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Kyrieru's new game!


Penttiseta

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Re: Kyrieru's new game!

Lets not start flame war, just be patient...
 
E

erobotan

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Re: Kyrieru's new game!

Maybe he should get some real life and Girl and relief some stress inside of her cause stuff like this is preventing a burn out.

Just my Opinion
I think most of the time getting a girlfriend will result in more time wasted & more stress ... unless you really super lucky and get a girlfriend with personality like those in anime.

Kyrieru said he has no money right? he will go through hell if he has a girlfriend.
 
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darkwhite1602

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Re: Kyrieru's new game!

You can't blame the guy for being impatient after all this time through a failed game and another game still in development. I was under the impression the game would come out soon after the demo :)
 

FruitSmoothie

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Re: Kyrieru's new game!

Being impatient or having a negative opinion of the dev is one thing, but there are ways to give your opinion (Yes, even a negative one) without being a douche. Guy there is just trolling. Then again, most people don't seem to understand the difference anyways. Socializing and communication is so hard, right?

I'd say Kyrieru should start streaming more, and actually post that he's going to be streaming in this thread. No idea why he only posted it on his blog. Maybe having a consistent streaming schedule would help? I know some devs and artists that become much more reliable/consistent when they feel like they have set work hours for streaming and such. Then maybe when you aren't working on the game, you won't feel pressured because you know you've already accomplished your mission for that day or week or whatever by streaming on time.

If you think streaming regularly would be too boring for viewers, I think you'd be surprised by how many people are willing to watch just for some music or chatting opportunities. It's surprisingly easy to entertain people judging by most of the channels on twitch lol. Doesn't the TiTS guy stream pretty often? That's literally watching someone type words for hours and I'm sure tons of people show up. I personally would like to see how much work goes into things that seem rather trivial/easy to someone that's never developed a game, but are actually rather time consuming.

I can understand why not having defined work hours could cause problems. Even if it isn't streamed, I think having set times you work every day or whatever would help. I know the most productive I've ever been in my life was when I was on a schedule. That's something I need to try to improve on again.
 
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textbook703

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Re: Kyrieru's new game!

You can't blame the guy for being impatient after all this time through a failed game and another game still in development. I was under the impression the game would come out soon after the demo :)
No, we can blame him.

He acted like a jackass, posited unsubstantiated garbage, and belched autism all over my nice clean floors. Being impatient doesn't justify any of those things. No, we can blame him, downrep him, and if it were up to me, we could shoot him out of a cannon.

And into the sun.
 
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Re: Kyrieru's new game!

I think kyrieru should post FAR more progress updates, in the last 6 months he has posted a grand total of 1 non animated sprite. It seems like he was doing great posting progress on this project until the demo, then he went silent (blogwise).

While he still has lots of support, mainly for being one of the best out there, more quality people are entering the fray each day, and if he runs out of the preorders money, he's risking souring a part of his support when he inevitably asks for more money or starts a patreon or whatever.

It would seem that Noaika balloned out of control in terms of quality and amount of content, at this point I think his best option is to look at the project from afar and consider what's the absolute minimum he needs to be able to make the game a full experience, and give the ax to everything else, this meaning that if he has zones/enemies/tracks still not started ax them, work the final zone and try to connect it to what is currently there in a way that makes sense and drop the animation for the cgs altogether.

Compromises must be made, we often see established developers rushing games out before they are ready (keeping a studio going after they missed the expected launch date is expensive, and makes investors uneasy), and from first hand experience I can say that indies often have to make huge compromises in cutting content or simplifying things because they need to keep the ball rolling (no point in trying to get everything you dreamed of in the game if you die of starvation because you haven't generated money for expenses in months).
 
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Mook

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Re: Kyrieru's new game!

I think kyrieru should post FAR more progress updates, in the last 6 months he has posted a grand total of 1 non animated sprite. It seems like he was doing great posting progress on this project until the demo, then he went silent (blogwise).

While he still has lots of support, mainly for being one of the best out there, more quality people are entering the fray each day, and if he runs out of the preorders money, he's risking souring a part of his support when he inevitably asks for more money or starts a patreon or whatever.

It would seem that Noaika balloned out of control in terms of quality and amount of content, at this point I think his best option is to look at the project from afar and consider what's the absolute minimum he needs to be able to make the game a full experience, and give the ax to everything else, this meaning that if he has zones/enemies/tracks still not started ax them, work the final zone and try to connect it to what is currently there in a way that makes sense and drop the animation for the cgs altogether.

Compromises must be made, we often see established developers rushing games out before they are ready (keeping a studio going after they missed the expected launch date is expensive, and makes investors uneasy), and from first hand experience I can say that indies often have to make huge compromises in cutting content or simplifying things because they need to keep the ball rolling (no point in trying to get everything you dreamed of in the game if you die of starvation because you haven't generated money for expenses in months).
Progress reports don't have to include images, and they remain progress reports nonetheless. your "ballooning out of control, axe whatever he can to meet a supposed 'deadline'" comment doesn't really apply. there is no deadline, his financial situation is all speculation to us.

Look the waiting is the hardest part I know, but all comments like this are going to end up doing is stressing him out when he reads them (which I'm fairly sure he does).
 

Dycraxis

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Re: Kyrieru's new game!

I don't mind the 3D art, I think is pretty cool that he found something else that he likes, is always good to see a dev enjoying his work.

I'd like to believe that people aren't that mad about the game taking time, the problem is that we haven't seen anything from Noaika because Kyrieru is worried about showing something that will diminish the real experience or ruin the surprise of what he is implementing in this new game. That's not bad, I appreciate it but I'd like to see something from Noaika from time to time. Maybe. Just a bit.



Please?
 

dienow

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Re: Kyrieru's new game!

If you didn't pre-buy, then stop whining.
If you did pre-buy, you know what that means and the risks involved, so: stop whining.

Really, it's that easy.
 
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Re: Kyrieru's new game!

Progress reports don't have to include images, and they remain progress reports nonetheless. your "ballooning out of control, axe whatever he can to meet a supposed 'deadline'" comment doesn't really apply. there is no deadline, his financial situation is all speculation to us.

Look the waiting is the hardest part I know, but all comments like this are going to end up doing is stressing him out when he reads them (which I'm fairly sure he does).
Now I realize my comment sounds like I'm one of the many people snapping at him for how long he's taking, but I'm trying to come from the perspective from someone who's not invested on the project, I bought both his games and loved them, but I don't check his blog often and I'm not losing sleep over when noaika may be released.

I know he's reading all these comments, my purpose is that maybe I can nudge him to a position where he can look back at his project from an apparently more objective way, all art can always be a little bit better, all animations can be smoothed out and use better timing, all tilesets and set pieces could be shaded better/use more variation/better drawings, all music can be fixed to fit it's purpose better, all game mechanics can be polished to make the game a little bit more fun, all porn can be a bit more sexier, etc... the point is, and he probably already knows this, everything can always be better, by the time you finish zone 2 you will hate zone 1 and want to revisit it. After you have played your game countless hours everything will be boring so new stuff may look as vital to make it fun.

As you said, everything about his project is all but speculation to us, but believe it or not, deadlines can sometimes be the healthiest thing a creative endeavor can have, since it pushes your ass to make actual progress and not be lost on an endless revision/add features cycle, or losing sight of how long you will have to work on this project.

He has talked several times about burning out, to me, this sounds like not even he knows for sure how long he will have to work on this project, he's probably itching to finish it to move on to newer, fresher ideas, but has been working for so long and yet the end is not in sight, so it becomes a hopeless endeavor. Truth is I can't see myself working a whole year on a single project, by 8-10 months I would be bored to tears of seeing the same stuff everyday, and obviously lose will to keep chugging forward.

I know he has probably been told the same countless times before, you can't expect me to go and read the hundreds of comments he gets on his blog and here, but I want to try and help, even if I'm but a drop in the pond that drives him to reduce the scope so he can move on to other projects/take a break/whatever.


Not like most of you lurkers are going to buy his game legitimately anyway....stop bitching, go back to lurking and wait for it to come out so you can pirate his work like you probably always do.
You are aware that if that was the truth, and only big time posters such as yourself bought his games, he would have barely made some chump change out of his 2 previous games right?
 
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CrazyPerson

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Re: Kyrieru's new game!

Let's try and get this thread away from discussing impatience and backseat devmanagement, and back on track to something positive, shall we?
So, last friday's blogpost was talking about currency models. What are your thoughts?

Personally, I often dislike currency-as-an-unlock, because it's tough to balance:
- If you give the player exactly as much currency as everything costs, you might spend a long time near the end finding those last 3 coins you missed.
- If you give them more currency than total cost, eventually it becomes meaningless because you already have everything.
- If you give them less currency, you get most RPG talent systems: You have to pick a build path, and because costs often ramp up, many combo low-tier builds just aren't viable.

I figure unless you're balancing the entire game around currency (like RPGs often do with XP), I don't like limited currency.
Also, I'm not sure I like picking between progression-unlocking skills via purchasing.
I'm fine if I can pick between doing boss A or boss B first, but doing that in a shop just feels odd.
I'd rather have a single, well-defined path there, but then doing that via currency feels farm-y. Helloo, free-to-play business model ;P
So that means you can place bits wherever as breadcrumbs (the famed donkey kong bananas pointing at a secret), and players can farm enemies if they want.

As for spending it, I think my favourite is having a few high-priced permanent unlockables to look forward to:
They shouldn't be game-breaking or progression-unlocking, just helpful. Say, a shield that recharges if you didn't get hit for 10s, more spread-y shots, mark treasures on map...
That way, if you're having trouble with a level, you can farm/buy an optional item and you might have an easier time.
Hard-core players can still ignore the shop and go for a min% clear.
And if some optional unlockable would be game-breaking early, can always add it to the shop later as "restock" once the player got past a point.

That said, I figure if you're going to do infinite currency, there should be something non-permanent you can sink it into,
to prevent it becoming completely irrelevant once you've bought out all the optionals.
Healing potions are the obvious one, but having them affects balance in strange ways (your hp bar effectively becomes whatever max_carry potions can do).
Other helpful-but-nonessential consumable ideas:
- A "quicksave ward" you can drop in an area - if you die, you'll get transported back to where you entered, rather than to savepoint. Wasted if you don't die.
(For a more forgiving variant, automatically activates on death, acting as "lives")
- timed double damage
- slows all game-time by 50% for 10sec
- Places a teleport marker at the current location, may teleport back to it anytime until you leave the area.
- Become invisible (but not invincible) for 5s
- Teleport to player-selected savepoint
I suppose for balance, you might want to make these unusable in boss battles.

Anyhow, what do y'all think about gameplay, rather than the game maker? :)
 

redx

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Re: Kyrieru's new game!

or you could do it the easy way. make a difficulty setting for both ingame damage and ingame drops. casuals and people who want the game to take longer have a choice.


on the whole dev bashing topic. west artist are perfectionist so everything from them takes forever.
 

JAB

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Re: Kyrieru's new game!

or you could do it the easy way. make a difficulty setting for both ingame damage and ingame drops. casuals and people who want the game to take longer have a choice.
This problem with the difficulty setting (for me at least, but this might be just me have this problem) is that when the game is set for it, it is set from Normal.

So when things are ramped up for Hard, the damage rolls can get all over the place and be unfair. Note I mean RNG unfairness not actual game difficulty here. Example, (from another game) On Normal, you can take only three hits from a boss on, but on Hard, you die in one hit based on if he uses this unavoidable attack or not.
 

Nastynassy

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Re: Kyrieru's new game!

Hi! I didnt payed anything and Im not impatient cause Im not waiting I just dont like Kyrierus behaviour :X


Edit: But its Kinda cool how I get hate for nothing XD
 
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Vinceras

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Re: Kyrieru's new game!

Hi! I didnt payed anything and Im not impatient cause Im not waiting I just dont like Kyrierus behaviour :X


Edit: But its Kinda cool how I get hate for nothing XD
For nothing? You told somebody you don't know to get a life, criticize his way of life, criticize his way of making games, criticize him for looking for a diversionary project and then bad mouth him for saying he's burned out.

Ya know, maybe it's just a case of language. Maybe you aren't sure how to word your phrases correctly because I get the feeling that English is not your first language...but you definitely, to me, came across as a demanding, condescending prick.
 

CrazyPerson

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Re: Kyrieru's new game!

This problem with the difficulty setting (for me at least, but this might be just me have this problem) is that when the game is set for it, it is set from Normal.

So when things are ramped up for Hard, the damage rolls can get all over the place and be unfair. Note I mean RNG unfairness not actual game difficulty here. Example, (from another game) On Normal, you can take only three hits from a boss on, but on Hard, you die in one hit based on if he uses this unavoidable attack or not.
That's why I dislike difficulty settings that are implemented purely as a fixed multiplier, it can affect things in silly ways.
I think Eroicu had that problem, actually - on normal against the first basic mob (bunnygirls?) you had to learn the punch-punch-block pattern.
But on easy, they died in two punches, so you could zero them out before they ever got a swipe in, fundamentally changing the encounter.

I figure to design a good difficulty switch, you need to take into account what skill your game scales on, which for platformers is often twitch reactions/timings.
By that measure you can scale player health - experts will dodge more shots than novices - but that doesn't help people on a platforming section with insta-death pits.
But I don't believe in scaling enemy health, unless it's a boss that's going to take many rounds to take down anyway.
Instead, my favorite is scaling game speed - I played Eroicu and Kurovadis in fullscreen, because that slowed down the game to about half on my shitty rig.
That way, I had a bit more time to make a dodge or a jump, which made all the difference in making it through the later levels.
You could also get more creative: Add more checkpoints on easy, infinite lives, more platforms, slower enemy attacks, stuff that rewards slow play, ...
The other way around, it can get frustrating when the game punishes you for screwing up: If taking damage cancels powerups, that makes things harder, which causes more mistakes.

At the end of the day, games should be accessible by many people, even those that suck at extreme mario.
There's a lot of satisfaction to be had in games from that "click" moment where you finally get it and suddenly everything works,
but even then, you're going to have people better or worse at the game.
Of course, doing this balance properly takes some time, so the question is how much time people should divert from making the game to figuring out balance mechanics...
 

Papanomics

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Re: Kyrieru's new game!

I think he lost interest honestly. It's a damn shame if it's true. What burns me the most is that there simply isn't other games like that anywhere out there (none that I know of). If there was three or four artists who had that kind of style, then yeah, who cares about one of them losing interest, burning out, not giving two shits, or having a crisis as where to go with his game making career?

But because he's the only one, it irritates me that there isn't much else in the pipeline.

Mo-fuckas need to learn to Kyrieru games.

Yes I just called game developers mo-fuckas. Deal with it.
 

JAB

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Re: Kyrieru's new game!

I think he lost interest honestly. It's a damn shame if it's true. What burns me the most is that there simply isn't other games like that anywhere out there (none that I know of). If there was three or four artists who had that kind of style, then yeah, who cares about one of them losing interest, burning out, not giving two shits, or having a crisis as where to go with his game making career?

But because he's the only one, it irritates me that there isn't much else in the pipeline.

Mo-fuckas need to learn to Kyrieru games.

Yes I just called game developers mo-fuckas. Deal with it.
My problem with your statement isn't Mo-Fuckas but the Need to learn learn to Kyrieru Games part.

Just getting omeone to copy his work WILL NEVER WORK! Any Game dev (or comic artist like I am, or any creator person) worth his salt knows that learning someone to copy their work will never be good work. Take notes from stuff he does or what is in his games, yes, but copying it will not work simply because you and I are not Kyrieru.

Heck, it can even explain the whole GOR H-RPG games. One person made a great one and made money, and other copied him and made decent ones and made money too, and then some shitty ones etc.

TL : DR Kyrieru and every other Dev is unique in their work and tell someone to just be them or learn them will only make the entire H-Games genre worse.
 
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