Today’s update added 38 new achievements to the already massive list that now has 234 total! Most of them are for the new Endless Nightmare mode.
There are also new medals to go after that rate you based on your Score, Karma earned, how many monsters you defeat, and what your highest level monster was. Each character has their own goals to achieve!
Some people were wondering what a Lv99 Sandrome would look like if you could possibly make it that high in
Endless Mode. I don’t think this is actually possible for a human to do, but you really
aren’t meant to get this far. Each bullet here did enough damage to kill me twice over with the default amount of health!
ive been following this game since long before it was on steam, like there was only around 5 bosses i think? still i love seeing something so small grow this much, this game is lovely!
Today’s update brings a whole new game mode, Endless Nightmare!
See how many monsters you can love in a row until your heart breaks. Just like story mode, each monster’s level will determine how fast or slow the monsters scale up in difficulty, except that here you will always have 4 monsters to choose from. The monsters can continue to level way beyond their normal limits. They can go up to level 99 if any human being can possibly make it that far!
None of the monsters give you gifts in Endless Nightmare. Instead, you can use your
karma to buy gifts from a randomized shop. The catch is that every time
you buy a gift, the price will go up for the next one.
There is also a harder difficulty setting where you never get any gifts period! Monster health does not scale up to keep things fair, but it still gets brutal very fast.
As promised long ago, here comes the long awaited BIG DEPELOPMENT UPDATE (Backers will get a special development update once we send in the new beta build this month)
I’ll just put in stuff we’ve been working on with some gifs/images :D
Now if a character has purity on, they’ll stay in their Defensive Stances. I don’t know why I didn’t ask that to Ben first, but this will make it clearer on who can hit you on their counter turn, and who to avoid beating :D Also the Hearts/Purity bar looks like this now, before it was looking ugly and not that slick, since when you would inspect everyone’s hearts/purity, the bar would overlap the characters and look goddamn ugly. Now it doesn’t overlap anymore and is simple enough to be more clear :D SIMPLE AND CLEAN
Also with this defensive stance thing, Ashigarus look way more intimidating:
Right now we’re working on a february build for the backers! This one would have Capricorn and Taurus (FULL TAURUS, with last bossfight of the realm :D). We’re planning to send monthly builds until the end of the development, but let us see how that goes. So all of the beta backers will soon meet Spica! :DDDD In that order, next month’s build would feature Capricorn, Taurus and the third realm.
Also if more than one of the same enemy type appears they might have different palettes to better identify who’s who when they swap positions and stuff like that.
Scorpio changed appearance completely. Reason is because I couldn’t write up dialogues for her in the state her first portrait was in. Actually, Scorpio had more than 30 redesigns before that portrait, I don’t even know where they are, it was just too much. I blame this on the fact Scorpio is a very mysterious zodiac sign, so she was hiding from me all this time. BUT, worry not, her dialogues are flowing extremely well now that I changed her portrait :D I hope you guys don’t hate me for changing designs midway, but that’s how life goes sometimes. (?) So for a before and after:
It’s very different other than the scissor that is the same, I know. I legitimately have no excuses for this other than I wasn’t feeling it in the older design. I’ll probably use the older design in another character, though, since I think she looks prutty cute as well, just wasn’t tru Scorpio. Tru Scorpio is less flashy, more chill, more weird, less obviously edgy. Also new scorpio has a scorpion tail necktie. Very important.
Now for random stuff we did:
We finished an additional realm that wasn’t supposed to be on the game, but we did it so quick that now it’s in. I’m glad since people will get to know a little of how the realm of this character is! :D I won’t be showing a thing of this realm, though. I think it’ll be a cool surprise once you guys see this realm in the full game, it has a very different color palette in comparison to the other realms as well!
All the endings of the game are planned and kind of written down. Need to revise some things, so I’m going through all the dialogues for all the realms to revise and add stuff in now that I have the endings done. :D
Crafting is fully implemented, now we only need to implement the interface for breaking and boosting. A backer gave feedback that it sounded a bit too basic, we done some reworking on that, and with breaking and boosting it’ll help as well to make it more interesting. :D
All the maps for the third realm are fully done! A sneak peek:
ominous
And maps for the fourth realm as well:
u n f i n i s h e d
Virgo got the reflection!! She’s not a vampire anymore.
And the battle balancing overhaul:
Stats were changed a bit in regards to Purges/Counters, with their own specific attack values rather than being only defined by the Quality. Getting +Counter Attack will add damage to counters only, which also helps specialize characters better and opens up more equipment combos
Buffs and Debuffs are much clearer now on what they’re supposed to represent: Every turn a stack will fade, so you can measure how many turns a buff will last by the number of stacks you can see on the battler’s heads! Adding a the same buff more than once on a character will raise its stacks, making it last longer and be more effective.
Enemies flash at the moment you should press the key for a perfect hit. This allows the game to be played WITHOUT the timed-hit HUD appearing, as you can just pay attention to the animations themselves.
There’s like 5 or 6 animations left for the party!!! A huge chunk of the weapons are done and working, now mostly only enemies remain!
omg,screenshot
That’s it for this month’s devlog, next month I come here with MORE THINGZ. This barely covers 30% of the work we’ve been doing, but my mind always turns blank when I come here to say what we did ;_; Anyways, let me know if you guys got any questions about the development and I’ll try to answer as swiftly as I can! SOWWY FOR BIG DELAY
Today’s update finally adds the 3rd playable character, Twin Heart! She only starts with feather shots so you have to get in close to the monster. She also has a new type of charge shot! It’s a ball of feathers that continually bursts out more feathers as it moves. The smaller helper twin will attack with the usual long range bullets, but only if you take damage during the battle.
Their story is not finished at all yet, but I wanted the character to be playable already because the story takes a long time to draw, but I really need these characters to be tested now, so I can already start with bug fixes and other adjustments. You can expect the other playable characters to be released in a similar way and I’ll probably be saving all of their stories until the very end of development.
It’s my birthday today so I made a surprise update with 2 new super
powerful gifts! One doubles your helpers and the other brings you back
from the dead more powerful than ever! Oh wait… I’m supposed to be the
one getting gifts today!
Today’s update is another tutorial update. I admit it, putting all the scoring tutorials into 4 separate scenes that spam you when you first start the quickplay mode was not the best idea, but it was the fastest way I could do it at the time. Some players really liked all those cute scenes, but others didn’t find it so great.
All 4 of those scenes have been removed and replaced with another tutorial battle against the robot. Hopefully it isn’t too much information all at once, but it is broken up into the same 4 parts as the battle goes on.
All the little bits of lore that were in the old scenes are still there and scattered across the 2 tutorial fights. The only part that has been completely removed is the tease about Unit Lulu’s creator. Not to worry though, I will be putting that back in a future scene eventually.
I had to delay yesterday’s update until today, but it’s out now! I was sick for most of last week. I was already going to take a break for the holidays, but being sick just ruined it D:
The friendly little robot is now the 33rd boss added to the game! The old tutorial has now been replaced with a battle against this robot as she tries to teach you how to love the monsters. If you have already played the game, then this new scene will still play if you start a story run as “Her Heart.”
The new boss for this Thursday’s update is… oh no, not the little robot!
(oh look, she has a name)
It turns out that putting all the controls in a single scene at the start of the game meant that a lot of the players would forget them right away. Can you believe there are people like that? I do, because I forget controls that were just told to me 5 seconds ago all the time!
Anyway, Little robot here will make sure you don’t forget the controls, because she will force you to use them all in this tutorial battle. It has been proven that people are 10001% more likely to remember controls if they are forced to use them immediately. For you non-game-devs out there, tutorials are actually impossible to make and they will not work on some people no matter how hard you try. But I’m going to try as hard as I can!
I’m not using tumblr any more but just a quick note from me that I’m so happy you’ve got the recognition for this you deserve! I hope a million more people play and enjoy your game! Keep it up!
There are 32 whole boss battles now! Veyeral Rain is the newest monster. She is a very shy veyeral who won’t reveal her true form unless you show show her minions a little love first.
This battle is technically a “Shy battle” where you must defeat small enemies to lure out the actual monster, but since all veyerals are basically alternates of each other, they will not get the same titles like the alternates of other types of monsters.
I also noticed that some of the better players would get to The Void at level 10 and be a little disappointed that it doesn’t go any higher, so I went ahead and added a Level 11 to her battle! It makes me so happy that everyone I’ve seen get to the current “true final boss” is just blown away by that battle. I’m real proud of that one!
My name is Angel Polanco. I am an indie game developer, and I am making a game where you show monsters the meaning of love by blasting them with heart bullets!