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Azaleadev profile
Azaleadev
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Azaleadev
I'm making a hentai 2D action game called "Magical Girl Azalea" https://x.com/azaleadev
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Imp

Every dollar truly makes a difference! 🙏

Your contribution helps me stay focused on the project, and it also allows me to commission music and sound effects to bring the game to life!

-🌺 You can submit your name to be in the credits of the current game being developed!

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Demon

My sincere thanks for your support!

Your contribution helps me stay focused on the project, and it also allows me to commission music and sound effects to bring the game to life!

-🌺 You can submit your name to be in the credits of the current game being developed!

Perks may be added, removed, changed, or updated with time!

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Arch Demon

My deepest and most sincere thanks for your support! ❤️

Every dollar truly makes a difference. Your contribution helps me stay focused on the project, and it also gives me the opportunity to commission amazing music and sound effects to bring the game world to life!

-🌺 You can submit your name to be in the credits of the current game being developed!

Perks may be added, removed, changed, or updated with time!

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Azaleadev
Public post

#Merry Christmas 🎄

I wish you all a very Merry Christmas and a Happy New Year 🎄✨

I want to sincerely thank every supporter!

Your support gives me a huge motivation boost and truly makes a difference in helping me keep going on this challenging journey.

From the bottom of my heart, thank you.

I’d also like to thank every follower and every friend who has helped me with feedback and tips along the way.

2025 is almost over, and with December coming to an end, I wanted to be honest about my progress. My original goal was to release the demo by now, but that turned out to be a bit unrealistic. Even though I’m very close, I’ll still need a bit more time to finish it properly.

October was a really productive month, but November and December were slower due to work and real life responsibilities. The good news is that most of the tasks required for the demo are now complete,including the hardest ones.

At the moment, I’m working on the grab and dash animation. I’ve also “Christmasfied” the dash part to celebrate the holidays and to show a bit of progress.

Around the beginning of January, I’ll start working on the grab system, so we’ll soon be able to see the animations in-game: the grab and dash, the kissing animation, and the second animation as well

Enjoy the holidays, and I’ll report more progress in a few weeks ❤️

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Azaleadev

Capra demon dash and grab [Very rough early WIP]

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Azaleadev
Public post

Roadmap update

Hello!

I'm updating the roadmap once again with the goal of releasing an alpha demo around December.

To achieve this, I'll need to prioritize and organize the tasks on the roadmap list.

Some tasks previously outlined will be deferred to a future update to focus on the demo's core objectives.

The primary goals of the alpha demo are to test key game systems, showcase the "Magical Girl Azalea" project to a broader audience, and gather feedback from players.

The demo will focus on the following systems:

1.Player character controls.

2.Combat mechanics and feel.

3.Enemy grab system, including its animations and features (2 scenes).

4.Clothing durability system.

The following tasks will be postponed to future updates or changed:

1.Menus and UI: The demo will feature minimalistic menus and UI to save development time. The focus will be on functionality rather than stylization, with improvements planned for later if needed.

2.Lore: The demo will not include lore elements such as a new game start cutscene, storytelling, NPCs, or a dialogue system. While i'm deciding to include minor NPC interactions tied to the plot in the future, extensive text-based storytelling will be minimal.

3.Game Environment, Assets, Backgrounds, and Tilesets: For the demo, I'll use the placeholder assets i created. Since some assets and tilesets are tied to the game's lore, which is still in development, these will be addressed in future updates.

4.Dust VFX for player and enemies: this is a small detail i want to add to characters in game.

a dust animation that will trigger when you land on the ground or jump, the system to make it happen is ready, but since i'm on a battle against time i'll animate the vfx implement it in the future.__

5.Level Design: The demo will feature a very basic level design. However, I plan to introduce hazards in future updates to complement enemies and increase the game's challenge.

6.Capra demon guard and counter actions plans -> These 2 movesets were supposed to prevent the infinite staggering from player attacks, but i'm considering on implementing a poise system for enemies that will only make them stagger when you attack them when the poise bar reaches 0

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Azaleadev

Azalea X Capra demon [Stage 1 WIP] and NSFW system insights and ideas for the game

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Azaleadev
Public post

SFX Update

Hello again, everyone! Just wanted to give a quick update on the progress of the game.

I've started working on the SFX system! It's now up and running, and it's super flexible.i can trigger sound effects based on specific frames, or hurtbox collisions/body collisions. The sound volume gets lower when its far away from the player and it can play and a random pitching when it starts, making it feel a bit less repetitive.

The sounds i have at the momment are placeholder ones just to test out this feature, but it will be polished later in the future

Alongside that, i got similar system for spawning VFX like dust, particles, and even other game scenes, so we can spawn effects whenever they're needed. I'll add it in the future since the system is ready to go because it will give character and ememies movement more emphasis

What's next?

For this month, my main goal is to create the game's first NSFW system which is the enemy grab mechanic and its animations. I'm on vacation from work, so it's the perfect time to do it. Once that's done, I'll focus on the BGM and environment sound player.

After all that, it'll be time to start working on the game's data system, where i'll tackle things like character and enemy stats, HP, damage calculations, mana and even room data if needed.

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Azaleadev
Public post

Progress Report: Hitstops, Screen shakes, Flashing Shaders , particles and vfx textures

This month i focused on implementing combat effects to add some juice to game combat system

That includes effects like:

1.Hitstop: Both the attacker and the target pause for a few milliseconds when dealing or receiving damage. This makes each strike feel more impactful.

2.Screen Shake: As shown in the preview, I currently set it to trigger when the enemy deals damage to you, but it can be applied anywhere in the game. It’s great for conveying a sense of weight to characters, strikes, and skills.

3.Flashing Shaders on Impact: This effect activates when a hurtbox collides with its target. The target glows in a customizable color for each hurtbox, making the response to a successful strike more noticeable.

4.Particles: In the preview, you can see particle effects triggered when a spell hits a target or a wall. These enhance the magical feel of each projectile.

5.VFX Textures: These are used to make hits more visually appealing.

All of these features work together to bring life to every strike and swing in the game. They can be easily applied to any enemy or object as needed and are designed to support future game content.

Whats next?

Now i'll start the work on the sound component for the game, the idea is the same as above, a component that can be used anywhere and i can trigger whenever i want:

There will be 2 components:

1.A component for game ost and envirioment sounds (Room noise)

2.And the other one for every other sound effect in the game

i'll use some placeholder sounds untill i manage to comission some sounds for the game

Also i got some Good News:

I'll start my vacation from my job at the start of october, i'll have more time to develop the game for a momment and i'll use this opportunity to work on the feature everyone wants to see: game nsfw scene system and its first animation

It will be a multi stage animation, my plan is to do it like this:

A grab attempt from the enemy

1.A QTE pose, if you pass it you can escape the enemy grab, but if it fails it will start the scene 1

2.A foreplay animation, my plan is to make it loop and also be able to finish, and some afterglow state

Grab move second phase, same as above, but with a different animation

The player can break free at any time. However, as the journey progresses and the player is hit by unusual effects or grabbed multiple times in succession, breaking free becomes more challenging. These NSFW states can also negatively affect the player's stats, sometimes requiring specific forms of relief to resolve the issue. In the distant future, players might use consumables to mitigate these effects

I’ve made a small change to the plans for the Capra Demon’s offensive dash move. I’ll merge it with her grab move to create a gap-closing ability, allowing her to close the distance without adding an extra move to her skill set.

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