Friday, 5 August 2011

Fanart Contest!


Want a shot at winning a free copy of Lucky Rabbit Reflex? I'll be holding a fanart contest between now and the 19th of August, with all entrants receiving a 15% discount and the winner(s) getting some free game goodness. If you're up for it, please send your entries to admin at luckyrabbitreflex dot com or send me a note to your entry over at deviantart. Be sure to check out the demo available over at the official site for references! Thank you~!


Friday, 22 July 2011

Lucky Rabbit Reflex - Now on Sale!

It's been just shy of three years, but we got there eventually, eh? Please click the banner below to visit the website and check it out! I'll be posting hints and whatnot over at the forums if people need them, so feel free to sign up.



Also, trailer!



Thanks so much for the support you guys have given me over the past few years, and to my wonderful beta testers. I hope you enjoy the game!

Sunday, 5 June 2011

And I'm spent.


After two and a half years, Lucky Rabbit Reflex is finally complete! ...It's about bloody time, to be honest. ;) Having spent the last week or so adding extras and ironing out the code, the game should hopefully be ready for beta testing at some point next week (signups below!).

Full game features:
  • 19 endings
  • 5+ romanceable gentlemen
  • 75 unique CGs
  • 150+ unique items of clothing and accessories
  • CG / endings gallery
  • 178,861 words
If you'd be interested in beta testing Lucky Rabbit Reflex, please apply using the following form. Testers will be included in the credits section of the game; thanks in advance to anyone applying (and to everyone who has expressed an interest so far)!

Please include any information you think might be relevant in the 'message' section (e.g. specific operating system, aspects of beta testing you think you might be good at (such as proofreading), experience with similar games, etc. (though no experience is actually necessary!)). Thank you!

Edit: You guys, thank you so much for all of the responses! Apparently the last form reached its quota, but you can still apply for the beta using the following form (this one's pretty unlikely to fill up, but if it does stop working for any reason feel free to comment below with the same information needed for the form).

Edit2: Thanks for the overwhelming response, guys! Applications for the beta are now closed, and I'll be sending out e-mails shortly. I should be holding round two of beta testing in a couple of weeks, so if anyone who applied this time around and didn't make it into the beta would still be willing to help out later in the month, that would be great. Watch this space~!

Obligatory image spam:

I honestly don't know how this game ended up so pink.




Monday, 14 February 2011

Still Alive - Valentine's Edition


...So I've decided I should probably stop mentioning every time I post that 'the game is almost complete!' and that 'it should be done within the next couple of months!', as I seem to have totally and completely missed the Christmas demo deadline I set for myself. Whoops!

As of yesterday, however, nearly 100% of the game minus endings, birthday events and a few CGs is now complete. The end is in sight. Honest! The game is still unlikely to see release for a few months yet, but it's nice to know it's getting there.

What I've been up to since the last update (like five years ago, sorry about that!):
  • Tweaking the dating system: Originally you could only call up the male characters on Saturdays, but you can now call up your lady friends for (platonic) weekend hijinks. Befriending some of the female characters can lead to extra events with the guys, so it might be worth giving up a few dates to hang out with the girls...
  • Adding holiday / seasonal events: I added the Christmas events a while back, but now we've got Halloween, Bonfire Night and Valentine's, too. So many backgrounds, aughh~ As Valentine's Day falls on a Saturday in-game, it's up to the heroine to pick a guy who likes her enough to give her a gift at the end of the date, one of which is that kitschy little bear / mug up there. Who could that be from...?
  • Finishing up Shuppin's and Beck's paths: I have never drawn so many violins in my life.
  • Possibly adding secret events: ...But you didn't hear it from me.
  • Testing and testing and testing and...: Continually tweaking the difficulty - I don't want to make things too difficult and un-intuitive, though at the moment the game is pretty easy. Of course, I know all of the right responses and clothing choices to make, so I'm not exactly the best person to test these things out! If anyone has any opinions on dating sim / visual novel difficulty I'd love to hear them; I personally prefer slightly easier games over more difficult ones, but I do like some degree of challenge.
And that's about it! Hopefully it won't take me too long to finish up the remaining events, though the endings may take a while as they'll probably end up being pretty graphics-intensive. To be honest, though, it's the writing that takes the most time (once I code the most recent events into the game, the word count should be approaching 150,000), so I'm relieved the brunt of that's out of the way, at least!

Oh, and I also made an Indie DB account for the game, though there isn't a huge amount there at the moment. There may be a couple of screenshots I haven't posted here, though, so please check it out!

Image spam:



Happy Valentine's Day~!