1.0.20 is uploaded now. Android package is back up to date.
deepglugs
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If it's Samsung, is it ARM-based? It could be that the nightly build of renpy that Warlord uses does not support ARM well. I will push an update with a release version of renpy soon.
EDIT: It looks like there's a separate ARM sdk for renpy. That sucks. It means that I need a separate build just for ARM if I want to support it. How do other renpy games work on that system? Are you using the ARM build?
You are speculating at best and plain wrong at worst. You haven't played it, so why guess? Just play it. Aden's prologue has 73 unique images. The other girls combine for 56. Not quite what you thought, is it? Oh, and Aden so far has the most dialog of any character at over 400 blocks of dialog. The next closest is Stheno at 387. Not everything is written yet, but I'd say the game's writing is about 80% complete.
I'm sorry to announce that ratings have been turned off due to abuse of the system by some users. I apologize to those who legitimately gave honest reviews and to users who use reviews to filter good games from others. Unfortunately, itch's rating system permits such abuse and makes ratings almost useless as an means of feedback to developers or as feedback to users.
Users who abused the system will be banned from playing any of my current or future games on this platform.
This looks to be a response to my patreon development update. I understand there is quite a divide between those who like Warlord and those that like everything else. That said, it isn't exactly a certainty that a warlord-like game would do better than say, Athena's Revenge. For example: https://twitter.com/deepglugs/status/1705836427223941505 suggests that Tragedy of Medusa was more liked than Warlord. That's just one data point. Downloads for Warlord on itch easily win, but on Steam, Warlord barely wins. It's not exactly a fair comparison, there's been several sales that Warlord wasn't included in, but these are the numbers I have to work with.
In theory, Warlord should do a lot better than it has. I believe it has all the required elements of success and is in the top 10% of animation quality, so I don't know why it isn't more clear leading.
That said, Warlord leaves Steam Early Access when chapter 16 is done. With that release and the Early Access release of Athena's Revenge, I'll have a better idea of where I should put resources for 2024 and beyond.
Just a little Twitter note: I usually post things that I'm currently working on. If I'm working on Warlord, I post Warlord things. If I'm working on Athena's Revenge (like I am now), I post about that.
There is no NTR is the game here on itch. I understand that some players don't like NTR. This is why it is not added to any public version of the game and why it's only a hidden extra for those that do want the feature. Know that the feature also has no impact on the story of the game.
I know you recently modified your rating and because you and others rated a feature that isn't in the version here in itch, I disabled ratings. I do not think it is helpful for potential players to highlight (positively or negatively) a feature that they will never experience.
I'm certain there is a trade-off of image continuity. I think most of the backgrounds are okay and the others are getting better as I slowly replace them (the "evolution" I was referring to), but its not there yet.
Warlord might be more popular if it was done a bit differently, but it wouldn't have existed at all with the AI tools to help. I was already working on Tragedy of Medusa at the time and could only really spare a day or two a week for experimenting on anything else.
That said, Warlord is my most popular title this year and is trending to become the most popular of my games overall (overtaking Euryale's Gambit probably next year). I attribute it's relative popularity to its genre (male-protagonist), but story may also play a role? At any rate, its' hard to tell how much using AI as much as I do hurts the project if at all. It also happens to be my highest-rated title :shrug:.
It was a design choice from the beginning. Warlord began as an experiment to speed-up development and lower cost. This method allowed me to work about 4 times faster and work on two games at once. For comparison, my first game took 1.5 years to complete. Warlord is longer with more animations and will likely be complete in 9 months.
I probably won't use the same exact technique in any future title, but I've learned a lot that should make the next titles better.