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So the following is a list of what we CURRENTLY plan to change/add to the game as a whole, along with some adjustments to the Fire Level, etc.

As with anything, this list will change over time to add even more things, but we figured you'd wanna see what's coming up so far;

ADDITIONS TO THE GAME (currently planned, we'll be adding more over time):

- Add interactive, playable tutorial to beginning of game; will be set in the year 1000, before Talia/Faye go to the year 3000, where the King teaches the player the basics of the game

- Add an opening cinematic in the year 1000 that covers the basics of the game's storyline & shows the girls teleporting to the year 3000

- Add save pad animation

- Add crouching shot for Talia

- Add extra language support (Spanish, Japanese, more languages coming)

- Add in-game menu with running tallies of what you have/haven’t done

- Add many more cutscenes per level that will flesh out the story (some with hentai, some without)

- Add more cutscene differences based on what databanks you've read and what other cutscenes you've seen (different lines of dialogue/parts of the storyline revealed, essentially)

- Add more of the ongoing mystery within the databanks and game’s storyline the player will have to solve (we already have a bit of it in the Fire Level demo databanks, but of course this is a very bare bones thing, it'll be much more fleshed out and in-depth for the final version of the game)

- Add background parallax scrolling (multiple layers)

- Add dynamic lighting (projectiles and light sources will light up the environment around them in real time, with less light on the background layers from parallax)

- Add dynamic music composed by CheshireCat (for an example of what dynamic music sounds like; https://www.youtube.com/watch?v=19Njdd2TKhg go to about 50 seconds in, the music changes there when the battle starts; we'd be employing this to have the music change in real time when enemies get within range, or if you have a boss nearly dead, or if YOU'RE the one at low life, etc.)

- Add 3D sound (so you can tell where enemies and effects are at by the sound alone)

- Add game over screen for if the player quits (and game over CGs if we meet the stretch goal on Patreon to hire CG artists!)

- Add extra mechanics for the vents in the Fire Level to accommodate more complex puzzles for them

- Add options menu with re-configurable controls, audio options, and more

- Add cutscenes where Talia reacts to databanks with a short, spoken out loud, one or two sentence summary regarding her personal opinion on what she's just read

- Add between-level sex animations that you'll be able to see if you get all the databanks in a level; how this fits in the game's lore will be shown in the actual game with cutscenes and actions, as it's rather long to explain here

- Add a visual indicator to show “mana recharging” for Talia’s abilities she gets from each of the level bosses

- Add “skip cutscene” button to instantly skip past cutscenes you've seen once before

- Add a cutscene editor that Patrons will get also if they're at the Editor tier levels, allowing them to make their own cutscenes

- Add a gallery that lets you watch all available animations + cutscenes with original step by step dialogue or just straight up animation loops

- Add a sound test to listen to the music in the game

- Add visual filters/polish for certain events

- Add camera zooming in/out for certain events

- And of course, adding all the stuff we already said we'd add, like 4 enemies and a boss to each level after the Fire level (so 25+ enemies across the game), with two sex animations each (so 50+ sex animations across the game), and five total levels, all that good stuff

CHANGES TO PRE-EXISTING CONTENT (currently planned, we'll be altering other things as we go and see fit):

- Change Talia's charge shot to have two levels, with the first level being a shot that goes through all enemies but does a small amount of damage (equal to a normal shot), and the second level only hits one enemy, but does a ton of damage (equal to the current charge shot's damage)

- Change health system for normal difficulty mode (easy mode is staying unchanged); team is currently discussing how best to rework this, currently leaning on removal of "health regen without doing anything for it" and adding in incentives to kill enemies to keep your health up somehow, but this is up in the air for now

- Change the design of the text boxes and fonts to custom designs/fonts

- Change Fire Level maps to accommodate all the changes in the engine/gameplay as time goes on

- Change game's engine to C++ (currently, it's in GameMaker, but 90% of the code is already in C++, but doing this will make the game run much faster on most people's computers, as well as allowing us to make many of the aesthetic and gameplay improvements we've got on this list)

- Change databank aesthetics to have different colors/visual effects to differentiate the “type” of storyline they have within them (core storyline, useful tutorial-esque info, or just regular databanks)

- Change the Fire Level boss fight mechanics/gimmicks to be more complex and action-based, while removing the current RNG in said battle and making things a lot more fair (but still challenging!)

- Change enemy death animations to be more “satisfying”

- Change the hitboxes for all enemies to be more accurate to their sprites

- Change the level editor to be much more fluid/easy to use

Finally, we'll be re-tuning all maps for all levels, upon finishing each level, to better fit whatever additions have been made to the game’s engine, gameplay, aesthetics, so on.

Comments

iamnuff

- Change Talia's charge shot to have two levels, with the first level being a shot that goes through all enemies but does a small amount of damage (equal to a normal shot), and the second level only hits one enemy, but does a ton of damage (equal to the current charge shot's damage) This doesn't seem like a good idea. The level 1 charge seems pretty worthless. No point spending time charging if it only does the same damage as an uncharged shot. Even if it goes through people, you'd probably be better of just spamming normals instead. The second level allows you to oneshot weak enemies, but only one at a time. Making it weaker than the one you currently have. As it stands, the normal shot feels fairly unsatisfying, and the chargeshot takes more than one hit just to kill one of the zombies. (one charge, one normal, IIRC) if chargeshots doesn't have the power to oneshot weaklings AND the utility to do it to several of them at the same time, then I don't see the point in even using them.

iamnuff

Everything else sounds great though. Oh, a minor nitpick that I keep forgetting about. One of the filters in the game makes the game look like ass. I think it's the one you enable/disable with H? I keep forgetting because i disable it immediately when I start playing, because it adds a blur effect to the whole screen. I'm not quite sure what the intent was when you added it, because I don't see a point at all Unless it's supposed to simulate heat-shimmer on the fire level?) but it seems to slow the game down just a tad, and it makes it hard to tell what's going on. Frankly it makes the game look like a youtube video set on low quality, If I wanted to play a blurry game, I'd just take my glasses off. Now, all whining aside, the fact that I can just turn it off with a single button is absolutely great. It never has to impact my experience with your game at all, so there's no real reason to complain. I'm just kind of confused as to why it even exists. Does adding a layer to obscure your vision really add to the experience for some people? Maybe I'm just biased against the effect because I wear glasses, so I've come to hate the idea of something like that.

QuestionablyInsane

These sound all good! May I make a few more suggestions? One I would love to see some level hazards besides just death pits and Lava. My idea was that in the Lava level have pipes that drip magma at a regular basis and in the ice level have hanging icicles that drop as you pass under them (So you have to run quickly though or bait them by running under them then back) and while we are on the topic of death pits and lava maybe not have them be deadly? Like when Talia touches the death trigger of the pit or lava have her teleport back to where she last jumped in a dizzy state (She is a witch after all and teleporting is mentally straining ^^) My second suggestion is collectible pictures. I know you got like a collectable mentality with the terminals but I think finding sexy pictures that are tricky to get and have their own puzzles would add a bit to the game. I'm thinking like the 100% gamers that must find everything and not just beat the game. You could have a gallery in the main menu.