New Version: MKM 0.7.1 (Patreon)
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-> ZIP (mega.nz)
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-> RAR (google drive)
[The change-log (text file) is attached at the bottom of this post]
Hello again!
With this 2 month dev-cycle now finished, this update comes to deliver the first batch of new items and accessories for Maya. The idea with these items is to provide new interesting mechanics and different ways to play the game.
I'd say that I've added around 30% of all items that I want to have in the final game, and for now, the ones in this update will serve as a good starting point to receive feedback on their overall implementation. Their numbers and balance are an on-going process and subject to further change.
The keen eyed will notice that I've added some of your suggestions among those, with more to come in future updates, so if you have more cool item ideas feel free to share them bellow!
Another related change is that now the gallery unlock (for each biome) is not anymore tied to defeating their respective bosses. Instead, Maya will have to find a special item to unlock those rooms. For now, these items are in the shop for cheap (just for testing purposes) but in the future I will probably hide them around, whenever I redesign the layout of the stages in the future.
I've added a tentative new way to farm essence during ero while using the classic struggle bar. When Maya is grabbed, hearts will occasionally appear and move towards the center on top of the bar. Players then will have to press UP when the heart icon is aligned with the central target, and more essence is awarded the more the icon is aligned with the circle. But pressing UP while the icon is in the surrounding red zone, will instead decrease the struggle bar, making escape more difficult.
I will iterate more on this feature, but I'm liking its simplicity more than the board struggle mini-game, because that's just too complex and over-designed to be honest, and while it was fun creating it, I'll very likely scrap that and remove it from the game, in favor of just having the classic button mashing, seeing as it's much more intuitive for players.
Last but certainly not least, I've added 4 new enemies into the game, each with its own ero animation. Most of those are weaker early game enemies, as I needed more variety in the starting biomes, but each has a unique "spin" on their behavior that I'll leave to you to discover. Like I mentioned in a previous post, their ero tags are heavily focused on creatures/monsters and anal tags, and I tried to depict some unique poses and situations for our beloved heroine.
And that's about it! I'm really pleased that I've finally managed to add unique items into the game since those were just inside my head for a long while. For the next update, I want to add another 30% of items, so that's mainly what I'll be working on, alongside either more new enemies or implement some of the alternative scenes for existing enemies that you all suggested in the fan box (it's a big list that I've compiled, but I've already fulfilled some of those hehe).
Well, it's right back to non-stop work for yours truly and while it's been a long journey, I'm getting ever so closer to the final version, which makes me ever more motivated!
Best Regards,
Mega