AdAstra - JTA v0.6 Devlog #4 — page 1
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AdAstra - JTA v0.6 Devlog #4

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With the release of the first playtest (and some ridiculous snafus that were quickly rectified), I'm happy to see that the intended experience went off without too many problems. Clipping issues and missing enemies (namely the 3rd Banshee) will be all fixed up with the next Playtest.

The next few weeks will be focused on scenes! Endings, TFs, CGs with NPCs, and the ever looming pregnancy risk associated with all of the above. Immediate plans:

Modified version of "Find a Man" as a Bat within the Manor, progressing towards a Bad End. Disabled for other species.

Werewolf scene in the Village, with a Coastal Woods follow-up and possible Bad End

Werewolf Cave hidden Bad End for interacting with the Wolf too much

Ghost Maid TF + Bad Ending

Lone Mountain Bad Ends for Bimbofying all Cultists as Dragonkin Bimbo, or Laying too many Eggs, as well as a scene for Bimbofying all Cultists without being a Dragonkin Bimbo with a unique reward

More Manor Maps will be implemented, such as:

Dining Room

Rear Garden

Greenhouse

Ritual Room

For those that have played through the Playtest, I'm very curious to know

How balanced does the economy feel? Do Weapons and Armor feel easy or difficult to obtain?

How well is the atmosphere of the Manor maintained throughout? Does anything beyond the gate feel out of place?

How difficult are the enemies within the Manor? Do elite enemies feel too weak, and do common enemies feel too strong?

And as a last little tidbit, we are always looking for more Writers! With the amount of scenes I'm storyboarding, as a single person I'm barely enough to keep up with my ideas. Thankfully we have some Writers that have been doing some awesome work, but we could always use more! If you're interested and have joined the Discord, feel free to fill out the form (No Tier Requirement): https://forms.gle/MFK4yZXA7AZmMywW7

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