In a nutshell, he's working on the game mechanics. Here's what it says when put through Google Translate:
[Choetsu Yuugi] Development Report 11/03
This is a development article for our latest work in 25 years, "Choetsu Yuugi".
Table of Contents
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Recently, I've been working on creating systems within the game.
Specifically,
- Balancing the ability values and special abilities of each enemy character
- Managing enemy appearance flags
- Implementing a system to make gameplay easier
- Equipment acquisition flags
- Implementing other events and managing flags
A system where you get equipment when you defeat an enemy...
A system where various techniques are unlocked depending on the score accumulated during battle...
A system where you can ask questions if you don't understand something, etc.
I'm thinking of doing this kind of system setup first, because it can be done without the graphics themselves, and it's surprisingly difficult if left for the second half.
I'm making a table in Excel to see in what order the enemies will appear and how strong they will be. Excel is difficult!!
I would like to complete the system and balance by the end of this year if possible, but I wonder how it will turn out.
I have been thinking the same thing. The easy dodging completely breaks the game in the MC's favor. Not only that but your punches are WAY too OP given how strong your opponents are supposed to be. I mean, Snow has won a wall full of trophies and can knock someone across the room with her PASSIVE hand yet her punches on MC are just average WITH a taser in each glove!
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As for the first demo, you could look for one of the earlier Mega links on this thread. If not there, I've seen it on a few other h game sites (I don't recall which since it's been over a year since I looked).