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What up guys.
Feedback has been great so far and we’re currently adding some extra stuff you suggested, as well as fixing bugs… so we should be launching the commercial version for the Prologue as soon as proofreading is done, it’ll probably still be...

What up guys.

Feedback has been great so far and we’re currently adding some extra stuff you suggested, as well as fixing bugs… so we should be launching the commercial version for the Prologue as soon as proofreading is done, it’ll probably still be $5 – same price as pre-purchase and will of course include the full game when it’s out, sort of a Ground Zeroes but done right, and an early bonus for people who already bought the game, thanks for supporting!

About the full game:

The transition over to Game Maker will be a bit bothersome programming-wise but we are confident we’ll have everything ready sooner rather than later, in the meantime I’ll step up with some nice art for the extra characters that will appear. You know the cute clients from the prologue? That will be present for the full game but with humanoid clients that are a tad more fleshed out, they won’t be randomized this time though because that actually made things a bit boring in the Prologue, thanks for making us realize that!

So, that’s all for today, see you gals around.

By the way, pictured above is one of the characters for the full release, drawn in a very 90’s style, would you like the game going in this (even more) retro style or should I keep the current one?

HEY

The next post will be about me announcing the test prologue build is in your inbox, I swear.

Thing is, we’ve been polishing the presentation a lot, it’s like we need the game to look good even if it’s for a test build, so we hope you appreciate that.

Thanks everyone for your support by the way, it means a lot to us!

This is the Supervisor, if you follow Kiririn51’s works you may know her as his mascot character, she’s pretty much in every game we make.
A lovely lady, she can be incredibly harsh but she’s actually pretty nice, likes cute things and doesn’t hide...

This is the Supervisor, if you follow Kiririn51’s works you may know her as his mascot character, she’s pretty much in every game we make.

A lovely lady, she can be incredibly harsh but she’s actually pretty nice, likes cute things and doesn’t hide it, be a bad employee and you’re out without hesitation though. She lost an arm in a fight, you can’t see it right there but she has a pretty cool bionic arm, and nobody gets funny in VA-11 HALL-A – even the mercenary from the prototype, Jamie, is scared of her, can you imagine the level of badassery?

I try to get the character expressions to a minimum since I want to maintain this uncanny feel to the game, Dorothy however does need to show a bit more EMOTIONS, there are more but these are what I got done recently.

Attached is a sketch I did yesterday too, wanted to do a re-design with an 80’s style but I like the one we have more, might use it for later though. Also Game Boy Dorothy.

Yeah, we love Dorothy.

Well, this is how it looks now! there’s stuff that needs adjustment, like some of the images depicting the drinks (that’s a placeholder for the Sugar Rush) among other things (like some of the buttons) but this is the look we’re gonna use for the commercial release, subject to changes of course. By the way, clients can have an influence on what’s showing in the upper banner, but we’ll explain that in another post.

Want to support this game? pre-purchase now for 5$ at Itch.io, you will get the game when it’s done.

Not a big update today, other than some cool message animations. In this version, clients will ask for service while you’re chatting with someone, and you can choose whether or not you’ll attend.

Pre-purchase VA-11 HALL-A and get the game when it’s done, just 5$ at itch.io

Today’s update is about the scoring system.

In the original game you had a score that depended on how well you prepared the drinks, but this time you get different numbers based on other aspects, such as the preparation speed and the client’s taste, meaning you can also get a good score if you screw up but the client happens to like the drink that way.

This is important because we want the player to experiment with different combinations without being worried about having a bad score, you could say the score depends more on how happy your customers are rather than being a flawless bartender, you can be rewarded for being flawless though, it depends entirely on your play style.

Daily reminder that we need your money for ramen, just tip 5$ at our itch.io page and get the game when it’s out.

After three days, the additional systems are finally done. There’s still polishing to do of course, but now we can focus on the new content!

To explain things a bit, you’ll now be able to serve two clients at the same time in “Dual” mode and also prepare drinks with double ingredients in “Double” mode, for those clients who like big-ass drinks.

We’ll keep doing daily updates like before now that the difficult part is already sorted, stay tuned! next character will be revealed tomorrow.

And as always, if you want to support development just download our Cyberpunk Jam build, if you like it, tip us 5$ and get the final version when it’s done at our itch.io page.