Kismet Game Demo (Very Alpha) Available!
6 years ago
Hello, hi!
So, I put out my very first alpha release for Kismet this past Saturday.
Exciting times, woooo!
I've been working on it since then, adding events and tweaking a few things but I wanted to give people the option to see what I'm doing.
Well. READ what I'm doing since there are no graphics beyond the placeholder blocks in the game.
I've got profiles of roughly 28 people and creatures for the game. All of the people are in the demo and they each have an initial event to basically introduce themselves to the main character.
In the script I'm working on, everyone now has two events and I'm about to start focusing on a few people.
By focusing on ~ 3 people, I'll be pushing their storylines into sexy times. And TF / TG times for one lucky/unlucky lady.
Oh, what TFs am I going to include in this version? Werewolf, dog girl, cow girl, demon (corruption), naga. Potentially also a satyr but that may be later down the road.
You'll also be able to TG some of the male characters when I get to that point.
There are no TF or TG elements in the demo. Not on the script I'm working on, either. I suspect those are about a month away before I'm writing the first of them.
And that's the main draw of my game. You'll be able to infect nearly any of the women and, for TG, nearly all of the men. They will all change over multiple events and they'll respond appropriately as they change, physically and mentally.
Beyond that, I'm remembering choices you make in the game and responding to them. You'll see people changing how they deal with you and speak to you because of choices you've made previously. You're free to roam the village and explore rather than rail-roaded into a linear experience.
When (and if, I suppose) I feel like I'm in a good place for it, I'll commission art for the game and you'll begin to see everyone come alive.
With that said, the link to the Patreon and the game are below. I just have a few bullet points for you to read before you try the demo.
I hope you enjoy it and start to see what I'm trying to build!
1. There are really no graphics at all. Everything exists as blocks. Green blocks are "things" while blue blocks (with two exceptions on the map) are "people". You can click on just about every named thing except for the river.
2. Menu choices don't repeat unless you're at the end of a segment.
3. Menu choices are often remembered, sometimes in small ways and sometimes in larger ways. So, be careful what you choose. This isn't the case where all choices just get you through dialogue and doesn't affect anything. Characters will sometimes remember what you've said or done and react accordingly.
4. The top of the screen contains: Day and time, the current phase of the moon, the map button ("M") and the backpack button ("B"). The backpack is not currently usable. The map button is only available when you're outside of a building.
5. Some clickable things will give different reasons a second time (and eventually more times).
6. There are two hidden characters to find and their appearance is random.
7. Although I did my best for editing, I very well may have missed something(s) and will continue to edit over the course of the game.
8. Only Mary, Mia and Sophia and the dogs have multiple events that take place after the first day.
9. One character isn't around until the second day.
10. It only plays to the second day currently.
11. I did my best to bug test but, as the developer, it's a little difficult to find everything.
The Patreon for the project is here: http://www.patreon.com/kismetthegame
The PC Demo is here: https://drive.google.com/open?id=1Q.....wxwUbCXvCHAtNb
The Mac Demo is here: https://drive.google.com/open?id=1p.....nBpuFzgm0FBSNX
So, I put out my very first alpha release for Kismet this past Saturday.
Exciting times, woooo!
I've been working on it since then, adding events and tweaking a few things but I wanted to give people the option to see what I'm doing.
Well. READ what I'm doing since there are no graphics beyond the placeholder blocks in the game.
I've got profiles of roughly 28 people and creatures for the game. All of the people are in the demo and they each have an initial event to basically introduce themselves to the main character.
In the script I'm working on, everyone now has two events and I'm about to start focusing on a few people.
By focusing on ~ 3 people, I'll be pushing their storylines into sexy times. And TF / TG times for one lucky/unlucky lady.
Oh, what TFs am I going to include in this version? Werewolf, dog girl, cow girl, demon (corruption), naga. Potentially also a satyr but that may be later down the road.
You'll also be able to TG some of the male characters when I get to that point.
There are no TF or TG elements in the demo. Not on the script I'm working on, either. I suspect those are about a month away before I'm writing the first of them.
And that's the main draw of my game. You'll be able to infect nearly any of the women and, for TG, nearly all of the men. They will all change over multiple events and they'll respond appropriately as they change, physically and mentally.
Beyond that, I'm remembering choices you make in the game and responding to them. You'll see people changing how they deal with you and speak to you because of choices you've made previously. You're free to roam the village and explore rather than rail-roaded into a linear experience.
When (and if, I suppose) I feel like I'm in a good place for it, I'll commission art for the game and you'll begin to see everyone come alive.
With that said, the link to the Patreon and the game are below. I just have a few bullet points for you to read before you try the demo.
I hope you enjoy it and start to see what I'm trying to build!
1. There are really no graphics at all. Everything exists as blocks. Green blocks are "things" while blue blocks (with two exceptions on the map) are "people". You can click on just about every named thing except for the river.
2. Menu choices don't repeat unless you're at the end of a segment.
3. Menu choices are often remembered, sometimes in small ways and sometimes in larger ways. So, be careful what you choose. This isn't the case where all choices just get you through dialogue and doesn't affect anything. Characters will sometimes remember what you've said or done and react accordingly.
4. The top of the screen contains: Day and time, the current phase of the moon, the map button ("M") and the backpack button ("B"). The backpack is not currently usable. The map button is only available when you're outside of a building.
5. Some clickable things will give different reasons a second time (and eventually more times).
6. There are two hidden characters to find and their appearance is random.
7. Although I did my best for editing, I very well may have missed something(s) and will continue to edit over the course of the game.
8. Only Mary, Mia and Sophia and the dogs have multiple events that take place after the first day.
9. One character isn't around until the second day.
10. It only plays to the second day currently.
11. I did my best to bug test but, as the developer, it's a little difficult to find everything.
The Patreon for the project is here: http://www.patreon.com/kismetthegame
The PC Demo is here: https://drive.google.com/open?id=1Q.....wxwUbCXvCHAtNb
The Mac Demo is here: https://drive.google.com/open?id=1p.....nBpuFzgm0FBSNX
FA+
