Showing posts with label Visual Novel. Show all posts
Showing posts with label Visual Novel. Show all posts
Saturday, 6 May 2017
England Exchange - Now On Steam
If you can't see the above, there's a link to the Steam page here.
Spend a semester in England pursuing eight different romance interests and try not to get your heart broken!
If you've already purchased England Exchange from the hanakogames website, please contact hanakogames support to receive your free Steam key.
Thursday, 20 April 2017
England Exchange
Long time no update (look, 2016 was a rough year) but we finally have a new game to announce!
You play an American college student (choice of male or female protagonist, renamable) who has signed up for a semester abroad in England, where you'll be living in a hostel and meeting fellow students from around the world who have, like you, been drawn to London. Along the way, you'll get a part-time job, run afoul of various cultural confusions, get drunk for the first time (lower drinking age!), go on a Beach Episode trip, go on a lot of dates, encounter a mystery, and maybe even find the love of your life. Or at least a new direction. (But not One Direction. Can't afford those licensing fees.)
There are eight possible love interests. Pairings are 4 BxG, 4 GxB, 2 BxB, 2 GxG. And things may occasionally get a little bit saucy...
More information, a list of datable characters, and free demo versions available on the England Exchange game website.
You play an American college student (choice of male or female protagonist, renamable) who has signed up for a semester abroad in England, where you'll be living in a hostel and meeting fellow students from around the world who have, like you, been drawn to London. Along the way, you'll get a part-time job, run afoul of various cultural confusions, get drunk for the first time (lower drinking age!), go on a Beach Episode trip, go on a lot of dates, encounter a mystery, and maybe even find the love of your life. Or at least a new direction. (But not One Direction. Can't afford those licensing fees.)
There are eight possible love interests. Pairings are 4 BxG, 4 GxB, 2 BxB, 2 GxG. And things may occasionally get a little bit saucy...
More information, a list of datable characters, and free demo versions available on the England Exchange game website.
Friday, 20 May 2016
A Princess of Lilies
A Little Lily Princess is now available on Steam
Or on my website, where you can also find short demo versions to try out the engine and gameplay.
Thursday, 7 April 2016
Coming Soon
The 'Coming Soon' page for A Little Lily Princess is now available on Steam, so you can wishlist the title to be notified when it is released.
The game will launch first on the hanakogames website for the discounted beta-testing period. That’s the time to get in if you want the chance to make any suggestions for tweaks to the romances! All customers who buy on the hanakogames site will receive Steam keys when the game launches.
Saturday, 13 February 2016
Stat Building, Simplified
or rather, "resource gathering", which might be more accurate in this case.
In A Little Lily Princess, you will encounter the familiar schedule-planner to set your activities for the week and boost those numbers on the side of the screen:
(You may notice that those bars don't go very high. There's a reason for that, which we'll get to in a moment...)
After you've selected all your activities and begin the week, the outcomes for each day's activity are determined:
And at the end of the week, those icons are totted up and added to your side stat total.
When the weekend rolls around, you have the opportunity to pursue extra scenes with various characters (common scenes happen every week regardless). To unlock a scene, you must meet the stat requirement. If you choose to play the scene, you spend the associated stats.
In this screenshot, Jessie has a free event available. Lottie's event requires 5 Belief, which the player doesn't have at the moment, so can't be played. Lavinia's event requires 3 Grace. If the player chooses to play Lavinia's event, the Grace stat will drop from 4 to 1.
That's why they're really more resources than they are character stats. They represent things that the PC has done recently, not changes in her overall skills. Having 10 Grace doesn't mean she's changed to become more graceful, and spending 10 Grace doesn't make her suddenly clumsy.
More importantly, the targets for any single event are always within reach. It can be a problem in some sim-style dating games where you're interacting happily with a character only to discover at the last minute that you needed 200 Wisdom in order to get their happy ending... and you need to back up several months and grind that stat in order to get it that high!
Here, you are constantly spending and regaining. It's worthwhile to build all your stats instead of just one, because you never know what might be needed for the next event. The low cap means that an event can't ask for more than 10 of a stat, so even if you have nothing in that stat and need to build it way up for your next event, it won't take too long to meet the requirement. The intent is to create a feeling of consistent progress - progress which requires a little effort, but not a huge amount of frustration!
In A Little Lily Princess, you will encounter the familiar schedule-planner to set your activities for the week and boost those numbers on the side of the screen:
(You may notice that those bars don't go very high. There's a reason for that, which we'll get to in a moment...)
After you've selected all your activities and begin the week, the outcomes for each day's activity are determined:
And at the end of the week, those icons are totted up and added to your side stat total.
When the weekend rolls around, you have the opportunity to pursue extra scenes with various characters (common scenes happen every week regardless). To unlock a scene, you must meet the stat requirement. If you choose to play the scene, you spend the associated stats.
In this screenshot, Jessie has a free event available. Lottie's event requires 5 Belief, which the player doesn't have at the moment, so can't be played. Lavinia's event requires 3 Grace. If the player chooses to play Lavinia's event, the Grace stat will drop from 4 to 1.
That's why they're really more resources than they are character stats. They represent things that the PC has done recently, not changes in her overall skills. Having 10 Grace doesn't mean she's changed to become more graceful, and spending 10 Grace doesn't make her suddenly clumsy.
More importantly, the targets for any single event are always within reach. It can be a problem in some sim-style dating games where you're interacting happily with a character only to discover at the last minute that you needed 200 Wisdom in order to get their happy ending... and you need to back up several months and grind that stat in order to get it that high!
Here, you are constantly spending and regaining. It's worthwhile to build all your stats instead of just one, because you never know what might be needed for the next event. The low cap means that an event can't ask for more than 10 of a stat, so even if you have nothing in that stat and need to build it way up for your next event, it won't take too long to meet the requirement. The intent is to create a feeling of consistent progress - progress which requires a little effort, but not a huge amount of frustration!
Saturday, 6 February 2016
stats
Still working on A Little Lily Princess, thought it was worth mentioning since I almost never post on this poor old blog ever since Google broke the interface to make it more of a pain to use.
And now there's rumblings that twitter is intending to break itself so who knows where I'll be posting in the future!
And now there's rumblings that twitter is intending to break itself so who knows where I'll be posting in the future!
Thursday, 24 December 2015
Merry Christmas from Hanako Games
From now until Dec 31, 2015 you can save up to 50% on directly-purchased Hanako Games titles! No discount code needed, just add the games to your cart to receive the savings.
This discount covers the following games:
35% off Black Closet
50% off Cute Knight Kingdom
50% off Date Warp
50% off Long Live The Queen
50% off Magical Diary
50% off Science Girls
50% off Sword Daughter
Any game which is also available on Steam is eligible for a free Steam key if purchased directly.
The Steam winter sale is now on - the discounts are better for most games on direct purchases, but because of regional pricing differences, for some people the Steam prices may be better. Check both places to get the best deals!
----
As for upcoming development, we recently announced that we are publishing A Little Lily Princess, which is a yuri game based on a beloved work of British children's literature.
It features six character routes, some of which are purely friendly and some of which are more clearly young romance, and a stat-building mechanic where you expend the stats you've built regularly instead of grinding for a far-distant goal.
This game is still in development and expected to release sometime in the first half of 2016.
Wednesday, 16 September 2015
Use your detective skills to find treasures...
Black Closet is now available on Steam:
If you already bought the game from the hanakogames website, information on redeeming your free Steam key is available here.
Trading cards are live, so claim your key and get idling to collect your loot. :)
And don't forget, you can unlock the custom campaign mode to turn all your friends into schoolgirl minions!
If you already bought the game from the hanakogames website, information on redeeming your free Steam key is available here.
Trading cards are live, so claim your key and get idling to collect your loot. :)
And don't forget, you can unlock the custom campaign mode to turn all your friends into schoolgirl minions!
Friday, 11 September 2015
it is a mystery
We're running a contest to give away a free copy of Black Closet - to enter, submit your dream team of schoolgirl detectives on the forums here!
Saturday, 22 August 2015
Back To School Special
Several school and learning-themed games are on sale on Hanako Games until the end of August with the code SCHOOL2015 - visit this page for the list and details.
This is the first time Black Closet has been on sale since launch and is almost certainly the cheapest it will be all year in most countries (Christmas might be a thing, but that's a long way off!) It is not yet available on Steam, but expected to launch there within the next couple of months. People who buy in early will be entitled to Steam keys on launch (and therefore able to idle for trading cards on Day 1)
Thursday, 25 June 2015
No! Stop! Wait! Go back!
Tiny update to Sword Daughter on Steam:
Now, if you hit an ending that I've designated as a BAD END, you'll be automatically prompted with the option to go back to the last choice and pick something different. The last menu you visited is stored, so it can hop back to the correct point and carry on.
I haven't yet uploaded this alteration to the non-Steam version. It shouldn't really make any difference if you've already played the game, though - this is mostly to streamline the gameplay experience for people unfamiliar with old "turn left, instant death" style gamebooks.
Instant death? Oops. Turn back, try again.
(Obviously, you already could turn back via the use of saves, quicksaves, or the section map, but these aren't quite as immediately intuitive to the reader as jamming your finger into a previous page of a CYOA book while you peek ahead is.)
Now, if you hit an ending that I've designated as a BAD END, you'll be automatically prompted with the option to go back to the last choice and pick something different. The last menu you visited is stored, so it can hop back to the correct point and carry on.
I haven't yet uploaded this alteration to the non-Steam version. It shouldn't really make any difference if you've already played the game, though - this is mostly to streamline the gameplay experience for people unfamiliar with old "turn left, instant death" style gamebooks.
Instant death? Oops. Turn back, try again.
(Obviously, you already could turn back via the use of saves, quicksaves, or the section map, but these aren't quite as immediately intuitive to the reader as jamming your finger into a previous page of a CYOA book while you peek ahead is.)
Saturday, 13 June 2015
FLASH! aaa-aaaa.....
For the next eight hours or so, LLTQ is on flash sale on Steam for a ridiculously low price that I will probably never set it to again.
So if for some reason you don't already have it, grab it now.
So if for some reason you don't already have it, grab it now.
Thursday, 11 June 2015
White Gloves At The Ready
The 1.1 update for Black Closet is out, bringing with it a whole second set of artwork and new CGs to unlock.
If you liked the old style, that's fine, it's still there, but now you can choose between them:
Another useful new feature that we've added is the "suspend game" option. For balance reasons, you can only make permanent saves at the start of every week, which can be inconvenient if you suddenly need to stop playing in the middle of the week. Now you can quit the game at any point and you'll be given the option to suspend your session. A suspended game will automatically resume the next time you launch the program.
And another thing that some people have been waiting for - details on how to get a discount by playing the demo!
More information, screenshots of the new artwork, and download links for the new demo versions available at the Black Closet webpage.
Please let us know if you run into any problems!
Monday, 18 May 2015
Black Closet
.... is finally publicly available on the Hanako Games website!
If you're not familiar with the game, I did a fairly detailed explanation in this lemmasoft topic, but the tl;dr version is:
Yuri mystery-solving game
Five datable girls
Randomly generated mysteries
Upper-class boarding school
Lesbian secret police
Traitors
Cults
Bondage
Doom
It's... questionable to call this a visual novel, although there's plenty of dialogue. It's really more of a very weird RPG.
But draw your own conclusions, and tell me what you think! Get the demo here.
Wednesday, 15 April 2015
Rewarding Experiences
I've alluded to the problems with trying to set up an award for (niche especially) game narrative in longer, non-IGF-friendly games, but I thought I'd ramble about the topic a little to make the pitfalls more clear, and maybe some good ideas will come to light.
First off, if there were some sort of prestigious story game award, what sort of games would be eligible, and how would they be defined? I wouldn't really be happy about lumping every NaNoReNo entry into the same awards show as the latest Bioware RPG and the latest mainstream shooter, but I wouldn't want to start out with a VN-only show either. Too niche. So for starters:
- Only computer games in English with a primary or co-primary focus on narrative allowed.
-- This means VNs, digital gamebooks, some RPGs but not action ones, some adventure games but not pure puzzlefests, and some nebulous arty games that people argue about how to categorise in the first place
-- This would be trying to exclude AAA games in other genres, even though they obviously include narrative as a strong component. But how you actually judge that? Who would be making the decisions on whether Assassins Creed was 'narrative' enough to count? Do you try to cut them out by making the awards "indie only" instead, hoping that it's slightly easier to adjudicate? Or do you issue strict genre guidelines to include ONLY visual novels, RPGs, and adventures, and then fight over what games do and don't count as those?
-- Should freeware games be excluded, in order to keep the field size manageable, or just restricted to certain award categories?
-- What about games that aren't originally in English? What about freeware games that have been fan-translated, sometimes with or without permission?
-- Should games only be eligible if the original author actively submits them for consideration? That might limit the field, but it might limit it too much. An award's not very meaningful if it's only chosen between the games of the five people who were interested.
That's just some basic questions about the games themselves that would be up for awards. A much bigger problem is - who would judge it?
It is not practical to have a small panel of paid judges who are obligated to complete every game and compare them. Think how many hours some of these games take to complete! Think about paying a reasonable salary for 3-5 judges, at the very least, to play them exhaustively. Think how LONG it would take them, too. And, of course, a small group of judges, even esteemed judges, is obviously going to bring in their own set of biases that would make the award less representative of general opinion.
To get a wider range of opinion, you need a wider range of judges. But if it's pretty difficult to pay 3 people to play 20+ games, it's impossible to pay 200 or 2000 to do it. And, especially if all games released are eligible for awards, you just can't even begin to hope that everything will be played and evaluated. And of course, not only can you not afford to pay 200 judges, you might not even be able to get 200 free copies of every game to give out, especially not for a new contest.
So what does that leave you with? Calling out to the gamer populace to vote on the games they've personally played, and just sort of vaguely hoping you can get enough people to speak up and play fairly that you'll get a good spread of results? Well... it is sort of how the Hugos are supposed to work, after all.
If the judges are 'the gamers' rather than specially recruited judges or hand-vetted volunteers, then you need an organisation to make SOME attempt at verifying the identity of the judges and stopping people from signing up multiple times, as well as a barrier to entry to try and restrict this to people who are actually interested in the subject and not boredly clicking a webpage. This of course requires that you have created this central Gamers Association and someone is maintaining the membership and keeping track of the money (which will probably be used to pay out the awards), but one might find it a little hard to get thousands of people to sign up and pay money to get the chance to vote on their favorite video games. Or maybe it's easy, I don't know!
Now, once you've started making things into a popular vote based on nominations from this wide base, you run into the issue of campaigning. Should game developers and/or interest groups be barred from trying to push the voters to vote one way or another? And if so, how? Or is that totally fine, because that level of dedication should be rewarded? Are there other rules that can balance the possibility of one group trying to steamroll?
Of course, if this sort of awards thing were being organised there'd also be a lot of work that would have to be put into determining the categories, in order to reward different kinds of narrative instead of JUST having the 'best game' which will probably be swept by the popular thing. Categories might include things like
- Worldbuilding: setting, lore, consistency
- Player Agency: how much can the player shape the direction of the narrative?
- Multiple Endings: who does the most with the interactive ability to tell more than one story?
- Humor: obvious, but deserves its own category as its a writing thing often overlooked in awards
- Emotional Rollercoaster: not so much 'best drama' as 'most lasting impact'. what game's story most kicked you in the gut, or made you fall hopelessly in love with a sprite?
- Best Character: this is probably a more meaningful option than Best Dialog
- Best In Genre: to separate RPGs from VNs and so on (although there'd be an overall best as well)
And there'd probably need to be some rules restrictions limiting the number of categories a title could be up for final consideration in.
Again, this is all just the result of me thinking about it for a few minutes, and you can already see what a messy undertaking it could be, trying to manage it.
And even if I founded something like this and recruited 2000 people to judge it, people would probably complain I had an unfair advantage by virtue of being the founder, so I'd never be able to get awards, and what good is that? :)
First off, if there were some sort of prestigious story game award, what sort of games would be eligible, and how would they be defined? I wouldn't really be happy about lumping every NaNoReNo entry into the same awards show as the latest Bioware RPG and the latest mainstream shooter, but I wouldn't want to start out with a VN-only show either. Too niche. So for starters:
- Only computer games in English with a primary or co-primary focus on narrative allowed.
-- This means VNs, digital gamebooks, some RPGs but not action ones, some adventure games but not pure puzzlefests, and some nebulous arty games that people argue about how to categorise in the first place
-- This would be trying to exclude AAA games in other genres, even though they obviously include narrative as a strong component. But how you actually judge that? Who would be making the decisions on whether Assassins Creed was 'narrative' enough to count? Do you try to cut them out by making the awards "indie only" instead, hoping that it's slightly easier to adjudicate? Or do you issue strict genre guidelines to include ONLY visual novels, RPGs, and adventures, and then fight over what games do and don't count as those?
-- Should freeware games be excluded, in order to keep the field size manageable, or just restricted to certain award categories?
-- What about games that aren't originally in English? What about freeware games that have been fan-translated, sometimes with or without permission?
-- Should games only be eligible if the original author actively submits them for consideration? That might limit the field, but it might limit it too much. An award's not very meaningful if it's only chosen between the games of the five people who were interested.
That's just some basic questions about the games themselves that would be up for awards. A much bigger problem is - who would judge it?
It is not practical to have a small panel of paid judges who are obligated to complete every game and compare them. Think how many hours some of these games take to complete! Think about paying a reasonable salary for 3-5 judges, at the very least, to play them exhaustively. Think how LONG it would take them, too. And, of course, a small group of judges, even esteemed judges, is obviously going to bring in their own set of biases that would make the award less representative of general opinion.
To get a wider range of opinion, you need a wider range of judges. But if it's pretty difficult to pay 3 people to play 20+ games, it's impossible to pay 200 or 2000 to do it. And, especially if all games released are eligible for awards, you just can't even begin to hope that everything will be played and evaluated. And of course, not only can you not afford to pay 200 judges, you might not even be able to get 200 free copies of every game to give out, especially not for a new contest.
So what does that leave you with? Calling out to the gamer populace to vote on the games they've personally played, and just sort of vaguely hoping you can get enough people to speak up and play fairly that you'll get a good spread of results? Well... it is sort of how the Hugos are supposed to work, after all.
If the judges are 'the gamers' rather than specially recruited judges or hand-vetted volunteers, then you need an organisation to make SOME attempt at verifying the identity of the judges and stopping people from signing up multiple times, as well as a barrier to entry to try and restrict this to people who are actually interested in the subject and not boredly clicking a webpage. This of course requires that you have created this central Gamers Association and someone is maintaining the membership and keeping track of the money (which will probably be used to pay out the awards), but one might find it a little hard to get thousands of people to sign up and pay money to get the chance to vote on their favorite video games. Or maybe it's easy, I don't know!
Now, once you've started making things into a popular vote based on nominations from this wide base, you run into the issue of campaigning. Should game developers and/or interest groups be barred from trying to push the voters to vote one way or another? And if so, how? Or is that totally fine, because that level of dedication should be rewarded? Are there other rules that can balance the possibility of one group trying to steamroll?
Of course, if this sort of awards thing were being organised there'd also be a lot of work that would have to be put into determining the categories, in order to reward different kinds of narrative instead of JUST having the 'best game' which will probably be swept by the popular thing. Categories might include things like
- Worldbuilding: setting, lore, consistency
- Player Agency: how much can the player shape the direction of the narrative?
- Multiple Endings: who does the most with the interactive ability to tell more than one story?
- Humor: obvious, but deserves its own category as its a writing thing often overlooked in awards
- Emotional Rollercoaster: not so much 'best drama' as 'most lasting impact'. what game's story most kicked you in the gut, or made you fall hopelessly in love with a sprite?
- Best Character: this is probably a more meaningful option than Best Dialog
- Best In Genre: to separate RPGs from VNs and so on (although there'd be an overall best as well)
And there'd probably need to be some rules restrictions limiting the number of categories a title could be up for final consideration in.
Again, this is all just the result of me thinking about it for a few minutes, and you can already see what a messy undertaking it could be, trying to manage it.
And even if I founded something like this and recruited 2000 people to judge it, people would probably complain I had an unfair advantage by virtue of being the founder, so I'd never be able to get awards, and what good is that? :)
Friday, 3 April 2015
The Royal Trap - HD Release
There's a new version of The Royal Trap out with bigger graphics and better background art!
Sneak, spy, and stab your way through a maze of court intrigue to find the truth, protect your reputation, and find romance!
Also available on Steam:
Sneak, spy, and stab your way through a maze of court intrigue to find the truth, protect your reputation, and find romance!
Also available on Steam:
Saturday, 21 February 2015
Black Closet trailer
(If that doesn't embed properly for you, you can also click through here to see it.)
Coming soon!
Also - we're giving away a free copy of Sword Daughter. See here for information!
Tuesday, 17 February 2015
Roundup
Several little things going on at the moment...
The Valentine's Weekly Bundle is still going on over at Humble, which covers a variety of visual novels as well as the option to upgrade for a love pillow... from Hatoful Boyfriend.
The lovely Deji created some fun art for the upcoming Black Closet:
The game is still in beta, but is very nearly complete. I'm really busy right now but I expect we can officially launch it sometime next month.
And, as mentioned, Sword Daughter is now on Steam (and some people are paying very odd prices for the emoticons, but who knows if that will last?)
The Valentine's Weekly Bundle is still going on over at Humble, which covers a variety of visual novels as well as the option to upgrade for a love pillow... from Hatoful Boyfriend.
The lovely Deji created some fun art for the upcoming Black Closet:
The game is still in beta, but is very nearly complete. I'm really busy right now but I expect we can officially launch it sometime next month.
And, as mentioned, Sword Daughter is now on Steam (and some people are paying very odd prices for the emoticons, but who knows if that will last?)
Friday, 13 February 2015
Sword Daughter - Now on Steam
(Chibis by Simon Adventure)
Sword Daughter is now available on Steam!
The game includes all your typical steam-powered bells and whistles, like trading cards, collectible backgrounds, and achievements. (If you already own the game, you will need to play through it again to unlock most of the achievements, but this should be easy enough to do with the section map.)
Speaking of which, if you bought the game direct from my website and want a Steam key, please email me with your order information and I'll happily hand one over. Please do ask by email rather than by forums, it makes it so much easier to keep my key list organised.
Thursday, 5 February 2015
Leading Lady
Just for fun, an image of Elsa, the protagonist of Black Closet.
Commission from hanakogames by Iksia on DeviantArt
It's exhausting to look back and see just how long we've been working on this game... well, honestly, even I don't know when it started. Sometime in 2012. Homestretch at last!
Oh, right - the game is now in beta testing. And by 'beta' we mean 'It's mostly done and all the art is in now'. To check out the beta version and buy the game at a discount, visit the Hanako Games forums.
Commission from hanakogames by Iksia on DeviantArt
It's exhausting to look back and see just how long we've been working on this game... well, honestly, even I don't know when it started. Sometime in 2012. Homestretch at last!
Oh, right - the game is now in beta testing. And by 'beta' we mean 'It's mostly done and all the art is in now'. To check out the beta version and buy the game at a discount, visit the Hanako Games forums.
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