Very important! This is a big turning point for us, we’re on Steam Greenlight! But we need YOUR support to help us get through, and make the Turbo Edition a reality! We’re releasing Copy Kitty 1.6 right here, for free as usual. But we have a super special treat in the works! If we get enough support on Steam, we’ll be releasing the Turbo Edition which has lots of neat features and additions - like playing as Savant!
Making games is what we want to do for the rest of our lives, and this might be the single most important turning point. Every single member of our community needs to help us out here in order for us to be successful. Go tell your friends and get people to play it - spreading the word will help us a bunch, even if you think you’re not doing much!
So, go to the Greenlight page to support us!
And after you do all that, Go download version 1.6 for yourself and start playing it! It still includes a bunch of new stuff, but remember that there will be MORE new stuff once you help the Turbo Edition get released! If the previous post hyped you up, guess you’ll need to wait a bit longer before you can see the context - but the wait will be shorter if you spread the word and support us!
Help us get on Steam!
-Azure & Raibys
Listen: here’s a secret to RPG design
Its a fact that RPG battles aren’t stimulating at all and everyone knows that and no one really cares cause everyone knows it’s not news like yea so the trick to making a good RPG is to have all the stimulation happen outside of battle within ur customization…
I think it’s possible for RPGs battles themselves to be fun though. You bring up Pokemon as an example, but beyond just training your Pokemon to be as a strong as possible, the battles themselves can become almost chess-like when you start playing competitive. The Mario RPG games (Paper Mario in particular) are also great examples of games where the battles themselves are engaging because it’s not just a matter of choosing the right move, but also of proper execution. I think many RPGs try to stick too closely to the formula of the early Dragon Quest and Final Fantasy games. The game becomes reduced to choosing what will do the most damage, and then watching the pretty animations.
ok so theres this metal monkey enemy in mother3 ok and this guy is apparantly super rare and ive never met one in my previous playthroughs
good so now the guidebook always tells you how much hp and stuff an enemy has and underneath the metal monkey it said “EXP: GOOD”
so i was all like shit i probably gain like 286786 exp from this guy lets go for a hunt
WOW IM SO EXCITED HOW MUCH AM I GONNA GE-
To be quite honest, I have never once finished a personal project. Whether it was for legitimate reasons or just laziness, I have abandoned every single thing I have set out to do for myself in my entire life. In the interests of finally seeing something through to the end, I have decided to come back to the project that came closest to completion, the one that almost saw the light of day.
My new project will be Portrait of Strange Relic.
Previously, I had said I would need to rebuild the game from the ground up to be satisfied with it. And that’s exactly what I’m going to do!
PoSR Redux will be made in Danmakufu ph3, with almost entirely new assets, though it will carry over many gameplay elements from the original such as Josette’s shot types and most of the better boss patterns.
The plot will be significantly reworked, however. Owing to the oversaturation of original characters, PoSR has been divorced from Touhou and will no longer take place in Gensokyo, but instead a similar unnamed fantasy setting, full of fairies, monsters, and witches. As such, all Touhou characters have been removed and the bosses have been shuffled around.
Ginny Brightberry, now just Brightberry, the hyperactive fairy who loves all things that sparkle and burn, takes over as the Stage 1 boss.
Lei Lei is now a more sophisticated vampire lady named Liang. (She still wants to eat you.) She’s been moved into the Stage 2 position.
Stella Satella, the gentle stargazing witch who avoids humans, has been promoted to Stage 3.
Edna, a malicious ghost clinging to her material fortune, takes the prestigious Stage 4 position and gains additional plot relevance as a result.
The Stage 5, 6, and Extra bosses will all be new characters.
The story will be about a beautiful treasure said to be hidden in an old, ruined witch’s village. Everyone who has tried to take it has met a grisly end. Josette, a human artist who secretly uses magic to protect herself on her adventures, decides to go see the treasure, and rather than take it, simply make a painting of it. The plot will be more mature than before, but not terribly so.
Having learned from my mistakes, this time I’ve planned a scoring mechanic from the start and the game will be built with it in mind. Although it took a while to think of a way to use Josette’s art in gameplay, I have an idea I’m ready to experiment with.
By pressing C, Josette will place a small canvas on the field just in front of her. It does a couples things:
- It will catch any items that touch it for you, allowing you to drop the canvas and then escape elsewhere while still grabbing the items.
- When you shoot enemies, little dots of paint will bounce off. If the canvas catches these, its value will increase.
- You can press C again to recover your painting, wherever you are on the screen. Its value will be added to your score multiplier! However, any time you die or bomb, your canvas is destroyed, along with any score it would have given you.
- If you press X + C, you will teleport to the canvas’s position! This costs a bomb and destroys the canvas, BUT it does not count as bombing for the purposes of capturing enemy attacks! Thus, although it requires some foresight to use, it provides a survival mechanic that doesn’t significantly impact your score.
I’m looking to make a game with similar to PCB, i.e. a focus on micrododging with slow, dense patterns. We’ll see how it comes out, though.
Well, I’m off to work on it. I’m looking to have at least a Stage 1 demo by the end of December. Look forward to it!
friendly reminder that if you have skullgirls on steam, i wanna fight you
(even if you’re no good, in which case i’ll go easy and help you learn)