I was supposed to release it on Sunday, but since I'm gonna be busy until Monday I've decided to anticipate it by a couple of days. You can find the download link on itch.
Hello, it's been a while. I forgot to make a post when I released it on Itch.io (btw you can download the latest free version, 0.1, there).
Anyway, this is just an announcement to say that 0.2 has been released for all of the "Hero" tier patrons and you can find the download on the discord. And for those that have played the previous version here's the changelog:
OLD SAVES SHOULD NOT WORK ON THIS VERSION (You can try, but it'll probably crash)
Added a new girl, Tory.
Added 3 different scenes for Tory.
Reworked the game's systems so that enemies no longer scale in strength on their own
Reworked the "Full Employee Benefits" skill to allow the player to increase the strength of enemies (stronger enemies give more experience)
Bosses (the girls) now no longer spawn on their own. Press the "Spawn Boss" Button to summon them.
Bosses (the girls) will join and fight on your side after you defeat them 3 times
Reworked the "Speedrunner" skill. Now, instead of halving the amount of enemies required, it halves the bosses' stats.
Added Post-Processing to make the game look better (this time it should have next to no performance impact)
Improved the way the game handles textures and reduced RAM consumption (it wasn't really a problem before, but improvements are nice)
Made the main menu look nicer
Fixed bug where reducing too much the spawn timer of enemies made them not spawn at all
Fixed other bugs that I don't remember
Added a "Coming Soon" banner for the game's Steam page
I'll start by saying that there's still no steam page. I'm trying, but the process (for some reason) requires me to submit way more things for review than the average dev has to.
Anyway, the game is actually getting a lot closer to a first release. The game is now 3 scenes away from having content for 3 different girls (which was my self-imposed point for a release). Probably could've gotten here sooner, but the artist was sick for the past 2 weeks, which slowed things down a lot. The biggest missing piece now is the pixel art. With every character (except one) still being in progress. I hope that by the next post I'll have both a steam page & a fully playable first version to show for.
I wanted to wait until the game's steam page was approved before making my next post, but since that's taking a little longer than I had anticipated I've decided to do one now.
I'm still alive and the progress is going well. All of the girls are now done too (their dialogue sprites) so I can finally show them all now. The 8 girlsRight now I'm hoping for a first playable version to be complete by the end of November and an actual demo by the end of January 2025.
I'll make a new post whenever that first playable version is done & whenever steam will finally approve the game's page.
Hey all, it's been a while since the last post, and I thought this was the time to drop 2 small updates. When I say small, I actually mean pretty big and not small at all.
The first of the two is that I've completely deleted the 0.6 update. It wasn't an accident. I did it because I didn't feel it was turning out how I wanted it to.
I don't think it was bad, but I felt it was way too different from the way the previous updates played out and it was just way too sudden of a shift. This also brings me to update number 2.I've been pouring a lot of my time into a second game, you can see some of the girls here: As you can see this one is fully 2D, with no use of Honey Select, which means I'll be able to release on Steam once I feel comfortable with the progress I've made. It doesn't have a name yet, but everything is going pretty well and the first version will be playable soon™.
This also brings me back to Smash the Guild. I want to finish the game, but considering its inability to be released on Steam and its content (which goes against Patreon's ToS, basically leaving me open to getting my page instantly removed), I think placing my full attention and time into the project would be a bad deal.
This is why going forward I'll be scaling down Smash the Guild. The game's scope will be significantly reduced, it will go down from 5 to 4 total areas (which means cutting 4 girls from the game), and animations will be significantly simplified and/or reduced in number.
I know this sucks, but I want to keep making games long term and I don't see any other way of moving forward. Obviously, if anyone has any questions about this, feel free to shoot me a DM.
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