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Wild Pear profile
Wild Pear
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Wild Pear
Hi! We are Wild Pear, a small team of just a couple of devs working on our little dream project. Any support and feedback is highly appreciated!
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Welcome

  • About our project: A visual novel set in a magical world with many similarities to the popular and well-known story about a wizard from England. It features a multitude of characters such as teachers, students, and ordinary residents of a magical city. The game includes branching dialogues and various mini-games to tell a story. Gradually building your own Magical Academy.

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Wild Pear
Public post

Devlog #30


Hello everyone! It’s time to share the details of our current work. Despite illness and crunch time at work, we continue to push toward the release of a new update.

What has been done:
  • Recently, we finished outlining the general scheme for the development of relationships between the main characters, and our artist has already started drawing the first scenes.
  • The vampire-bard character for adventures is completed.
  • The vampire-bard’s comic is finished.
  • The NSFW scene of the vampire-bard is completed and animated.
  • Added the ability to save in Journey.
  • Added the ability to discard cards in battle, receiving 1 mana for it.
  • Added the ability to draw a new card into your hand for 2 mana.

Currently in progress:
  • The story quest of the vampire-bard.
  • Several side quests.
  • Hero leveling system: as players gain levels, they will unlock new cards for their deck and improve various character parameters, such as the number of cards in hand, maximum health, and mana amount.
  • The ability to build your own deck.
  • Elements for cards and a rework of item effects (they will provide bonuses to elements and fewer cards).

Currently, we’re going through a very challenging period with a heavy workload, both at work and outside of it, but we’re persistently continuing development. Thank you all for your feedback and for continuing to support our project!
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Wild Pear
Public post

Devlog #29

scetch


Hello everyone! Development continues, and it's time to share some updates on what's happening.

We’ve been closely monitoring user feedback regarding the recent changes in Journey mode. It seems we might have overdone it a bit, making it overly challenging and prolonged. Additionally, the inability to save progress made the stakes excessively high. We sincerely appreciate everyone who reached out with their opinions (sometimes quite harsh) about these changes.

Currently, we’re considering ways to simplify the mode and enhance player progression.
Here's what's already done:
  • Saving implemented in Journey mode – yes, now you can save before facing that terrifying enemy, and if defeated, simply reload without facing harsh consequences. Our programmer lost half of his remaining hair rewriting parts of the code responsible for this mode, but he's now wiser for it (at least, we hope).
  • Added the ability to discard any card from your hand to gain +1 mana. Now you can play more cards per turn by discarding ones that aren’t currently useful.
  • Introduced the option to draw an additional card for the cost of 2 mana. This will help replenish your hand after discarding unwanted cards.
flat
What we're planning in the long run:
  • Introduce purchasing new items using resources to eliminate the need for boss grinding.
  • Expand item influence on gameplay by providing thematic bonuses.
  • Review some game cards by giving them "elements," while items will receive "bonuses for specific element cards." Enemies will also gain vulnerabilities and resistances to various elements.
  • Add new opponents to ensure each Journey map feels more thematic.
  • After finalizing gameplay mechanics, find an expert to improve the UI/UX for Journey mode (yes, we know it could be better).

The next update will be focused on improving Journey mode (including the arrival of the new vampire-bard boss you voted for, whose story will intertwine with the main plot).

Additionally, we've finalized a general framework for relationship progression with main characters and have begun scripting individual story arcs for each key character (some parts are already complete, and we plan to introduce them gradually as the artist’s workload allows).

We'd also love to hear your thoughts on other possible improvements to Journey mode. How would you like to see character progression handled? What aspects do you dislike, and what would you change?

We can't promise we'll implement everything exactly as described, but we assure you we’ll thoroughly examine every comment.

final

Thank you for staying with us, supporting the development, and helping us improve!
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Wild Pear
Public post

Devlog #28. Journey 2.0


Hey everyone! Development of Journey 2.0 is finally entering the home stretch! Tomorrow evening, we'll be releasing the Alpha version of Update 0.4, accessible to supporters at the Professor level and above.
What's New:
  • Completely Revamped Battle System: Journey now features a card-based roguelike battle system, complete with deck-building mechanics!
  • Overhauled Enemies and Bosses: Enemy and boss behaviors and mechanics have been completely redesigned.
  • 45 Playable Cards: Build your deck from a selection of 45 unique cards, categorized into three rarity levels.
  • Dynamic Battle Difficulty: Battles now feature four difficulty levels: Easy, Medium, Hard, and Boss. Difficulty determines the level of cards you can obtain and the value of rewards.
  • Revamped Points of Interest: Each point of interest on the map now offers three different possible events, grouped by theme so you have a general idea of what to expect.
  • Points of Interest Interactions: Points of interest allow you to remove cards, gain new cards, trade cards, clone cards, heal, gain temporary buffs, acquire resources, and engage in special battles.
  • Meta-Game Progression Removed: Inventory size is currently fixed at 4x4.
  • Journey Preparation Overhauled: Equip your character with a Wand, Robe, and Accessory. Each item provides a unique set of cards, allowing you to customize your starting deck.
  • New Items to Unlock: Start with two items per slot and unlock a total of 24 items (8 per slot) by defeating bosses.
  • Temporary Card Icons: Placeholder icons are currently in use for cards.
  • Partial Item Icons: Some items have custom icons, with the rest coming soon.
  • Temporary User Interface: The UI is currently a work in progress.
Beta Release Plans (Approximately One Week):
The Beta version is planned for release in about a week, granting access to Magister level supporters. We aim to have the following completed by then:
  • New Boss and CG Scene: Face off against the Goblin Barbarian (as voted by you!) in a new boss battle and CG scene.
  • New Quest Chain: Embark on a quest chain to deal with the Goblin Barbarian threat.
  • Balance Adjustments: Based on Professor-level feedback, we'll fine-tune the game balance.
  • Bug Fixes: Address any bugs that arise during Alpha testing.
  • Complete Item Icons: Finish creating custom icons for all items.
  • Spell VFX and SFX: Implement visual and sound effects for spells and enemy attacks.
  • UI Overhaul: Begin redesigning the user interface for the new Journey mode.
  • Roaming Enemy Squads: Introduce enemy squads that move across the map.

Download Links:
Thank you for your continued support! We appreciate you sticking with us!
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Wild Pear
Public post

Devlog#27

Hello everyone! It's time for another devlog. Because of all the New Year’s hustle and bustle, we got a bit lost in the dates.
But we haven't gone anywhere—work is continuing as usual. We've already finished the new backgrounds for the next part of the story, and our artist is currently working on new scenes and a couple of secondary characters.
While she keeps refining the visual content, our programmer had a chance to rework the Journey mode once again. We already described the new planned mode in a recent devlog, and the first iteration was done. However, new discussions arose concerning the current Journey mode. In the end, we decided to take another shot at improving it, and for now, the new mode is on hold.
How the mode will change:
  • The Journey combat system will be turned into a card-based roguelike (with decks of cards, mana, and other typical mechanics).
  • Preparing for Journey will revolve around building a deck from basic cards.
  • Progression outside of Journey will involve opening packs that contain new events, cards, and starter cards.
  • The Journey map will be expanded, and Journey runs themselves will be longer.
  • Movement on the map will be divided into rounds. On each turn, the player can only move a certain number of cells.
  • There will be two types of enemy “pawns” on the map: guards and patrolling. The first type simply guards certain cells, while the patrolling enemies move around the map and can attack the player if they end up on an adjacent cell.
  • Within a single Journey run, you’ll be collecting and upgrading your deck by defeating enemies and visiting “points of interest” where you’ll find various events, new cards, enemies, health refills, and options to remove or upgrade cards.
  • Now, defeating the boss won't come down to just grinding basic cards, maximizing upgrades, and then dominating. Instead, you’ll gradually progress through the boss’s map, culminating in a final battle at the end.

We plan to make the first iteration of these changes available either this week or next week for subscribers of certain tiers, so we can gather feedback.
Thank you for sticking with us and providing the feedback that helps us improve the game!
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Wild Pear

Devlog#24

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Wild Pear
Public post

Devlog#23. Inner Conflicts System

new Audrey animation

Hey everyone!
The votes are in for the next Adventure Mode boss, and with a resounding 28% of the votes, the Goblin Barbarian will be joining the fray in our next update! Prepare to test your skills against this ferocious foe.

Update 0.2.8 (Expelliarmus)
Update 0.2.8 will be available tomorrow for all players at the Magister level and above! But that's not all – in addition to the content previously announced, we've also completed the "Inner Conflicts System."

What is the Inner Conflicts System?
Each character will now possess a unique "inner conflict," represented by a metaphorical scale. Each side of the scale corresponds to a potential path of character development.
Characters will occasionally grapple with doubts and decisions, tipping the scales in one direction or another. Through your responses and actions, you can influence their inner struggle and nudge them towards a specific path.
What does this mean for gameplay?
  • Every character now has their own unique inner conflict to explore.
  • We've revised existing dialogue throughout the game to ensure your choices impact the balance of a character's internal struggle.
  • A new tab will be added to your task panel. Here, you'll find information about the characters you've met, their inner conflicts, their current state of balance, and how your actions have influenced them.
  • Three brand-new quests are being introduced! These quests will focus on the development of specific characters, providing you with opportunities to shape their inner conflicts.
  • Moving forward, we will be implementing more opportunities to influence character development through quests and dialogue options.

We can't wait for you to try out the Inner Conflicts System in a future update and are eager to hear what you think!
Thank you for your incredible support!

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