v 0.0.3.1x
Kobold Version v 0.0.3.1x has been released~
Thank you for the patience.
Notable changes:
v 0.0.3.1
- Added new lines in some socializing topics.
- Added a scene on Day 1 and redid Day 2. Day 2 has a different ending depending on who you picked on Day 1 with Timothy being the most complete.
- Added cameos of some OCs I like. This is for personal reasons and doesn't really add to the main story.
- Battle sprites
- Added the ability to decide whether the attack order is left to right or right to left.
v 0.0.3.11
- Fixed a bug that prevents Bigg's socializing from completing during some playthroughs.
- The game now remembers the last name given to the MC. So when starting a new game it will auto-fill the name box so players don't have to retype every time.
- Added an additional scene for Timothy's Day 2 ending.
v 0.0.3.15
- The game is now playable up to Day 6, but a lot of events after Day 2 are still incomplete and/or placeholders.
- Turned the Quest Log into a tab inside Info when in the dungeon and other areas.
- Gave the opponent more cards to place during battles. Balancing may be an issue, but it's fine to win or lose battles right now.
- Added more cameos in the bar, added stalls in the bathroom.
- Added a wip of Timothy's daydream scene.
v 0.0.3.16
- Changed native resolution from 1280 x 720 to 1920 x 1080.
- Updated UI and menu.
- Changed how socializing works.
- Updated some sprites and backgrounds.
- fixed bug on Day 5.
v 0.0.3.161
- Inner bottom wear should show up now.
- Removed .clip files that were accidentally saved in the games folder. Said files were Yon making out with someone so they were technically Kobold Festival related but are not needed for the game to run.
- Removed web version due to the game having too many files for later builds.
v 0.0.3.162
- Fixed bug where rapport text skips.
v 0.0.3.163
- Fixed bug in bar, added a prompt before ending bar scene.
v 0.0.3.165
- Added'Looking Around' - Player will now have characters to talk to and challenge in certain places like HQ. Some of these characters will only have one line when talked to but some can be Socialized. Topics for socializing are not available yet.
- Added foundation for shops. Nothing can be bought at the moment, but the shop menu at the Eatery, Smithy, and Workshop is now accessible.
- Updated battles. New UI. Characters met while 'Looking Around' can be challenged but don't have unique cards at the moment. There are also no rewards when winning and no consequences when losing.
- Fixed bugs reported by people that crashes the game, hopefully
That should be all of it.
==
To be honest I'm unsure if how the day ends is any good but eh. I'm pretty trash with writing, and English isn't my first language. A lot of the events and what the characters do make sense in my head but I'm not an expert in the fields and topics they parallel or are based on in real life so I don't expect the plot to be stellar.
v 0.0.3.1x should be reserved for bug fixes and small updates with 0.0.3.2 being the next major update.
I still need to add an interlude too. Festival Day 3 gives the player more freedom to hang out where they want and should have some gameplay changes with the introduction of spending time at places to earn money and get closer to certain kobolds.
At the moment during battles the player decides whether to start attacking from the left or right at every turn but a future update will have the enemy deciding on some turns. I still need to figure out how to make it matter though. Maybe with status effects? The player can just stack all their cards on the first lane and skip any battle gameplay or puzzles if I do make them. so I'll need to go back to the drawing board.
As for socializing... I realize now that there's a good reason why a lot of games only give npcs a handful of dialogue trees. But I do want to give the characters more to say about some topics so I'll commit to socializing for now.
Hex should have a rapport minigame but I'll save that for a future update.
That's all for now, thanks
Files
Get Kobold Festival
Kobold Festival
Here be gay fuzzy kobolds.
Status | In development |
Author | MouseSix |
Genre | Visual Novel, Card Game |
Tags | Adult, Dating Sim, Furry, Gay, LGBT, Singleplayer, TyranoBuilder |
Languages | English |
More posts
- Still working on itApr 30, 2024
- Life UpdateFeb 01, 2024
- v 0.0.3.165Nov 17, 2023
- v 0.0.3.163Oct 16, 2023
- v 0.0.3.15Sep 25, 2023
- updateAug 05, 2023
- v 0.0.3.01Jul 16, 2023
- Current Progress v0.0.3.1Jul 05, 2023
- Kobold Festival 0.0.3Jun 28, 2023
Comments
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Heya, here are my thought and findings :
- In the first interlude, when sent to get water I opened the quest log and there was no way out. (except going back to the previous save) (same at the bar)
- Love the new designs !
- Still in the interlude, pressing "S" to go down sometimes (not all for some reasons) took screenshot
- Still in the dungeon crawling part I feel like the camera should move up one square earlier but I haven't seen how that'd play out, you probably have. It's not bad as such, I just think it might be better.
- In the end scene of that part the third text box's dialog seems off, "That's a good place to A Watcher should know where they are first [...]"
- After breakfast on day 1, Regen is in the chat menu but clicking on him just sends back to the map without dialog.
- With Kenneth in front of the notice board Leeg says "checking him out his more appealing than the board though.", when it should be "is" instead of "his"
-I'm just thinking about it but someone could use the name Coby and the interaction with Lala would be even more awkward. Oh well.
- At the mixer, in the bathroom some squares are only available from certain angles, there's a lot of invisible walls that don't belong here.
- I didn't realize in previous builds how on the nose it is for Baku to wave a red flag when he also waves metaphorical red flags. x)
- I still will run at the red flags if the game allows me to.
- On day 2, two Yon and a Regen profile pic in chat do nothing and send back to map.
- There's an empty box inthe middle of Kenneth dialog after talking to Emma about flowers.
- Klem's theme goes hard.
- For the beach lunch scene it starts with "I thought to time visiting the beach", that seems incorrect.
- Yllis having an uwu bubble popping up is absolute genius.
- Weird thing happened when I went to chat to Azuzu, I skipped the dialogue since I had already seen it and when I went to chat (or rapport) I got in the quest log rather than the usual menu, I still could since the bottom buttons though so no problem in proceeding.
- Still unsure why Finn's chibi is at the beach for lunch when he doesn't appear. Maybe he's watching ?
-Since Yon's two profile pics and Regen's pic send nowhere during day 2 their name appear on the bottom half of the screen after you clicked on them if you go into the notice board's screen.
- Alright, when you go to the shrine, if you leave after speaking with Azuzu enough to get the chekmark then come back in the starting scene will play again and you will have to pay the gem again and then just play any dialog for the checkmark to appear. (I'd say this is an urgent repair since you spend twice as many gems if you're not cautious). For other players I've seen couldn't finish the day that's probably the problem. I'd say speak to Azuzu last on the day (you don't need to finish Biggs scene) or just use the checkmark once it appears or don't talk enough to make it appear.
- Quickstarting at day 2 will have the explanation for what's going on when picking a love interest disappear once you put your mouse on one.
- The extra unworking map chat options don't appear tho.
- The stats are diiferent from what I had from a start from the start despite all scenes being mandatory so far ? Or maybe I'm just imagining there was no meaningful stat choices yet ? 25 MP from the start became 30 in fast forward and 5 speed from the start became 4 in fast forward.
-I also just noticed the library scene on day 2 only bring your current HP up by 5 not max HP.
-I wanted to check the progression of stats on day 1 and turns out after doing the library scene in the morning max MP went up from 15 to 20 but after lunch it goes back down to 15. (which is were I assume the extra 5 mp from fast forward came from)
That's it for all I've noticed ! I would've liked to point out stuff earlier and spare you some more work but I'm busy these days. :/ Anyway, you're doing great progress and I love the game so far. Thanks for eveythign and keep up the good work ! (don't burn yourself out though, if your brain is stuck, give it a break)
Will more routes be available in time though ? I really would like to smooch Finn. It would make sense to first finish what you started however and I do enjoy my options already.
So far I'm absolutely LOVING the game. Your redesigns of the main cast are genuinely phenomenal, there's not a single design I dislike, even amongst all the side characters, you have a super good eye for design.
Tbch it's extremely disheartening that you seem to feel like your English/writing skills are lacking. English IS my primary (and only x'd) language, and I used to enter writing competitions growing up, winning top 3 in the state of Utah twice; I can very confidently say your writing is genuinely better than almost all of my closest friends. When you're writing the fun character interactions and gags it really shines. I pray you take my words at face value and worry less about your competency in that regard <3
Sadly I was unable to finish Day 2, as another comment brought up, I also was unable to finish the conversation interaction with Biggs, leading to a softlock in progression. I did do every day including 0, so I don't believe it's an issue stemming from skipping Day 0, but I'm not sure what. If it's any help I visited him last, so there could be some sort of check that's not happening to progress?
My biggest critique by far is that while I can tell your creative vision for the game is incredible, and the actual base setup and mechanics you have is extremely solid and engaging; it feels like you're setting yourself up to fail your expectations if you're completely building the game by yourself. Character creation is great, dialogue mechanics (excited to see expansions on rapport especially) are super intriguing, combat is a bit overwhelming? But I'm also just kind of stupid when it comes to turn based games in general LOL. UI is very pleasant and unique, and the overworld placeholders are nice even just as they are for now. But with all the complexity of the ever expanding ideas for conversation, the genuinely impressive expansive list of characters, the lore and world building, the "deadline" based setup with Dragonheart presumably being where character endings will be, the big list of locations, and the fact that there's presumably going to be a heavily expanded combat system with leveling, stats, items, unique party mechanics, and the fact that all of that is going to be developed on a super unique lane/positioning based combat system, I'm genuinely impressed if you're not completely overwhelmed with the scale of what you seem to be setting up.
In my very humble opinion as someone who's never developed a game or worked on many creative projects in general, I feel it will be incredibly creatively draining for you to try and finish up everything you want to do every day, as with a game like this each following day will only be more complex than the last with more player choice and branching choices presumably coming into play. You are extremely talented as an artist, author, and general creative visionary with the rest of the game elements so I have no doubts if you keep the passion alive into the future you can get most of the things you've set up and want out. But I do think I can speak for everyone that's playtested, it's extremely ok to skip out on specific elements and just lay out the skeleton of most days, focusing primarily on the story progression and romanceable paths. Not to say I don't think the combat, quests, interactable environments/scenes, or gifting systems aren't important, as I do think they do a fantastic job of immediately making this game stand out from any "generic" visual novel, but I think coming up with those scenes in a way that feels natural and fun would be easier if the story/scenes they lead into are already planned and implemented.
Tldr; I've loved your art for well over a year or two, and I'm over the moon you're still working and making progress on this game. You're unbelievably talented, yet I worry you're letting yourself get trapped in a perfectionistic headspace and trying to get all your ideas out at once, and as development continues you might find yourself too ensnared to progress. But of course, I'm just a 21 yr old on the internet with no game design experience or higher education, and you know your limits and headspace far better than I, so take anything I've said with a grain of salt. Sorry this message turned out so long, I hope it's not a bother to read through it all ;c; Please continue your great work!!! I should be financially stable around halfway into next month, so if there's anywhere I can donate to support you let me know :')
(Also please please please tell me Biggs is potentially on the romance list in the future I love his design so much he's literally so cute please)
Hello! Thanks for the kinds words. It means a lot.
But yeah, writing this game is like playing pingpong with my anxiety and it's honestly a surprise people like the game a lot.
Unfortunately, I don't have any resume to show or prove I've got what it takes to join a vn dev team nor any funds to start my own team and keep them motivated so I'm 90% on my own with this one. I do have friends who try the game and proofread though.
Oh, yeah. Someday, Biggs should be romancable.
Awesome update, and looking forward to future updates, and possibly more intense cuteness from Yon and Finn :) though so far it seems there is no way to get a route with either of them.
Thanks
I'm focusing on the 3 main kobold routes before expanding to others. Yon's a fan favorite so his route should come soon after the 3.
Yay an update! Thanks for your hard work!
You've got an amazing project your making here :3
Every update I see is just an instant smile on my face so don't doubt your quality my man. It's a lot of work understandably but the characters reacting and having things to say with your robust socialize system also just makes things feel that much more alive and like characters beyond being your typical relationship simulator fodder. It's neat to see them chime in and have something to say about something you wouldn't expect them to! And the gratuitous flirting of course even if MC seems painfully oblivious to it all XD
Bugs
Ah, thanks for reporting the bugs. I appreciate it.
For now I uploaded a new build that should fix Biggs's scene since it blocks player progress
Confirming that Biggs has indeed been fixed.
Like how the ending of this one went, curious about if you'll be expanding it like you plan to for the bar. Also found it funny how Timothy was talking about "Leeg parties", since I had named my kobold "Charity" which made it just sound like, well, charity events. And it looks like we're out of the tutorial phase, will Day 3 start the time to hit the grind for stats and relationship points?
Question: With this system do you know how to delete saves? Running into this with a lot of web novels using this system where everything's so cluttered with old saves of previous builds with no way to erase.
for windows there should be a renpy folder inside %appdata%, unsure about other OS