Devlog #16: End of Phase 1 (Game balancing + bug fixes)
v1 Status: Phase 1 Completed
Good morning, everyone!
I can finally say that the first phase of the project is complete. Honestly, I thought it would take me longer, and although I’ve moved some things to later phases, the most critical and mandatory adjustments are now finished.
I’ve implemented a series of important changes to improve the game experience. Here are the most notable ones:
- Increased Materials: You now get more materials from working.
- New Bonus System: This new system complements the first point, allowing you to get extra materials.
- Reduced EXP Needed: The experience required to level up the girls (in the Love and Sexiness stats) has been lowered.
- Gift Adjustments: Basic gifts now give 2-3 EXP instead of 1-3. I’ve also revisited each girl’s "favorite" gift to make it more obvious, and it will always give you the maximum amount of experience. Additionally, the cost of materials and gold for crafting gifts has been reduced.
- "Duty" Changes: The Duty system now has 4 ranks instead of 1. The final rank of spending time with the girls has a special reward: gifts instead of materials.
- Added recipes to the "Chit-Chat": Taking advantage of this new feature for secondary girls, you can now learn new recipes at certain levels. In this version, reaching level 4 with Mona/Glenda will unlock the ability to learn new recipes for crafting refined (green) gifts, which will give 3-4 EXP in the corresponding stat.
I leave you a few screenshots:




Adjustments Based on Your Feedback
Thanks to your feedback, I’ve made some additional adjustments:
- "Trust Test" Requirements: The requirements have been increased. This is because they are too easy to obtain, and in the future, they will have much more value. This change includes a modification to Duties so that their reward increases exponentially.
- Sorcerer Changes: The Sorcerer has undergone a major change. Sorcerer no longer passively crafts potions; instead, the new benefit is an extra point of Trust when spending time with the main girls. The reason is simple: It was too OP.
These changes, though they may seem small, required a significant amount of time for reflection and analysis. I'm learning a lot about how to balance a game, which gets more complicated as you add more elements to the equation. However, the game should now feel much more balanced, with a more logical progression.
I'd mention that the feedback received was from a very small group; we'll discuss it in the coming weeks.
Looking Ahead: Redesigns Are Coming
The work isn't over yet. Two important additions are on the horizon: a complete redesign of the "perks" system and a new feature called "Heart." But, as always, we'll take it one step at a time.
The next point is the redesign of the passive/perks system. Why? Because I want to solidify the foundation of these systems so they work correctly from the beginning. It's better to invest the time now to do things right than to have to rework them later; that's the point of all this after all. I've analyzed all the RPG and dating-sim elements to identify flaws and areas for improvement, and the community's feedback has been (and it is) invaluable in this process.
Because of this, I've made a big decision:
Say goodbye to the stat points system and hello to the new profession levels system.
I don't have the interface designed yet, so you'll have to wait a few days to see the final result. The concept is as follows:
- Professions by Levels: For better future harmony with "Specialization," professions will no longer have stats, but rather levels and experience points.
- Similar to the Specialization System: As you work, you’ll gain experience in your profession and level up. As you level up, you’ll unlock passives, special quests, and new outfits for Lisapi.
This will be the first task I focus on. Not only is it a system I'm excited to work on, but it's also the final part of the balancing process.
Don't worry, the level cap for this first version will be low, as I don’t want to overload v1 with RPG content. There is still one more important addition to implement that is purely RPG, so I'll take it easy.
And that's all for today!
Truthfully, even though dealing with code and calculations is a mess, I'm really enjoying the process. I like being able to dedicate time to each thing without having to think about too many things at once. I hope to maintain this "Phases" dynamic, as it allows me to have clearer goals and not feel the need to overextend myself.
With nothing more to add, I'll see you all soon!
Lust Age: New Home
Wholesome harem theme
Status | In development |
Author | Keisi Studio |
Genre | Visual Novel, Adventure |
Tags | Adult, Anime, Dating Sim, Erotic, Fantasy, harem, NSFW, Romance, Sandbox |
Languages | English, Spanish; Castilian |
Accessibility | Subtitles |
More posts
- Devlog#14: Bug Report (Phase 1)11 days ago
- A Turning Point: The State of v1 and the Path Forward16 days ago
- Devlog#13: v0.1.0 ready, what's next?23 days ago
- Overview: v0.1.029 days ago
- Devlog#12: Mara + BETA preparations36 days ago
- Devlog#11: Mara39 days ago
- Poll results: In-game wallpapers40 days ago
- A word on the current situation41 days ago
- Devlog#10: Anna (Final)43 days ago
Comments
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Suena interesante! Aahhhh can't wait to play the public version :D