PPG on steam, and a focus on the new game

Steam now allows ero games, believe it or not!

Lately I have been quite busy with my day job, which hampers what little time I have to work on games. Additionally, whatever little time I got this past month or so was dedicated to working on the recent releases of PPG on Nutaku and now on Steam.

Originally I had no intention whatsoever to publish the game on steam because, well, it really didn’t make any sense to. But lo and behold, steam announces that now its OK to publish uncensored games there, and given how in the distant future I want to also make non-hentai games and publish them on steam, I thought it would be a great learning experience to go trough steam’s publishing process.

With PPG now just released there, I’m glad I took that decision and whether the game sells 10 copies or 1000 copies there matter little, because the value I got from learning even more about game publishing in general is priceless.

Read more

Dream and Nightmare (version 1.2)

Tied up!

The free add-on, otherwise know as version 1.2 is now live! If you purchased the game via itch.io, please check your e-mail as you might already have received a notification to download the new version.

If you purchased via dlsite, the update will go live either tomorrow or maybe the next day, due to their own review process.

Read more

Choice of art style

First CG of the new insect boss
About a year ago, when I was in the planning stages for PPG, one of the things I knew would give me trouble would be to decide on a art style for the CG’s of the game.
I knew I wanted to make a game with simple graphics and with the aesthetic of 8-bit/16-bit games, but what I really needed to figure out was how to combine my limited skills with a decent enough art. 

Read more

Level design and themes

Pixie Panic Garden Level Design

The interface of Unity Engine, and overall objects and elements used in PPG

Work on the CG sets is almost complete, so as I transition into making the final adjustments to the new bonus stages I’ll talk a bit about how was my planning process for creating the game’s original levels.

The initial scope was simple: create 5 different stages with 7 levels each. Each stage would have a specific overall theme and gimmick. Very early I had decided to have those exact number so as to keep the goal of finishing development realistic for an amateur game developer. While on paper this plan sounds simple enough, the execution could have been better.

Read more