Hey!
Thanks a ton for your question, really appreciate that kind of interest. Let me walk you through how I’m planning this whole thing:
THE FOUNDATION
I’m currently working on building a
solid and thoughtful base for the game. The overall story is already written, but as I illustrate and animate events, I often run into creative challenges or come up with new ideas that make the experience more
organic and
cohesive. So it’s a growing process.
I’m also creating a
visual event structure that’s a bit more ambitious than the usual I’m animating frame by frame because I believe it brings out more emotion and makes characters feel more alive. I’ve played a lot of games in this genre, and honestly, only a few impressed me visually. That’s why I want
Do Me A Favor to look and feel like something I’d personally enjoy playing.
FIRST VERSION & UPDATES
So yes, I’m aiming for a
complete and juicy first release all the previewed events will be included. I want players to
see and feel the game, not just click through two dialogues and a single image.
After that, I’m planning to release
updates in “event” form.
Let’s say the game is out, and I start working on the
Liliane Shower Event (which is divided into 6 segments). The moment
Segment 1 is done? I’ll release it right away. This way, I can keep the game growing
continuously and collect real-time feedback while still giving you something new to enjoy.
Of course, I’ll try to structure the game so you can continue from your last save. But that requires a lot of pre-planned variables and systems so yes, there
will be bigger updates where you might have to start from the beginning. But I’ll make sure it’s worth it. I want older sections to also feel fresh, with updated visuals, animations, or even new dialogue branches.
DIALOGUE & IMMERSION
I really want the characters to feel
human. Not like puppets that just loop two lines and show you a single picture. I’ve been hugely inspired by how games like
Hades handle dynamic dialogue so I’ll try my best to bring some of that realism and life into this project.
STILL IN THE WORKS
Yes, I’ve been working on this game for quite a few years. And it’s true, I’ve
often thought about releasing something sooner. But I held back because I wanted it to meet
my own standard first.
Now, I finally feel like I’m getting there:
I’ve written thousands of lines of code.
I’ve drawn hundreds of images.
And I’ve leveled up my art skills to a point where I’m genuinely happy with the result.
So, long story short: I’m still here, still working every single day, and I’m not stopping. I hope this gives you a clear idea of where the project is headed and of course, if you ever have more questions,
just ask. I’m always around!
Do me a favor, stay tuned.
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