If you're planning to add battles, you could just send the party back to the inn on defeat there too. I think that the kind of game you're making could work better by penalizing players with progress loss instead of having a full game over state. You'll just need to be a bit careful not to make the failure states unlock more events than actual progress to keep the players engaged.
Impy
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You've made some nice gameplay additions in this update! I like the introduction of obstacles and the tavern, it feels like there's a bit more strategy to how players can choose to explore the maze.
Now that there are additional resources for the player to make use of, perhaps there isn't a need to send the party back after being split. The search for missing members will feel a bit faster if instead starting over you'd lose a bit of time or health, but remain in the current area if it's not too late in the day. You could also consider sending the party back to the inn whenever health or daytime runs out, to give resting there a more important role.
It feels like the gameplay loop is starting to come together in this update, and I'm excited to see how the inn will get used in the future!
I should probably add some sort of confirmation to the final event to indicate that the game ends when you click it. You can keep playing as long as you like if you ignore it. The game could probably be a couple of matches longer, and maybe it could be fun to have a requirement of scoring a couple of checkmates before it ends. Checkmates are hard to get, but they feel pretty great when you manage to set one up. I want to add some sort of scoring system to give players more of a reason to play again, and checkmates will probably be a big part of your score.
You will need to meet Ram with Cetra twice in the guild to start the sharing route. The titjob event should be available in any map that has Abigail in it. You'll also need to take Fio out to town once or twice to get her love to 15 or higher and avoid the endings that involve Oolie or Ram. It's been a couple of years since I've worked on the endings so I could be wrong about something.
I know about this one, I've received a previous report of the game doing that. It's strange that it's always the side menu that gets affected. Unfortunately I am at a complete loss as to why this happens and cannot reproduce the issue on my own computer to fix it. Games made in Godot just aren't fully consistent in performance across all platforms and machines running them. Godot is growing rather quickly, so I hope that this gets addressed in a future release of the engine.
I really tried to make the chess gameplay approachable to players of any level of skill, so I'm glad that I've been able to hit the mark and make it fun! Thank you for playing! I prefer body type variety more than any specific sets of features on the characters I create, so there's usually a bit of something for everyone.
Since it's just one menu panel, I wish that I could just mess around with various parameters until it stopped happening, but the error does not occur on my computer. Godot does this kind of stuff on some older graphics cards. I'm hoping that this issue goes away as the engine gets updated, but I'm happy to hear that at least the web version works correctly.
If I have time I'd like to add a bit more story to Kate's relationships with her companions and maybe include her peeping in on some of the events. Since this will probably be a shorter game, I don't know how much of those elements I can add, but I would like to make the action a bit more NTR-adjacent if I can.
I tend to have fairly large casts of characters in my games, so the stories can get a bit unfocused. I feel that a narrowly focused narrative will not keep everyone's attention over multiple updates, so to have the support to make games like Sweepers or Bastion I need to have a bit of something for everyone. I also just enjoy having variety, so it's not something that goes against my goals and desires. Big fans of NTR stories don't always think that my games go far enough, while those who don't like the genre avoid them, but I think I've got enough of an audience in the middle who like what I do. A game that I'm planning to start making later this year after Priestess and Charmers are finished, will probably feel closer to Bastion in terms of the NTR scenario.
It's a bit of a mix, but I try to make it easy to skip any scenes that players may not like. Summer Sweepers was my first big game, and I tried to gate the sexual encounters behind a couple of initializing events to make sure that players can avoid scenarios they dislike. My more recent projects don't really have that, so I recommend taking a look at the cast to get a sense of the types of sexual scenarios you may encounter.
It's not likely for Summer Sweepers to get an animation update. It doesn't have a style that's easy to animate, and I will not have time to do it. Hexagum animated Monster Monsoon for fun for a year before we met, so I had a lot of stuff ready to go when we started working together. Even so, adding animations took a lot of time and effort on my part, the final release got pushed back by 6 whole months. An animation update for Bastion is possible, but even there it's more likely that I'd make a spin-off project than make changes the base game. For my new games I am trying to animate everything right from the start because adding motion afterwards is very difficult.
Thank you for your support, I am very happy that you enjoy what I do! I've got many more game ideas, so I intend to keep working hard to bring as many of them to life as I can!
Rescue your friend by attacking the queen's carriage and you will see an ending associated with the missing character. Increasingly lewder videos of the queen and her knight having fun with your friend will be uploaded if you wait. If you don't complete the rescue mission within the time limit, the companion is lost for the remainder of that playthrough and your only victory option will be to find and attack the cauldron.
There are two mechanics associated with many of the new events. Using Nupert's skill when adjacent to a summonable minion will have different animations for each of them for Lilly and Felix. Courage intervention events make up the other big chunk of the new stuff, they can be accessed by completing a series of self imposed challenges in harder maps. Hover your cursor over the lock in the top right corner of the screen in any map that is at 3 cloud difficulty or higher to see your challenge progress.
Check the new "bonus gifts" section in the gallery, it lists most of the new events with simple instructions on how to find them.
If costumes are tied to full galleries, it's probably worth considering switching the acquisition method to something that the average player can be expected to reach. You've already got the extra costumes for highly committed players that want to clear every difficulty, but just getting one costume should be something that anyone can accomplish. If you're thinking of switching to cumulative points, you could just put all of the rewards on the same track and have the difficulties give you different score multipliers, which would allow players to get things at their own pace. The current system incentivizes trying every difficulty regardless of personal skill, which can make the hard rewards unreachable for low skill players, while the skilled players must face a slow grind to get the easy rewards. I think that your idea of making this into more of a coffee-break game is a worthy pursuit. Let players go as hard or as slow as they want, with something to show for their efforts.
Really good polish in this final update, wonderfully done! Lots of beautify intricate pixel art animations and illustrations, and many cleverly designed levels. I really enjoyed the puzzles. Navigation between levels and pictures is quick, and I had lots of fun completing the gallery!
Thank you for making this game, and especially for the updates that have made both the art and gameplay shine at their full potential!
It's really cool to see this grow into a full game with lots of unlockables! The extra colors add a lot of vibrancy! I really love the detailed reward illustrations, but I have not found any of the costumes.
The game may benefit from giving out bonuses for cumulative smashes rather than having to get them all in a single try. This would allow more players to see the pictures and offer compensation for play sessions where a lot of things get smashed but not enough to beat the previous record. It would also let players mess around with the game for a bit whenever they have a moment rather than having to find the time to commit to mastery. The rewards getting spread out instead of all appearing at the same time will also feel better for the players and give reason to keep playing. If you feel that this would shorten the game too much, you could only count smashes after the first 10 or so.
Tutorials should probably be a separate option somewhere instead of something that you need to exit out of every time, or at least default to skipping instead of starting.
Really nice work! I love the gallery art, it just needs a somewhat more incremental unlocking mechanism to make it shine.
I would strongly advise against changing engines at this point, it will kill your momentum. Maybe try something new in a future project if you feel that SRPG Studio is too limiting for your ideas.
If features that you want to add seem difficult to implement than perhaps you could try a solution with stuff that you know how to do. When using a prebuilt engine it's usually best to take advantage of things that it's good at rather than morphing the whole thing into a something else entirely. Making characters strong against specific enemy types for example is something that should be very much in-tune with what SRPG Studio is great at. My suggestion for grayed out boxes could be done using picture popups instead of tinkering with menu code. Having the night scene start on the ally turn could also be done by applying a sleep status that prevents ally movement on that turn to the same effect. There's always more than one way to add a feature, and aligning your additions with the strengths of the engine will both reduce your workload and make the game experience feel smoother for the players.
The new chapters are fun! The story's really starting to come together. I like all of the little branches, though perhaps more indication on how to access them may help. I've only got about a quarter of the gallery filled even with reloading and trying different things. A grayed out option box for something that you need but don't currently have can be a way to get players on the right track. I would also like to see more choices where you get something different rather than having a clear wrong choice that gives you nothing and forces a reload. It doesn't have to be a whole new story sequence, but even some gold or an item will make players feel compensated for missing out.
The campfire scenes are a great addition, but perhaps they should trigger before the ally turn because your options for who to watch or visit are determined by map positions which you don't have much control over. The Kota POV scenes are neat, but perhaps they should skip the parts with Nestor because players will have already seen those parts of the dialogue. Maybe a bit of before and after he shows up with most of the parts that are addressed in a different event skipped in a fade to black.
Map orders from what I've experienced seem to be for combat only. This is a fine choice since it reduces the amount of guesswork for players, but it does incentivize use of high damage characters for all tasks. Having different fighters be good against certain opponents in a clear way could make them feel more unique.
I'm very happy to see the game continue to grow and expand! Ease of play features and polish could help the game feel a bit more accessible, but the new story and events all felt good to experience. Very nicely done!
I'm very happy to see that you have decided to continue development after the Jam! This was one of the game that I really hoped to see more of.
The map markings do a lot to improve the experience, great addition! You can try increasing the Z-index of the X's to ensure that they always get drawn on top of the other map elements.
The portrait expressions and new animations are also neat, I'm starting to get more of an idea about how all of this will play out!
I will release a series of patches for my older games this year because I am planning to get them to appear on Steam and possibly some other services. The 10e patch for Sweepers changes the following:
- Fixed bug where immune bosses could be hit while hidden
- Changed Mechanized Rites quest locations.
- Replaced match girl with her older sister.
- A few small adjustments to dialogue.
Sorry for the late public release on this one. Version 9 has went through a series of changes and will still be patched one more time before it goes public.
Monster Monsoon is almost complete now! This game has had the longest development time of any of my projects thus far. Thank you for playing and supporting it over the past two years!