Overview
Redhead school girl get's blackmailed into doing various missions around the city, involving nudity,
exhibitionism and other risky tasks.
Collect GPS tags and convert them into Task Points to unlock the missions at night.
Missions depend on day or night when they're completed.
Bryn has 28 days to achieve 12 mission points.
Avoid strange men at night.
Changelog:v0.92- Train 3 - Added a different small cut scene for successful mission completion. Fix the walking Climax increase but that players abused when using mouse to move.
- HumpR 2 - Mission added, players can find the mission as usual, then log into the computer to 'start the mission' HumpR2 offers two different routes.
- Caught x6 Scene - Now added if the player is caught 6 times in the Home District. When the scene is played out, there is a chance to meet a walker at night and choose a caught interaction which will be saved in the Recall room.
- Sex Stamina balance - Instead of Level 4/4 hearts being 10 caught interactions, it is now 12 caught interactions.
- Walkers (Random pathed ones) - Added one small bit of script, hopefully to make them less 'docile' when Bryn is nearby, I noticed that they're pretty slow to react when they're walking around aimlessly.
Developer Notes:A while ago, I mentioned that I was working on a game and received some feedback. I took that feedback into consideration and made some changes.
Here's a bit of background about the development process:
I started working on the project in May, using my spare time outside of my full-time career. The game is inspired by the style and mechanics of Naked Adventure and Naked Order, which are risk-run style games that I really enjoyed.
I want to be transparent and let you know that I have adequate skills in software and logic, but I'm not a coder who can write JS scripts or create beautiful art. To create the graphics, I am using AI Graphics with my own prompts and polishing the images in Photoshop. If you notice anything off, please let me know.
I have also mixed a set of sounds, including SFX and BGMs, to accompany some of the events in the game. Overall, I consider myself average at everything, so please don't post negative comments about AI-generated content. If you don't like AI-generated stuff, feel free to ignore this game and post.
Unfortunately, a month ago, I updated my operating system which caused the RPGMV game engine to stop working. I had to revert my OS and, in the process, accidentally zipped and compressed the entire progress I had made from May to October without copying it over to my USB stick. I was devastated when I realized that I had lost all the work I had put into the game over the past five months of my spare time.
However, this turned out to be a blessing in disguise. The game was becoming too overwhelming with multiple branches and distractions. So, at the beginning of November, I decided to rebuild it completely and streamline my vision for a demo release, which will be released as a "rough around the edges" version.
The demo will feature 10 missions to be completed within 14 days and will introduce four zones. The story will begin, and there will be a successful ending or a bad ending. I still need to add NPCs, populate the areas (mostly daytime), and add flavor text and interactions with those NPCs.
For now, I have focused on the main mechanics of the game to ensure they work smoothly. I have included a few screenshots of the gameplay and a global map view of the four main districts (zones), but I still need to add more to them.
Other information:
If you would like to support me on Patreon, that would be lovely. However, I recommend waiting until you have tried this release to see if it's something you would enjoy.
I welcome notes and constructive feedback here, so please reply to this post if you have any comments, ideas, improvements, or bugs to report.
Please keep in mind:
I will be working on this game in my spare time, and I hope to have more progress to show in a shorter amount of time. I do have other projects outside of this game that will end in January, which may allow me to invest more time into this game alongside my full-time career.
This demo will be the only public release that is free to try. Future releases will be paid and available on Patreon and Itch. I aim to release these parts as complete packages instead of trickling content little by little. Patreon seems better suited for this type of release, where updates can be provided after the initial release, rather than using Itch.io.
I have a short roadmap in mind that separates the game into three parts, but this is subject to change during the work in progress.
Thank you for taking the time to read this post! I appreciate any comments, ideas, improvements, or bug reports you have.
Thank you again for your time and interest in this game!
-B