• Add Review
  • Subscribe
  • Nominate
  • Submit Media
  • RSS



The demo has reached the 5k mark. Thanks to all who helped the game make it this far. I'll be sure to work hard and release the full game in due time :)


Music, Grade, New Game +, Difficulty Selection

If you haven't noticed, the game's soundtrack is very schizophrenic. This has to do with the fact that in addition to HnG, this game is every other game/anime. In order to convey the full feeling of the media franchise that I'm parodying in any particular area, I used a song from the respective series that was referenced/parodied. After thinking about it for an extensive amount of time, I've decided to exclusively use the HnG soundtrack for all the situations and areas of the game, with only very few exceptions. This was a very hard decision to make but I think it is for the best due to many reasons.

Having only HnG music, i.e. the tracks derived from the 1st and second season OSTs, as well as character discs is because for one, it makes the game much more consistent and "professional", albeit this being an indie game, but you get the idea. Having so much music from so many different sources, no matter how much better it conveys the area or how much kick ass it sounds, gets out of hand pretty quickly. It's like the naive kid who has just created his first website and wants to cram as much stuff he likes into one super home page. There is no organization and no focus, which are two of the aspects I feel that are very important for a game.

Another reason is that it will make the game size a lot smaller. In this day and age, it probably doesn't matter with those 1TB or greater HD's floating around getting cheaper and cheaper, but for a game of this caliber to exceed 150 MB or something solely because of the purpose of music is a little absurd. This is observing the fact that the game, as of now, only heavily parodies two series, Mushishi and Planetes. The idea is that I'm going to parody a major game or anime per area as I continue to develop this game, and with that in mind, the OST can only get larger and larger with music from all those respective series if I'm not going to be reasonable and put a cap on it in any sort of way.

The third reason is that... HnG, the anime adaptations that is, are excellent examples of parodies and references to hundreds of series, and yet, they do not necessarily have the soundtracks to those series (exceptions are of course in order, I'm looking at you Cruel Angel, but even so, it had its own twist to it), and I think I should follow the example of the great series that I'm essentially basing my game on.

Enough of the boring stuff (though I am looking for feedback, opinions on the boring stuff.). Let’s dig into some of the new stuff I've been realizing. First of all, there will be a grade system implemented for the final release. For all those who've played Tales games should have a good idea of what this is about. This system also has a heavy tie with the New Game + feature that I'm most likely going to implement. Essentially, during battle, you have actions that will increase your grade, and actions that will decrease your grade. For example, using items will get grade points deducted, using techs will increase your grade, and running away will completely destroy your grade for your current battle. At the end of the battle, that grade amount, whether positive or negative, will be added to your aggregate grade, which accumulates from the beginning of your game to the end. Once you beat the game, you will be able to spend your accumulated grade points and buy "features" you can use in a "New Game +", whether it would be carrying over your GYEN, arsenal, items, etc. or gaining x2, x10, or x100 experience per battle.

I've also found an easy way to have different difficulty settings that you would be able to toggle any time during the quest. This more or less only has to do with the difficulty in fighting the enemies in the game and has nothing to do with the dungeon set ups, etc. It also affects the yields you receive after defeating the enemies. There will be extra grade benefits or penalties depending on your difficulty. Say if you are playing on Easy mode, your grade will be cut in half from the amount you would get if you played Normal, and it will double if you attempt to play in LUNATIC mode, in which an enemy deals x3 the damage per hit, have more HP, give less TP, etc. Hopefully, this will increase a lot of replayability in the game and allows the player to be much more engaged with the game, i.e. trying to beat the game the best way possible, as oppose to "just beating the game", though both endeavors would be supported, if you don’t care about grades or something. Basically, I’m trying to add depth while trying to appeal to the widest audience as possible. Maybe players with high grades can send me their save file for me to confirm it and add their name to the websites wall of fame or something. Anything is possible.

That's all for now, hope enjoyed the update :)


Class System

I’ve implemented a new class system that dramatically alters the way in which you play with the characters. First of all, for some characters, changing classes means a change in their attack range. For example, if Hayate changed from a butler to a maid? (yes, the class is called “maid?” for various reasons), his range changes from 1-2 space in front of him to 2-3, meaning he has more sniping abilities but forgoes his ability to handle melee encounters. Another thing that changes is their stat layout. No longer will a character be subjected to one role, ex. tank, caster, healer, etc. though this doesn’t mean that any character can do anything just as proficeintly as any other character, the base stat and the limited amount of classes a character can change into checks this, because I still want character differentiation. For example, Hayate’s Head Butler class (promoted from the Butler Class) is an all around tank/damage giver, whereas you can go the Goddess? route (promoted from the maid? class) and give Hayate more of a support role, with a boost in PP and Stamina at the cost of a debuff in Offense and Defense.

I’m currently trying to decide whether techs should be regulated to their respective classes or that a character can learn all of his/her techs regardless of class. However, one thing is for sure, there is an ultimate tech that a character can only learn when he/she is promoted (all classes have a respective, “promoted” class), so if Nagi is in the Sensei class (promotion of her mangaka class), she is able to learn Summon Ryu (to pay homage to the fact that Nagi can summon beings in her mangaka base class and the fact that she is a dragon whereas Ayumu is a hamster), but she is unable to learn HAAAYYYAAATTTEEE!!!!!!!! (A powerful version of HAAYYAATTEE!!, as seen in the previous demo; this new attack will, “summon” Hayate, as in change your character back into Hayate fully healed and having him be pretty much be invincible with insane attack stat), which is only exclusive to her Lord class (the promotion of her Lady class).

Currently, every character has 4 classes, 2 classes and 2 promotions. I’m contemplating whether to have the option of having a character be in any class they want (Hayate the Flame Haze 0_O).

Also, some small updates.

Every character now has a critical rate, in which he/she deals 3x the damage. Enemies also carry different crit rates now. Also, botherers now only hurt the active player.

What else… ah! Now there is damage variability, as in every time you attack, your damage output varies a little bit to add a little bit of spice, this goes vice versa with enemies as well. This potentially makes monster crystal captures much more difficult, but I’ve changed it so that you only have to get the enemy’s HP to half to do a successful capture, I might raise it a little bit later on though, because half is a little too easy. Again, nothing is final. Who knows, I might run into a mega bug and the whole project will have to be canceled, j/k.

One last thing, I’ve made it so that whenever you exchange damage, numbers jump around the screen indicating the damage given or taken, kinda like FFXIII. It is really cool looking and I think it adds a lot to the aesthetics of the game.



Character Tech Compilation

Nothing too new, just a promotional video. It showcases every characters' techs and gives you a brief description of how to use them. This video also features a sneak peek of the new HUD I've been developing, as well as the stamina system.


Stamina, variable yields from gifts, changes in the happiness stat

I’ve decided to scrap the speed discrepancies as a balancing factor for the characters. Ayumu was too slow to not be annoying, and Hina’s speed was totally superfluous. Notice I’m talking about the walk/dash speed as oppose to the cooldown of the characters(which handles the time it takes before a character can attack again after he or she have already done so). Instead, I introduce a new stat that every character will receive (actually, several, but more on that in a bit.), stamina! (This stat will “replace” the happiness stat, more on that in the second paragraph) Keep in mind that this stat will only be relevant during battle. Dashing causes a character to continuously lose stamina and not doing so will cause a character to continuously recover stamina. When stamina is fully depleted, a character will be no longer able to dash, and can only choose to sit and wait for his or her stamina to recover. The max stamina of a character will increase as he or she levels up, at different rates of course. To even further differentiate the characters, the rate in which stamina recovers and depletes will also be distinguished. Ayumu’s slowness can be translated to fast stamina depletion, but she’ll also recover her stamina quickly as well (which kinda translate to her insane metabolism :) ), and Hina’s speed can be translated to a slow depleting stamina bar; being able to dash significantly longer than the other characters can be used as a means of defining her agility/speed/endurance to stay in the fray fresh. Nagi can have both a fast depleting and a slow regenerating stamina bar, but at the same time, she could gain a boat load of stamina to add on to her max stamina each level. There’s really infinite amount of combinations I could use with this system to add depth to the game and individuality to the characters.

As for the happiness stat, it isn’t necessarily gone, but invisible. That’s right, I’ve decided to make the stat a secret one. Stamina will be seen along with Attack, Def, etc. (which makes more sense anyway) and happiness will be kept track of in variables the player cannot see. You will be able to go to a certain area to get a better idea of just how happy one of the potential lucky ladies is, a.k.a. the Love Master’s Kasumi Aika’s place. She will act as the love mediator similar to the random lady in every pokemon game that checks your pokemon’s “secret” happiness stat and gives you clues as to just how much more you need for that next affection convo.

This brings to the last thing that I am changing, hopefully for the better. There will be gift items that only specific characters like, and gift items that certain characters don’t like very much. For example, a particular gift can yield high “happiness” points for Hina, but could yield as little as 1 for Nagi. This causes you to be much more careful as to who to give an item, and gift management in general, and it also adds yet another layer of mystery in the happiness stat. I will take suggestions as to what kind of gifts certain HnG girls will like and dislike in the forums. The words of real HnG fans will be invaluable in this endeavor.

Keep in mind that none of this is set in stone, and I value the words of those who play this game, because that’s essentially why I’m making (well, a majority of the reason) this game. So any feed back is wholly welcomed.

On a side and unfortunate note, one of the members of the forums brought a particular glitch to my attention that isn’t by any means game breaking, but it sure is game changing. I am not sure if I will fix it in the future, due to the fact that “fixing it” might equate to turning the entire battle system upside down and inside out. For those curious, the glitch makes the game virtually as easy as the press of a button.



Hayate no Gotoku! Dream Apocalypse has reached a milestone of a download count, 3K!

Here's to the full version scoffing at this minuscule number count!... when it is released that is!


3 Months and 0 downloads, thank you all :)

New version is out. This version is very polished and contains around 5 hours of gameplay give and take. This will be the final demo I will put out until the final version is complete. If you are curious about this game, give this new version a try.

Some notable difference between this new version and the one that the one before are:

- More than double the amount of plot revealed, gameplay/content than the previous demo.
- Playable difficulty (lol), invincibility frames after impact, items that can scan the enemy's stats, balance, etc.
- Enemies on the map no longer stalks you.
- Affection System up and running, adds replay value, more content.
- Character's can swap out at any time during the main quest.
- Completed everyone's techs.
- Shana is playable.
- Game Room akin to the Pokemon Game Corner is included, very addicting.
- Same size as the first version, yet the soundtrack is almost doubled, lots of great tunes.
- More custom sprites of HnG characters, though still incomplete.

The main download does not contain the RMVX RTP, which is needed to run the game. Click the download tab if you wish to download the version with the RTP.


You might also like...

I added a recommendations page. Check it out, especially Legendary Legend.
The last two games are for those who are more into sadistic humor.


Official title of the game announced.

The games official title has been decided as: Hayate no Gotoku! Dream Apocalypse. It is a parody of the title of the official HnG PSP game, entitled Hayate no Gotoku! Nightmare Paradise.

What does dream apocalypse has to do anything with the actual plot(there's plot??) of the game other than sounding lame/awesome? EVERYTHING!!!!!!111!

I reverse-engineered the plot to go along with the title of the game o_O... Before the title, there was pretty much no plot in the game, nor plot ideas for the future unfinished portion of the game either. This wasn't always a huge deal as HnG is a gag/random series anyway (Season 1 was completely episodic, while the manga maintains an overall story while going into wild tangents every 25 chapters). You could call the title itself an inspiration to the plot that I will be implementing in this game.

This isn't exactly news for those of you who've check out the website of this game already.


I has the website

I made a nifty little hub for my humble little game.
Checkz it out because it's rad.
Pages: first 12 next last