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Download Links:ZIP (mega.io)RAR (mega.io)ZIP (google drive)RAR (google drive) Just a short release to close off an equally short 1 month dev-cycle. It contains 2 new special moves for Maya, a new method of item usage, potion drinking animation/mechanic, and a few basic reworks on the user interface/menu side of things. Of note in the UI, the rather ugly control configuration screen has now become... well, less ugly and more usable, and the inventory screen now displays an actual belt, indicating what is currently equipped on our favorite heroine. The other changes are composed of a decent amount of bug-fixes, quality-of-life changes and assorted misc fixes (for more details, the change-log is attached at the bottom of this post, in a text file).Speaking of changes, at some point in the near future there will be such an accumulation of systemic, under-the-hood changes that old save files might break... but fret not, because I've been automatically (invisible to players) importing save files from older versions into the new ones for a long while now, and I will continue to do so for your convenience, with some minor trade-offs here and there.For an example, in this new version here I've had to rework the belt inventory system and potions, right? Well, normally that would break all old save files, but I check those outdated files and update them on-the-fly, with the small caveat for this version being that this will unequip the items from the belt. To be clear, you won't lose the items, you'll just have to equip them again and it is good to go.I'd say that is a very minor inconvenience in order to allow old save files to continue to be used on newer versions as they are released, so I'll continue to be doing this for as long as possible. And in the rare case where you save file breaks after you copied it into the new version, just let me know and I'll fix the issue.But there will come a time when I've changed the game's systems so much that a full "save wipe" will be necessary, and therefore old save files will stop working. I will of course give plenty of warning for when that happens, and even then, I'm planing to add cheat codes or perhaps a hidden debug mode, where players would be able to fully unlock the game's content, so this may be a non-issue.On to a different topic, first I need to do a quick recap: when I released the initial version of MKM, I started with doing 1 month releases, which increased to 2 and then even 3 months on occasion. Now I want to revert trend that back to 2 months and then finally monthly releases.This is due to me working much faster on the programming side of things when compared to drawing and animating, but also because since the focus will be primarily on changes to gameplay, I want to test, debug, iterate and gather feedback on those faster too.With that said, there is still going to be new adult animation content coming for sure (the recent bad endings poll being the most notable), but those will come in short bursts alongside the shorter dev-cycles that I want to do, as opposed to when I waited to release all of them in one go for instance, after a 3 month dev-cycle.So yeah, all in all I'm quite excited to work on the game's systems and I will be sharing and posting new dev logs soon!Best Regards,Mega

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Comments

Vik Virtue

Getting into a better flow of things huh? That's really great to hear! Love me content drops, but I'm really excited for all the gameplay and structure changes you have in store for the future. The new potion drinking animation and inventory system are really nice touches. And I'm not really bothered by save wipes too much. Just means I get to play through the game again.

Coyote_Teeth

Cant wait to see the results of the polls implemented! Knowing you it'll all be great.

Lilly Anderson

Whoa! Didn't expect to get a new version this month! 🤯 *Clapclapclapclap* And working on the animations and gameplay overhaul in equal measures alongside one another is actually brilliant ❤️

Mega Blue Ball

Yeah I'm definitely getting more and more motivated by the minute, as the final version 1.0 approaches. There is a saying in the game dev community which states that the first 20% and final 20% of the whole development process are the most fun times, and I'd have to agree. That middle 60% "grind" can be tough at times.

Mega Blue Ball

Yeah I figured I can sneak in a little surprise scene here and there while I'm working on the game's engine.

Theydreamofsheep (edited)

Comment edits

2026-09-07 02:00 can we get a cheat to get all the upgrade orbs?
2023-08-31 19:31

Mega Blue Ball

The ground pound spawns on the boss arena of the city (Champion Minotaur). The drill dash appears on the boss arena of the swamp (Mausolea Slime Queen).

Mega Blue Ball

Yes! Press the debug key F9, and it will give you whatever skills that you don't have yet.

Mega Blue Ball

Oh right I misinterpreted you sorry. Yeah currently there is no cheat like that. I will add it in one of the debug keys, where on every button press it will increase your stats by some amount.

Vik Virtue

I wonder if a collectable locator is something we might see in the future with the road up to v1.0? Or at the very least, maybe a counter for each area you're in to incentivize more exploration? Also I tried out the new version with the potion drinking. I really do like the concept of it. You gotta actually find a good moment to chug one down for the health regeneration, rather than rapidly press one of the number keys to instantly get health. I think each potion refilling the entire health bar is fine, but maybe at the start of the game, the collection can be at a low number and have something later like an inventory upgrade that increases your max capacity of potions you can carry. I also saw in the patch notes that potion fatigue was something that was considered. Personally, I never liked that mechanic. I suppose I can understand with the dash and the air drill providing I-frames, but I'd rather use up all my heals and still get my butt whooped rather than lose because I couldn't heal with the potions I still had. Oh, and could I ask one idea? Perhaps after everything has been added, there could be some simple game over text that appears above Maya when she loses? And like some quick flavor text that explains why Maya can't continue her adventure? Could add a bit of closure to animations that won't get any bad ends. It could also help tie a bow on bad ends as well and can help players know when the end has...well, ended.

Mega Blue Ball

Yes there will be a feature where the game will track all possible collectibles and secrets. Tablets that Maya can pick up, enabling a new window in the pause menu that displays info about special items, either per stage or more likely 1 tablet per area/biome of the game (so 8 in total). It can even have some riddles or hints about secret areas, further incentivizing exploration. Regarding potions, and after some testing, yeah the potion fatigue is dead last in my list of considerations. I'm indeed leaning towards a limit in carry capacity of potions as you've said, that later can be increased with player's upgrades. The text idea to indicate ends and stuff will be considered.

Shalax

I'd just prefer a pickupable radar to guide you to them

Karasu Tsuki

Love what ur creating here, I was blown away by the sheer amount of monsters and areas that are already fully fleshed out, especially considering this isnt even released yet, keep doing what ur doing!

sashatashi

So for clarification, are you doing a release at the end of September or October? Since you released 6.1 on August 30th I wasn't sure.

Mega Blue Ball

I want to go back to releasing 1 update every month, so if all goes well, the next release comes at the end of September. Smaller but more frequent updates.

Chibi Sifyro Chan

I don't know if its error for everyone or just for me, but item ui still show up after dead or enter bad ending.

Mega Blue Ball

Thanks for the bug report! I have fixed it in the newest version.

Skywingedace

I'm having some issues toggling the minimap. holding my camera key and then tapping x just seems to get maya swinging her sword.

Mega Blue Ball

Oh that was the old method, my bad I will update the README file. Now you can just hold the internal-view button, default "T", to toggle the minimap.