Maiden Cops - Greiço Belkaid


Welcome to our 4th Maiden Cops Devlog!

Check what we added to the game:

  • Two new enemies: Lenora and Luiza (got the reference for them?);
  • A new stage, where you can ride a bike and crush your enemies;
  • Lots of destructible items and new collectibles to get;
  • Max, the new boss!

Thanks for the support! That's what keep us motivated to make a cute and exciting Beat'Em'Up for you!

Join our Discord Server:
http://discord.gg/jjhtkRC44b[/url] Play the Demo here on Steam: [url=https://store.steampowered.com/app/2012670/Maiden_Cops/]https://store.steampowered.com/app/2012670/Maiden_Cops/ [/url] Follow our Steam Page: [url=https://store.steampowered.com/franchise/pippingames]https://store.steampowered.com/franchise/pippingames [/url] And don't forget to follow our social media: [url=https://www.pippingames.com/links]https://www.pippingames.com/links[/url] [img]{STEAM_CLAN_IMAGE}/42660659/44571c44da828b2a82021832745282774a593f11.gif[/img

Play the Demo here on Steam:
https://store.steampowered.com/app/2012670/Maiden_Cops/[/url] Follow our Steam Page: [url=https://store.steampowered.com/franchise/pippingames]https://store.steampowered.com/franchise/pippingames [/url] And don't forget to follow our social media: [url=https://www.pippingames.com/links]https://www.pippingames.com/links[/url] [img]{STEAM_CLAN_IMAGE}/42660659/44571c44da828b2a82021832745282774a593f11.gif[/img

Follow our Steam Page:
https://store.steampowered.com/franchise/pippingames[/url] And don't forget to follow our social media: [url=https://www.pippingames.com/links]https://www.pippingames.com/links[/url] [img]{STEAM_CLAN_IMAGE}/42660659/44571c44da828b2a82021832745282774a593f11.gif[/img

And don't forget to follow our social media:
https://www.pippingames.com/links

Heavy Cargo - The Truck Simulator - Dana
During NextSim 23, there were new information about the current status of Heavy Cargo: In the interview, you can learn more about the expanded fleet, the improved graphics and much more!

Shardpunk - bryqu
Hi! I have recently started working on adding the "more rescuable characters" thing to the game, and I would like to share some of my game design thoughts on this topic.

(before I continue, I wanted to mention that the next game update will include improved gamepad support, localization fixes, and hopefully, Polish language support. It should be released in a few days!)

Anyways, back to the game design talk: one of the things I wanted to change, based on your feedback was making sure that you can encounter more rescuable characters along your way.



Currently, if your party is not at full strength (meaning less than four characters plus an automaton), there is a chance of finding a survivor. If you manage to reach and revive them, they will join your party. However, once your party is at full strength, you will no longer encounter any more survivors.

To make the runs even more enjoyable and diverse, I wanted to modify this system. The change seemed simple: survivors would appear during combat even if your squad is at full strength, and players would be able to choose who stays in the squad. However, this raised several design questions:

When should the players be allowed to change the squad composition?

Should it be right after reviving the fifth member? At the end of a mission? After the shelter phase?

The game's UI was not able to display six character portraits in the top-left. While it seemed like it could handle it:



the game also needs to work with 16:10 aspect ratios:



and it needs to look good in gamepad mode:



Requiring the player to reorganize their party immediately after reviving an additional member would solve the UI issue (as there'd never be more than five characters in total), but it didn't feel right. The player might be in the heat of battle after rushing to revive the survivor. Introducing a "reorganize your party NOW" dialog window in such a moment would be off-putting.

So, I ended up cleaning up the UI:



And the player will be able to reorganize the squad at the end of the mission, just before the shelter phase.

I could allow the dispatched character to still be present during the shelter phase, but the player wouldn't care about that character as they would be dispatching them anyway.

Should the difficulty change when you have five characters plus an automaton?

After you revive the extra survivor, you might be slightly overpowered - after all, you're running around with one extra character. Should the game try to be tougher during that time? I think that it shouldn't - after all, if you've decided to take a chance and dash to revive that survivor, here's your short OP moment for the remainder of this encounter.



What should happen to the upgrades?

Ah, yes. After finishing a mission with one extra squad member, you need to dispatch someone. The thing is, characters can have their weapons upgraded. A player wouldn't want to let go of a squad member if it meant losing all of their weapon upgrades, especially since it's possible to remove upgrades during the shelter phase.

I've decided that a character being let go will have their weapon upgrades automatically removed. It may seem unfair for that character, but I couldn't see any other way to handle it. The player really doesn't want to lose their weapon upgrade points.



What should happen to the dispatched character?

So the player has reorganized their squad, and let one of the characters go. Should that character somehow reappear again? If that's the case, should they have the same skills the player picked previously? If that's the case (and I think it is the correct approach), the save system needs to be expanded to take care of this.

As you can see, even a relatively minor change in gameplay rules can trigger a multitude of smaller decisions that need to be made. And I suppose that's one of the reasons why I love game design so much!

Thanks for reading and for playing my game! You all rock, take care!


Jun 10, 2023
Vaccine Rebirth - RainyNightCreations
-Fixed an Out of bounds issue when trying to advance on the next option after “Keyboard” for the icon’s override option
Jun 10, 2023
Tawako The Forest Hedgehog - Zerg
After a long break I release this new update!
It includes new content and some fixes:
  1. 6 new levels
  2. 2 new background images
  3. Scores were adjusted considering adding new levels
  4. Some blocks were fixed to avoid ball stuck
Jun 10, 2023
Axiom of Maria: Prologue - Studio Ganzheit

(Sound on) Fixing bugs and wrapping up. Actually, there isn't much more to say about DevLogs. So here's a collage of all the DevLogs I've created so far, accompanied by the music I've made recently.
Dark Desire Mute 5 - sssaam.cindy.2019
DDM5 EP03 with Hot Scene Voiced

Also added some fashion walk animations in ep99
Jun 10, 2023
Lore: Curse Of The Elemental - grantfilms5
This patch includes:
- Drastic Frame Rate increase overall
- Master Volume adjustment slider in menu
- Motion Blur Toggle On and Off in menu
- Bug Clean-ups
Jun 10, 2023
Hope Trigger - adisagamestudio
News :

1. Open the new area of West Port.

2. The Merchants, Soldiers, and Scholars Enter the West Port, the adventurer can get information from them by talking.

3.Add a new kind of treasure chest : Gorgeous Treasure Chest. You can loot the valuable objects from it, but it cannot be reset by Albedo parchment of alchemy.

Bug :

1. Adjusted the behavior of the camera, there were some problems in some places in East Port.
Jun 10, 2023
Highland Panic Playtest - Midnite Oil Software L.L.C.
Sometimes when switching from draw-3 to draw-1 or back it would get out-of-sync and players would show different cards on the castle pile. Now always draw one card.
...