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I think turned out very cool :.

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Short URL. But who exactly is marrying, you might ask. The marriage is between Lydia, the princess of the Moon Elves and one of the love interests of this gameand High Cleric Marian from Lakshun, the capitol of Paqwana.

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In addition, a certain familiar succubus is looking after our team…. Even if the core system remains the same. This was a very popular request and I agree it makes the battles more strategic.

Or by romance:

They might not be as cool looking as if they were seen in first person Cursed Lands or Planet Stronghold 2 but since Loren had this system I thought it makes sense to do the various spin-offs using it. The battles will still be turn based, with movement order determined by skills and attributes. This because differently from Loren there will be other kind of magic more about this below.

Each character has a special overdrive skill that is very powerful and can change the tides of battle, but using it requires one overdrive star.

This means that people might want to save them for tougher battles, adding some more strategy overall. There will be four playable classes: Warrior, Thief, Mage and Warden sort of healer magic user. There will be 3 main damage types: Elemental, Debilitation and Mental.

They should cover almost everything. In Loren, in practice every spell was dealing some form of elemental damage. And so on.

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Then for each damage type there will be 3 debuff resistances, as shown below:. The armors will give defense and protection against one of the 3 mainwhile the jewelry will increase resistances against some of the debuffs.

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The resistance of the armor will reduce damage:. Which means the following:. So there will be two straight and one homosexual romance for each playable character, much better than originally planned!

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Nudity, yes, but nothing as explicit as my recent titles like Hazel or Planet Stronghold 2, to be clear. Loren The Amazon Princess. Planet Stronghold 2. From time to time I like to talk about being an indie developer in general, like this time. So what is the topic of this post? In practice, I try to explain what I consider the best approach to be an indie developer regarding development schedule, based on my past experiences. The main goal of every indie is to first stay afloat which is not so easy as it seems and then hopefully make a profit.

To do this, you need to release new games DOH! Now comes the more interesting part: what is the best strategy?

In my first indie years, I had no long term plans at all. I was just making whatever game I wanted, often deciding on impulse.

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In more recent times I tried very different strategies: both taking my time to deliver the best game possible, like I did with SOTW, Planet Stronghold 2, and start several projects at once like I did for example back in when I released 5 games in a year! This is what most indies are doing to be honest. They take their time, polishing the game, doing a lot of testing, adding new features, getting feedback, etc etc. I have tried doing it several times in my indie career. In more recent times, I did almost the same thing with Planet Stronghold 2.

In summary: the longer the game takes to make, the higher it needs to sell.

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So, if the time you work on a game increases, the revenues need to increase as well. That says a lot I think…. Then, they can be even short. But they still must be quality products. My advice is to mix both small with long games.

Ideal indies releases plan

Because both the things below are true:. The short games still need to be of good quality good idea, writing, art, etc of course.

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This probably applies only to VNs developers. Sounds hard? Of course!

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Winter Wolves Official Tumblr. Yes you can finally play also as mage! Then for each damage type there will be 3 debuff resistances, as shown below: The armors will give defense and protection against one of the 3 mainwhile the jewelry will increase resistances against some of the debuffs.

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View Separately. Pop-up View Separately. Next. Ideal indies releases plan From time to time I like to talk about being an indie developer in general, like this time.

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Releasing a big polished game every few years This is what most indies are doing to be honest. Because both the things below are true: releasing a game every X years is bad because people always want to play new games and they might forget about you and so on. Also a new game release is always a big marketing boost.

LOL always remember to put the required amount of tentacles! We're a small indie development group focused on making story-based games: from visual novels to dating sims, from adventure to roleplay games. Effector Theme — Tumblr themes by Pixel Union.

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