LOGhetto

Member
Nov 8, 2017
490
1,244
It's mostly him self admitting that this'll just be a grift to keep his patreon alive. Me personally, if I really was in a position where I felt like I had to force myself to come out with a new game despite having an already successful one that had more potential for more content, I would've just simply had kept at it with the successful game that still had more to offer.
 

Dickhead8888

Member
Dec 31, 2017
192
224
Rem is basically telling us "yeah, I got lucky with karryns prison and im not able to make another game like that cause I'm not skilled enough" while suggesting hiring new talent for the new game because they will be more skilled? wtf why not just use that mindset for a sequel if his mentality changed and is in a "fuck it, we ball" state? sounds like he is too lazy to bother anymore, sad. like this whole post he contradidcted himself lol
He is WRONG. Karryn's Prision that he made is actually a powerpoint noodlecode masterpiece of a porn game, totally not mid, and its fans are connoisseurs Dark Soul of a porn games, totally not just horny people.


Well He can just play safe by dlcs and expansions with weekly minor bugfixes and there're still a ton of people be willing pay him $20 a month for that.
 

waveblaster69

Member
Feb 24, 2020
108
176
Ngl I'm interested into this "non battle fuck" thing but there are so many games like this that Idk where he gets the idea of pushing the genre of eroge foward.
Still it looks like the next game is gonna be more ambitious than this one and if it's like that I hope they can make it on their life time
I mean if bro wants to do a standard multiple path VN and the story I'm down for it. Choose your own adventure's still a pretty solid mechanic for an eroge.
 

sivertop

Active Member
Jun 9, 2017
527
2,544
Madtisa is a well known clown in the discord so it's not shocking
not sure what you are talking about madtisa is probably the most helpful and respected individual in that discord, but when you have to answer the same questions for almost 1-2 years now its only understandable when you get told by madtisa to use the search function or in this case be more clear about what you use, what exactly happens, version, and maybe a screenshot...in order to find anything specific out madtisa had to constantly ask and this guy not giving concrete answers to the questions is not madtisa´s fault
 

Fapokso

Active Member
Jan 16, 2020
887
1,679
not sure what you are talking about madtisa is probably the most helpful and respected individual in that discord, but when you have to answer the same questions for almost 1-2 years now its only understandable when you get told by madtisa to use the search function or in this case be more clear about what you use, what exactly happens, version, and maybe a screenshot...in order to find anything specific out madtisa had to constantly ask and this guy not giving concrete answers to the questions is not madtisa´s fault
Hello Madtisa
 

Facilus

Futa/Femboy/T-Girl/Cunny Lover
Donor
Nov 2, 2020
806
1,278
June 15th 2024: Progress Report


Hello everyone, I don't want to waste time so I want to jump right into the post for today.

It has been a very eventful and stimulating week, and the next few weeks will probably be too in unexpected ways. Through chance encounters, chance happenings, chance conversations, various threads of my life all converged to the same point last week...

And I finally achieved a mental breakthrough. The mental hurdle that was preventing me from fully committing not only an idea, but the concept of making a new game, is finally broken through.

Sachinama has been and will continue to work on the P cup DLC for Karryn's Prison for the next month. But I will be moving on ahead to focusing my energy on planning and designing the next new game.

To simplify it all, I think mental hurdle I was dealing with basically because I was too into my head. Through an unexpected source completely unrelated to gaming really, I was reminded of and asked a question that made me think. Why back in 2017 after I had cancer, I was able to contact Sachinama to propose that I localize Meltys Quest and publish it on Steam? Why a few years later, were I able to design and create Karryn's Prison? And why had I been unable to move forward in the past few years past Karryn's Prison and make a new game?

There's a few ways to answer the first two questions. I hated, DETESTED how Sakuragame fucking operated in 2017 where they took indie japanese eroge and then sold them for pennies on Steam as broken, buggy, machine translated garbage. So I wanted to show them up and prove to the world that it can be properly in native English, and that japanese indie eroges are better than the trash that Sakuragame was turning them into.

I decided to make Karryn's Prison because I already proved that native localizations are way better than machine translations for everyone involved, whether it is the fans who buy and play them, or the original developers, or the eroge industry as a whole. So next I wanted to show that eroge is more than valid medium can be so much more by creating a game that marries the sex with the gameplay.

But these two aren't the real answer. They're the answer for the DRIVE, the PASSION. They are not the answer to HOW I was able to do it. It's not the answer to the WHY I was able to propose the idea to Sachinama in 2017 after I had cancer, but not before I had cancer. Detesting Sakuragame and loving eroge and experience with localization were already part of me before I had cancer, not something I magically developed a month after I recovered from the surgery.

The HOW was... simple and complicated to remember. And it was... because I wasn't afraid to fail. Afraid to make an attempt. After Karryn's Prison, I was afraid. KP used up my life's knowledge of both gaming and eroges and erotic material to create and design the concept, the concept of a game, an eroge, that iterates and pushes the concept of female protagonist corruption past levels anyone else has ever done before. It wasn't even an iteration as it was straight up jumping through levels and steps of iterations that weren't even done yet but theoretically I thought could be done and so I further iterate on those theoretical concepts.

After KP, I was afraid of what else I had left in my tank. I knew I didn't want to just make a sequel, another game that was like KP but with minor iterations. If I had ideas for iterations to KP's format, I would've already done it in the first place when designing it. And I wasn't interesting in just remaking it for the sake of success or money. I'm incapable of operating like that, I can't make a game if I don't have the passion and drive behind it.

And I was also afraid of something else too. With KP, I achieved success and with it came fans and expectations. I was making something that would disappoint our fans. But from the standpoint of the fact that I wasn't going to make a sequel to KP is already going to disappoint some fans. Someone is going to be not pleased so matter what I do.

But through the events of last week, I was reminded that I used to be unafraid to fail. Unafraid to boldly experiment. KP's success ended up chaining me down and restricting both my ability to act, and my ability to further experiment and explore ideas and concepts.

So I'm releasing my mental self bondage and saying fuck it all. Pleasing everyone was never feasible, and pleasing someone else weren't even considerations I had when I started working on Meltys Quest and Karryn's Prison. Karryn's Prison is my magnum opus, and I'm proud of the work me and Sachinama did on it. I can't speak for Sachinama but maybe Sachinama also considers KP his magnum opus. Maybe the next game will end up having a better impact, or maybe it won't. But it doesn't matter.

I've already decided on the wide, broad strokes for the next game. It will be a female protagonist RPG strategy game, but it won't be like any ever done before. It will also have ZERO BATTLEFUCK, in fact, if Karryn's Prison was a proof of testing a concept of iterating on marrying gameplay with sex and marrying sex with gameplay for an eroge and pushing it to new levels, then the next game is testing iterating the concept of what for a long time before DLsite indies appeared, what eroge generally were. The concept of a game that had sex in it. Your Fate/Stay Nights. Your Clannads. Yours Eushullys. Your Ninetails. Your Alicesofts.

I can't apply the words, "Don't fix what's not broken" to my life. When I had cancer, I realized I'm only one person and I won't live forever. If I can bring a meaning to my life, it would be to do something that inspires others to act. I localized Meltys Quest personally. And through that I was able to bring change, much better change than I would have been able to do just my lonesome self. You know, the founder of Kagura Games used to be me and Sachinama's very very first supporter, back in the day on Patreon in 2017 before Meltys Quest was even released. He was the first $10 supporter, and the first to comment and sometimes the only comment on most of my Progress Reports. Now we're not even Discord friends anymore, it's honestly sad but I'm still happy that someone was able to see what I wanted to do with Meltys Quest and take it further and move the industry away from the direction Sakuragame was going to take it.

I just happened to be successful in my attempt to iterate with Karryn's Prison. And it is my dear hope that one day someone else, multiple someone elses hopefully, gets deeply inspired by Karryn's Prison and makes a way better eroge to continue to show the world that eroge is a wonderful medium full of potential.

My next attempt will be to try to iterate eroge in a very different direction. I also hopefully won't be using Rpgmaker this time. I started a few days to check out Godot works. My concept for the next game involves a type of battle system and various interfaces that would've had me just completely gut how default Rpgmaker works, and at that point I thought to myself I might as well use a different engine then, an engine that is literally not Chromium and meant for browsing the internet.

Outside of the wonderful, wonderful voice actresses, translators and volunteers, KP was basically a two men project with me and Sachinama. Sachinama and I have discussed about it, but this time we're going to be willing to hire help on certain parts of the game. The core will have and always going to be just us two, but there's no reason to stubbornly do every single part ourselves. After all, it wasn't like we voiced Karryn ourselves or translated the game to Korean ourselves and so on.

So here is the plan for the next month. Sachinama is going to continue to work on finishing up the P cup DLC for KP while brainstorming with me on the Story and Characters for the next game. I actually have two trips planned within the next three weeks that I had ticketed all the way back in March. Next week I'm going to be gone for a week to go to a board game convention in Ohio during the heat wave. Then come back for a week, and the next week after that I'm going to be flying out to Kansas City to my first Mensa Annual Gathering. I joined Mensa in March because apparently I heard they have a game room during the annual gathering where people just literally play board games all day during the whole event. Like I checked last week, the game room is literally open for 24 hours every day during the event. So during these two trips, I'm going to make the most out of the opportunities and try out as many board games as I can to see if there's any take away or concepts or systems I could use for the next game.

For the most part, I already have a very high level, broad idea for the gameplay systems I have in mind. And I'm going to be putting them into paper, the first time I've ever put anything into paper since when I first drew the concept and systems for Karryn's Prison. Make it physical, and check everything over and over again in my head by running simulations of how it would play out and how it would needed to be code just like I did when I designed KP. And then this time I plan to hire someone with Godot coding experience to make the foundation. When I made Karryn's Prison, it wasn't like I started from zero, I started from what Rpgmaker gave me as well as a host of community plugins and then I added or removed as needed until I had what I wanted. Rather than start with zero Godot experience and make the same mistakes someone with years of programming already made while learning before in the past, I'll let an expert build the starting foundation of what I want, and then I'll take over. A UI expert, a background artist, a music composer are also among the people we plan on hiring at some point in the future.

But first!!!! Building blocks and baby steps, before anything can happen, it will involve me creating a solid plan of everything so there are no surprises or feature creep later. And that is my plan for the next month, and likely a few more months after?? Who knows, certainly not this guy, but I'm very excited to finally mentally be unshackled and experiment again.

I'm fucking back y'all.

(Mentally, not physically because next week and then another week later next month I'm gonna be in two different states lmao)
Never played these games that he mentioned, but I hope they have at least some little level of sandboxing, kinnect novels really aren't my thing :HideThePain:
 

Roarie

Newbie
Feb 13, 2020
49
65
I love how the people who were unhappy with the game pressured the developer into prioritizing practicality and healthy self-expectations over any of the ambitions the unhappy people wanted.

It's funny. And I am going to get shredded, come at me with all you got everyone!! I'll be your stress toy, cope over the loss of the mirage that you'll never reach or the dragon you'll never catch.

vigorous squeaky toy sounds
 
  • Thinking Face
Reactions: ChudBuddy

RedAISkye

Active Member
Apr 10, 2017
951
2,162
Zero battlefuck mechanics in his new game? Well then, I guess I have ZERO interest in his new game then. Most likely it will turn out like another Gym DLC situation it sounds like sadly.
Not every game needs to have battlefuck, just because they succeeded with KP. I'd rather they work on the areas of KP that were baked half-assed than make a new battlefuck game especially when they already look burnt out from it.

I am interested in what they come up with next but I also don't have much hopes either after they have been releasing pretty ass DLCs so far.
 

roxas091

Newbie
May 6, 2018
15
21
I hope after the final dlc they stop updating the game so modders can finish the game. (yes he said it's finished but we know that's a lie lol) showers,nurse room, the whole ahh 4th floor and so on. all indicate he abondened the game in terms of game play to complete the story. I'd say that he was done with this game(mentally) for way longer than we think.
 

Fapokso

Active Member
Jan 16, 2020
887
1,679
June 15th 2024: Progress Report


Hello everyone, I don't want to waste time so I want to jump right into the post for today.

It has been a very eventful and stimulating week, and the next few weeks will probably be too in unexpected ways. Through chance encounters, chance happenings, chance conversations, various threads of my life all converged to the same point last week...

And I finally achieved a mental breakthrough. The mental hurdle that was preventing me from fully committing not only an idea, but the concept of making a new game, is finally broken through.

Sachinama has been and will continue to work on the P cup DLC for Karryn's Prison for the next month. But I will be moving on ahead to focusing my energy on planning and designing the next new game.

To simplify it all, I think mental hurdle I was dealing with basically because I was too into my head. Through an unexpected source completely unrelated to gaming really, I was reminded of and asked a question that made me think. Why back in 2017 after I had cancer, I was able to contact Sachinama to propose that I localize Meltys Quest and publish it on Steam? Why a few years later, were I able to design and create Karryn's Prison? And why had I been unable to move forward in the past few years past Karryn's Prison and make a new game?

There's a few ways to answer the first two questions. I hated, DETESTED how Sakuragame fucking operated in 2017 where they took indie japanese eroge and then sold them for pennies on Steam as broken, buggy, machine translated garbage. So I wanted to show them up and prove to the world that it can be properly in native English, and that japanese indie eroges are better than the trash that Sakuragame was turning them into.

I decided to make Karryn's Prison because I already proved that native localizations are way better than machine translations for everyone involved, whether it is the fans who buy and play them, or the original developers, or the eroge industry as a whole. So next I wanted to show that eroge is more than valid medium can be so much more by creating a game that marries the sex with the gameplay.

But these two aren't the real answer. They're the answer for the DRIVE, the PASSION. They are not the answer to HOW I was able to do it. It's not the answer to the WHY I was able to propose the idea to Sachinama in 2017 after I had cancer, but not before I had cancer. Detesting Sakuragame and loving eroge and experience with localization were already part of me before I had cancer, not something I magically developed a month after I recovered from the surgery.

The HOW was... simple and complicated to remember. And it was... because I wasn't afraid to fail. Afraid to make an attempt. After Karryn's Prison, I was afraid. KP used up my life's knowledge of both gaming and eroges and erotic material to create and design the concept, the concept of a game, an eroge, that iterates and pushes the concept of female protagonist corruption past levels anyone else has ever done before. It wasn't even an iteration as it was straight up jumping through levels and steps of iterations that weren't even done yet but theoretically I thought could be done and so I further iterate on those theoretical concepts.

After KP, I was afraid of what else I had left in my tank. I knew I didn't want to just make a sequel, another game that was like KP but with minor iterations. If I had ideas for iterations to KP's format, I would've already done it in the first place when designing it. And I wasn't interesting in just remaking it for the sake of success or money. I'm incapable of operating like that, I can't make a game if I don't have the passion and drive behind it.

And I was also afraid of something else too. With KP, I achieved success and with it came fans and expectations. I was making something that would disappoint our fans. But from the standpoint of the fact that I wasn't going to make a sequel to KP is already going to disappoint some fans. Someone is going to be not pleased so matter what I do.

But through the events of last week, I was reminded that I used to be unafraid to fail. Unafraid to boldly experiment. KP's success ended up chaining me down and restricting both my ability to act, and my ability to further experiment and explore ideas and concepts.

So I'm releasing my mental self bondage and saying fuck it all. Pleasing everyone was never feasible, and pleasing someone else weren't even considerations I had when I started working on Meltys Quest and Karryn's Prison. Karryn's Prison is my magnum opus, and I'm proud of the work me and Sachinama did on it. I can't speak for Sachinama but maybe Sachinama also considers KP his magnum opus. Maybe the next game will end up having a better impact, or maybe it won't. But it doesn't matter.

I've already decided on the wide, broad strokes for the next game. It will be a female protagonist RPG strategy game, but it won't be like any ever done before. It will also have ZERO BATTLEFUCK, in fact, if Karryn's Prison was a proof of testing a concept of iterating on marrying gameplay with sex and marrying sex with gameplay for an eroge and pushing it to new levels, then the next game is testing iterating the concept of what for a long time before DLsite indies appeared, what eroge generally were. The concept of a game that had sex in it. Your Fate/Stay Nights. Your Clannads. Yours Eushullys. Your Ninetails. Your Alicesofts.

I can't apply the words, "Don't fix what's not broken" to my life. When I had cancer, I realized I'm only one person and I won't live forever. If I can bring a meaning to my life, it would be to do something that inspires others to act. I localized Meltys Quest personally. And through that I was able to bring change, much better change than I would have been able to do just my lonesome self. You know, the founder of Kagura Games used to be me and Sachinama's very very first supporter, back in the day on Patreon in 2017 before Meltys Quest was even released. He was the first $10 supporter, and the first to comment and sometimes the only comment on most of my Progress Reports. Now we're not even Discord friends anymore, it's honestly sad but I'm still happy that someone was able to see what I wanted to do with Meltys Quest and take it further and move the industry away from the direction Sakuragame was going to take it.

I just happened to be successful in my attempt to iterate with Karryn's Prison. And it is my dear hope that one day someone else, multiple someone elses hopefully, gets deeply inspired by Karryn's Prison and makes a way better eroge to continue to show the world that eroge is a wonderful medium full of potential.

My next attempt will be to try to iterate eroge in a very different direction. I also hopefully won't be using Rpgmaker this time. I started a few days to check out Godot works. My concept for the next game involves a type of battle system and various interfaces that would've had me just completely gut how default Rpgmaker works, and at that point I thought to myself I might as well use a different engine then, an engine that is literally not Chromium and meant for browsing the internet.

Outside of the wonderful, wonderful voice actresses, translators and volunteers, KP was basically a two men project with me and Sachinama. Sachinama and I have discussed about it, but this time we're going to be willing to hire help on certain parts of the game. The core will have and always going to be just us two, but there's no reason to stubbornly do every single part ourselves. After all, it wasn't like we voiced Karryn ourselves or translated the game to Korean ourselves and so on.

So here is the plan for the next month. Sachinama is going to continue to work on finishing up the P cup DLC for KP while brainstorming with me on the Story and Characters for the next game. I actually have two trips planned within the next three weeks that I had ticketed all the way back in March. Next week I'm going to be gone for a week to go to a board game convention in Ohio during the heat wave. Then come back for a week, and the next week after that I'm going to be flying out to Kansas City to my first Mensa Annual Gathering. I joined Mensa in March because apparently I heard they have a game room during the annual gathering where people just literally play board games all day during the whole event. Like I checked last week, the game room is literally open for 24 hours every day during the event. So during these two trips, I'm going to make the most out of the opportunities and try out as many board games as I can to see if there's any take away or concepts or systems I could use for the next game.

For the most part, I already have a very high level, broad idea for the gameplay systems I have in mind. And I'm going to be putting them into paper, the first time I've ever put anything into paper since when I first drew the concept and systems for Karryn's Prison. Make it physical, and check everything over and over again in my head by running simulations of how it would play out and how it would needed to be code just like I did when I designed KP. And then this time I plan to hire someone with Godot coding experience to make the foundation. When I made Karryn's Prison, it wasn't like I started from zero, I started from what Rpgmaker gave me as well as a host of community plugins and then I added or removed as needed until I had what I wanted. Rather than start with zero Godot experience and make the same mistakes someone with years of programming already made while learning before in the past, I'll let an expert build the starting foundation of what I want, and then I'll take over. A UI expert, a background artist, a music composer are also among the people we plan on hiring at some point in the future.

But first!!!! Building blocks and baby steps, before anything can happen, it will involve me creating a solid plan of everything so there are no surprises or feature creep later. And that is my plan for the next month, and likely a few more months after?? Who knows, certainly not this guy, but I'm very excited to finally mentally be unshackled and experiment again.

I'm fucking back y'all.

(Mentally, not physically because next week and then another week later next month I'm gonna be in two different states lmao)
The thing that really bothers me about this is how ages ago he mentions about the "secret" project aka the new game and says he planned it all out already only for now to be repeating the same thing again now as if zero work has been done.
This report isn't frustrating but in hindsight EVERY single progress report for the last 2 years has been "guys I bought a board game and it was fun, I also tried out a video game, also Sachi is still working on some dlc , OK bye" saying it's a mental block is just an excuse when it's just clear he wanted to take a long ass break like many porn devs do
 
4.60 star(s) 397 Votes