STOVE83703777
43min ago
06.23.25 06:10 -00:00
72 °C

STOVE83703777 caught 61 dinosaurs!
I got 200 Flakes as a challenge reward.
You have some good skills!
But aren't the real experts faster?


🦕Catch the moving dinosaur
Take the challenge now!
👉 [Play on the Stove App]

BeeohBee
46min ago
06.23.25 06:07 -00:00
120 °C

BeeohBee caught 94 dinosaurs!
I got 900 Flakes as a challenge reward.
Top Ranker Mode ON 👑
But you mustn't let your guard down!


🦕Catch the moving dinosaur
Take the challenge now!
👉 [Play on the Stove App]

Ank앙크
1hr ago
06.23.25 05:35 -00:00
70 °C

In the 1990s, which can be called the golden age of shooting games, many shooting games were released. The major standard for dividing shooting games into horizontal scrolling and vertical scrolling, depending on which direction the stage progresses, was, but there was another way to divide shooting games. It was by how the character I could control looked.

The vast majority of shooting games often let you control airplanes or fighter planes. Some games, such as Sengoku Blade and Gunbird, better known as Tengai, even had characters flying around, but these were extremely rare compared to games featuring fighter planes.

However, there is one thing that has a lower appearance rate than being able to control human characters. That is, helicopters. Helicopters are not hard to come across as enemies, but strangely, they do not appear often as the main character.

In games like Battlefield or Warlock, it appears as one of the vehicles that I can ride and control, but it is hard to find a game where you ride a helicopter from the beginning to the end of the game. However, it is not that there were no such cases, so today I will take a look at such games. In particular, I looked for games that appeared in an era that can be classified as classic games, and where the helicopter is the main character.

In the latter half of the Metal Slug series, a helicopter appears as one of the slugs, but it is only used briefly in a specific stage, so I excluded it and prepared a game where you can enjoy the helicopter as a boarding device.

The first game is Zero Gunner, a shooting game developed by Psykyo. Released as an arcade game in December 1997, Zero Gunner is a game where you can choose one of three helicopters to progress through the stages.

Although it was basically a side-scrolling shooter, the viewpoint was relatively free, and the lock-on system made it easier to aim at and shoot enemies, so Zero Gunner became quite popular and even led to a sequel, Zero Gunner 2.

The second game was Desert Strike, produced and distributed by EA. Desert Strike, which was officially imported and released in Korea by Ssangyong, was unique in that it was a game that dealt with the Gulf War, but it was also unique in that you could control an Apache helicopter.

Since there are only 4 stages, it is not a game that you can enjoy for that long, but it is a game that captures the feeling of being a pilot who has to control a helicopter during war better than expected, so it has a fairly high level of recognition among games that feature helicopters as the main character.

The third game is SimCopter, which was produced and distributed by Maxis. SimCopter is one of the games that emerged while trying out various simulation games with different themes other than city-building SimCity. It was a game where you could perform tasks that were possible with a helicopter.

The fact that you could perform tasks that a helicopter pilot would do in non-combat situations, such as putting out fires, rescuing the injured, or police work searching for criminals, was quite appealing, and since it could be enjoyed in conjunction with SimCity 2000, it was a game that had quite a lot of recognition at the time.

Another game that you can tell from the title that the main character is a helicopter, along with SimCopter, is Tiger Heli. Developed by Toaplan and distributed by Taito, Tiger Heli was a shooting game with a simple progression, except that the main character changed from a fighter jet to a helicopter.

The biggest feature of the Tiger Helicopter is that it features ground equipment such as tanks as enemies, taking advantage of the fact that the game is usually fought against ground enemies rather than helicopters attacking other helicopters. However, the difficulty level is higher than expected, so it did not receive much love.

The game that appeared as a sequel to Tiger Heli, Ultimate Tiger, is probably the game with the highest recognition among games with a helicopter as the main character. Ultimate Tiger is a game that is evaluated to have completed the system of a vertical scrolling shooting game beyond simply having a helicopter as the main character.

It was meaningful that a game that established familiar shooting game elements, such as the ability to move with a joystick and enjoy using two buttons for basic attacks and bombs, and the ability to perform different attacks depending on which of the various power-up items you have, had a helicopter as the main character rather than a fighter jet.

The last game is a gun shooting game called Gunblade NY. It's a game where you fly a helicopter around New York City and fight terrorists. It's a game where you can use machine guns, which are the first weapon that comes to mind when you think of helicopter weapons.

This game was quite popular in arcades as it was a game that made you feel like you were actually riding a helicopter, and it had a lot of immersion by using the perspective change and the heavy controller, and it was a game that allowed you to fly over downtown New York.


Although there aren't many of them, the appeal of helicopters is enough that games featuring helicopters are still being released consistently. If you want to try flying a helicopter, which has a different appeal from airplanes, try finding games featuring helicopters!

1 / 20
뉴핑구
2hr ago
06.23.25 04:24 -00:00
60 °C

congrats

뉴핑구
2hr ago
06.23.25 04:24 -00:00
Author
ㅊㅊ
GM마작일번가
4hr ago
06.23.25 02:30 -00:00
90 °C

Albedo, the desire of waves

"Do as you wish."

🔜Scheduled release time: Tuesday, July 1, 2025, 10:00

After it's released, you can use the additional costume ticket in the shop to purchase the additional costume!

#일번가오버로드콜라보

#마작일번가

#오버로드

덤비면문다고
6hr ago
06.23.25 01:18 -00:00
523 °C

Ghostrunner 2 and the serial cleaners.

Personally, I think Ghostrunner 2 will be very competitive.

I have both...

리즈의리즈시절
44min ago
06.23.25 06:10 -00:00
하나는 없는 게임이군요
조기경보
2hr ago
06.23.25 04:48 -00:00
고스트 러너2는 에픽스토어에서 한차례 무료로 준 적이 있을텐데 한번 확인들 해보세요
hashiruka48
14hr ago
06.22.25 16:38 -00:00
464 °C

Interview with Hundal Media Studio, the creator of the visual novel game <Eternal One>

*This is an indie game developer interview series. The photos and interview content used in the interviews were provided by the creators through Discord, etc. Game developers who are interested in participating in the interview can contact me through various methods (email, Discord, SNS address, post comments, etc.) and I can conduct interviews regardless of the platform.

Interview: Q (hashiruka48) / A (Hundal Media Studio)

Game Title: <Eternal One>
Genre: Visual novel, simulation
Creator: Hundal Media Studio

Q. What kind of vision and philosophy does Hoondal Media Studio have as an indie development team?

A. <Imagine in Seoul, go to London, and make it a reality in Tokyo> We, Hoondal Studio, are a content developer that grows together with global users as a bridge connecting world cultures.
Our previous title, It Started to Rain, but the Leaves Wet, taught us not only how to develop a game, but also how to grow with the users.
We want to build story-driven content that evolves through feedback, communication, and emotional connection. Not a static game, but content that lives and grows with the players.
And such experiences are not limited to our own country, but are connected to many cultures around the world.
Our studio wants to play that role in the global content market.

Q. It started raining on the stove, but the leaves were already wet. is a Korean-supported version, but the Steam version is in English. Are you pursuing a differentiated strategy for each platform?

A. Yes, that's right. As per our vision, each country has a different culture, and the content that works in each culture is different. Our vision and strategy is to function as a bridge connecting different cultural content in such a global market.
Specifically, for the Japanese version of <Eternal One>, we plan to release a special DLC containing Japanese cultural content, <Memories of Kumoko Island> for that reason.
And we want to integrate these diverse cultures into one space called Hundal Studio and become one.
As the saying goes, “OO has no borders,” we strive to ensure that this applies to content as well.
This Eternal One will be released for free on Stove, but we plan to release it on Steam (main story) for a fee. We also think that it is our job to provide users with a choice of platforms. Therefore, we plan to differentiate the price, language, and events by platform, so that users can enjoy the content on the platform they want.

Q. It started to rain, but the leaves were already wet. This work was released as an e-book pod book. I think there are many people who enjoyed the game but don't know about it unless they search for it themselves. Could you please give me a detailed introduction?

A. Our previous work, <Rain Fallen Leaves>, was not limited to games, but expanded into various fields such as music and books, in order to broaden the range of genre choices.
Especially in the case of the POD book you mentioned, since <Rain Fallen Leaves> was originally written as a novel, you can feel a different kind of excitement and fun from the game. Since the book does not include pictures or music, it can further enhance the reader's imagination, and if you play the game later, you can double the excitement.


Q. Another feature of Hoondal is the impressive music of Sono0. I am curious as to why he puts so much effort into music.

A. Up until now, we have seen many cases where the importance of music in games has been overlooked. When we say “game music,” we often imagine flashy or grand BGM. However, we wanted to further enhance the quality of games by mixing various music genres, including “vocal songs.”
Looking at many major games that are currently out, I wondered what it would have been like if they had put more effort into the music, even though they were already popular and certainly good games. This curiosity led me to the realization that “even without fancy illustrations, just putting immersive music on a black screen is enough to create a dramatic effect.” I wanted to make the general public more aware of the presence and importance of music in games.
In the competitive gaming market, we thought music would be our competitive edge, and that's why we're putting more effort into music to establish it as our signature.

Q. Eternal One is a visual novel game, but its network update system using the network is impressive. What is the meaning of the title 'Eternal One', and is this game a game that will continue to expand?

A. Yes, that's right. Although the update system is not the core strength of the game, it functions as a visual novel where content is continuously updated based on user feedback, and we have established a market entry strategy with the title of "serialized visual novel" to increase trust from the public.
"Eternal One" literally means "eternal one", and it is a title that reflects the message of loyalty that "we are forever one" in the final story, along with the meaning that the clues and main characters that are scattered in various pieces within the work will be gathered into one through the player's choice.
Our game is designed to be an omnibus-style game where users play through each story, and new main stories and DLC are continuously released, so that users are not limited to one-time content, but can continuously enjoy various content and form fandoms.

Q. Does the prelude, main story, and DLC require network update authentication? Will they run in offline mode (based on Steam)?

A. All content can be played offline. DLC content can be played without internet if downloaded online (on the platform) in advance. Our update system is not intended for large-scale updates or certification of the game, but rather as a supplementary tool to quickly respond to typos (due to the nature of visual novels), errors, problems, or suggestions.
For most of the big updates or periodic updates, we will be using the excellent servers that already exist on platforms like Stove and Steam.


Q. I'm looking forward to the story, but are the interface and UI ready to prevent gamers from getting confused by the various updates, such as the prologue, main story, and DLC?

A. Yes, we are structuring the game with a clear story structure to prevent user confusion. The main story and DLC are clearly and intuitively categorized, and within the boundaries of these two contents, episodes are newly released and updated, so we expect to minimize gamer confusion.
Additionally, we want to maintain an appropriate balance between the main story content and the DLC content so that users do not experience a significant gap in their storyline due to purchasing DLC.

Q. I'm curious about the reaction to PlayX4 2025 and are you planning to attend Tokyo Game Show 2025? I'm curious about the feedback from gamers.

A. PlayX4 was our first exhibition participation, so we were quite unprepared. However, thanks to the great interest and support from the visitors, we were able to learn a lot and gain momentum for game development.
We also aim to get one step closer to our vision and realize successful localization and overseas expansion by participating in the Tokyo Game Show booth at Makuhari Messe in Chiba Prefecture in late September 2025.
Thank you for your interest.

Q. When can we expect the Eternal One to be released in 25 years?

A. Due to additional budget securing, additional content planning, etc., the release schedule has deviated significantly from the originally planned release date. We ask for your understanding, and through quick and precise work, we plan to release the Korean version on Stove and Steam in June or July 2025, and then plan to release the global version in conjunction with the Tokyo Game Show schedule.
One thing I can tell you is that the voice acting work is currently being finalized, so I think Korean gamers will be able to play the game very soon.

Q. Please introduce the main characters of Eternal One.

A. (Currently, the character introduction is only available in English, but I am sending it to you for your reference.)


In this release of Eternal One (Season 1), there are regular members of each episode, Security Bureau agents Yumi and Ray, who work together with the Administrator (the main character) to solve cases and help with judgment.
In Part 1, Customer Center, Lucica, Daylin, Toa, and other key figures (including hidden characters) of Tripper Department Store try to protect the department store from an unknown force.
Part 2, Dark Workshop, features the members of the idol group Q-Season fighting against malicious commenters and overcoming many hardships before their debut.
In addition, there are exclusive characters provided through DLC (Satona and Toa in kimono, etc.), and the number of characters is expected to increase further with future updates and new seasons.

Q. What engine were used to make Eternal One and Rainaek?

A. Both games were made using Ren'py. Since it is an engine optimized for visual novels, I am still using it, but I think it will be necessary to consider moving to a different engine or generalization for future rich content such as minigames and game elements.


Q. How do you think the use of AI has actually revolutionized storytelling or character design?

A. I think that using AI maximizes efficiency as an auxiliary tool for game development. In fact, in the early version of Eternal One, even though the illustrations were not yet complete for smooth development, the temporary use of AI illustrations increased development efficiency, and I think it also helps a lot in story writing, overseas translation, localization, QA, etc. However, from our perspective of viewing game development as an “art activity,” this is only an auxiliary tool, and I think the innovation of AI in the area of expressing actual works is separate.

Q. Is the Eternal original work structured so that the ending changes depending on the choices made? If so, how many endings are there?

A. Eternal One is basically an omnibus story structure. As such, each story is structured separately, and each story has multiple endings.
The stories that have been revealed so far are Main Story 1, True Ending, Normal Ending, and 4 Main Story 2, 5 Main Story 2, and Memories of Kumo Island, 4.
In our game, if you see the 'True Ending' and the 'Normal Ending', you essentially "cleared" that side, and the Bad Ending is considered "Game Over", so in order to fully enjoy the game, players must choose their options in pursuit of the "True Ending".

Q. What is the most unique system or production device?

A. Eternal One has many features such as various expressions, CG cuts, and checkpoint main menu.
What I want to emphasize above all else is that vocal songs are inserted according to the scene.
Several vocal songs maximize the emotion and lingering feeling for gamers, and also increase immersion into the game.

&amp;lt;span class="fr-mk" style="display: none;"&amp;gt;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;lt;span class="fr-mk" style="display: none;"&amp;gt;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;lt;span class="fr-mk" style="display: none;"&amp;gt;&amp;amp;nbsp;&amp;lt;/span&amp;gt;

As you can see in the video above, the musical elements make the illustration CG and story elements stand out more, and at the same time, the scene and the music fit well together.


Q. Please tell us about game patents.

A. We currently have a patent titled “Method and Device for Developing Game Content Based on User Feedback.” This method is a technology that can automatically or manually collect user feedback within the game, and it visualizes everything from quantitative data such as which scene the player stayed in longer or which character they clicked on more often, to qualitative feedback from communities, etc., and reflects this in the development of the next game to increase user satisfaction. There are already cases of similar insertion in some games, but I would like to tell you that we have applied for a patent because this is the first attempt in the visual novel genre, and if this system is activated more, I think it will be possible to create content with various ideas that are not limited to one-sided content development centered on developers -> gamers.

Q. In addition to the visual novel part in the game, are there any plans to include various mini games (escape room missions, side-scrolling games, etc.)?

A. To be honest, the variety of minigames is expected to be quite limited in this release. Due to engine limitations and technical issues, it is difficult to provide rich content right now, but we plan to grow in the direction of inserting more minigames and updating them through user feedback and improvements in production technology.
For those of you who have been waiting and looking forward to the minigame, we will strive to create diverse content beyond the limitations of a small-scale production company.

Q. How do you collect user feedback, and how do you plan to reflect it in the Eternal One DLC and story?

A. The most important way to do this is through “community.” Our story is currently structured with a fairly open ending. This means that it can change and be modified a lot based on user feedback.
Another strength is that we have DLC that matches the worldview of the main story. As long as it does not affect the main story, DLC can be made with virtually any theme. I think we will be able to show the advantages of a vast worldview a lot in this DLC. We are also developing patented quantitative data collection and network-based game usage information collection technologies, so it seems that they will be inserted in the update version after the game is released.

Q. What is the most important message you want to convey to players through ‘Eternal One’?

A. Eternal One contains many elements such as the many characters, production, music, and vast world view that you mentioned, but
From a story perspective, the work indirectly addresses issues that can arise in modern society (terrorism, idol malicious comments, politics, religion, etc.)

So, you can think of the world view of the work, "Luciosi," as a 'microcosm of the Earth' where we live. The only difference is the name and structure, but it confronts and criticizes many problems occurring in society, suggests solutions, and in the process, it also deals with content such as solidarity between characters and social satire.
And I think that what best expresses that message is our worldview, characters, production, and music.

Q. What common worldview or theme do the two works, 'Eternal One' and 'Fallen Leaves', share?

A. Eternal One and Raindrops are being produced with completely different IPs.
However, we do plan to independently collaborate on the two games in the future, with the goal of forming a fan base, etc. Of course, we will do it in a way that is not too excessive and can increase the fun to a certain extent.
I hope gamers will also show a lot of interest in this part. (Personally, I really like collaborations, whether it's between animations or games.)


Q. Are there any plans for future expansion stories or side stories that follow Eternal One and Rainaep?

A. Eternal One is actually preparing an expansion story and DLC that will continue as originally planned.
In the case of Rainakyeop, the most recently released side story was "Yoona's Winter Vacation Trip", but we plan to release a new side story in the near future, using the remaining time after the release of Eternal One.

Q. For those who love and enjoy visual novels, please tell us why you absolutely must play 『Eternal One』.

A. Since we are a small production company and a startup, Eternal One naturally has experimental elements and unique genres that you don’t see in regular large-scale games. Of course, this may be a reckless attempt, but we believe it will be the cornerstone for creating and leading cultural content and trends in the future, and we are working hard to develop it.
While it's great to have fun experiences all the time, I think it's also the direction our studio should aim to take by occasionally providing fresh and unique experiences.
So we desperately need your help and support in our challenge. We hope that many gamers from home and abroad will play our game and feel a new excitement or fun for a moment, so please keep an eye on our attempts.


Q. Lastly, please give a word to the game fans who love and admire Hundal Media Studio.

A. Yes, it was a great honor to have the opportunity to interview you today and introduce you to our game and our studio's vision.
We would like to once again thank all of our sponsors and game fans who have consistently shown us much support and interest despite the delays in gift preparation and release.
We will continue to work hard to develop Hoondal Studio in the future, so that we can release better content and contribute to the cultural industry of Korea.
Thank you for your support and interest, and I also carefully attached the link to the overseas crowdfunding (Kickstarter) that is currently in progress! Since it provides a detailed introduction to the game, I think it will be a good reference regardless of whether you support it or not!

https://www.kickstarter.com/projects/hoondahl/eternal-one-your-choice-their-fate


I would also like to thank hashiruka48 for conducting the interview and providing a great opportunity for us to meet. Thank you for your hard work.
thank you!

1 / 12
S7651504582609709
06.19.25
06.19.25 10:36 -00:00
208 °C

https://store.steampowered.com/app/241720/Guncraft/

Originally a free-to-play game with DLC sold separately, the game now includes all DLC.

Deep Cave Block Pack, Under the Sea Block Pack, Wild West Block Pack, Unique Skin Pack, Horror SFX Pack, Sci-Fi SFX Pack

hashiruka48
06.01.25
06.01.25 16:20 -00:00
590 °C

Interview with Nocturne, the developer of the female-oriented visual novel game "Eternal Glory"

*This is a series of interviews with indie game developers. The photos used in the interviews were provided by the creators through Discord, email, etc., and the interview content was compiled from honest interviews. If you are a developer (domestic or overseas) who would like to participate in the interview, please feel free to contact me through various methods such as leaving a comment on my profile or a post comment (email, Discord, SNS address, etc.).

Interview: Q (hashiruka48) / A (Nocturn)


Game Title: Eternal Glory
Stove Store: https://store.onstove.com/ko/games/4515

Genre: Visual Novel, Simulation, Casual

Creator: Nocturn

Q. Hello, Nocturn. Thank you for taking the time to interview us. Please introduce yourself.

A. Hello, I am Nocturn, a solo game developer. I have released a fantasy otome game called <Eternal Glory> in early access, and I am working hard on other character routes to complete the game. Please take care of me!

Q. What kind of game is Eternal Glory? Please introduce it. (Development period, release goals, etc.)

A. <Eternal Glory> is a fantasy otome game, so you can think of it as a visual novel for women. However, the worldview is a bit unique and a bit heavy to call it a simple dating simulation, but since it is a romance-themed game, you can think of it as a romance fantasy visual novel game. The synopsis is about a female protagonist who is under an unknown curse and a romance that blossoms as she meets three men and tries to resolve the curse.

Q. What do the moon, rabbit, and Nocturne in the Nocturne logo that appears at the start of the game mean?

A. At first, I had a lot of trouble deciding on a developer nickname, but in the end, I decided to use the name <Nocturn> because it was related to the nickname I had on my illustrator account. And since the word Nocturne is related to the night, I derived the idea of dream from it, and so I ended up creating a fantastic logo with the meaning of becoming a developer who gives fantastic dreams.

Since the combination of the moon and the rabbit inevitably has a fantastical characteristic, we decided to use the moon rabbit reflected in the river, which reminds us of a dreamlike, fantastical landscape, as our logo. I think it will be up to the users to decide whether it is a good connection or not.

Q. Please tell us why you started making games for women and tell us about your experiences as a solo developer. I’m also curious to know if you’ve made any games before Eternal Glory.

A. I had never made a proper game before making <Eternal Glory>. At most, I had played around with Almantools a little bit when I was in middle school. The reason I started making games for women is that I was really impressed by the otome game <Ephemeral>, and I also had a dream of making a visual novel game for women like this. However, I was so busy during my school days that I didn't have time to think about game making, so it was a dream that I buried. However, after I started writing in earnest and learning how to draw, at some point I had a gut feeling that I could develop it on my own.
From then on, I started developing the game right away, and although there were many difficult times during the process, I feel very proud that I was able to complete it to early access. I don't really remember any episodes. I think I don't remember any episodes that I feel are particularly special because I just quietly worked on the development and worked hard every day.

Q. As of June 1st, 2025, looking at the routes of the Early Access version of Eternal Glory, all of the Yuria routes are open, and it is explained that you can view up to Chapter 2 of Heights and Ismei based on the store. For fans who are waiting for the Heights and Ismei routes, what is your target development period? I am also curious about differences by platform, such as language support between Steam and Stove versions. (Language support for open routes, etc.)

A. We're working really hard, and if we're lucky, we're aiming to finish it within a year, but on average it'll take a year and a half, and if we're not lucky, we're looking at up to two years. However, at the current rate of progress, it looks like we'll be able to finish the Heights Route update before the end of year 25..! (I'll work as hard as I can.) The difference between Steam and Stove is language support. Stove only supports Korean, while Steam supports both Japanese and English.

Q. After playing the game, I couldn't help but talk about the voice actors. Since it's a visual novel, I was surprised to hear the voice acting of English-speaking voice actors instead of Korean or Japanese voice actors. It took me about 30 minutes to get used to it, and after playing the game, I was captivated by the game scenario and writing skills, and I also got used to the voice acting of the voice actors. I'm curious about why you make games with English-speaking voice actors.

A. That's... It's because of what people commonly call adult circumstances. Since Korea has a well-organized voice actor culture, most of the voice actors for visual novels are recruited, but I don't have the capacity to hire that many Korean voice actors, and since the volume is so huge, with over 5,000 lines of dialogue, I expect it will easily cost at least 30 million won. (Including voice actors, recording studio, directing, editing, etc..!)
On the other hand, English-speaking countries have a very active indie voice actor culture, so passionate aspiring voice actors/voice actors collaborated with me. Fortunately, the budget was within my capabilities for the Yuria route, and since I had actively planned to provide English support, I ended up adding the voices of English voice actors. (However, because of that, my workload increased fivefold, including more detailed English translation work, directing 5,000 lines of dialogue, participating in voice editing, and communicating with English-speaking voice actors.)

Q. I can't help but ask about the save method. The way it saves by chapter is unique. Also, to reload a saved game, there is no separate load window in the game menu, so you have to click on the chapter or run the game and then reload, which feels inconvenient, but refreshing.

A. The save method was inspired by the game <Ephemeral> that I mentioned above. There are many parts of the basic system of <Eternal Glory> that I designed anew based on inspiration from <Ephemeral>..! Accordingly, <Eternal Glory> is a chapter-based game, and you can review a chapter you have read at any time, and you can immediately see which chapter you have read, so I decided that a function that saves by chapter within each chapter was more appropriate than a save slot. (Like a bookmark!)

Q. When I played the game, it felt like an epic game with female and male protagonists, similar to Marvel's X-Men series and WB Games' Harry Potter series, with adventures and events unfolding. Also, although the game screen didn't seem to use many illustrations, the dialogue of the female protagonist talking to herself and the stories of the characters were very interesting, making the game very fun. Did you write the entire objective scenario for the game called Eternal Glory by yourself? It would be very interesting if it were made into a novel, comic book, or movie.

A. Yes, I was in charge of almost all the work on <Eternal Glory>, from the scenario to development, illustrations (CG, UI, background, standing, etc.), planning, English translation, publicity, etc., except for the Japanese translation and sound work. I would be more than happy if it could be released as a novel, comic, movie, or animation. (That means it needs and is loved by users..!)

Q. The game is described as a fantasy otome game in the form of a visual novel. For those who are not familiar with fantasy otome games in the form of a visual novel, could you please introduce it?

A. There are quite a variety of otome games..! There are many otome games that combine other elements such as RPG, nurturing simulation, and Tsukur. However, my game is a game that only progresses through the screen, so I introduce it as a 'visual novel-style fantasy otome game'.

Q. In my opinion, when I first started the game, I watched the prologue and when I chose other chapters, I chose Yuria and played through them first. When the official version is released, are there any chapters that I should prioritize for Yuria, Heights, and Ismei? (I wonder if it’s okay to play them regardless of the time zone.)

A. This is exactly why the prologue was made short! No matter which character you conquer, you will have no trouble understanding the story, and each character's part is given a different foreshadowing to maximize the depth of the character and the narrative. There are no chapters or characters that you must enjoy first, and you can play the character conquers in any order you want without any problems.

Q. I tried playing the game and it seems that some of the locked sound music items have been unlocked. I wonder if the official version will provide various unlocked perks.

A. Rather than a special feature that will be unlocked in the official version, we are planning to release the art and development behind-the-scenes book DLC along with the official version. (We will also add one BGM each for Heights and Ismei, a theme song for each character.)

Q. Are you currently developing the game by yourself and doing all the scenarios (dialogue), art, etc.? I wonder if you outsource anything. I'm also curious to know if you use your own money to develop the game. Did you have any difficulties using Ren'Py?

A. Yes, I was in charge of everything including the scenario and illustrations, and the only outsourcing I did was editing the sound and voice actors, and Japanese translation. I paid for the entire game entirely on my own, and as for Ren'Py, I searched Google, Reddit, and Lemma Soft diligently, and I think I was able to implement most of the features I wanted. However, since I first encountered Ren'Py while developing <Eternal Glory>, I had some difficulty getting used to it at first.

Q. Are you translating the Japanese and English texts of the current Steam version by yourself? Or do you get help from others? I'm also curious if the translation feels different from the original language (Korean). When you translate, it feels like the game is transcending translation. It feels like it's targeting the global market.

A. As it is written on Steam that the Japanese version was "translated using AI and edited by a professional translator," I did receive help from a translator. In the case of English, I personally reviewed, unified terminology, and edited sentences with the help of AI, so I think the feel of the original language (Korean) was well preserved as it was translated by a developer and scenario writer. (In fact, the reviews from English speakers seem to be not bad either..!)

Q. I wonder how many hours of playtime there will be once the official version is completed.

A. Since we are planning to have the same amount of content for other characters as the currently open content for Yuria, we are expecting a playtime of more than three times that. (If we estimate one character route to be 5 to 7 hours, it will probably be around 15 to 21 hours.)

Q. For gamers who love female-oriented games and are new to Eternal Glory, can you briefly explain the appeal of Yuria Mahel, Heights Karo, Ismay Heren, and Agnes (the female protagonist)?

A. I will summarize it with a meme(?) that I made..! I will describe Agnes as a strong female protagonist.

Q. Regarding the streaming guide, the current version states that only up to Chapter 8 is allowed. Is there a reason why up to Chapter 8 is allowed in the streaming guide?

A. Since it is a story-oriented game, it is bound to be vulnerable to direct spoilers. Accordingly, in order to not spoil the fun for users, I only allowed streaming up to Chapter 8. After that, all the chapters contained really strong spoilers, so I judged that it would not be good for me or the users.

Q. When I select the option to increase affection level, the UI for that chapter turns red. When I select the option to decrease affection level, the UI for that chapter turns blue. Please explain.

A. This is also a system inspired by <Ephemeral>!

Q. How does the UI feel when it's colored? - In each chapter, except for the prologue, there are two dialogue selection screens. One is a choice to increase affection, and the other is a choice to decrease affection. Does this system affect the ending later?

A. The reason I adopted this system is because I prefer a simple progression method in visual novels, rather than in breeding simulation games. That's why I designed it so that you can intuitively see whether you've chosen a good choice or a bad choice, and these choices come together to determine the ending.

Q. When you make a game, you can't help but think about profit, but Eternal Glory has a lot of gameplay time and a lot of dialogue. If you were to appeal to users who want to buy the game you're making for profit, what would be the game's strengths?

A. I will appeal with the scenario and visuals, which are the biggest advantages and are not an exaggeration to say the whole of a visual novel. Since I have published about 4 web novels, I was able to achieve a considerable level of completion in terms of the scenario even though it was developed by one person. (The reviews from those who actually played the game were also quite good.)
Also, since I was in charge of everything by myself, I could put in as many event CGs as I wanted in terms of graphics, especially CG. Accordingly, there are about 30 CGs (excluding variations) for just one character route, and there will be about 90 or more CGs for the official release. (I think it's a lot for an indie PC otome game.) Finally, I'll end with the appeal that the scenario and visuals are in perfect harmony, as one person handled it all!

Q. Thank you for the interview today. Lastly, please give a message to the users.

A. <Eternal Glory> is being developed and completed thanks to the love of our users, so we ask for your interest and support. Thank you always!

1 / 17
xTopGun
05.30.25
05.30.25 04:48 -00:00
1,078 °C

weakling pro d Cheater

xTopGun
05.30.25
05.30.25 04:52 -00:00
Author
mic test mic test
S1746790218206712
05.30.25
05.30.25 11:19 -00:00
hi bro
다랑어잡자
05.16.25
05.16.25 16:39 -00:00
6 °C
⏰ 깜짝 액션 타임 도전 기록

다랑어잡자님의 기록은 239점이에요!
도전 보상으로 700 플레이크를 받았어요.
괜찮은 실력이군요!
하지만 진짜 고수들은 더 빠르던데요?



🦖아기 공룡을 배불리 먹이고 싶다면?
지금 도전하세요!

👉[스토브 앱에서 플레이]


Log in and post a comment!
Characters : 0/1000Words : 0