either one. Does it make your job easier? Great game, btw. Looking forward to future updates
I decided to poke my head into the dev's discord because I was wondering the same thing.

I've used both engines in the past and, as with all things, there are trade offs to choosing one or another. Most devs choose RPGmaker because it is cheap and comes with a lot of basic features/assets that you can use out of the box. Very little coding needed to get something that functions. While Godot is free, it requires you to either buy or create all assets (tilesets, sound effects, character sprites, particle effects, gameplay features etc) to use for your game. Both engines do have the benefit of having large community support for assets, plugins and troubleshooting.

I would argue that Godot is, generally speaking, a better engine but that depends entirely on where your priorities are as a dev. If you are just 1 guy making a small game, rpgmaker is almost always going to be easier than godot to get into because of all the free assets and the built in commonly desired rpg features/mechanics. If you have a team, then it's really up to the experience of the individuals involved. If you have a programmer with more experience in one of the two engines, that is probably the engine yout want to go with. But, again, it always comes back to what your goals are as a dev.

There is also the f95zone community to think about. The two most popular engines on here are Ren'py and Rpgmaker. Choosing to use the ones that people know means that you get more players naturally due to familiarity alone. That and there are many community tools here for people to make their own mods. Godot is just less popular here in that regard.

After skimming this devs discord it seems to me that a lot of issues they were running into were self inflicted. Many of the complaints the dev had about rpgmaker are ones that won't be solved by switching engines. Saves not working perfectly between releases being the most notable one to me. I will admit that rpgmaker can crash on occasion but their choice to use the outdated 11 year old version of the program certainly isn't helping.

As an outsider looking in, it looks to me that they are about to increase their workload by a lot for minimal gain. They did say that they brought on 3 new people to work on the projects so maybe that will offset it, but it's hard to say. I've seen several projects die because they brought on people from the community, they then have a disagreement, and the guys who are still there do not have the skill set to keep the same quality. It's very hard for a project to lose its programmer or artist and survive.

In the very long term this could prove to be a much better end product than something that RPGmaker would generally provide. In the near term.. I don't see the game getting an update any time soon. I'll be honest, I think this game is probably done. They already seem to have started another game and while they have expressed "not wanting to leave Colette behind" very few games on this site survive the dreaded "remake".

All of that being said, I hope that I am very wrong because I quite like this style of ntr game, but I am not going to hold my breath. I wish the dev and his new hires the best of luck and I look forward to their next game.

TLDR: It is unlikely that the new engine will solve their problems. I don't foresee this game getting an update again any time soon. I wish them the best of luck with their next game.
 

Sleepiest_Not_Dage

A Dage that might or might not Sleep.
Game Developer
Nov 25, 2019
119
1,146
327
I decided to poke my head into the dev's discord because I was wondering the same thing.

I've used both engines in the past and, as with all things, there are trade offs to choosing one or another. Most devs choose RPGmaker because it is cheap and comes with a lot of basic features/assets that you can use out of the box. Very little coding needed to get something that functions. While Godot is free, it requires you to either buy or create all assets (tilesets, sound effects, character sprites, particle effects, gameplay features etc) to use for your game. Both engines do have the benefit of having large community support for assets, plugins and troubleshooting.

I would argue that Godot is, generally speaking, a better engine but that depends entirely on where your priorities are as a dev. If you are just 1 guy making a small game, rpgmaker is almost always going to be easier than godot to get into because of all the free assets and the built in commonly desired rpg features/mechanics. If you have a team, then it's really up to the experience of the individuals involved. If you have a programmer with more experience in one of the two engines, that is probably the engine yout want to go with. But, again, it always comes back to what your goals are as a dev.

There is also the f95zone community to think about. The two most popular engines on here are Ren'py and Rpgmaker. Choosing to use the ones that people know means that you get more players naturally due to familiarity alone. That and there are many community tools here for people to make their own mods. Godot is just less popular here in that regard.

After skimming this devs discord it seems to me that a lot of issues they were running into were self inflicted. Many of the complaints the dev had about rpgmaker are ones that won't be solved by switching engines. Saves not working perfectly between releases being the most notable one to me. I will admit that rpgmaker can crash on occasion but their choice to use the outdated 11 year old version of the program certainly isn't helping.

As an outsider looking in, it looks to me that they are about to increase their workload by a lot for minimal gain. They did say that they brought on 3 new people to work on the projects so maybe that will offset it, but it's hard to say. I've seen several projects die because they brought on people from the community, they then have a disagreement, and the guys who are still there do not have the skill set to keep the same quality. It's very hard for a project to lose its programmer or artist and survive.

In the very long term this could prove to be a much better end product than something that RPGmaker would generally provide. In the near term.. I don't see the game getting an update any time soon. I'll be honest, I think this game is probably done. They already seem to have started another game and while they have expressed "not wanting to leave Colette behind" very few games on this site survive the dreaded "remake".

All of that being said, I hope that I am very wrong because I quite like this style of ntr game, but I am not going to hold my breath. I wish the dev and his new hires the best of luck and I look forward to their next game.

TLDR: It is unlikely that the new engine will solve their problems. I don't foresee this game getting an update again any time soon. I wish them the best of luck with their next game.
Thank you for your feedback! I understand the distrust on what I'm able to deliver since I have little to no history on my side with other projects & it may seem as a potentially explosive decision.

Pretty much I'm taking into consideration a lot of the feedback I've been receiving back from the project state & if I'm honest I'm quite stubborn into letting go... That's the reason why the problems with the engine ended up boiling up until this point.

I do want to insist that the team is bigger & that's the main reason I decided to take this choice rather than just end the development of Colette earlier.

That being said I will just ask for a little faith & patience as I love creating stuff and I believe this is the route into giving Colette the treatment she deserves as well as a more memorable experience rather than just abandoning the game completely.

We've been making a solid progress into the switching to Godot as well as making some freshly baked art so it feels more smoother as well as reworking different systems the game had.

In any case thank you for taking your time to write down your thoughts and feedback as this is valuable for me to have in mind as I keep working.

1767380651219.png
 

RoseLake

Member
Apr 2, 2022
194
220
218
great game excited to see more from it, would love to see either less grind or a way to skip parts of it. im sure the grind will get less tedious once the story is more fleshed out though
 
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JohJohDodo

New Member
Apr 20, 2020
4
4
104
I just wanted to share my support for your Colette project.
Before playing your game, I had about as much interest in NTR content as I did feet play. That is to say, I had zero interest. To be honest, my interest in NTR after playing still isn't great, but it really says a lot about how great your content is that, despite my disinterest in the main kink, I keep coming back here to check on progress. I'm unemployed, otherwise I would definitely be supporting you.

Back in September, I thought a lot about what I wanted to do concerning my own project and trying to join another team. I deeply regret not trying to join up with you now, especially since I've seen your project grow. ( I posted my own thread here )

Regardless of what happens with my own stuff, I hope yours succeeds because Colette is a great character. She makes me think of a chubby Popful Mail.
 
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BogRider

Newbie
Jul 20, 2017
15
12
188
My dude how do I make Colette get impregnation status or does that not happen on rpg maker if it happens on godot when will there be a public release of that?
 

comrade007

New Member
May 4, 2017
13
28
296
Thank you for your feedback! I understand the distrust on what I'm able to deliver since I have little to no history on my side with other projects & it may seem as a potentially explosive decision.

Pretty much I'm taking into consideration a lot of the feedback I've been receiving back from the project state & if I'm honest I'm quite stubborn into letting go... That's the reason why the problems with the engine ended up boiling up until this point.

I do want to insist that the team is bigger & that's the main reason I decided to take this choice rather than just end the development of Colette earlier.

That being said I will just ask for a little faith & patience as I love creating stuff and I believe this is the route into giving Colette the treatment she deserves as well as a more memorable experience rather than just abandoning the game completely.

We've been making a solid progress into the switching to Godot as well as making some freshly baked art so it feels more smoother as well as reworking different systems the game had.

In any case thank you for taking your time to write down your thoughts and feedback as this is valuable for me to have in mind as I keep working.

View attachment 5589746
I wish you the best, but I would like to reiterate that it is concerning, for a number of reasons, that you want to place all of the blame on the rpgmaker engine this badly. Really spending the time to make a detailed design document for your team is the #1 thing you can do to avoid the issues you have complained about on the discord. Plan plan plan. If you don't, Godot will have all of the same problems you had with RPGmaker. Albeit without the crashing that an old program like MV can do. You are clearly very creative and talented but blaming tools is not a good habit to form.

Good luck with the new team! I hope everything goes well and I pray for your success!
 

Groovytime

Newbie
Dec 16, 2025
38
51
69
so we've reached the "change of engine/remake arc"...
sigh...I've seen far too many games die here, I guess this was the last meaningful update, from now on its all feature creep, remake of old scenes and delays.
I hope you are wrong as I like this game but I have been on a few forums recently that seem to have died or at least lost quality/updates since the "remake". Redoing the same stuff over and over for whatever reason only tells me the dev is either A. Running out of ideas/content and or B. The dev is trying milk supporters without having to do nearly as much work.
 

Sleepiest_Not_Dage

A Dage that might or might not Sleep.
Game Developer
Nov 25, 2019
119
1,146
327
The current plan is to get to where we were on RPGM to Godot, the current art that's been already worked on will be used as it is & just getting some new complementary art pieces for events and also modifying the HUD to fit a 1920x1080 size screen and making space for the already completed art without looking too strange and also making it easier to see the art & map a bit better.

It's not a brand "remake" of the art or story from zero it's just a change into a more solid base to add the mechanics I wanted to add from the start without breaking an older engine in the process.

As I did say in the past it is my fault for choosing RPGMV as the base for the game from the start and that's why I decided to do the switch better late than never as the choice to use RPGMV was because of my skillset and budget at the time.

There's no other way to put it, I'm a newbie when it comes to development but I'm trying to improve and fix my errors.


This new version is pretty much thought as a QoL update rather than a new brand version of Colette as the original pipeline is planned to be the same after this release. (This new version being the 018)

In any case I will keep working on this change so it's as seamless as possible.

I understand that due to other devs going thru a similar process with messy results this may seem as a bad choice but it has been planned and being worked since early December.

And for the point that I've ran out of ideas I have lots of ideas for games other than Colette but I believe her story & game overall deserves a better treatment than just leaving her to rot & there's still a lot of already planned content that would be a shame just to scrap off.

I'll do the best to make her game into a more memorable experience, I have a lot of love for her concept & design since I'm proud of how much it has helped to grow as an artist & that's why I decided to go thru this route.

I can only ask for patience if faith is something you are not willing to give me.

I love creating & I want to deliver a product which I feel proud of it.
 
Last edited:
Oct 5, 2018
36
75
165
I just hope this game can survive the transition, a lot of devs underestimate the work it takes to port everything.
Godot is a very lean and agile development platform. If they know what they're doing, it shouldn't take long at all to port everything over. That's not an open invite to dogpile on the dev if they do run into issues, that stuff happens with any game.
 

Jsay2020

Active Member
Jan 9, 2020
810
892
241
Godot is a very lean and agile development platform. If they know what they're doing, it shouldn't take long at all to port everything over. That's not an open invite to dogpile on the dev if they do run into issues, that stuff happens with any game.
It happens often that doesn't mean its okay, one of the many rots in the nsfw game space is the extreme leniency patreon/fanbox/sub supporters have, it creates an incentive to delay everything as much as possible.
 

saku_k

New Member
May 13, 2021
1
7
145
"Final notes: And with that we say goodbye to RPGM for the foreseeable future in regards to content!"

What's the advantage using Godot over RPGM? I'm curious about this since I have no idea what goes into working with either one. Does it make your job easier? Great game, btw. Looking forward to future updates
RPGM is easy to use, but also extremely basic in functionality and limiting. That's kind of why it is so easy to use.
Godot is a far superior engine and gives you a lot more freedom in building the game that you want to build.

As a sort of simple example, consider something like the title screen, or saving and loading, or the in game menu. These are all things that are just "there" in RPGM from the beginning, and at most you are typically just reskinning them. It's why RPGM games all kinda look the same.

In Godot, you would have to build the title screen, save/load system, etc from scratch. You have to code it yourself. There are some prebuilt things you can grab from the asset store, but it is still more work. On the other hand, because you are the one building these systems, you can make them function however you want.

A lot of devs fail when they try to switch from RPGM or RenPy to something like Godot/Unity/etc because they underestimate the complexity involved in making their game in a more powerful engine.
If you're a decent programmer and all that, then you're better off using Godot. Though if that were the case, you probably weren't using RPGM in the first place.

They say they have new people on the team though. If they are good at using Godot then it might not be a problem.
 
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Fullart

New Member
Nov 21, 2021
10
9
128
is it possible to have any intercourses with colette as mc ? (exept by winning at the beach event ?)

Nice game as a non ntr player i try to get a virgin rout but I think it's not dev as i speak :D
 
Feb 22, 2022
416
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Considering the updates have been steady, a plan has already been set and the dev is actively engaging with the community (even us pirates) I'd say it's unfounded to doubt the dev.

I for one think switching to a newer engine opens up a lot of paths for new mechanics and with it a lot of creative freedom. So let's keep optimistic and support the dev until they give us an actual reason not to ;)
 
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Groovytime

Newbie
Dec 16, 2025
38
51
69
Considering the updates have been steady, a plan has already been set and the dev is actively engaging with the community (even us pirates) I'd say it's unfounded to doubt the dev.

I for one think switching to a newer engine opens up a lot of paths for new mechanics and with it a lot of creative freedom. So let's keep optimistic and support the dev until they give us an actual reason not to ;)
I agree and appreciate this dev communicating about this and yes if the dev is able to handle the different engine effectively then I see no downside. However I have been on forums where it appears that after an engine change the dev either stopped the project entirely or releases became much slower and had less quality that is my only fear and I am hopeful this dev will not repeat what other devs have done after switching engines.
 

LexiTV

Active Member
Jan 24, 2018
975
1,576
317
This is the biggest scam game ever with the most fake Reviews. All new members who have never done a thing on F95 besides reviewing this game.

Now it's already getting a new engine? The development speed is a joke. This game has already received so much money, yet the result is a subpar RPG maker game that's a poor caricature of the thousands of great RPG maker games on DL Site.
 
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4.20 star(s) 26 Votes