Remake In The Works (90% done)


Hey folks,

This Agent H, aka My Big Little Brother.

As those of you following this project know, the game ended due to some personal reasons and circumstances. Today, I'll be announcing its revival.

There are a few reasons for this decision:

First, my skills as a developer have increased dramatically - and I can now do some things I couldn't before. This includes visual improvements. Second, I've settled on a workflow that improves my efficiency (which was necessary due to my sickness).  Last, I created a lot of new systems that would benefit this project.

As of now, I'm about 90-95% done with the framework for the game.  Once the project's first release is ready, it will be released here for anyone who has already purchased the game as a thank you for your support.

While I'd really like to do more "show-not-tell" at this point, I'm using a lot of placeholder art in the building/testing phase. So I'll explain how the project works for now.

Features

  • Level up and explore nearby regions. Much like before your character can get stronger. I've removed the training sessions and instead opted for using mana to purchase the upgrades in Grimm.
  • Simplified and responsive gun-based combat. Before there were some issues, now the battle system has a few enhancements as well. For example, most creatures have a weak spot that, when shot will deal 2x damage.
  • Gather materials and create Homunculus - a mix between monsters and alchemy lifeforms.
  • Build relationships with said Homs and have fun. Each Hom has a personal story so you can get a sense of personality, and improving your bond with them unlocks lewd events and more stories.
  • Enjoy the main story elements at your leisure - you are no longer required to sit through the story unless you want to. You don't have to play the main story at all.
  • Each update aims to alternate between adding story content and new Homs - sometimes both.

In the first game, you "unlocked" Homs by playing the story. In this one, you create them through alchemy.

So, how does creating Homs work?

 They all require 3 ingredients. A Personality Core, an Ego Core and lastly a Mana Core.  By combining these three things you can then make a new Hom. All can be acquired through alchemy.

What's Different?

Gameplay has been streamlined so you spend less time navigating the environments and more time doing what you enjoy.
Exploration has also been revamped, allowing you to automatically progress through a region while contending with events that pop up (gathering, special events or battles).
Material handling has also been streamlined you only need to collect them once to have access to them all the time.

Synthesis (crafting) has also been improved with key items only requiring a single creation and unlimited uses (such as the Personality or Ego Cores). 

You now improve your character by investing mana into Grimm (the Grimoire), and the tower itself which offers permanent benefits that are also quite powerful.

In Conclusion

While some of this mirrors the older project,  I think the overall experience playing will be more enjoyable.

Once I've completely finished with the framework and testing (which is nearly done, most likely  end of the week), I'll move onto adding content and new locations.

That about covers the news regarding Hom Factory's remake. I look forward to sharing it with you when the time comes.

~ Agent H. aka My Big Little Brother

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