I'd like to tell you more, but any further information might have to go into a post that is exclusive to Patrons.Īctually, that's a perfect segway into the other thing that I wanted to talk about in this post I wanted to ask for your input on something!įirst, I should let you know that it might take several weeks or possibly even multiple months to implement this new 10-week gameplay mode I plan to make each rival as unique as possible, and ensure that each week presents a different challenge to the player. There are very good reasons why I've been very tight-lipped about the name of this mode and the identity of the protagonist. It's worth mentioning that I've only given you a basic summary of this upcoming gameplay mode there are a bunch of details that I'm keeping a secret. I've been very excited about this idea over the past few months, and I hope that you're going to be really happy with the end result! I don't have to wait for anything I can dive into this task right away. The new batch of 10 rivals are fully designed and fully modeled, so I already have everything I need to drop them into the game. In other words, this new mode is not a detour that will slow down development it's an added bonus that will occur as a side-effect of me doing all of the work that I was going to do anyway. The process of implementing this new gameplay mode will involve setting up the framework required to add the 10 rivals who were announced in 2016. (The player will use the workbench in the school workshop to craft items that were previously exclusive to Info-chan.) This mode will take place at Akademi, but will not feature Info-chan. The focus will be 99% on gameplay and 1% on story. This mode will not involve any new animations or voice acting. This mode will be created almost entirely using assets that already exist. The purpose of this mode is to allow people to playtest the experience of eliminating 10 rivals across 10 weeks, so I can gather feedback and criticism. The star of this mode is a different yandere girl, who has her own 10 rivals to eliminate. In this new mode, you don't play as Yandere-chan you play as a completely different protagonist. I'm going to implement a new gameplay mode. Up until now, I've been extremely vague and secretive about it, but the people who are financially supporting me have a right to know what I'm doing, so I'll break the news here on Patreon: I've come up with a plan to "Put 10 rivals in the game" for the purpose of gathering feedback and making revisions, without doing a disservice to the 10 girls that I announced in 2016. So, what's the solution? Don't worry - I have an idea. So, I can't use my usual approach for this one. However, these 10 highly-anticipated characters should shine at the exact moment they are released, not several updates after they are released. In order to create a good experience, it's necessary to go through several rounds of feedback and revisions. Delivering anything less than a stellar experience would be unacceptable. After more than a decade of anticipation, their inclusion in the game is going to be a major event. When it comes to these 10 girls that people have been anticipating for the past 5 years, it would not be acceptable to release something that will eventually become fun after a few cycles of feedback and revisions. This is not something I can simply re-do if I mess it up.
However, once the 10 rival girls I announced in 2016 are present in the game, Yandere Simulator will become a complete experience with a beginning/middle/end.
To collect that type of feedback, there would need to be 10 rivals and 10 playable weeks in the game.
To give players the best experience possible, I'll need to ask players for feedback like, "Does each rival feel more challenging than the previous one?" "Does each rival offer a unique experience?" and "Does the school need to change more significantly from week to week?"īut, I can't gather that type of feedback when there is only 1 rival in the game. My goal is to release a game about eliminating 10 rivals over the course of 10 weeks. This process of "Release content, collect criticism, revise content" has been very effective so far, but it would be tricky to apply that process to the next stage of development. After releasing the game's first rival, I paid close attention to user feedback, and made numerous changes to improve the overall experience of eliminating her.