Next Release News


Heya folks!

I took a bit of time off yesterday (good food + research / relaxation). Now I'm back at it.

I spent the previous time 2x and 3x checking the project for issues. I found a few issues, but nothing major. With that out of the way, I'm ready to focus on adding content and finishing up all of the renders needed for this release.

During this process I've had to rework the specifics of the story several times, but I think it is now sorted properly as well.

There are some events and aspects of the game that I've revealed earlier, for example the appearance of this person:

I also spent some time tinkering with combat. The result is that it generally progresses faster / more quickly. I added a new element in which your weapon can wound your targets. Doing so will wound them, allowing you to deal additional damage. For now, this allows you to pile on up to 50% of extra damage.

In addition to this, Fira will lend you her power, allowing you to shoot powerful Flame bullets (once the feature is unlocked). Flame bullets will deal high damage and deal % based damage as well.

I also changed up the monster and level growth aspects of the game. Now you can gain bonus magicite or experience during combat (large amounts, however you are forced to choose which you'd like to prioritize as each zone only has 10 increases to implement).

In terms of the story, my goal is now to touch on some major and minor story lines with various characters.

  • Grimm is experiencing wanderlust.
  • Fira is still hungry!
  • Pichi is sensei.
  • Ryoko is kink crazy, and quite reliable.

And a few other surprises.

2 days is a short time, so I'm not going to make a "hard promise" here, what I can say is that I will work towards releasing the project on that date. If that doesn't come to pass then it will be within the first 3 days of the coming month. I believe that's reasonable and realistic - however, I don't anticipate needing that extra time.

- Ren

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Comments

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(+1)

bleed is a nice addition to fighting.

(+1)

I Agree, it's one I've been considering for some time, but I haven't gotten around to implementing damage over time effects.