View attachment 5472799
Progress / 進捗 (Download below)
While "Paratroopers" aren't particularly strong in conventional combat, they rank among the most annoying enemies in the game when it comes to sheer irritation.
This is something surprisingly few people have noticed, but previously, if you reduced an enemy's HP to zero, they would resist seduction. However, since a few updates ago, you can now seduce them even when their HP is at zero.
Since this enemy is designed not to fall to the ground easily, we recommend either shooting it down with Meteor-element attacks or timing your seduction perfectly once its HP is reduced to zero.
- Final area level design and gimmicks (50% complete)
- Final boss animations and implementation (95% complete)
- Main story implementation (50% complete)
- Implementation of sub-events (30% complete)
- Added several H-scenes
The final boss is nearly complete.
While balance and presentation still need polishing, I believe it has become a boss battle worthy of the finale, offering a truly intense, life-or-death feel.
I look forward to the day we can show it to everyone.
Regarding the final area.
Originally, this fourth area wasn't intended to be as substantial as the second or third. However, it ended up containing just as many elements, if not more.
I often work backward from the BGM to generate ideas rather than deciding the BGM based on the concept. This time, encountering such great tracks was... well, I suppose you could call it a kind of misfortune.
(You'll have to wait until the final release to play that area...)
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