The public version of Act 1-3 is here !!!


Dear Adventurers

I'm excited to announce that the public version of Acts 1-3 of "Naughty Time Rendering: Bittersweet Summer Saga" is now available on Itch.io! This release includes a total of 27 regular H-scenes and 9 secret animated scenes (with 8 exclusive to this release).

In Act 3, our party faces challenges with the local gang known as "the Wet Bandits," all while navigating personal conflicts. With multiple possible endings, the outcome is entirely in your hands.

Despite the hiatus during February and March, I've poured my heart and soul into crafting this act and hope that players will find it enjoyable.

If you've enjoyed the public version, consider supporting me on SubscribeStar to gain access to the exclusive version.
In the exclusive version, you can unlock all peek scenes at the beginning of the game. 

Your support means the world to me and helps fuel further development of the game.

Thank you for your continued support, and I hope you have a fantastic time exploring the world of NTR:BSS!

Files

NTR_BSS_1.2.6.zip 164 MB
16 days ago

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Comments

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The new chapters are fun! The story's really starting to come together. I like all of the little branches, though perhaps more indication on how to access them may help. I've only got about a quarter of the gallery filled even with reloading and trying different things. A grayed out option box for something that you need but don't currently have can be a way to get players on the right track. I would also like to see more choices where you get something different rather than having a clear wrong choice that gives you nothing and forces a reload. It doesn't have to be a whole new story sequence, but even some gold or an item will make players feel compensated for missing out.

The campfire scenes are a great addition, but perhaps they should trigger before the ally turn because your options for who to watch or visit are determined by map positions which you don't have much control over. The Kota POV scenes are neat, but perhaps they should skip the parts with Nestor because players will have already seen those parts of the dialogue. Maybe a bit of before and after he shows up with most of the parts that are addressed in a different event skipped in a fade to black.

Map orders from what I've experienced seem to be for combat only. This is a fine choice since it reduces the amount of guesswork for players, but it does incentivize use of high damage characters for all tasks. Having different fighters be good against certain opponents in a clear way could make them feel more unique.

I'm very happy to see the game continue to grow and expand! Ease of play features and polish could help the game feel a bit more accessible, but the new story and events all felt good to experience. Very nicely done!

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No words can describe how excited and grateful I am to read your feedback. It means a lot to me. I'm so glad you feel positive about the game. All this time, I've been focusing a bit too much on the content, but not really the gameplay. Your suggestion has helped me learn about game development a lot. I'll try my best to address the various issues that you pointed out.

Unfortunately, implementing many of these suggestions will require delving into JavaScript programming within SRPG Studio, which I have zero knowledge about. There are two possible options: I could teach myself Javascript and in-depth SRPG studio engine, or transition the game to Godot or Unity to have more flexibility in tweaking game mechanics.

Regardless, I'll keep working on it. Thanks again for amazing feedback. :D

I would strongly advise against changing engines at this point, it will kill your momentum. Maybe try something new in a future project if you feel that SRPG Studio is too limiting for your ideas.

If features that you want to add seem difficult to implement than perhaps you could try a solution with stuff that you know how to do. When using a prebuilt engine it's usually best to take advantage of things that it's good at rather than morphing the whole thing into a something else entirely. Making characters strong against specific enemy types for example is something that should be very much in-tune with what SRPG Studio is great at. My suggestion for grayed out boxes could be done using picture popups instead of tinkering with menu code. Having the night scene start on the ally turn could also be done by applying a sleep status that prevents ally movement on that turn to the same effect. There's always more than one way to add a feature, and aligning your additions with the strengths of the engine will both reduce your workload and make the game experience feel smoother for the players.

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Thank you for your advice. I'll look into those methods and similar ones.