Pussy Kingdom: Queen of Passion - marinadelaetbokom
Finally, we are happy to introduce a new project - Pussy Kingdom: Queen of Passion👑! It is a mix of RPG genre with visual novel where you will have an unforgettable adventure and hot adult content.
Equip your hero, upgrade your army, earn gold and have fun in the kingdom!
Much better BJ positions and handling of the love toy
The intensity meter logic is working much better now, don't get boring with one position only
Hair for some of the characters have been improved
Camera system issues have been addressed
Moneyshot positions
An to top it off
The threesome has been rebuilt to offer a way better experience!
Now all characters will be actively involved in the positions!
Altogether, we believe it's a much better game now but as always... we are committed to keep pushing updates and constantly improving the game. Please let us know if you are running into issues, we love to hear your feedback.
That's the first Twenty levels for Challenge mode 10 Simple/10 Puzzle prototyped. All the levels included in the challenge mode at the moment, have not been fully tested to see if they work or have error's. I have to fully test them later. They're all included at the moment for you to play around with.
Work in progress on challenge levels:
Thank you for your time, and thank you very much for your patience.
Are your bags packed yet? Are you ready to begin your search for Room 46? You play as Simon, who has inherited the title and deed to Mount Holly, a puzzling mansion on a sprawling estate. But the inheritance you have received comes with a catch…
The debut game of Tonda Ros, a visual artist and independent game developer based out of Hollywood. After a decade of working in the film industry and making stuff for other people, Tonda finally decided in 2016 to make something for himself. The following eight years can only be described as a labour of love.
“This was a project that I initially had expected to be finished in six months. But what’s a year or eight more among friends? I stopped keeping track a while ago.” - Tonda
We sat down with Tonda from Dogubomb to talk about how Blue Prince came to be.
The Idea of Blue Prince
Q: When did you come up with the initial idea for Blue Prince?
A: I had been tinkering for years with a few board game ideas and different design elements that eventually wound up together in the game, but the spring of 2016 was when all these disparate ideas came together under the umbrella of a video game concept.
Q: How did this concept come about?
A: When I first started learning Unity, my only intention was to casually explore the technology and gauge how difficult it would be to make a game. On my second day in the program, I started working on a first-person test scene because without a character I didn’t need to figure out character animation to get my feet wet. I love first-person games and exploration so I started copy-pasting rooms and made a really big house with a lot of doors. Nothing is more fun to me than being in a room with multiple doors and having to pick one to investigate. That fundamental idea was the core concept I wanted to explore. Choosing between doors and choosing between rooms. I named that first test scene “House of One Hundred Doors”. That was Day Two. It would be another two years before that project was renamed to “Blue Prince”.
Q: Was it always the plan to make the game a mystery strategy game?
A: I feel like if you let ten people play Blue Prince and then asked them what genre they’d classify the game, you’d get ten different answers. I didn’t try to fit this thing into a box and I’ve noticed players tend to focus on different aspects of the game that appeal to them, which in turn changes their perspective on the game's categorization.
Q: Was this game based on a love of other games like this?
A: Actually, the game’s inspirational sources are mainly books and board games, but there’s no one wellspring that I heavily drew from. “Blue Prince” is more of a blended combination of a lot of things I love from a lot of different mediums. Speaking as a player, I’m not a big fan of derivative work in games. To me, there’s an extremely fine line between inspiration and imitation. I try my best to stay pretty far away from that line. But over eight years of development, I’m sure I skirted it a few times.
Making Blue Prince
Q: When did development of the game officially start?
A: At some point during the first three months that original test scene stopped being a test. It evolved and I didn’t have the heart to press B to stop it. Perhaps it was the day I created the first design document and laid out the drafting mechanic. Perhaps it was the day I first let a friend play a build and saw the look of disbelief on their face. Or maybe it was the day I quit “my job” to focus on the game full time. It was sometime in 2016.
Q: Was this with the same team as Dogubomb has now?
A: I was working completely solo for the first two years. So no, the Blue Prince team was formed very slowly, piece by piece over the course of the project and the roster has changed many times over.
Q: What were the main challenges in making the game?
A: By far, the biggest hurdle was maintaining mental stamina throughout such a long, long project. I worked about 80 hours a week on average, which I think is only sustainable if you really love what you are doing and don’t really know how much longer it’s going to take! Throughout development, I always believed the game was one year away from being complete. It’s easy to run in the desert when you see water. It doesn’t matter how dehydrated or tired you are. If you see water, you’re up and running. That’s what it was like. The game’s finish line was an ever-motivating, ever-moving goalpost that was always just out of reach, like a mirage on the desert horizon.
Q: What were some of your favourite parts of the development process?
A: This one’s really easy to answer. Without a doubt my favorite thing in the process has been watching playtesters play the game. It's hard to imagine a game developer answering anything else honestly. The amount of joy I get from watching people play is ridiculous. I felt the same way at GDC watching people finally getting to experience the game.I think it helps that everyone’s playthrough is so unique. I’m constantly being surprised by things players are coming up with and the individual way they each approach the challenges of the game. It really never gets old.
Q: How are you feeling about the fact the game will launch soon?
We're glad to welcome you aboard our interstellar developers' spacecraft. We’ll go on a brief journey around the Friday news, so make yourselves comfortable, buckle up, and in 3, 2, 1...liftoff!
Leave Your Mark
We'll start with news from Vanadis. After teaching the archer and her pets some new tricks, we made sure to create explanatory icons which players will see among other Vanadis’ talents. With their help, you can learn more about summoning a certain pet and the effect it will produce when it appears on the battlefield.
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By the way, the UI ranks have gotten reinforcements! We report: some “new recruits”, we mean new icons, will now appear in the enemies' intentions. A raised flag over an enemy's head clearly indicates their readiness to surrender, while the second intention clearly doesn't bode well. Be careful, and don't say we didn't warn you!
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Animation Turbulence
Right on course, there's a small cluster of animations. Hold on tight!
The game events continue to gradually come to life. Now, the stern thresher-orc will pose for you until you've seen enough of him, or you come to some sensible agreement with him. And once again, we’re warning you—be careful, you know what the inhabitants of the Crimson Steppes are capable of.
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It's best not to venture into the Rotten Bog without necessity; the place is named that for a reason. If you're lucky enough to avoid the cultists, zombies, and other evil things, the bog itself might intervene in your journey. This elven druid got swamped in search of a particularly important sacred site. Should you help him? The choice is yours.
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Bjorn got a few more effects from the legendary cards. The Scarring buff finally got a visual representation. We think it really suits Bjorn and his alter ego. What do you think?
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"If an enemy proves too tough, I can always retreat," - that's what some of our heroes' adversaries think at a critical moment in battle. For instance, the potion seller decided to demonstrate a master class on how to quickly and effectively escape what seemed like certain demise. Everything went well, except he lost his hat in his haste. He'll probably come back for it... someday.
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Speaking and Showing
This week we were shooting a new episode of our video diary. In it we shared some news, answered your questions and talked about our plans for the future and, of course, about KOTCL. Oh, and we talked about balance, too—it’s unavoidable, especially when there's someone to talk about it with. Overall, it was great! The video will be out soon, but for now, here's a sneak peek backstage :)
How About Some Chit-Chat?
Hi, this is Andrew aka Innrey, the founder of Redboon. This week was very intense, although it didn’t bring much news.
After unsuccessful pitches to various publications about the release announcement, we're not giving up and are actively promoting our game. We're thinking and coming up with ideas and ways of realizing them. In this context, I find myself reminiscing more and more about the very beginning of our studio and our game: what it was like back then, who was on my tiny team, where we started from, how everything was created. Also, working on the studio logo’s animation reminded me of its creation. I'll share some variations of the logo with you.
Look how great it is! The Cthulhu one is especially good :) I won't give myself over to nostalgia right now, but I promise to tell you more soon. Those who are interested in learning about us—stay tuned for news.
As for other work fronts, there's much to be done, with four months to the release. There are various problems and difficulties, but I’m confident that we will overcome them. We've invested so many years and effort, and other resources into this project that simply must overcome everything.
I hope that you will see our new activities quite soon, as soon as we finish working on the new content that we've been hinting at in our diaries and beyond, that is. So follow us on our social media and go to our Discord; we interact with the players a lot, and we often organise nice key giveaways.
We’ve made good progress this week. The new roster and quest system are settling nicely. A large part of the main quest and tasks you can perform for the benefit of Haven have been integrated into the new quest system. On top of that, clan envoys now also offer quests for the benefit of their own clan. Completing those quests will befriend them and add new characters to your roster.
Another significant change is the return of many ‘old’ combat skills. You will find that the wayfarer has much more potential for growth, partially because some aspects of combat that previously were a given (parrying, riposting, blocking many times with a shield), are now unlocked by acquiring skills.
This patch also means a return to the more hardcore no-save-restore loop version of the game. Previously made worlds will keep the possibility to save and restore, but for new worlds the feature must be added in the difficulty setting of a world. Instead the option to restore a save, an option to abandon a quest has been added to the pause menu.
We still need to polish all these changes up some more, but slowly and surely the beta is getting close to a good enough shape for a wider release…
Gameplay Changes - Most steps of the main quest are now presented as a quest you can (and sometimes need to) commit to. - Many extra missions (to collect sigils or other treasures) are also presented as quests. - Each quest description indicates a challenge level. This is a first rough draft of that system, it will take some time to increase its accuracy. - Brings back many combat skills. - Trainers offer a wider range of skills to train. - Most deeds can only be collected on quest locations, this limits the number of deeds you can collect to 1 or 2 per quest in most cases. - Save game features must now actively be added to a world as an easy difficulty option. - You can abandon a quest from the pause menu. - In most cases, after completing a quest the quest will only end when you leave the area. - If you leave a quest location without completing a quest you will abandon it. - Clan envoys offer quests as well (unless they are angry with Haven). - Befriending clans will add new characters to the roster. - Missions to claim keeps and discover possible mines are now integrated into the new quest system and need to be accepted before starting a journey. - When you finish a quest, your accomplishments are listed on the ‘win/lose’ screen. (WIP)