You play as June, and there are two otome routes, one yuri, and… not sure how to call it, maybe “father friendship route”. What I’m saying is that as developer you need to learn when to say ‘no’. With the armors I do something similar, I display the overall item power, the higher resistance (like in the first game there will be energy, explosive, armor piercing, acid and psionic damage), the quality and level. I think that Summer could be a good estimate. In the next weeks I’ll go on with my tests, though of course as soon as I get new content for Cursed Lands or Love Bites, I’m going to work on them since they have the priority. In Summary Things didn’t go as planned, and I’ve learned a lot of things which should prevent me from doing the same mistakes in the next years.
It contains the full act2, a lot of content. First let’s start with a premise: what makes a successful game. As very often happens, some projects remains are there, unnoticed, slowly making progress in silence, I even forget about them, until one day I check all the writing already done and I’m like “DOH. And so on, even with veiled threats “If you don’t implement feature A I’ll ask for a refund. I want to be a bit more optimistic and say Spring in this case dating simulation games for ps2. Almost everyone is doing it now, but the same principle works even if you’re doing a closed beta with only 20-30 testers.
The main thing will be to get back writing one game a year myself with help of an editor. In addition to the next Netflix show The Defenders gearing up for release next month and Inhumans premiering this fall, Marvel is also preparing for a bunch of new television shows. See you next week for the end of year/summary post (I’m going to break my a post every 2 weeks rule to do that)... So an early next year release it’s a more likely outcome for PS2. This means you won’t see any of the things I promised I’d do in future games (optional adult content, male/female protagonist, etc). .