
Fairytail Village (Demo)
A downloadable game for Windows and macOS
Under a newly-approved (and highly racist) Government Statute, all monsters are to be deported to approved reservations where they can live their lives safely, comfortably and without bothering the human population with their weirdness and general non-humanity.
You have been assigned as the legally-mandated 'human in charge' and designated construction contractor for the monster reservation at Skara Brae. You will be responsible for building this settlement from the ground up, as well as helping to approve, administer, resettle and rehabilitate its inhabitants.
As the only human on the island, it's likely to be a lonely job. Or maybe not. Some of these monsters are pretty cute!
Projected Features
- Sandbox-style VN gameplay
- Numerous and varied mini-games
- A variety of monster girls to meet and romance
- Sex and body positive, with animated scenes
- Multiple interconnected branching storylines
- Deep and tactical conversation system
- Yes, there will be a Gallery (called 'Memories')
Important: This game is currently in a very early stage of development. Not all features are currently implemented.
Current Progress
- Only the tutorial part of the story
- 1 monster girl to chat with
- 1 area and 7 locations to explore
- 2 mini-games to play
- 1 mildly sexy scene
Wait, It's Not Ren'Py?!
Ren'Py is an excellent development tool for visual novels, but its Python base is not best-suited to more complex features like particle systems, skeletal animation and action-based mini-games. I love Ren'Py, but for this project - with its Live2D-style animations and multiple planned side-activities - it made more sense to develop in Unity. The graphical systems are more efficient and it is easier to develop control systems that go beyond simple QuickTime event type stuff.
This does mean that some of the features you may be used to in Visual Novels - such as the ability to 'roll back' your choices using the mouse wheel - are not available. This is also by design. It makes things too easy if you can immediately change your mind about something after seeing the results.
Rest assured that small decisions do not have a large effect, and big decisions capable of branching the story are part of their own 'Conversation' mini-game so are easy to spot. A feature is planned for later in development that will let you reverse to and replay any conversation you like, so you won't ever be blocked from obtaining all of the content.
About the Demo
This 'Demo' version of the game will remain free and available. Once enough content exists to make a decent 'early access' version, a new paid version of the project will be released. I'd like to extend a big 'thank you' to anyone who tries out the demo and leaves (constructive) criticism to help improve the game!
Payment isn't necessary. Any donations given will be greatly appreciated and go towards helping me to develop the game, but will not count as credit towards the final version. A Steam version should hopefully be available once Early Access begins, for those who prefer it.
In its present state, some background images are AI-generated to speed up the development process. These will all be replaced eventually. The paid version will never have AI content.
Published | 4 days ago |
Status | Prototype |
Platforms | Windows, macOS |
Author | Destriarch |
Genre | Visual Novel |
Tags | Adult, Comedy, Dating Sim, Eroge, Erotic, Fantasy, Monster Girls, Slice Of Life, Unity |
Languages | English |
Inputs | Mouse |
Accessibility | High-contrast, Interactive tutorial |
Download
Click download now to get access to the following files:
Development log
- Hotfix 0.0.23 days ago
- Coming Next: the Harbour3 days ago
- Happy Valentine's Day!3 days ago
Comments
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Will there be optional futa?
I'm not a big fan of futa, but I won't rule it out entirely. Maybe if a lot of people ask for it, or if I find a particular creature from folklore that suggests it. If so though, it'll likely only be the one.
I expect there will be some lesbian and/or threesome scenes though.
not a bad demo, though my tastes focus more on the management aspect than the visual novel (no offense, there are just. so. many.)
i have one criticism in that it's not really fun to generally wake up so early and have to wait one or two time periods. i suggest an option for wake up time when you go to sleep, (rest [current sleep, perhaps slightly shorter,] sleep till morning, and sleep till fully rested.)
i encountered two or three bugs. the possible one is that the talk menu tutorial played for a second time, and the tutorial conversation does not account for returning the earring previously, if repeated.
after completing the tutorial conversation a second time, the dialong box got stuck while empty, and the time of day changed. went to main menu and reloaded for the "oh, it's late" animation and text to play correctly.
after the "reward" scene, and the text after leaving the tent, the presumed end of the demo, another empty dialog box is stuck on screen. reloading from the menu does not fix it, which is why i presume it is the end of the demo.
i'll be watching this as it develops, and providing your steam plans do not preclude selling it here, i'll be buying it here.
Thanks, I'll look into those. They sound like the kind of bug that happens intermittently depending on your hardware, so they can be difficult to find and clear up.
I was thinking the same about sleeping, and am planning on adding a 'sleep until x' menu, so that should fix the other issue. It might have to be just 'until morning' or 'until night' (since some of the girls will be nocturnal) as the dialog box only has room for four options and there are six time periods.
now, take this with a grain of salt, because i personally hate programming UIs, but you are not really limited by the size of the dialog menu. instead of multiple buttons, you could use a single dropdown, for example. or a "slider" with several "notches."
just the two options would be sufficient, though.
Sure, and I've also considered having two 'columns' of options, a paginated approach with a 'next/previous' button or a 'Mass Effect' style response ring, but it's also about keeping things simple. Too many options can leave a player feeling overloaded with possibilities. But we'll see how it goes.
Right now, any extra UI is also extra development time, and even a small menu can be time-consuming to construct. If there's a lot of demand for a more fine-grained approach then I may implement it, but right now I'm concentrating on new areas, girls and content :)
sure thing, boss, i get you 100%. like i said, programming UIs is my least favorite thing to do, lol.
I just played it and it's fine for a demo.
A very short demo that shows the game mechanics and where and how it will be oriented, I liked it above all because I like the "Colony Management" genre even though this is a much lighter version with a Dating Sim focus.
Overall it looks good, I'll be on the lookout for future updates with content, although I'd like to know how much of a sandbox it will be, something light or you'll really need to use your head to reach certain goals.
PS: I just saw in the comments that there's a bug in the introduction to the dialogue system that goes into a perpetual loop and blocks you from the "spicy" scene, sad but it doesn't take away from everything I said before, it will be a good game.
Thanks for the kind words!
The basis of the sandbox is that there can be multiple storylines going on at once, independently of one another. Each is divided into chapters that need to be done in order, but progress in one story will rarely be gated based on progress in another. Instead, you'll need to talk to the girls, experience key scenes by being in the right place at the right time, acquire items and resources, play mini-games, or upgrade the various projects.
For example, one of the planned key elements in progressing Melissa's storyline is building her a better office, which will require metal. To obtain that on the island, you'll need to upgrade the quarry to a proper mine.
If you really wanted to though, you could do it purely by trading logs and stone for metal at the docks, but that's going to be a pretty inefficient way of handling things - at least until I implement the tool shop so you can buy lumberjack upgrades, mining upgrades and the all-important Cornish Pasties!
I'm in two minds about whether to include a hint system. I think I'd prefer to handle it by talking to the girls and letting them give the hints.
Hotfix is in dude, thanks again!
Does the demo have an example scene for the animations?
There's currently just the one scene featuring some nudity, but not actual sex. It is animated though. Annoyingly, there seems to be a bug that might stop you from reaching it so keep an eye out for an update over the weekend.
After the Quarry was built the game got stuck in a loop where the 'Boss' told you the action plan every time you entered the cabin, the premises of the game looks promising - one to watch I guess
Thanks for letting me know, I think I can guess what that is. I'll make a note of that and try to put out a hot-fix over the weekend.
Hotfix is in. It was a silly little error. I forgot I'd been using a developer hack to test the last scene and the story wasn't advancing. Fixed by triggering the reward scene at the end of the conversation. Do it one last time and you should get your reward.