Firstly, please understand that this message has been written using a translation tool and may have issues with clarity. [img]https://clan.cloudflare.steamstatic.com/images//44912768/58567ba38a63a01af23b6f92845f9eac273fe883.png[/img] Hello! It's already the end of September, and it's been a month since I posted the development update in early September! How have you all been during this past month? Today, I’d like to share some about the upcoming updates, as the title suggests. The detailed breakdown is as follows: [b]1. checkpoint Function[/b] I received feedback regarding the game’s difficulty, asking for a checkpoint system when the player dies. (Thank you so, so much for the feedback!) When I first created each stage, I didn’t really feel it, but looking back now, I realize the maps are quite long, and it might be overwhelming to restart from the beginning each time. Of course, I added a coin revival system to reduce the chances of a game over, but it seemed like a temporary solution at best. However, implementing a checkpoint system that restarts from the point of death wasn’t part of my original plan when I first started developing the game, so I thought it would be difficult to implement. Instead, I initially decided to add an "Easy Mode" to the existing coin revival system, where selecting easy mode would reduce the cost of revival coins and increase the amount of health recovered, aiming to reduce the number of game over situations. But then, I realized I didn’t have to make checkpoints start from the point of death. There’s also the option of adding a mid-save feature that allows players to start from the middle of the stage. So, instead of adding easy mode to the coin revival system, I developed a mid-save system. [img]https://clan.cloudflare.steamstatic.com/images//44912768/a4c23a91e7827524bc9b75ad764341f2729a4138.gif[/img] [Summary of the early part of skipped stages – Image to be added] [img]https://clan.cloudflare.steamstatic.com/images//44912768/4ccdb9328a352ec8b4be70ec32ab861d95aa293c.gif[/img] [Image to be added] As you can see, I’ve created all the functions and dialogues for each stage, but I’m still working on the illustrations to be integrated into the system. [b]2. Two Additional Epilogue Stages[/b] [img]https://clan.cloudflare.steamstatic.com/images//44912768/01aad4a9ce886272aa11ec72d3c6fb1365fe36d4.gif[/img] Mid-boss for Stage 2 As for the additional stages, I’ve been writing about the development status once a month, but I think it would be better for you to experience it directly rather than just reading about it, so I’m planning an update in October. However, my development pace has been slower than expected. Currently, Stage 2 is about 75% complete, and while I’ve conceptualized the boss, I haven’t yet created the pixel... [img]https://clan.cloudflare.steamstatic.com/images//44912768/2673b8984aa84639e34ecd58b490e2c2ff59e9bd.gif[/img] I also added cloud shadow effects since the background felt a bit dull. These are the updates I’d like to complete by Halloween in October. However... It will take about a week to complete the boss’s pixel art, another week to design the patterns, plus I need to finish the illustrations for the mid-save system. There are also other things I haven’t mentioned, like player-specific settings menus, instructions on how to play, etc. At my current pace, I’m not confident I’ll be able to finish Stage 2 by the end of October. If it’s not completed in time, I’ll try to at least update it up to the mid-boss stage! This is where I'll end this announcement. If you could let me know through the link below about any difficult enemy patterns or level of difficulty you've experienced, I will actively take it into account! https://steamcommunity.com/app/2855660/discussions/0/4364628673432078457/ [img]https://clan.cloudflare.steamstatic.com/images//44912768/f066b7169d7454968b7130477ca309379cfa7269.png[/img] [img]https://clan.cloudflare.steamstatic.com/images//44912768/c0c5ab4d97543e22a4df32d4184d6039504df34c.gif[/img] Thank you very much for your interest in the game I developed!