Halloween Demo? What to Expect (Patreon)
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It was Halloween 2023 when the 1.0 version of Project Red was first made public. Now 2 years later, I'm hoping to post the final prerelease demo build.
I've been working incredibly hard to get this ready to go in time for such an important date, so I'd like to take a step back and give you all a bit of an overview in advance. This will not cover EVERYTHING. And of course I still have a couple days to make further changes and finalize some things. But here's your Patreon exclusive sneak peak at the Halloween Demo!
Now the plan is for this to be the FINAL demo. Your save data will be able to carry over into the full game and all that. HOPEFULLY. I think the frame work and structure is all solidly in place, but I'll be transparent if something game breaking occurs. Now, final just means, in terms of content, so this demo would get updates to address bugs and the like. But enough boring talk! Jumping in!
Now the first new change on starting a new game. Yes. We have difficulty modes. Story Mode is the games version of an easy mode. Enjoy a very casual experience with lesser time penalties, easier combat, and starting the game with gold, memory fragments and things like that. Challenge Mode is then the standard difficulty that you are used to.
Next up! Tutorials. If you've played the PT, you saw tutorials. These were very quickly thrown in things. Now they have been replaced with proper tutorials in a more accessible format.
Tutorials can be enabled or disabled from the options menu at any time. Even when disabled the information will still be stored for you to view later if needed.
Chapter 1 has been added back into the game as part of the merger of the old demo and the PT. Not much has really changed here beyond some grammar/typo fixes and updating the available endings to the finalized style.
As an example, here's ending V which is actually brand new to this build. How do you get it? Secret!
Completing Chapter 1 will load you into a brand new map. Chapter 2 has received some updates.
The gate to the park is locked, so you'll have to figure out the new push/pull puzzle mechanic to progress. Chapter 2 will properly give you the basic tutorial from now on.
This includes basic movement controls and even jumping. It's not terribly different from the previous version, so don't expect too much there. However the safe version includes variant artworks now to tell this story in a more suitable way for that content level.
Speaking of images, we've got some new features from the main menu! To start you might notice that SP is no longer displayed. SP no longer exists as a currency. Memory Fragments will now be your main resource for purchasing skills. Besides that you can find multiple new features stored in the menu including; The Bestiary (Keep track of enemy weaknesses!), Tutorials (review any and all unlocked tutorials. Never forget a mechanic or input again!), and of course the much asked about CG Gallery. You can view unlocked artworks whenever you can pause now.
Entering Chapter 3 has some more big changes. The old UI has been completely replaced and updated. On the bottom left you can now see your HP, MP and ST at all times. You can no longer forget you were at low health, or needed to use an item before the next battle. On the bottom right you will see 3 gauges.
The bloody heart is your new and updated Bloodlust gauge. This one will update in real time and help you manage that mechanic much more easier.
The lust meter has also been updated. It's the normal heart bellow Bloodlust. This should make it clearer how to increase and decrease your lust, as well as prevent you from accidentally entering combat while too horny to focus.
Back for the first time since the OG Version 0 builds. We have a proper Armor gauge. It's a miracle. Not only does this update in real time, but there are distinct gauges for each wearable armor. This one was a major QOL improvement.
Worried about the new UI cluttering up the screen during CG's? Fret not, for it is disabled during most cutscenes involving visuals.
Unlocking Souls will now display the associated Tarot Card.
Battle UI has likewise been completely overhauled. No more massive empty spaces! We've got a new gauge which has never existed before in the EX gauge. This way you can actually KNOW when your super moves are going to be ready for use. There are a number of new features here as well but I will give the in depth breakdown in a later devlog, post demo release.
Selecting your skills will now display A TON of more information to help you understand how things work. On top of that are new features like the Status window and honestly so much more.
We are officially so so SO close to the full version 2.0 release. Things are happening pretty rapidly now as I finalize system after system. And this is without mentioning other improvements like the reworked goddess statue features, or the specifics of Story Mode.
I appreciate everyone's patience as I work on finishing up this game and hope you look forward to the Halloween build!