It's Kendrian's birthday week!
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Kendrian

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Since it's now been a while since the last public demo, we have now prepared an updated one for you all! :D

The new demo (Demo 3) can be downloaded from here on Itch (Windows and Mac).


It'd take a while to go through all of the changes since the last demo, so here is just a brief summary of what's new in this one:

  • Added an additional chapter (Chapter 2)

  • Expanded on and improved the escape system

  • Expanded on and improved stealth features (including ambushing)

  • Expanded on and improved the battle system

  • Added more CGs (both game over and story images)

  • Added and improved graphics in general

  • Added a lot of new original music soundtracks

  • Added more areas

  • Added sidequests

  • Other stuff

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This demo normally takes around 2 hours to play through to the end, and is of course just the very first part of the full game, which is still in development (the closed beta of the game is a lot further along than this demo). We're planning on posting another public progress report in not too long.


If you like the demo and wish to support the development of this game, please consider joining our supporters on Patreon (although given the current state of the world, please only do so if you have the financial capacity to do so).

If you just want to discuss the game (or other things), feel free to join our open and active Discord server. That is usually also where we are easiest to reach.


Cheers! :D


Edit: We've gone through all your feedback and prepared a patched Demo 3.1 version of the game, in which we have tried to address most of the issues people have had with the initial Demo 3 release. To find 3.1, simply go to the same download page as 3. To see what's new/changed in this update, you can go to this update notice.

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Greetings everyone, and on behalf of DID Games, happy whichever holidays you're all celebrating, if any!


With the end of the year on our doorstep, we figured it would be nice to give you all an update on how the game is coming along, and what has happened to it this year in terms of development progress. So here are some of the most notable things, given to you in a spoiler-free way:


Story implementation

The game is planned to have 15 chapters in the main story (+the prologue). At the beginning of the year the story was only playable up until the end of the prologue, while now it is playable up to the end of chapter 7, meaning we are now about half done with the main story implementation, if you don’t count post-game content.


Stealth

At the start of the year there were practically no stealth mechanics implemented. Since then we added advanced LOS, improved chasing mechanics, added patrolling, an ambush minigame and the ability to carry and hide captured girls. Currently we are working on making guards able to alert other nearby guards when they spot you.


Escape system

We deployed the first test version of the escape system at the end of last year. Since then we have finalized the graphics for the chair tie and added more gags to it, among other improvements. We have also almost finished implementing a secondary tie to escape from. Battle system

This year we have added more party members and a lot of enemies, skills and status effects, as well as some new game mechanics, such as “secure points” that determine how securely a character is tied in battle, with character-specific struggle, rescue and subdue stats for both enemies and party members which affect these secure points.


Interrogation system

We added what we call the “interrogation system” this year. It is a feature that is in some ways similar to the Private Cell in Didnapper, except it is primarily used to get valuable information from certain enemies. So far only one character has been added to it, but there will be more.


CGs, battle graphics, facesets and sprites

When this year started we had 2 CGs (full screen graphics) with DID content in the game. We now have 9, some of which are game over CGs. We have also added several new character facesets and battle graphics, as well as a ton of sprites.


Maps

This year we’ve added about 100 more explorable maps, some of which are relatively large exterior maps. We’ve also made a world map.


Music

When the year started, we had no Didnapper 2 OSTs, but now we have 7 that are finished, and a couple being worked on.


Other things

We have of course also done less notable things, like various performance improvements, menu improvements, QOL improvements etc, but it’d probably be best not to get into too much detail on these, or this report will be too long to read.

WIPPreviewCollage

Our most optimistic goal for this year was to implement all of the main story by this time, and then focus on the bonus content from here on. Of course this turned out to be too optimistic, both because we of course met unforeseen delaying factors (like our main artist having to leave due to severe health issues) and because we decided to go a bit further with some aspects of the game than we originally planned, like making some of the areas bigger, put more work into the next escape position and making the interrogation system more complex, to mention some things. That being said, playing the main story to where we are in development right now reportedly takes around 7 hours at normal playing speed. That means that since we are about halfway through the main story, this game is estimated to be about twice as long as Didnapper 1!


Many have asked when the next public demo will come out, if any. Since the vast majority of what we have worked on since we released the latest public demo in April has been things you encounter later in the game, the first part of the game hasn't changed enough since then to warrant a demo update. When we start working more on bonus content however (like sidequests etc), we do intend to release an updated public demo. When this happens depends primarily on what we choose to focus on moving forward. Either way we will try our best to make steady progress and deliver to you all the best DID RPG game out there!


Of course, we really could not have gotten this far this year had it not been for all the support we have had, and so we want to thank everyone who has donated to us on Patreon, especially those who have tested the game and given us helpful feedback! We couldn't be doing this without you all!


On that note, we wish you all a happy new year! Until next time~

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We're hosting another public Didnapper 2 development stream tomorrow (Saturday) at 7 pm CET/ 1 pm EST!
Come and join us if you have any questions regarding the development, or you just want to see some of what we're working on :)

Here's a countdown, for those who find that useful: www.timeanddate.com/countdown/…

We will be streaming here as usual: picarto.tv/KendrianCreative


Edit: The stream has ended, but you can find a raw recording of the stream here.
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It's time for another public notice!
There are a few pieces of info I want to share, so I'll just jump straight into it.

Staff changes

So, first off, for those who haven't been able to keep up with things on our Discord server, we've had some changes in staff lately.
Long story short, BingBingBing/star (the main artist and co-founder of DID Games) has gone on indefinite hiatus to battle a serious illness.
She is going to keep me updated on her condition, but otherwise she will stay offline and focus 100% on her recovery.
Because of her absence, we have recruited some new artists ( Nobody  and Nobody ) to help take care of some of her graphical tasks. Nobody has also helped out with coloring and shading lately. I think you'll like their contributions :)

In relation to this we have also moved some management roles around in the team, since BingBingBing left a vacuum in more than just the art department.
However, in general things will keep moving on like before.
We have fallen a bit behind the original schedule, and so the goal has changed from having the whole game done by the end of December this year to having the main story content implemented by that time, and then add in additional bonus content and bug-killing in early 2020 until we feel the game is fully completed and ready for the masses.

Patreon changes

Since our estimated development time has been extended somewhat, we have also made some changes to the tiers on our Patreon.
Basically we reduced the price of Closed Beta testing from $15 to $8.
With this we hope to bring in more people for more feedback, as well as make it more affordable to our current patrons to keep supporting our work :)

Stream of the month

Speaking of our work, we plan to host the next public development stream later this upcoming Saturday at around 19:00 CET.
If you're not sure when that is for you, you can find a countdown here.

The stream will happen my Picarto: picarto.tv/KendrianCreative
I will also post an additional temporary journal with the link when the stream starts.

Hope to see you there! :D

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Didnapper 1 v1.8.2 update


Greetings!
For those not active on our Discord server, this might come as a bit of a surprise, but today we have a Didnapper 1 update for you!
The update was mainly meant to fix the Private Cell glitch for Android where the characters don't show up, which has been something that's been an issue for a long time now, but we decided to throw in some more things while we were at it :)
Here is what's new in Didnapper 1 v1.8.2:
  • Added Android Private Cell fix
  • Made Android support the Windows version of the game, so we don't need two separate versions
  • Added fairy/pixie enemies to the Lost Forest
  • Added new academy mage event in Florian (by a church)
  • Implemented FanaTheWanderer’s mod into the base game. The mod adds Suki’s outfits to the escape system
  • Added the Mob Rush skill, which can be bought from Francis in the lair
  • Practice battles in the guild now scale with your level and game difficulty, and have improved AI
  • Added more facial expressions to Risette, and added facesets to the Epilogue scene she is in
  • Added additional “Harder” escape training difficulty
  • Made the progress bar flash red or green when you input during escape struggle minigame
  • Updated Genie's Force Capture skill so you get the current Subdue animation instead of the 1.6 one.
  • Made error messages for the Subdue skill use the enemy’s name like it does with party members
  • Removed Fight/Escape menu at the beginning of a battle, since you can only choose Fight anyway
  • Compressed and optimized some code to reduce lag in some places
  • Fixed bugs related to repeating the slaver camp sidequest
  • Fixed time-related save glitch
  • Fixed and re-implemented Rescue skill explanation prompt
  • Fixed 1-miss ambush battle on pirate ship
  • Fixed that floating church door in Florian
  • Fixed an issue with one of the April Fool’s events
  • Some other minor stuff here and there
This update can be found on the Didnapper 1 wiki page: didnapper.fandom.com/wiki/Game…
Note that we're not currently planning any further updates for Didnapper 1, as we want all our attention back on Didnapper 2!

D1updatePrev by Kendrian



Didnapper 2 Demo 2.1 update


At the same time we figured it might be as good a time as any to also release a small update to Didnapper Demo 2 with some fixes and minor additions that you guys have requested :)
I decided to call it the Demo 2.1 update, since I'm so good at naming these things :q
Here's what's new:
  • Fixed the missing “Pic 4” in the gallery (yes, it was a bug)
  • Added option to make the game wait for input after a battle if there are tied enemies on the screen
  • Added new original music to the ship and Miu Miu Forest
  • Added a couple of NPCs to the Cantamille prison
  • Fixed some mapping issues
  • Fixed some general bugs, like that door took you to the wrong place
  • A lot of minor fixes and changes
Didnapper 2 Demo 2.1 is available here: didgames.itch.io/didnapper-2

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I hope you enjoy these updates, even if they're not huge :)
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