As some of you may have noticed, Serment's release has been... rather delayed, to put it mildly. We've had people messaging us asking about the situation or offering to help us with the testing process. It's an honor to know there're this much interest in our game, and believe me when I say we are just as impatient as you are! However, the delay is a necessary evil and I will now elaborate a bit more on why we are taking so long. First off, as I mentioned in another part of this discussion forum, there were several design flaws present in the demo that we didn't notice until testing the full game. Redundant mechanics that served no purposes ("Hang around" option in most places in the demo), mechanics that are not scalable beyond the small scope of the demo (Buffs and debuffs being purely percentage based and stacking indefinitely), lack of replayability between different routes, we had them all. These problems can't be left unaddressed and after some discussions, we decided to rework major parts of the design from scratch instead of making impromptu fixes whenever things go wrong, otherwise there'd be no end to them. This was our inexperience as developers showing and we have no excuses, but if we have to choose between a timely release and a quality game, we would always choose the latter and I hope you can agree. There are also many bug fixes and polishing touches to be made. Unclear UI, awkward controls, unnatural dialogues, unnecessary clicks or button presses are some of the issues we've been trying to tackle. Here're a few polishes we've done since the last demo update to give you an idea of what to expect in the full commercial version:
- Added visual indicators for several UI elements
- Added some QOL features
- "WASD" keys can now be used to navigate the game's interface to make it more convenient for players using a mouse and keyboard
[ 2018-02-28 21:36:07 CET ] [ Original post ]
As some of you may have noticed, Serment's release has been... rather delayed, to put it mildly. We've had people messaging us asking about the situation or offering to help us with the testing process. It's an honor to know there're this much interest in our game, and believe me when I say we are just as impatient as you are! However, the delay is a necessary evil and I will now elaborate a bit more on why we are taking so long. First off, as I mentioned in another part of this discussion forum, there were several design flaws present in the demo that we didn't notice until testing the full game. Redundant mechanics that served no purposes ("Hang around" option in most places in the demo), mechanics that are not scalable beyond the small scope of the demo (Buffs and debuffs being purely percentage based and stacking indefinitely), lack of replayability between different routes, we had them all. These problems can't be left unaddressed and after some discussions, we decided to rework major parts of the design from scratch instead of making impromptu fixes whenever things go wrong, otherwise there'd be no end to them. This was our inexperience as developers showing and we have no excuses, but if we have to choose between a timely release and a quality game, we would always choose the latter and I hope you can agree. There are also many bug fixes and polishing touches to be made. Unclear UI, awkward controls, unnatural dialogues, unnecessary clicks or button presses are some of the issues we've been trying to tackle. Here're a few polishes we've done since the last demo update to give you an idea of what to expect in the full commercial version:
- Added visual indicators for several UI elements
- Added some QOL features
- "WASD" keys can now be used to navigate the game's interface to make it more convenient for players using a mouse and keyboard
[ 2018-02-28 21:36:07 CET ] [ Original post ]
Though, instead of claiming our heroine’s ever so cliche human soul, the devil demands a huge sum of money for payment. If the payment comes even one day late, the heroine's soul will return to the afterlife.
And so, her light-hearted, comedic adventure to save up enough money before the deadline begins.
Despite the dark sounding premise, the majority of Serment will be light-hearted slice of life events (more commonly known as cute girls doing cute things).
Game features:
- Cute anime girls!
- 4 playable main characters, each with their own unique story and endings.
- More than 20 side characters, each with their own personalities and subplots.
- Over 20 dungeon floors with manually designed puzzles and 200+ unique items to discover!
- A lot of cute anime girls!
- Turn-based RPG battles with simple mechanics but tons of depth.
- A detailed dating sim time management system.
- Cooking, crafting and fishing minigames!
- Light yuri (GxG) romance.
- Steam Achievements and Trading Cards.
- Did we mention that there will be cute anime girls?
The official game trailer is still currently in production.
- OS: x86/x86_64
- Processor: 2.0 GHzMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: At least 1280 x 720 screen resolution
- Storage: 1 GB available space
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