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(+1)

Really nice art! I'm super excited for what UiTC2 is gonna be like, though that doesn't mean I want stuff to be rushed: your wife is right, don't overwork too much, my burnout experiences taught me not to.

Aaanyways, something that I personally like in games are collectibles. They trigger my completionist side and it's always nice to have a reward for getting them all. Plus, secret areas also sound kinda fun. Maybe clicking on a door that doesn't have the "walking symbol" could lead to one? Idk, I saw it done on another adult game called Influencing and I personally found it interesting. Things like that feel really rewarding to me in games because I find it really rewarding to find things out on my own.

And I totally agree with the difficulty thing! Letting players choose whether they want to play on easy or hard-core just makes the experience more...customizable?

Wow, what a long-ass paragraph, anyway, good luck with the game!

(+1)

I'm fully aware that my waifu is right here, but since I'm a workaholic, I will start getting stressed at some point by seeing how much is left to do. Even if we don't make it in time for December with UiTC2, I still want to release some demo to show you what we managed to achieve, as I really hate to disappoint people.

Oh, a fellow collector? :D Hidden stuff is one of the things I want to do for UiTC2, like what I already did with the wall painting in the block's elevator. The problem is, such stuff is "easy" with modular maps like in RPG Maker games, but here each location uses custom background art created from scratch and involves quite a big chunk of bonus work both from me and my artist, so it feels like a waste to do it for something minor. But ye, I will scatter some unique items across The City in hidden places without any indicators, so it's not that obvious, but need to expand the map a bit, first ^^

Cheers!