Devblog #33


Today I wanted to talk to you about the jobs system in the game. At this point, we’ve already added three of five possible part-time jobs that players will be able to use to earn more money to spend on different items and events. Initially, I planned for all jobs to be virtually identical aside from the fact that they would scale with different stats. After some time, it occurred to me that such a design choice would make different jobs redundant in the later stages of the game when players have most of their stats developed. So I set out to differentiate the jobs to give players more choice in the late game and provide more ways to optimize their play.

Working at the pub became the baseline for the jobs, as it was the first to be added and likely the likely first players will encounter. Decent money with decent stamina drain.

Tutoring underclassmen came second. It allows you to earn slightly less but spend less stamina doing so. This can help you earn a bit more money when you’re tight on stamina and time.

Working for the groundskeeper Lardbee is a special case. It takes a lot of stamina and pays poorly, but since Lardbee gave you the job to hone your skills in the process, on top of giving you pocket money, it will help prevent the degradation of one of your stats.

How will the other two jobs differ? I don’t know yet, but we’re working on it.

What else are we working on? One more girl event is ready—this time for Lily. She’s now prepped for the major update. That’s six events done, with seven to go.

Shady Two has paused artwork temporarily to focus on adding more sprite variety for the girls and has also started working on the inventory interface. We aim to add it in the next few updates along with a bunch of new items to buy and use.

That’s it for this week. See you in the next devblog! 

Shady Character One, out!

Get Under Your Spell

Download NowName your own price

Comments

Log in with itch.io to leave a comment.

(1 edit) (+1)

Is it fun or tedious to create the events?

(1 edit) (+1)

I would definitely not call it tedious. We are making the game because we like what we do after all. It is fun to see how the game is filling up with events. Some events come really easy, some are rather difficult to write. And I do start to feel the writing fatigue building up though. The game is at 70k words already, and it is poised to be around 300k words when finished. Sheesh...