Hey, I'm the writer for this game, and I'm honestly surprised at the responses/turnout for it (in a good way)!
This post is pretty much a post-mortem for the game; the next post will be replies and such to comments or questions. Feel free to just go to that post if you want questions answered.
Also, just in case anyone was thinking it, I'm not going to DMCA the links for it;
You must be registered to see the links
and why we don't DMCA links or mind pirates at all.
----------------------------
Magic Matchup was the first NSFW game I ever released and due to some limitations with the art (more on that in a bit) I was pretty limited with what I could write, so to me I've always kind of simultaneously cringed at my writing in this while also being proud of how I reworked what the art was originally for into what Magic Matchup became, as well as what we did with the variations in paths on each loop and the continuity in writing that required.
Magic Matchup actually started as a completely different game; it was going to be a rock paper scissors game where you played as a student in a magical college. You basically got bullied every day by a lot of the staff and your fellow students, but you came upon an amazing amount of magical power through some macguffin and ended up being able to challenge those people by placing a bet down on the line where if you lost, you'd do whatever chores they wanted/homework/buy them stuff etc., but if you won, you got to do whatever you wanted to them.
Unfortunately though, the artist was too busy with college at the time himself and after doing the art you see in the game for the first character (which was actually intended to be the gym coach, out of about 10 or so girls in the game), he had to back out of the project.
Fastforward a year or so later, and I realized I had these art assets I had paid for that I still wanted to use somehow. I came up with a completely alternate plotline, disguising said true plotline with what the original intent for the game was (magical college, stripping women, etc.) and then we got to work on it.
Part of the main difficulty was that due to the art being incomplete as it were, I could only do a set amount of emotions for the characters while still having it fit the art; for example, during the prostate stimulation scene, I absolutely couldn't have The Teacher come off as angry or irritated or sad, because there were no visuals for this. For the normal conversations, I couldn't have her come off as seriously angry, only irritated, and similar limitations for the player character's expressions too. This is why some of the script might seem a bit "stiff" at times.
(To be clear, I have zero grudge against the artist; they gave me warning well in advance that they'd have to back out, and they did all of the art that was paid for, as well, and they also knew full well about Magic Matchup before it even started up.)
Another challenge was the continuity between timelines; since there's a separate set of dialogue for every time you miss a rock paper scissors attempt or win one, as well as every possible sex event, and then that's multiplied by whether you won or lost the last time around, plus the "intro" text for each loop, I had to maintain information that the player had learned in the last loop(s) across all possible variations without inaccuracies or too much/too little info being divulged which could screw up future loop text.
(This was great practice for Future Fragments, though!)
Speaking of Future Fragments, if you did enjoy the overall plot in this game and the twists at the end, you should go check that out;
You must be registered to see the links
Also speaking of the twists at the end, I was pretty proud of those; "hiding things in plain sight" and "unreliable narrator" stuff have always been two tropes I've really loved in storytelling, and I was happy I could get them in this both.
Everything I'm working on currently with separate teams per each game (Future Fragments,
You must be registered to see the links
,
You must be registered to see the links
(F95 topics and public for those soon!)) has that same kind of stuff in it; portraying something in plain sight as one thing, but when you get the context later on, the game takes a completely different tone and a lot of what you knew gets turned upside down. I'd like those tropes to be something you should expect when playing my games, so again if you like that kind of stuff, definitely go check out the other stuff I'm working on when we get public demos out for them
(and the demo link above for Future Fragments is the most polished public demo for it).
Making Magic Matchup was really fun though overall and it definitely helped me out a lot for training on future projects, so I can say that without it, my later projects would have been a lot messier and harder to create.