Dr Nystrom

Member
Game Developer
Feb 21, 2023
103
194
62
Been a while since I checked in here, and thankfully hockey season has been distracting me as of late. I'm sure the crew has been at work on the next update and I am patiently anticipating it's release. I also want to give a massive thanks that the devs go the extra mile to make hand-drawn CGs instead of going the A.I. route(as far as I know)
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. I am very much anxious to see as to how Irelia will look in
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, as I made that my choice for my 'main' file. Hope everyone is doing well with the holidays here, and I will see you upon the next update!

P.S. Eagerly awaiting more butt-stuff content
Welcome back! Hope hockey season’s been treating you well

And thank you—will let Dove know that people appreciate his art! I'm big on keeping everything hand-drawn. It's one of the reasons we got a background artist. It definitely takes more time and effort, but it’s worth it when people notice and enjoy the result.

We can’t wait for you (and everyone else) to play the update and hopefully enjoy what we've been working on

Hope you’re having a great holiday season too!

P.S. Will share it with the team. I think I know where we can add more butt stuff (not in the upcoming update, but for the one after) :coffee:
 

OliveLane

New Member
Jul 11, 2020
5
9
79
I am loving the combat, it's very fun. Perhaps adding a bit of early choice in extra cards might do well, and the addition of different kinds of enemies with their own abilities, similar in form to roguelikes like Slay the Spire or Darkest Dungeon would do well.

Personally I think there's no real need to add any consequences to losing in combat, as the regular consequence of just losing time and whatever you had acquired during the run is plenty enough, especially during the early grind for resources to progress the story.

I feel stakes in the form of story moments that could change the world or characters would work better than stakes in combat, though what is currently in the game has been working pretty damn well already.

The story has been very fun, and I'm looking forward to seeing more characters and perhaps more of the MC's background, and perhaps the chance to choose what background they had, to decide whether or not there is a background for the people who are doing a form of Self-Insert.

Has there been conversation on champions and characters like Lillia or the yordles? Rek'sai my beloved.

Thanks for what's already been done though, as it's a great few hours of fun.
 

Somoren

Member
Aug 23, 2021
156
85
143
I am loving the combat, it's very fun. Perhaps adding a bit of early choice in extra cards might do well, and the addition of different kinds of enemies with their own abilities, similar in form to roguelikes like Slay the Spire or Darkest Dungeon would do well.

Personally I think there's no real need to add any consequences to losing in combat, as the regular consequence of just losing time and whatever you had acquired during the run is plenty enough, especially during the early grind for resources to progress the story.

I feel stakes in the form of story moments that could change the world or characters would work better than stakes in combat, though what is currently in the game has been working pretty damn well already.

The story has been very fun, and I'm looking forward to seeing more characters and perhaps more of the MC's background, and perhaps the chance to choose what background they had, to decide whether or not there is a background for the people who are doing a form of Self-Insert.

Has there been conversation on champions and characters like Lillia or the yordles? Rek'sai my beloved.

Thanks for what's already been done though, as it's a great few hours of fun.
Oh, I agree with that the stakes should be more in the story itself whilst combat helps to set the stage of who and what we are facing. My suggestion goes more along the line of integrating everything so that each system "seems" like it has weight. Story will progress with our actions and choices, but if combat can have some risk, then it becomes all the more engaging.

The way i see it, a combat without stakes is a visual novel without bad endings/"wrong" choices. You could simply press skip, mash your head against the keyboard, and ta-da, you've completed the game and everyone is happy in the story. The stakes that I propose shouldn't really alter the story that much, since if someone dies at the hands of the void it would count as a fail state and you'd have to reload your last save (or autosave) till you get them back, that character would also have their corruption levels increased to a certain point whilst in captivity, and if you develop a bond with said character their kidnapping would have some emotional weight too, you dont want them to suffer or the voidborn to have their way with them like the way Xayah is still looking for Rakan even when she herself knows it's probably too late.

But that's just my ramblings, if i had any idea how to develop a good story i'd have done it by now. I fully trust the vision of this team, and just giving my 2 cents on how i'd tweak the circumstances surrounding combat.
 
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OrdemPeludas

New Member
Dec 10, 2024
1
39
13
Hi! I made my first ever mod for this game, i participate in The Pubic Haired in Adult Games appreciation thread and wanted to make a edit of the sprites in game to make the girls have hairy armpits, a happy trail and a big bush.

Really simple to install! Go to the folder and enter the "game" folder, there you will fild a "images.rpa" file.
Then you want to download this file i uploaded to pixeldrain, you drop it on your folder and overwrite the old one. Done!

And again, this is a Fetish Mod, you dont have to add it if you don't like!
Here is a few screenshots of the girls (not all of them to keep it fun!)
Ps: ALL the images with the girls with at least a little skin showing i tried to add a little pubic hair!
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Dove With Shortz

Newbie
Game Developer
Aug 9, 2020
16
41
147
Been a while since I checked in here, and thankfully hockey season has been distracting me as of late. I'm sure the crew has been at work on the next update and I am patiently anticipating it's release. I also want to give a massive thanks that the devs go the extra mile to make hand-drawn CGs instead of going the A.I. route(as far as I know)
You don't have permission to view the spoiler content. Log in or register now.
. I am very much anxious to see as to how Irelia will look in
You don't have permission to view the spoiler content. Log in or register now.
, as I made that my choice for my 'main' file. Hope everyone is doing well with the holidays here, and I will see you upon the next update!

P.S. Eagerly awaiting more butt-stuff content
Thank you so much man, developing this game with the team has been a great way of developing my art skills, hopefully I can keep improving and making increasingly good art for the game :D(y)
 

Kirk-X

Newbie
Jun 6, 2017
29
28
49
Thank you! It really means a lot to hear that!
As for a "happy ending", I guess it depends on what you mean by that. What kind of ending do you have in mind?
In the game outline I made, I did plan out the chapters and the overall story with a few different resolutions depending on the player’s choices.
really late at responding here but, I'm glad to know there will be "different resolutions depending on the player’s choices".
As for what I mean by "happy ending" I just wanted to know if by the very end of the game can the MC settle with a single character or is it more of a harem thing, or is it going to end with some form of "heroic" sacrifice... no need to mention about the last one if it's optional.
 
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Dr Nystrom

Member
Game Developer
Feb 21, 2023
103
194
62
I am loving the combat, it's very fun. Perhaps adding a bit of early choice in extra cards might do well, and the addition of different kinds of enemies with their own abilities, similar in form to roguelikes like Slay the Spire or Darkest Dungeon would do well.

Personally I think there's no real need to add any consequences to losing in combat, as the regular consequence of just losing time and whatever you had acquired during the run is plenty enough, especially during the early grind for resources to progress the story.

I feel stakes in the form of story moments that could change the world or characters would work better than stakes in combat, though what is currently in the game has been working pretty damn well already.

The story has been very fun, and I'm looking forward to seeing more characters and perhaps more of the MC's background, and perhaps the chance to choose what background they had, to decide whether or not there is a background for the people who are doing a form of Self-Insert.

Has there been conversation on champions and characters like Lillia or the yordles? Rek'sai my beloved.

Thanks for what's already been done though, as it's a great few hours of fun.
Sorry, was really hard at work on the new update. I can finally rest for a bit.

Thanks for your feedback! I'm really glad you're enjoying the combat.
Enemies do have their own abilities, but you're right that we need to improve how they’re shown and when they trigger. That’s something we're planning to refine on future updates.

Yeah, early card choice is definitely limited. We want the deck-building to grow in complexity as the game expands but we don't want the beginning to feel like a slog.

On combat stakes, I personally prefer story-driven consequences rather than punishing the player for losing a fight, especially early on. But I do want to add more skits, interactions, and surprises in the forest/exploration segments to make the world feel more alive.

Regarding the MC, my goal is to let players decide how much of his past they want to uncover. That choice will affect how he views his journey—basically making him feel like a real character instead of just a blank self-insert.

As for champions like Lillia or the Yordles (I love Poppy), they’re in the outline. To be honest, whether they appear as major side characters or smaller cameos will depend on what the community responds to
 

Dr Nystrom

Member
Game Developer
Feb 21, 2023
103
194
62
Oh, I agree with that the stakes should be more in the story itself whilst combat helps to set the stage of who and what we are facing. My suggestion goes more along the line of integrating everything so that each system "seems" like it has weight. Story will progress with our actions and choices, but if combat can have some risk, then it becomes all the more engaging.

The way i see it, a combat without stakes is a visual novel without bad endings/"wrong" choices. You could simply press skip, mash your head against the keyboard, and ta-da, you've completed the game and everyone is happy in the story. The stakes that I propose shouldn't really alter the story that much, since if someone dies at the hands of the void it would count as a fail state and you'd have to reload your last save (or autosave) till you get them back, that character would also have their corruption levels increased to a certain point whilst in captivity, and if you develop a bond with said character their kidnapping would have some emotional weight too, you dont want them to suffer or the voidborn to have their way with them like the way Xayah is still looking for Rakan even when she herself knows it's probably too late.

But that's just my ramblings, if i had any idea how to develop a good story i'd have done it by now. I fully trust the vision of this team, and just giving my 2 cents on how i'd tweak the circumstances surrounding combat.
I definitely agree with you on wanting every system to feel like it has weight. That’s a big part of why I enjoy adding skits and small interactions—they make the world feel a bit more alive. And combat can be used to add stakes

Regarding the bad endings or bad choices tho, I personally don’t want the game to ever reach a permanent fail state (we might have a bad ending at a chapter's end but it needs to be discussed).
I come from a D&D background, and I really like when even failures become part of the story rather than ending it. I want the MC’s journey to move forward even when things go wrong, instead of forcing players into hard resets or soft-locks. Having said that... deaths can be powerful moments if handled properly...

The idea of kidnappings is something we’ve actually discussed internally before. One of the other devs is very interested in exploring a system like that. It’s something we’ll revisit and talk about again, but probably once we have all the systems going.

I really like it when people share their thoughts! Keep them coming
 

Dr Nystrom

Member
Game Developer
Feb 21, 2023
103
194
62
really late at responding here but, I'm glad to know there will be "different resolutions depending on the player’s choices".
As for what I mean by "happy ending" I just wanted to know if by the very end of the game can the MC settle with a single character or is it more of a harem thing, or is it going to end with some form of "heroic" sacrifice... no need to mention about the last one if it's optional.
In the outline I wrote (which is more of a guiding compass than something set in stone), I did include both the option to settle with a single character and potential harem routes—along with a few other possible resolutions.

Hopefully, we’ll be able to fully explore all of them but it depends on how far the project gets, but that’s absolutely part of the vision. Reaching that point of developing them all... honestly feels like a dream right now, but it’s one we’re working toward!
 

Somoren

Member
Aug 23, 2021
156
85
143
I definitely agree with you on wanting every system to feel like it has weight. That’s a big part of why I enjoy adding skits and small interactions—they make the world feel a bit more alive. And combat can be used to add stakes

Regarding the bad endings or bad choices tho, I personally don’t want the game to ever reach a permanent fail state (we might have a bad ending at a chapter's end but it needs to be discussed).
I come from a D&D background, and I really like when even failures become part of the story rather than ending it. I want the MC’s journey to move forward even when things go wrong, instead of forcing players into hard resets or soft-locks. Having said that... deaths can be powerful moments if handled properly...

The idea of kidnappings is something we’ve actually discussed internally before. One of the other devs is very interested in exploring a system like that. It’s something we’ll revisit and talk about again, but probably once we have all the systems going.

I really like it when people share their thoughts! Keep them coming
That's a lovely idea and definetly a lot more challenging to develop and implement, I guess you have a pretty good sense of how and where you want to land your story. I know very little of how VNs are developed, my only knowledge is about Katawa Shoujo, and the team there had a major headache with multiple rewrites, but the quality speaks for itself; best of luck devs! Hopefully you can bring your vision in all it's glory.
 
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Dr Nystrom

Member
Game Developer
Feb 21, 2023
103
194
62
I loved 100% the game <3 only thing i wish for future update is to have some girls with smaller breasts tits too❤
Glad to hear that!
We will have girls with smaller breasts in the future too! Will see if there's a way to implement them sooner rather than later. Will probably take around 2 updates or so, but I have an idea...
 
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