Devlog - Demo and plans going forward
After 4+ months of development, the game has finally reached the full playable demo with all the art and basic systems!
Over here to play: https://powerofsin.itch.io/adventure-gal
So... what now?
As you play it, keen of you may observe that art is not fully colored and shaded like the title image and the prototype images I shared before. That's because even with the current art, it took me over two months to finish (I barely touched working on any other art in that time). Writing took about a month too.
While I am very happy with the feel and the flow of the game, it is just... too much time to make it the way I envision. I would need dozens, if not hundreds of events to make it function as a roguelike I initially wanted it to be. And if I shaded everything now, it would maybe take me another month of work? Or at least a few weeks. So, if I wanted to spend 2 months on each event, even if I had only 30, that would be 4 years of just making content on my own!
I could get outside help, but I neither have the budget nor the guarantee that the full game would be worth the effort.
So, my idea is to wait for some feedback on the demo and later to try and rework it to be a lot... smaller in scope. Still have the same flow and key decisions, but a lot less art and writing.
I have also pondered reworking the systems to make it a lot more... abstract in nature. Still very much a dynamic story game but a lot less... custom-crafted for each eventuality, and a lot more about players filling in the gaps on their own.
Until then, I have some other projects to tend to, since I need a break from this for a while.
Hope you like what's there so far :D
Get Adventure Gal
Adventure Gal
Lewd Choose Your Own Adventure RPG
Status | On hold |
Author | PowerOfSin |
Genre | Role Playing, Interactive Fiction |
Tags | 2D, Adult, Erotic, Godot, Hentai, NSFW, Pixel Art, Story Rich |
Languages | English |
Accessibility | Color-blind friendly, High-contrast |
More posts
- Devlog - Art Progress51 days ago
- Devlog - Content takes time71 days ago
- Update - First Playable Browser Version71 days ago
- Devlog - Scope Creep Management91 days ago
- Devlog - Worldbuilding Effects on Game DesignAug 30, 2024
- Devlog - Map GenerationAug 16, 2024
- Devlog - First LookAug 07, 2024
Comments
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Ah I hope it's okay giving feedback on the mainpage as I did rather than here on the demo news post...
Just to have said something here: thank you for the demo!
The only thing I can say is to pace yourself, quality games can take years to reach the 1.0 mark much and that is with full teams. No point in stressing yourself out over a norm in the industry. That and it's just better focus on the now and what you can manage.
Grant though have ask what your workflow is like because spending that long on a event is unusual unless you don't have alot of time to work on art because of IRL matters. Also does sound like your running into the logical conquence of taking an quality over quantity approach to event desgin. While it's nice to have a game full of rich and meaningful events, it also means your spending alot of extra time on even minor events a player realistically wouldnt be spending alot of time on.
That's kinda were common events like the ones I mentioned before come in, as reusable common events may not be crazy exciting compared to a high quality ones that you poor your heart in soul into, they do fill the niche better for minor events that the player isn't meant to spend alot of time on.
though that all is just my take on the matter I don't know what your workflow is like or what all you need to acount for but I definitely play this new update and future ones to give feedback that can help you improve and help this project live up to your vision.
Thanks for your feedback :D
I wanted to make one event with full force to see how full it is. And it sure is full xD
My workflow is nothing special, but having done a lot of stuff now, I know how I could improve things when I get back to it. I also got hit by a lot of artist blocks and had needs to take breaks along with real life stuff.
Next, I want to see how low can I cut the events to reach a good balance of hand crafted control and shorter production time.