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A game for 2014 IGMC by Marimo and Caz
| RPGMaker.net Game Profile | RPGMakerWeb Thread | Marimo | Caz |

TIRAWRMISU IGMC PAGE

“This soufflé has sunk so far, it brought back souvenirs from Atlantis!”

“The sponge is so bad, even the frosting is running from it!”

Dragons were never the best of cooks, despite themselves being baked in the burning core of the planet itself for 30 minutes - and not a second longer - at precisely 6000 degrees (or gas mark 421 to some of you well-seasoned cooks).

Spawned from the mighty oven of the universe, they desire just one thing from this world: cake.

Well, okay – cake and virgins. But mostly cake.

And although they were born as a result of such mighty talent, they are not always so lucky to possess such a skill themselves. This is where the humans come in, for so long as we bake delicious goods for our scaly overlords, our virgins will stay safe and go mostly unconsumed.

Of course, no two dragons are the same, and some can be a little.. greedy.

Atop the tallest mountain of Draigville, in the deepest depths of the ancient catacombs, lives one such dragon: enter Gordon Roarsay. Don't let his sexy accent fool you; this oversized lizard means some pretty spongy business.

He has been quite the terror to Draigville for rather a long time now, and is on the verge of eating even his own kin to satiate his cake-lusting needs. Almost every business in the town has widened its scope to the bakery market – a desperate last resort to save themselves from Roarsay's hunger.

But dragons do make such lousy cooks..

At the well renowned Draigville Bakery on Main Street, Dunkin scrapes together the last of his savings to hire a fancy new chef from a sophisticated pastry school.

But this chef is perhaps not of the calibre Dunkin had expected from such a prestigious establishment..


FLAVOUR
- You can whip up a storm of dragon-themed baked goods to appease the humans, and keep your shop topped up with stock.

- Haggle with your customers over the price of each sale. Keep a balance between your shop's cleanliness and serving customers to earn as much money as possible!

- If I can get it done in time, you will be able to cook each product yourself, and maybe even venture out and collect the ingredients yourself.. but we'll see!

Latest Blog

Shops, Maps, New Music!

Hi there, long time no speak! Still hard at work, polishing this thing up!

If you hadn't already seen in the new images for the game, I've been busily sprucing up the Shop part of the game. This is the place where, in the contest build, you could buy extra shelves and extra ingredients. For the time being, you can buy Wardrobe items here as well as ingredients, but at a later point, I plan to add some customisation elements to the game where you can choose how your bakery looks.



Huffy lady is a placeholder until we get an even grumpier merchant!


Also got ourselves a minimap for exploring new areas! You can unlock new places to go such as harvesting areas and minibosses!



And check out the Wardrobe's new music! It's pretty damn sweet!

  • Production
  • Commercial
  • Caz
    marimo
  • RPG Maker VX Ace
  • Simulation
  • 06/21/2014 11:08 PM
  • 12/02/2016 01:13 PM
  • N/A
  • 129291
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Posts

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Caz
LET'SBIAN DO THIS.
6813
POSSIBLY TERRIFIED YOU SAY..



The outfit descriptions are mostly temporary for now, but equipment effects are a yes! So now you can customise him to suit your playstyle! And we've got Marimo so we're pretty much covered for ridiculous outfits for dressing Aarin in..

It's definitely a commercial game too! We're hoping to release sometime towards the end of the year if possible! :D
slash
APATHY IS FOR COWARDS
4158
author=Caz
POSSIBLY TERRIFIED YOU SAY..

Caz, that dress... is... adorable...

I'm psyched to see more of this and more cute outfits~ I'll definitely buy it :D
author=Caz
It's definitely a commercial game too! We're hoping to release sometime towards the end of the year if possible! :D


RELATIONSHIP WITH SUIT INCREASES

I will buy this ;w;
Poor Aarin… You took away his dignity before he even had the chance to. :(
Caz
LET'SBIAN DO THIS.
6813
Something little to keep you guys posted. Not enough to warrant a blogpost or anything, but a pretty important gameplay change: you can now carry up to 3 items when you're harvesting, so there's less back and forth. I'm thinking of making it so that combos of items when you dump them in the chest (like three eggs, three flour, chocolate - strawberry - chocolate, etc.) give you extra bonuses like a bonus item or a stamina replenishment.

Oh, that’s awesome! This is definitely a much welcoming change compared to the previous version. Man, I hated walking alllllll the way from one side of the map to the other side just to get one lousy ingredient in one place only to have to come all the way back to get another. It sucked! But I’m glad that you guys decided to change it. This is so much better now.

Oh, what happens if you manage to get hit if you’re carrying more than one ingredient at a time? Do you just lose the one ingredient or all of them that you’re carrying?
Caz
LET'SBIAN DO THIS.
6813
For the time being, you only lose one ingredient if you get hit. I figured losing all three would be a total nightmare, and although it'd make sense gameplay-wise to have the extra challenge if you're carrying more, I think it'd just be far too frustrating to lose them all.. so we'll stick to one for now and see how it goes.
Well, it probably does make more sense from a challenge prospective to lose all your items if you get hit to have that whole “risk vs reward” thing going on, but, yeah, test it out and see how it goes and then go from there. Either way’s good.

Or maybe if there’s a difficulty option in this game you could always do it where on the hardest setting you drop all your items that you’re carrying if you get hit verses only just one on the easier difficulty, and then you could probably speed up the monsters movement speed to make them move a bit faster on the map as well to provide an even greater challenge. Maybe that could also work too?
Caz
LET'SBIAN DO THIS.
6813
Yeah a difficulty setting sounds like a good idea! My main concern is that it's a pretty casual game, and I don't want to make it outrageously frustrating for the player. I think letting people choose their own difficulty is a solid way of getting around that. :D
you should still make it a blogpost caz ;^;
Caz
LET'SBIAN DO THIS.
6813
I've got a few more updates to share soon too, so I'll probs release it all together in the next week. :D
This game is so yummy,I'm gonna play it 'till I finally meet Purimari~!
I downloaded this game on 6/30/15 but I completely forgot to comment on it. Let's fix that.

Roarsay eats virgins? Why don't we feed him Aarin-- *angry fans kill me*

These customers sure are rude throwing trash and drooling puddles on my floor. I know I sell mouth-watering pastries but control yourselves, people!

Amusing how Dunkin (Donuts) makes Aarin do everything (collect ingredients, bake, sell pastries, wash dishes--run a successful business) while he runs off and does... whatever manager dragons do (granted, he did pay the Academy all his life savings to hire the pâtissier). How long is Aarin's "rental period", anyway? That could become a plot point when it's over and he has to leave and suddenly Dunkin realizes he has gotten quite fond of the chef.

Make your employee crossdress as a maid and wear panties? Total abuse of power (that I LIKE)! Though I think that stuff on the mouth (mustache and goatee?) and "diamond" on the forehead when you wear Dragonlord Attire looks weird and you could do without them to be honest. The two goat Dragonlord Horns look awkwardly 2-D flat and might be better suited jutting out from the top of the skull and curved upwards in typical-demon fashion. Longhorn-cow type might work too (remember they should be above the ears).

Lol at the Mankini which makes Kids come in the store less often (THANK GOD, though banning them alright would have been better). 'Not the most bakery appropriate wear'? Pfft, like panties, swim trunks, and a bathrobe (the last two bare Aarin's non-existents abs for the world to see) don't break the dress code.

So can you only change your clothes at the start of the day? 'Cause otherwise, what's stopping you from putting on Legendary Armor and Hero Hair for EXP gain right when the day's about to end? Not to mention, they'll become useless when you hit max level anyway. When you hear and read the words 'Legendary' and 'Hero', you probably think of some monster slayer who saves the day, right? So since you can't fight Cupkrakens (except with traps), and the Dragonlord set already affects them (slows down their "jumping out", 20% stun chance on touch, and less chance of being hurt) along with Long Hair + Battle Panties (reduce Knockback chance), Strawberry Hat (Lets you get a bit closer without alerting them), and Band-aid (Extra chance, whatever that means; +1 life?), the only other thing you can do is run away from them (as ironic as that is for a hero to do). But rather than increase movement speed, you should have a Stamina Meter which decreases if you run. Oh wait, I checked your Twitter and you already have that. Never mind. Though if you were already planning on creating exercise/jogging/track suit clothing for increasing Stamina recovery rate, then I guess we're back at the drawing board for what Legendary + Hero should do.

Now that I think about it, Swimming Trunks will get stained with chocolate if you wade through the syrup/milk. Makes you wonder how Aarin washes that out or if he can't and buys a new one after a dive.

Looking at the Butler clothing, what's so bad about customers leaving unhappy? I'm pretty sure you wouldn't be able to reduce the chance of (much less stop) them leaving unhappy if you failed haggling thrice or keep them waiting too long.

What is the difference between higher chance of rare harvests (Monocle) and higher chance of better harvests (Hairclip)? Or are they the same thing but are worded differently?

Anyway, my thoughts on the game:
The intro needs a skip button or a way to speed up the scrolling text if it's slow/lengthy.

Carrying ingredients one at a time is too slow--but I see that you're gonna remedy that in a revamp so good. Including a recipe book that you can check in the menu would be nice too, if only for the sake of remembering what to grab to make what.

It's too slow or rather days don't go by fast enough (doesn't help there's not much to do). I kept wishing tomorrow would come already after having to sell a hundred cakes. If the Yakuza Hair makes people get in line faster, that will at least speed up the process.

Customers have nice art but there's no difference game-wise (granny walks slower but that ain't much) since they all will pay up to 200% of the base price -1... except that kid who everyone hates 'cause of his smirk and the fact that he needs three too-high haggles to get rid of him without profit loss every time. Fun fact:

When I first saw this, I thought it was a bunny come to steal me pastries. Turns out I was only half right.


Like others have said, making money is too easy. Worse yet, you can spend that money to buy ingredients and sell the product for more than you spent.

As you said, the Bakery music got tiring and selling became repetitive fast.

Customers are kind of stupid since they only head for one shelf and leave if there's nothing on it even though the other shelves have stuff. Which causes problems when you want to remove stuff from a shelf to put on another since you take them all by default and potentially make a customer leave if they were about to grab something. It would be more convenient if replenishing/removing automatically set the number to how many you have (at which point you can lower it). Or, you know, the customers learned how to look.

The premise reminded of Cake Mania and that in turn brought back memories of Diner Dash. What I remember from both is that customers (each with different traits and tolerance for noise made by other customers that probably can't be reproduced here) have limited patience (measured in hearts) before they got angry and left. That's not much of an issue here since time pauses when you're haggling the price.

Some ideas/ways to improve (You don't have do them if you don't want to):
Looking through the window, it never turns orange-red at sunset or dark when it becomes nighttime. So you can touch on this and maybe implement a weather system too? Like on rainy days, people are gonna get your floor wet and you have to clean more. And maybe the bakery needs a bedroom upstairs (that you can decorate) 'cause Aarin seems to live and work there 24/7 with no rest. And also a bathroom since he apparently doesn't bathe either. ...And actual food since I doubt he could survive on just sweets and empty calories. Being able to explore the town and interact with its inhabitants would be nice too.


Make customers with different characteristics (some people buy two items at once or lose their patience faster)? In real life, if a store was all sold out of your favorite pastries, you would leave (assuming you didn't like it), right? Everyone has their own likes/dislikes unlike these customers who will grab whatever's on the shelf. Plus if you do this, there'd be a reason to make a variety of cakes instead of just making the highest selling item.


Include a "thief" character or code customers to have a low chance of generating with such a tendency to steal one item from a shelf. To stop them, you'd have to run up to them and "talk to them". They won't steal from your glass display case next to your counter (you know, those ones that can only be opened by the employee on the other side), though you won't start off with one and will have to buy it (and it should be pretty expensive). Maybe you could hire a security guard (after you meet them when they introduce them self on Day #) to prevent thievery? You'd have to pay them at the end of the day and can decide to re-hire them the next day or not. Rather than some random person, you could make them an NPC (with the special privilege of being colored) that you can talk to. Maybe they can even order stuff from you (though you'd have to bring it to them). Come to think of it, the store might need a restroom. Not having one inconveniences employees and also customers. Considering what horrors are made in restrooms, I pity Aarin who is the makeshift (maid) janitor if they were ever implemented and needed to be kept clean and stocked with toilet paper/paper towels. It's bad enough he has to be the dishwasher for all the batter he makes in the kitchen.


To counteract the fact that you can buy ingredients, you should only have there be a limited amount available each day. To curb how easily money can be obtained, you could have like a huge bill you have to pay at the end of each week (increases as you go further) to keep the business running or get a game over (option to restart the week for anti-frustration). On that note, you could also throw in a weekly Cake Tribute that Roarsay demands if you think people are easily making too many pastries.

Huh, now I'm imaging a boss battle against Roarsay in Okami's Orochi style where you can switch between: Aarin who feeds him cakes filled with alcohol or sedatives and then bash his face in til he dies of diabetes, and Dunkin who flambés and chases Roarsay down (Snake (game) style) and takes bites out of him. I got the imagery of a Tirawrmisu Pac-Man mini-game as well.

Maybe make it so your pastries have a freshness meter that decreases overtime and will eventually expire in 24 hours. I see some of the clothing makes the Quality of your food decrease slower or make them come out of the oven higher Quality during baking so I'll assume that's freshness. In which case, you probably made it so customers pay less money for your goods if their Quality lowers to certain intervals (Ex: $600 at 100%, $450 at 75%, $300 at 50%; though I don't think anyone would eat it after this point). Though if you buy a refrigerated (this costs more than an un-refrigerated) display case, you can keep it fresh longer. You won't have an issue if you don't make more than you can sell but I'm just putting this out here since it's unrealistic that you can sell week-old cake and no one can taste the difference.


To add to your idea of having different products to sell, you could have a purchasable drink maker (milk tea, fruit smoothie, hot chocolate with marshmallows, coffee)? The customer would go up to the counter and ask for something available on the menu (you can maybe add/remove from it?). Unlike with pastries, this can't be pre-made since you don't know what the customer is gonna order until they do (in case you don't have the ingredients to make their drink, you should be able to interact with them and tell them so). You could also sell frozen deserts like ice cream or ice cream cake, which would of course require you to buy a Freezer to keep them from melting.


Have a rival store with an employee that Aarin may have known in the Academy. This would let you explore his past and learn about his personality, if you wish to write that. I personally would like to get to know the backstory of Aarin, Dunkin', and any other characters or even the history of the town, dragons (how they're born), and other places.


Include 'special orders' quests. For example: bake 10 Dragonuts, 20 Lava Cakes, 5 Burndt Cakes; Reward is: |Clothing| and |Recipe|. Giving a ton of money would probably be a bad idea. Maybe make a product that uses other products as the ingredients--if that even exists (Donuts on cake? Chocolate, strawberry, banana-split with donuts, cookies, and cream? I dunno). Also, on like Day #, you could get a request for a Wedding/Birthday Cake (multi-layered for the former; I can already hear the sobbing) that requires you to get special ingredients from a new area (that gets unlocked when you accept).


Have a Juke Box so you change the bakery's music. Though you may have to unlock (getting far enough in the story), buy, or get some as a reward from a quest.


I see you've added a trap feature to combat the cupcake is a lie monsters (and a trap for the player; donut that moves back and forth that you have to dodge?). If you haven't already, you should consider adding different types of monsters that each act differently to make it harder on the player. Examples: a monster that normally moves like the basic Cupkraken but occasionally charges forward quickly in a straight line, a monster that sleeps and does not wake up if you sneak by it (don't run or are wearing stealth clothing), a monster that can walk across water (while Aarin cannot without swim shorts equipped) or is faster in it than on land, one that shoots projectiles at you that either: deals one damage, reverses your direction keys, drains your Stamina meter, or blinds you by covering your screen with its white cream; a monster that can be distracted by placing bait (food; maybe something you have to bake) and will ignore you until it finishes eating. Oooh, perhaps even one that can leave a trail of slime behind it like a snail. This gunk will disappear...eventually, but you'll slow down if you walk on it. A "true" CupKRAKEN that can occasionally extend a tentacle arm in each cardinal direction that can reach three spaces away so you'd have to be careful to move away if it's behind you and watch out that it doesn't grab you if you try to walk around it.

Huh, now I'm imaging a Kraken boss that's fought while you're swimming in a Milky Sea. Boss fights would be nice if you could implement them.


Also, other places besides Gateaux-Black Forest could have different terrain, traps, or weather conditions. Like an area which is dark and shortens your range of vision, geyser tiles that periodically erupt and do something if you happen to be stepping on them at that moment, sticky tiles that you walk through at half speed, donut bombs that explode a few seconds after you get near them and will cover you in cream that will immobilize you temporarily unless you get out of its blast range, lava that rains down from the skies and creates a shadow on where it's going to land.

You could make a 'Last Stand'-type mission where you are surrounded by an army of monsters and have to use traps to protect your crate of goodies til help arrives. Or a 'Race' one where you and your rival both navigate a track full of monsters/obstacles to harvest items and bring them back to your crate. Whoever gets the most items in the time limit wins.

After remembering that chocolate fountains exist, I think it'd be nice to have a chocolate waterfall in one of the resource areas.
Caz
LET'SBIAN DO THIS.
6813
Wow Hiki, that post is.. insanely detailed hahaa! Wow.. Thanks so much for all the feedback!

I'll take a lot of it into consideration, and naturally a lot has been done already to change what was in the demo so I think the new build answers a lot of things. But a couple answers to things that I might not have thought about or didn't really explain:

So can you only change your clothes at the start of the day?


The days are now split up into "sessions," a little like Recettear I guess! You have a Morning, Afternoon and Evening session, all last 5 minutes or so each. With each session, you can choose what you'd like to do (either spending the timeframe in the bakery or out in a harvesting area). This is basically to cut back on the amount of time you spend just standing around in the bakery or whatever going, "I'm bored, what am I meant to do?"

The wardrobe is accessible between these sessions. You have a "town map" of sorts, which is like a kind of menu. You can flick between things like your apartment (where you can save, sleep and access the wardrobe) and the shop (where you can buy ingredients and clothing) without using up any time. This means you can change your clothes first thing in the morning, get to harvesting with your clothing bonuses, then in the afternoon, change again to better suit baking or selling.

This kind of system also means that Dunkin will wait until you're totally done for the day before he teleports you away to some place when you were least expecting it. A lot more events are going to happen at the end of the day, so Dunkin can keep Aarin in line and make sure you're doing your job!

the only other thing you can do is run away from them (as ironic as that is for a hero to do).


At the moment, the Hero Hair and Legendary Armour have been changed so that your end of session EXP is increased by 5%. Levelling up works a little differently now.. You will gain EXP as you perform certain actions like baking things, selling your cakes and harvesting ingredients, but it won't reflect on your level until the end of your session. At that point, it adds up all the extra goodies like bonuses from your clothes and there's a "performance multiplier" that gives you extra EXP if you kept your customers happy, avoided getting hit by monsters, etc.

What is the difference between higher chance of rare harvests (Monocle) and higher chance of better harvests (Hairclip)? Or are they the same thing but are worded differently?


It used to be the same thing worded differently, but the Hairclip has since been changed to "Rare harvestables spawn faster." The Rare harvestables show up as little stars, rather than ingredients. When these get cashed in at the chest, you're rewarded with a Wardrobe item. These take less time to spawn if you're wearing the Hairclip, whereas the Monocle affects ingredients.

Customers are kind of stupid since they only head for one shelf and leave if there's nothing on it even though the other shelves have stuff.


The newer build has made it so that customers will immediately go for any shelf that has food on it, rather than a completely random shelf.

Customers will also try to opt for their "favourite cake." Each customer has their own particular favourite which they will aim for and pay more for.

Looking through the window, it never turns orange-red at sunset or dark when it becomes nighttime. So you can touch on this and maybe implement a weather system too? Like on rainy days, people are gonna get your floor wet and you have to clean more


The time of day will reflect in the bakery through the lighting coming from the windows now, so it's a little more plain to see. Weather is something I've sort of um'd and ah'd over adding to the game, but something like rain would be pretty cute.

We've actually done away with the cleaning element of the bakery now. Interacting with the rest of the shop and "keeping busy" is done by interacting with certain customers who come in, unsure of where to find items. Some customers come in and stand around looking confused until you approach them, and you can tell them where to find what they're looking for. Naturally if you give them a duff answer, they get pretty mad and leave.

On that note, you could also throw in a weekly Cake Tribute that Roarsay demands if you think people are easily making too many pastries.


In a sense, this has sort of been implemented into the game. The player will encounter more bosses than just Roarsay, because of the effect Roarsay is having on the environment. Some monsters are having a hard time feeding themselves, so they're wreaking their own havoc. Aarin will have mini-goals now and then to bake enough of a particular type of cake, and then be asked to go "sort out" the out of control monsters using what he baked.

If you haven't already, you should consider adding different types of monsters that each act differently to make it harder on the player.


There are a few new monsters other than the Cupkrakens that we've added, including ones that roll back and forth, some "water" based monsters that attack when you step into the lakes of chocolate in your swim shorts, ones that shoot you when you come close, etc.

Customers will also try to opt for their "favourite cake." Each customer has their own particular favourite which they will aim for and pay more for.
My head-canon is that Carrot Cake is the (Bunny; his (demo; dunno about the revamped) sprite's hair looks like one. Plot twist: he killed a bunny and wears it on his head) Kid's favorite (my fav too). Now I can only hope the little terrors don't multiply like crazy...

You can flick between things like your apartment (where you can save, sleep and access the wardrobe)
Well, that covers his sleeping and bathing arrangements. Sounds like it can be decorated too.

At the moment, the Hero Hair and Legendary Armour have been changed so that your end of session EXP is increased by 5%. Levelling up works a little differently now.. You will gain EXP as you perform certain actions like baking things, selling your cakes and harvesting ingredients, but it won't reflect on your level until the end of your session. At that point, it adds up all the extra goodies like bonuses from your clothes and there's a "performance multiplier" that gives you extra EXP if you kept your customers happy, avoided getting hit by monsters, etc.
But if you ever reach max level, will their effects change? Though I suppose it wouldn't matter because you've probably already beaten story mode by then, much like how defeating a Bonus Boss in an RPG gives you the most powerful weapon in the game but you already killed everything that was challenging.

Those performance multipliers sound like adding in achievements could be possible. Things like: collect # items without being hit (does Dragonlord Horns still register a hit and make you lose an item when you proc pain-prevention?), 'Free Sample' sell # items for free, 'Walk in the park' complete a harvest session without sprinting, being hit, and also collect # items; 'It's a Trap!' hit # enemies with traps in one session while wearing Maid Costume/Battle Panties--okay that might have been too silly.

The idea is that every 5/10 achievements you earn, you get a unique reward whether that be: a music track to play on the Juke Box, a recipe, a piece of clothing, new item becomes available in General Store, furniture, etc.

It used to be the same thing worded differently, but the Hairclip has since been changed to "Rare harvestables spawn faster." The Rare harvestables show up as little stars, rather than ingredients. When these get cashed in at the chest, you're rewarded with a Wardrobe item. These take less time to spawn if you're wearing the Hairclip, whereas the Monocle affects ingredients.
Is what clothing you get random? Do stars not spawn anymore if you have everything? It kind of sounds too easy to get all the Wardrobe items depending on how stars you can harvest in one session. If that is so, it might be better to make stars a currency where you redeem three for a unique item; not necessarily clothing.

Some more questions and suggestions:
What is the purpose of 'improves relationship with |Customer| faster' clothing? You haggle a higher price from them and they may want to buy two items? I assume relationship resets after each session otherwise you cap them out and then never have to wear them again. So what is the difference between 'customers pay higher for cakes' (Crown) and 'customers accept higher prices' (Tophat), both of which are headwear?

What does and how does your bakery gain Popularity (Strawberry Mascot)? Well, it probably involves satisfied customers telling their friends/family to come while unhappy ones tell them not to.

Is the Merchant a new customer or did they appear later in the demo? Are there gonna be new customers?


I assume Hat Hair doubles the effect of the worn Hat being as it takes a slot and should therefore be as potent as one. Dragonlord Horns, Battle Panties, it might be better to put a percentage to their effect because 'less likely' is pretty vague. Actually, Fuzzy Hood 'get better prices at general store', Crown 'customers pay higher for cakes', 'accept higher prices', even 'improves relationship faster' are all vague. For Strawberry Hat (I had to pause the video at the right time to catch it since you never wore it and moused over everything quickly; same with Band-aid, Strawberry Mascot, Flower Hairband, Sidetail, Mankini, etc.) instead of 'Cupkrakens have less range.' it would probably be more clear to say 'You can get closer to enemies without alerting them.' Though if water monsters automatically aggro the moment you step in their turf, then it should be 'non-water enemies'.


I hope there are different types of traps (your Gif didn't really show what those three dots you dropped did) and maybe a Cupkraken Hunter (colored) NPC who talks about monsters and sells you traps. Like creating a tripwire by dropping down two connecting parts within range of each other, dropping a bomb you can manually detonate when you want with the press of a button, a shovel to dig pitfalls, and, like I mentioned before, dropping bait that you may have to bake that will make a glutton-type monster ignore Aarin in favor of heading towards and taking time to eat it. Optionally, you can put sedatives in it to put them to sleep or, if it's not too gruesome for the game's ERSB rating, poison to kill it. Traps probably wouldn't work in water considering they'd just sink to the bottom. Whether or not you can trip your own traps is another issue.


Actually, I imagined that you would be able to eventually knock out a monster if you hit it with enough traps (a Boss would just get stunned, leaving it vulnerable to your attacks). At which point you can carry it (requires all 3 item slots; heaviness may make the stamina meter deplete faster while sprinting) back to the start of the area (while avoiding other monsters) and dump it in a special box/cage (provided by the Hunter). Then the Monster becomes a currency you can redeem at the Hunter's shop for rewards. Plus achievement for capturing # monsters. You could even make it more trickier by making the monster regain consciousness if you're too slow bringing it back. Live monsters would be worth more to encourage you not to take the easy route with the aforementioned poison. More dangerous monsters would also have a higher bounty. A basic Cupkraken, for instance, would be worth 1 'Monster Token', dead or alive (since they're probably close to the start of the area). The Rolling Donuts would be the same value since all they do is roll back and forth.

Lastly, what are those dragons wrapped around those pink cupcakes? They look so life-like... they're not gonna flambé me if I walk by them, are they?
Caz
LET'SBIAN DO THIS.
6813
But if you ever reach max level, will their effects change? Though I suppose it wouldn't matter because you've probably already beaten story mode by then, much like how defeating a Bonus Boss in an RPG gives you the most powerful weapon in the game but you already killed everything that was challenging.


You pretty much hit the nail on the head haha! Once you reach the level cap, there's not much point in getting anything better. Plus because the effect is percentage based, it scales with the amount of EXP you earn.

Those performance multipliers sound like adding in achievements could be possible. Things like: collect # items without being hit (does Dragonlord Horns still register a hit and make you lose an item when you proc pain-prevention?), 'Free Sample' sell # items for free, 'Walk in the park' complete a harvest session without sprinting, being hit, and also collect # items; 'It's a Trap!' hit # enemies with traps in one session while wearing Maid Costume/Battle Panties--okay that might have been too silly.


We're actually likely going to need to put some achievements in the game, so these are really good ideas! Thank you! :D

Is what clothing you get random? Do stars not spawn anymore if you have everything? It kind of sounds too easy to get all the Wardrobe items depending on how stars you can harvest in one session. If that is so, it might be better to make stars a currency where you redeem three for a unique item; not necessarily clothing.


The stars themselves spawn quite rarely, I'd say maybe once per harvest session if you're lucky. There are 32 extra pieces of clothing to collect on top of what you start with, so it's not very likely you'd get them all too quickly. In the event you collect them all, the stars redeem at the chest for 200 Gold instead.

What is the purpose of 'improves relationship with |Customer| faster' clothing? You haggle a higher price from them and they may want to buy two items? I assume relationship resets after each session otherwise you cap them out and then never have to wear them again. So what is the difference between 'customers pay higher for cakes' (Crown) and 'customers accept higher prices' (Tophat), both of which are headwear?


A lot of the descriptions in the video have been changed now, so they've been made more unique. Some of the previous ones were worded quite similarly, so that's been changed.

Having a better relationship with a customer means you can get a better price from them. Potentially some extra scenes if we get time too.

What does and how does your bakery gain Popularity (Strawberry Mascot)? Well, it probably involves satisfied customers telling their friends/family to come while unhappy ones tell them not to.


This costume has also been changed. But the popularity is to do with how many customers show up at your shop, and how fast they come in. For example, at the start, you probably won't see the businessman until you're a bit more popular.

Is the Merchant a new customer or did they appear later in the demo? Are there gonna be new customers?


The merchant is a new character, yes, but she's more to do with the story than a customer. She might make an appearance now and then, time allowing.

I assume Hat Hair doubles the effect of the worn Hat being as it takes a slot and should therefore be as potent as one. Dragonlord Horns, Battle Panties, it might be better to put a percentage to their effect because 'less likely' is pretty vague. Actually, Fuzzy Hood 'get better prices at general store', Crown 'customers pay higher for cakes', 'accept higher prices', even 'improves relationship faster' are all vague. For Strawberry Hat (I had to pause the video at the right time to catch it since you never wore it and moused over everything quickly; same with Band-aid, Strawberry Mascot, Flower Hairband, Sidetail, Mankini, etc.) instead of 'Cupkrakens have less range.' it would probably be more clear to say 'You can get closer to enemies without alerting them.' Though if water monsters automatically aggro the moment you step in their turf, then it should be 'non-water enemies'.


Again, a lot of the descriptions have been made moot now, but some of the equipment will only affect certain enemies. The water enemies don't make an appearance really unless you're wearing your swimshorts.

I hope there are different types of traps (your Gif didn't really show what those three dots you dropped did) and maybe a Cupkraken Hunter (colored) NPC who talks about monsters and sells you traps. Like creating a tripwire by dropping down two connecting parts within range of each other, dropping a bomb you can manually detonate when you want with the press of a button, a shovel to dig pitfalls, and, like I mentioned before, dropping bait that you may have to bake that will make a glutton-type monster ignore Aarin in favor of heading towards and taking time to eat it. Optionally, you can put sedatives in it to put them to sleep or, if it's not too gruesome for the game's ERSB rating, poison to kill it. Traps probably wouldn't work in water considering they'd just sink to the bottom. Whether or not you can trip your own traps is another issue.

Actually, I imagined that you would be able to eventually knock out a monster if you hit it with enough traps (a Boss would just get stunned, leaving it vulnerable to your attacks). At which point you can carry it (requires all 3 item slots; heaviness may make the stamina meter deplete faster while sprinting) back to the start of the area (while avoiding other monsters) and dump it in a special box/cage (provided by the Hunter). Then the Monster becomes a currency you can redeem at the Hunter's shop for rewards. Plus achievement for capturing # monsters. You could even make it more trickier by making the monster regain consciousness if you're too slow bringing it back. Live monsters would be worth more to encourage you not to take the easy route with the aforementioned poison. More dangerous monsters would also have a higher bounty. A basic Cupkraken, for instance, would be worth 1 'Monster Token', dead or alive (since they're probably close to the start of the area). The Rolling Donuts would be the same value since all they do is roll back and forth.


The traps are actually a new kind of item that you pick up in each session. You can get a shield, a sandwich or a chocolate bomb, and you can only hold one at a time. You lose it after your session ends, too.

The shield protects you against one hit. The sandwich recovers a large amount of stamina when you press A to eat it. The chocolate bomb can be planted on the floor, and if a Cupkraken runs over it, it disables them temporarily.

Apart from the "villain," there's an noteworthy lack of killing in the game though, so the traps are intentionally pretty harmless. I think trapping and capturing monsters would probably add a whole new level to gameplay that would be a step away from how casual it's meant to be. (An amazing idea nonetheless, I mean I'd love to do a Monhun game at some point.. but maybe not in this project.)

Lastly, what are those dragons wrapped around those pink cupcakes? They look so life-like... they're not gonna flambé me if I walk by them, are they?


Oh those guys.. those are harmless!

...heh, or are they? ;D
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