End of June Progress Report


Good Morning Degens!

I am sorry for not getting this out while it was still June. Today is July 8, and I understand that you guys want to know what's going on with the current build.

I am confident enough to consider the next build 0.5 instead of 0.4.5. So much has been revamped that it feels much different. The biggest problem I have had was dealing with Feature Creep, a systemic issue of gamedevs that ultimately causes a game to stagnate because we keep adding features. This is hopefully going to stop as I bring Ch 1 to polish. 
In the previous update, I mentioned all of the new lewd scenes and pixel art that I've added to the game. This has not stopped, however, but I want to take a moment to talk about some things that really matter for gameplay instead of lewdness:
1. Level design.
Ngl, I threw together some of the maps that I thought worked pretty well but I got schooled really hard, and some really nice people taught me what I was missing with the designs. That said, the following levels have been completely overhauled or modified:
a. The grove (overhaul)
b. Leen Bridge (overhaul)
c. Orc Villa Thorne (modify, I hate how  many times I've worked n this)
d.   Cave (added some new places to go)

2. additional features (sans feature creep)
a.  Mission Success rewards
b. New revamped achievement system
c.  Battle Taunts
d. Better Sneaking features, with the ability to see Enemy Vision

There is a bit more, but I  want to keep my mouth shut on those, as I do not wish to put my foot in my mouth too early -- some features I'm dancing around and unsure if I want them implemented.

The next milestone is STEAM NEXT FEST, which will feature a condensed demo. Do not worry! Regular updates will continue here on itch and on patreon.
I will do my best to ensure another update comes out before the end of this month!

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