Hopepunk City Alpha 0.5 for PC and Mac (fixed) (Patreon)
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So here it is in less than a month after 0.4, with none of the things I promised, but I guarantee you will like it anyways.
The good stuff:* At least 95% of the pictures re-rendered in Poser 12 Superfly which are vast improvements over previous renders, making the game look a lot more modern and artistic.* Updated scoring system. More points available after week 1, game is better balanced.* Updated story pathing: Optional earned dialogues will appear more random to add variety, changed the order of dialogs in month 2.* More choices: Every dialog scene has at least one player choice in it.* Scoreboard will color code stats you need to pay attention to before the next checkpoint, and failures will point out where you failed.* Spell checked!The not so good stuff:* Saved games made on the older alpha versions will likely result in failures at checkpoints. You will need to start over and create new saves.* New internal game rule limiting dialogs to three per week (with exceptions made to career visits to keep career advancement going) means that some dialogs that were possible in month 2 will no longer be possible. * I know I promised a way to "upgrade", but the graphic changes were too substantial, it is just easier to download a new game (and compare side by side if you want to).
The old scoring system had a lot of randomness to it. It still has some randomness, but it is not as reliant on it. There are more earned points available. This made the old checkpoint goals too easy, so I had to balance. Where 9 like points per character got you past month 1, it has been updated to 12, and a total of 40. On month 2 at least one character must be at 30, and a total of 80 must be met.
These goals are very reachable if you start from the beginning, also you get to see all the cool new art by starting over. I'm hoping the balance feels right enough that I don't have to adjust it again, but if you have problems reaching these goals, tell me so I can adjust.
Game balancing is hard for one person, because I know all the answers, but failure is supposed to happen, so that success feels more rewarding. Month 3, which you haven't seen yet, is even harder to balance. I put a lot of effort in making the "bad ending" interesting, and I want players to see it, but of course the good ending needs to be reachable too.Love feedback, good or bad.
Fixed a major bug!! It was tough to find because it felt like the game was playing as intended. There is a dialog between a shopkeeper and a police drone. In the bugged version this is immediately followed by the first day of your job. What is supposed to happen is you go to the market. I accidentally disabled some code that I thought wasn't relevant to month 1 and 2, and caused the bug in the alpha version.
Also fixed issues describing why you lost when you lose and a bug that showed up the first time you play the game.