Speaking of which, life flies by so fast. It’s December, and it’s the end of the year again~ Lovely Games has been accompanying you for the third year and is about to celebrate its fourth year~! In 2023, we also made different breakthroughs and chose to do some proxy distribution projects, hoping to give everyone a different look and feel. Pay more attention to the combination of games and CG, and add small theaters to the CG of some games to create a more immersive feeling. Still working hard on creation in 2024! I really appreciate everyone's long-term support. I hope we can all get better and better. If you have any suggestions on the game, you can always leave a comment and send a private message!
10 lucky players will be randomly selected and given the [Lovely Games] game key to make a wish! If the game has not been released, it will be released one week after release~
In the previous devlog, I discussed the game design challenges and the decision-making process to overcome them. This time, let's explore how we refined and addressed flaws in the core game loop design.
Calendar and Time Management
The calendar plays a crucial role in controlling the flow of the game, acting as a guide for upcoming events. There are two types of events, fight and non-fight. Players have the flexibility to skip any event to allocate their time to other tasks.
However, opting to skip fights comes at a cost, losing fame. The primary resource determining progression in the game.
Non-fight events serve to enhance heroes' morale and provide buffs during combat. If you have spare time make sure to join them.
Balancing time wisely and making event choices carefully is crucial for a successful game journey.
Lose Condition
As previously mentioned, skipping or losing fights results in a loss of fame. Your fame level plays a pivotal role in unlocking the next tier of content in the game, including higher-tier heroes, upgrades, equipment, and more. If your fame level drops, there's a risk of losing access to these valuable high-tier items. Be careful!
The game is finally finished! After so many years of hard work! So many forms of struggles! Technical, financial, health related, life related, hope related...
I've got to write something about it, feel free to ignore all my blabberings and just skip to the TLDR for the release date!
Neon Tail has been my biggest personal project so far. I know every single part of it. I coded everything about it, I drew, modeled, rigged, skinned, animated, wrote the stories, imagined the world and the relationships between my characters, designed the gameplays and planned wildy and far beyond what was achievable.
And while I knew about this last reality, there was a glimmering chance I could have done it all, if I got lucky financially. Didn't happen.
I got a lot in : Home made unique Roller Skating physics, open world with many colorful characters, a whole city to explore, you can get jobs, go shopping, eat crepes and drink bubble teas. I did a roller skating Combat system using super powers designed for my home-made skating physics. I believe I can say it's an achievement not many people can brag about... although it's also one nobody's trying to achieve in the first place, but I'll take what I can have.
I also got a lot out : Had to cut the SFS Pro Arc, tons of stories, the upper level city, the Mayor's arc, the Intergalactic Alliance arc, the big bad guy's arc... However, turning back and playing the game, by trying to reach that unreasonable destination, I reached one I can still be proud and satisfied of.
The end of this project leaves me in a tired place. It probably won't go anywhere crazy, but that's fine. I didn't reach my dream of living off my own games coming out of my insatiable appetite for video game creation. But I had the challenge I asked for, and I gave it a fair try.
(TLDR) Now about the release date announcement : Although Neon Tail is finished, I still need time to prepare the release itself.
Create some videos, see if I can reach out to influencers, wait for answers, write articles, post here and there, etc... The game will be released on February 17th.
Release version will have Japanese language, a rewritten ending, all bugs fixed (until some of you guys find new ones that is), along with all the achievements carefully discussed during one of my streaming.
Wish you guys an excellent end of the year, see you on the release day!
Pack your warmest clothes and fastest sleds for our ‘Call of Christmas’ event! In this once-a-year map, special forces of an unknown major power have kidnapped the world’s biggest industrialist (Codename: Santa) to capitalize on his skills.
Your mission: gain a foothold in Antarctica and establish dominant control over most of the continent. But be aware that other nations have tasked their Generals with identical tasks. You'll have to beat them on the battlefield to complete your objective and rescue Santa.
Be bold and strike fast to secure victory and, more importantly, save Christmas!
Event details:
Player count: 50
No minimum rank limit
2x speed
Coalition Limit: 3
Drastically increased rewards for 1st, 2nd and 3rd place
Random country selection
Starts immediately
players flagged as inactive after 2 real life days
Hey Flock! 👋🐤 Hotfix 4 is NOW LIVE for Headbangers: Rhythm Royale on Steam.
PATCH NOTES - HOTFIX 4
Fixed an issue where some players saves would not load correctly and prevent the title from saving progress.
Modified the values to unlock challenges associated to Garden Party perfect amount.
Fixed an issue where the values displayed in the challenge slots description now allow the player to see progress beyond 100%.
Fixed an issue where crumbs not provided to the player due to a progress bug in Season 1 will now be retroactively unlocked, based on the player level achieved in Season 1.
SUPPORT
If you do run into any bugs in Headbangers, please get in contact with our Support Team here.
DISCORD
If you have any feedback or suggestions around Headbangers: Rhythm Royale, please head to our #feedback channel in our Headbangers Discord!
This update contains a handful of small bugfixes and performance improvements to the game. Check out the full patch notes below.
We’re hard at work on our next DLC, The Iron Rig, and are looking forward to sharing more about it in 2024!
Patch Notes:
Adjustments
Various optimizations to reduce the game’s memory usage and improve load times.
Reduced the volume of the Aurous Anchor’s portal idle SFX.
Fixes
The grids at the ice shards in The Pale Reach now only accept ice axes.
Fixed an issue where some lines of text (at The Airman, and The Collector) would hang when run in some languages (Japanese, Chinese, Korean) with Text Speed set to “Fast”.
We’re aware of a few more instances of this occurring in some side quests, specifically when refusing to pick up quest items from NPCs. To avoid this, you can either:
Reload, and do not refuse the item.
Change your text speed to “Normal”.
Added missing ambient audio to the shrine in The Pale Reach.
Fixed a typo in the line that describes the dog vomiting.