Other than the setting and being a side scroller, this game or whatever it strives to be feels quite different to meIs it just me or does this reek of NoR?
Not quite, it's the update preview saying what will be in the next update and roughly when it will be released.new update just got post on patreon
BflatProject said:Update preview for Beta 0.05
Hello, everyone, this is B-flat.
Here is a brief overview of the content scheduled to be updated in August:
Update Content
Expected Update Time
- New Pose: Crouch
- New Pose: Crawl
- Added NPC Character sprites
- Added NPC Skeletons and Idle Animations
- Added Cover CG for the Gallery
- Added Small Tentacle Ball
- Fixed an issue where attack hitboxes sometimes got lost
- Fixed an issue where dashing sometimes triggered an excessively high jump
- Fixed an issue where game controller key bindings could not be modified
- Fixed an issue with insufficient dead zone settings for vertical input on game controllers
- Fixed a skeleton error with Vita during tentacle attacks in the opening storyline
- Fixed an issue where the character did not return to the standing position after using a sprint to pass certain storyline triggers
- Fixed errors in connecting some skeleton animations
- Fixed an issue where the pleasure accumulation speed became abnormally fast after repeatedly triggering tentacle attack CGs from the trigger pool
- Fixed overexposure issues in certain scenes
Before August 7
Miscellaneous
The actions (crouching and crawling) took a considerable amount of time to draw, but the final set of animations is now complete. Unfortunately, the preview images can't be released for now, so please bear with us.
Honestly, this August version (Beta0.05) was originally intended to be the first playable version when I started this project. However, due to the time spent on engine transition and learning, I felt bad about making everyone wait until Beta0.05 to try the game, so I released the very basic Beta0.01 version a few months earlier.
It has taken five versions to reach the content I originally planned for this release, proving that the speed of game development is truly hard to estimate accurately. In any case, the framework of the game is largely completed with this version.
Additionally, the skills and MP system are planned for release in September. After that, I will focus on enriching the game content according to the framework I have established. I am also preparing special rewards for high-level backers, so please stay tuned.
Thank you all for your support, and I will continue to work hard.
This is what I felt was missing, but I hope it results in more enemy interactions.
- New Pose: Crouch
- New Pose: Crawl
If translation is created the same way as the previous game then probably not, the game would likely be translated by the same fluent translator(s). If the language does feel weird then I guess it's just the product of trying to recreate the English of this game's supposed time periodOh boy, these controls are going to take some getting used to . . .
By the way, is the English version the product of machine translation?
“Fluent” is not how I would describe the English in this game LOL, regardless of what the goals were.If translation is created the same way as the previous game then probably not, the game would likely be translated by the same fluent translator(s). If the language does feel weird then I guess it's just the product of trying to recreate the English of this game's supposed time period
is it just me or the shop is bugged ? ( im using previous version save )Update 0.05.0? Nice. Uncensored here.
- New Pose: Crouch.
- New Pose: Crawl.
- Added NPC Character sprites.
- Added NPC Skeletons (for movement) and idle animations.
- Added NPC shop feature.
- Added Cover CG for the gallery.
- Added Small Tentacle Ball.
- Fixed an issue where attack hitboxes sometimes missed.
- Fixed an issue where dashing sometimes triggered an excessively high jump.
- Fixed an issue where game controller key bindings could not be modified.
- Fixed an issue with insufficient dead zone settings for vertical input on game controllers.
- Fixed a skeleton error with Vita during tentacle attacks in the opening storyline.
- Fixed an issue where Vita did not return to the standing position after using sprint to pass certain storyline triggers.
- Fixed errors in connecting some skeleton animations.
- Fixed an issue where the pleasure accumulation speed became abnormally fast after repeatedly triggering tentacle attack CGs from the trigger pool.
- Fixed overexposure issues in certain scenes.