Sunday, March 30, 2025

Deathblight Jormungandr Progress Report March'25

Hello and welcome to the progress report for March! ^^

As some folks may have seen, Cres and I (Wolfenstahl) decided to take it slow with things mid-March.
We've been working 6-workday weeks for 2 years by now, with no vacation or proper breaks, so we had to tone things down for 2 weeks to catch our breath.

Subsequently, I didn't get as much done as I originally hoped for.
But I feel the relaxed pace did help me with my creativity (which otherwise I was lacking) and I managed to write decent hentai scenes for DB Jormungandr.

Roughly spoken, the stress causing a lack of creativity created a situation where I write "generic hentai dialogue", then am dissatisfied with it, so I rewrite it later.
And I realized that, when I took some time off to relax, I had better ideas for a proper dialogue.
So... as much of a workaholic I am, I'm kinda coming to terms with the fact that pushing myself too much, is probably not something I should be doing...


Anyways, the "Trapper Goblins" are fully done now, including their hentai scenes.

Here's a screenshot of the game over CG scene of Loki being in a box for lewding:



I am about halfway through the "Swamp Monster" hentai scenes.

And then there's still work left to do for a sort of "tentacle plant" event CG scene.

The month still has a couple workdays left.
So I hope to finish at least the Swamp Monster scene before April.

The plan for April is to proceed with the mapping and potentially dialogue writing for the story.
We are slowly, step by step, finishing the new area/dungeon ^^

As for the Steam page for Deathblight Jormungandr, it should also be released sometime in April, so people can wishlist it then.
But more on that in next month's progress report.

If you have any questions, it's usually best to ask over on the Discord as we're very active over there.
(no pings required, we check the channels regularly)

Here's the link to our Discord:
https://discord.gg/DB3F9jN

Have a wonderful weekend everyone! ^^

~Wolfenstahl~

Friday, February 28, 2025

Deathblight Jormungandr Progress Report February'25

 
Hello everyone, welcome to this months progress report for Deathblight Jormungandr! ^^

First things first, if you'd like to support Deathblight Jormungandr, please join our game-dev Subscribestar: https://subscribestar.adult/projekt-wolfenstahl

Now to the actual report:
Originally my plan was to simply map the southern "Cursed Forest" and place goblins as well as a swamp monster enemy type into this area.
Pretty much similar to the northern area that is already playable in the publicly available demo version.

After some consideration, I did think of an idea I had for future game projects and I decided to implement a "light" version of this for Loki.
("light" in the sense that the mechanics are not super deep and I'm trying the concept out for the first time, not including all the ideas and mechanics I thought of for potential future implementations in future games)
Namely an enemy that acts in a "stalker-type enemy" capacity.


What this means is that the new enemy type isn't placed on the map like the goblins are.
Instead, as you traverse the Cursed Forest, likely losing your way in the maze-type setup of this area, from time to time, you get chased by the stalker-type enemy.

This puts a bit more urgency on finding the right path, as periodically you get chased around the woods by this type of foe that is more difficult to get rid of than the average goblin.
You can either retreat to the village to "reset" the enemy spawning in.
Or you can fight them off in a battle to despawn them until they return, albeit this is risky.
Once reset, the cycle begins anew.


Coming up with ways to implement this and trial-and-erroring my way through RPG Maker's engine to try and make this feel as best as possible took some time, but I think the current implementation works.





Map is work in progress and kept to the "functional bits" (so no decorations currently) as I need to rework the maps back and forth to reduce the chances of the enemy getting stuck.

Other than that, the new goblin archetype, the Trapper Goblin, is added to the new Cursed Forest area.






While the coding for this area should be mostly done, the three things I still need to take care of is:
1. Writing of CG scenes
2. More maps
3. Writing dialogue

And testing of course, a lot of testing.

Implementing the swamp monster as stalker-type enemy definitely cost me about 2 weeks (as I had to plan and trial-and-error and adjust some things until it felt good), but I hope this helps with making the new area feel better and it's not just another enemy that "sits" on the map idly.
Even if future added enemies in new areas will be basically that.
It's just that I felt the Cursed Woods needed something like this, so here we are.

Anyways this is it for this progress report.
If there's any questions, you can ask in the comments or on our Discord:
https://discord.gg/DB3F9jN

See you next time ^^

~Wolfenstahl~




Tuesday, January 14, 2025

Deathblight Jormungandr Demo update

 
Hello everyone! ^^


Here is the updated demo version of Deathblight Jormungandr:
[Deathblight Jormungandr Download - click here!]

Future content updates will only be handed to supporters on our Game-Subscribestar before the full 1.0 version is being sold on platforms like Steam or DLSite.
If you want to support us and check out future versions, here's the Subscribestar:
https://subscribestar.adult/projekt-wolfenstahl

Towards the end of January and in February I will be working on the next content update for Deathblight Jormungandr, which will include the southern woods with 2 new enemy types and respective Combat CGs and Game Over CGs.
(I hope to ship this out in March)

I'm looking forward to hearing how you like the changes! ^^
Also come join our Discord, since we check Feedback there more frequently:
https://discord.gg/DB3F9jN

~Wolfenstahl~

 




Here is the changelog for Deathblight Jormungandr's 2025 01 02 updated demo version.

Changelog:
- updated tileset for the northern swamp
- removed the cave placeholder background
- various typos fixed
- teleporter now available to Cave 1 and Cave 4 maps
(unlocked after discovering the teleporter)

- warning before the boss fight
- status effect icons that didn't do anything important got removed
- skill descriptions had been updated (attack priority etc.)
- added orb to inventory for NSFW toggle, in "key items"
- added consumeable Dispel Herb to remove "Pleasure Drunk" 100% of the time
- added Dispel Herb to Shopkeeper NPC
- added Dispel Herb to loot on the maps
- added "Nail Slash" new special attack for Loki
- added "Sacred Statue" to village, where Nail Slash can be unlocked
- adjustments to enemy numbers in early regions
(tougher foes should be in front of the cave and deeper into the cave)

Balancing:
- various adjustments to spells as follows
- Regeneration 5 turns --> 7 turns
- Poison status effect 3-5 turns --> 4-5 turns duration
- Poison Cloud 80% hit chance --> 85% hit chance
- Needle Barrage MP cost reduction 25 --> 20
- Needle Barrage 60% hit chance --> 70% hit chance
- Needle Barrage flat damage increase +10
- Resist 25 TP --> 15 TP
- Struggle 35 TP --> 25 TP