Tuesday 22 December 2015

Home For Xmas

Apologies for the interruption in service, and the radio silence. Hope to be back with an update by xmas! Sorry again.

Tuesday 17 November 2015

Update soon!

 There'll be a new build of the game out in the next few days, and I'm happy to say the game has now passed the 100,000 word mark. That's a lot of words! It's thanks in no small part to an awesome dude called Legion, who's very kindly written some scenes for us. Hooray!
 So, new mutant minx fun soon. That is all.

Sunday 1 November 2015

I can see my house from here

 

Here is a thing! It is a thing in the form of a map I was doodling some that shows the layout of the rest of the island, apart form the village. The village is always going to be the majority of the games area, places like the forest and the Oft Mentioned Abbey on top of the central hill  are really going to be more like the "dungeons" like the library and such, than the day-to-day explorey areas like the main town streets and estates.

Still not totes sure how I'll handle the movement out of town - it'd be pretty easy, and fancy lookin', to have the map as an image map, so you select the area you want to go to by moving your mouse pointer over it so it lights up or whatever, then giving it a click. That'd probably feel a bit jarring and out-of-place after the measured "step by step" menu based way you have to navigate through the town though. Why don't I make an image map for the town too? I could, but I think having to navigate your way through areas B and C to get from A to D, risking whatever dangers are in those areas, is pretty intrinsic to the games set up. I guess a map of the town as a screen background or whatever would be a nice reference feature in any case, once al the areas and features are set in stone and finally finalised.

I lay down to rest my sore and blood shot eyes for a few minutes, and wound up sleeping for 13 hours, so didn't get enough done for an update yet, sorry. Gonna keep pushing over the next few days so maybe soon, if my body does not carry through on its apparent threats to make me hibernate until the spring.

Saturday 31 October 2015

Happy Skellington Day!

 Well, blarp. Hello dear hearts, sorry for no word. Life has been its usual self. Was hoping to have an update for today, but well, guess not. Hopefully soon? And it will have some belated spooky stuff in it. Or "spoopy" as you kids apparently say these days. You so crazy!

 Don't think I'm sleeping tonight and have some free time from now till Montag, so am going to see if I can't hammer something out. I'll post some sort of non-update update tomorrow if I don't, I have a few bits and pieces about other works that influenced MMM and stuff.

 Since I'm gonna be writing, feel free to make some suggestions for specific scenes or minxes or stuff, like we did back on Freedom Day in July, no promises or guarantees, but if it inspires me I might well write it right up and stick it in while I am on a roll. And that sounds unintentionally dirty. Hooray!

Thursday 1 October 2015

Just a Hello

 Hi guys, still alive, things have been a bit chaotic IRL, sorry for the silence. Been working on stuff when I had the time, and the next few days should be pretty quiet with any luck, so maybe an update before the end of the weekend, if we are all lucky!

Tuesday 15 September 2015

NEW BUILD - V 0.1032 - Bug Fixes and Glowing Goo Girls

New build is go! http://seldompie.itch.io/mutantminxmeltdown  Click these words or the link on the sidebar.

 Mostly a few bug fixes. Big thing added is a defeat scene for the Bioluminescent Goo Girl witten by SomeRandomGuy ages and ages ago, which I somehow forgot to actually put in the game. He was even already credited for it on the in game info page, dunno what happened there. Thanks SomeRandomGuy, hope you are doing good and pop up again some day!

Most other stuff is bug fixes -

*Fixed second head being active meaning you skipped training menu

*Fixed Little Women acting like they have already met you on first encounter (I think)

*Fixed Redhead not leaving as a houseguest when she should

*Fixed combat menu not dissapearing after redhead combat (I think?) 

*HOPEFULLY fixed the player being delayed in laying their nerd eggs.

* Bug where the status screen didn't go away after clicking out of it, the text still shows up below it but you can't select any options(they end up cut off under the screen) - Have not been able to track down or replicate this, please let me know where you were and what you were doing if this one happens to you! A screenshot would be really helpful too!

 *Re-Jigged the way Village Green exploration and scavenging works, going to be slowly going through all the areas standardizing their scavenging, as they work in a crazy mess of code at the moment, a maze of twisty coding, all unalike. SO, possible there might be a bug or two when searching/etc in the Village Green, let me know if so!

Aaaannnnd that's all, I think.
*
 I have not yet given McGonagall Park a "proper" enemy list so you might meet a few unmutated enemies there later in the game, and I haven't yet put the promised helicopter food drop into Conflass. Going to do a little coding and writing now, will try to get them sorted as I do so.

 New stuff like the little head and the houseguest stuff is pretty complex to keep track of, so there will probably be the odd bug while we sort it all out. Thanks for your patience, and for any feed back and bug reports on them - it's seriously hard for me to even work out what all the possible combinations in game are of the various states, so your bug reports help a whole lot.
*
 Just gonna mention the little non-porn Renpy RPG demo available for pay-what-you-want HERE, that is http://seldompie.itch.io/pieplate - if you've enjoyed playing MMM and have some spare cash, it would be sincerely appreciated if you could use this way to show your thanks. Money is short right now, and Pie gotta eat! If can't or don't want to, that's cool, we still bro's!
 *
 Okay! Gonna go see if I can't fix the bugs that continue to baffle me, have fun with the new build!

Saturday 12 September 2015

NEW BUILD - Version number - 0.1031 - William Topaz McGonagall Edition

 Okay, new build HERE. Preliminary house guest stuff is in! Couple new enemies too, and a new area that I'm moving some of the subareas to. There's sure to be bugs, cause there's some pretty complicated messy stuff I've put in, so wait a day or two for others to find the bugs and me to fix them if you wanna.

 I've also recently released a short game/example thing that demonstrates how to make a simple menu driven rpg like MMM in ren'py. Because of Rules, I can't accept any money for MMM while it's hosted on itch.io, but I can for this, so if you have enjoyed playing MMM, you could download the PiePlate demonstration and throw me a few coins for that if you wanna. It'd be sincerely appreciated! You can find its download page HERE.

 More details about the new build after the jump cut.

EDIT - just uploaded a new version, there was a bug where you'd get a "goodbye" letter from the redhead before you'd even met her.

also, forgot to point out - START A NEW GAME. Using old saves will almost certainly cause mess ups and crashes I can't replicate.

Monday 7 September 2015

PIEPLATE - Oh won't you taste my pie?

Okay, new thing, this thing here -

http://seldompie.itch.io/pieplate

- It's a very short, simple menu driven text RPG thing, fairly similar to MMM (in functions but not content), made using renpy. It's meant mostly as a demonstration of how to set up such a thing, and is free for you to use as you see fit!

It's available for download for free, but you can pay however much you like for it, if you want to. I can't accept money for MMM due to Rules, so if you've enjoyed playing that game and would like to show me some support, you could download this one and throw me a couple o coins for it, and it would be very much appreciated. I am but a poor pie, and money is always tight. A small cut of whatever you choose to pay also goes to itch.io, who also host MMM for nothing, so it'd be nice for them too!

We'll see how things go, hopefully at some point I'll be able to pay for some fresh art for MMM. It'd be nice to have more of the minxes illustrated!

 As I said, the PiePlate game is very simple and short, but I plan to add bits and bobs to it. If you've ever been curious about making a game using renpy, or one like MMM, or whatever, and there's some gameplay thing you'd like to see added to PiePlate as a demonstration, feel free to suggest it! ALso, lemme know if there's any bugs! Thanks!

 Back tomorrow with MMM news!

Tuesday 1 September 2015

NEW BUILD - V 0.1021

New Build! Also, apparently it is my responsibility to make sure this site lets you know blogger uses cookies. Is it letting you know that?

Mainly just bug fixes and things, major new bit is difficulty selector. As always, it's highly recommended to start a new game.

Fixes and new stuff -

* Resting for a day now fully resotres health, sleeping for a night if you are not too hungry restores two points, and eating a meal in the evening adds three.

* You should get two random training items at start up, just realised I think the way I set it, you only get them if you view the introduction, so do that for now.

* Basic difficulty selector is in, Challenging is what is was in the previous release.

* Lancaster searching crash should be fixed

* Dismorphe defeat going to spidergirl placeholder  should be fixed

* Not sure why scorpion/quiet girl was getting her tail before she should, but I think she shouldn't do that any more.

* Eel defeat crash fixed

* Stats crash fixed

* Can't find why some players are finding food when the no-more-food messages are up. Let me know where you are when this happens, and what the exact message you get is please.

* Lickers should now be active, from day 14, in Village green and Conflass Gardens.

* You should bump into Brooke if you scavenge in the Butts Estate between days 9 and 24, when it is rainy.

* Unicorn should appear for virgins - anyone met her yet?


And that is all I think! Lemme know if there's any probs, yell your opinions of it at me, etc.

Saturday 29 August 2015

NEW BUILD - V0.102 - Ass and Bubblegum Edition

 AHHHHHHHH holy fuck shits, that was a pain. Sorry for delay, update is here now. Things will get delayed when you accidentally overwrite a whole bunch of new stuff with old stuff and can't find your back ups! Got most stuff all sorted, then ended up complicit in a complicated scenario involving me having custody of a dog (I hate dogs) that I had no real right or desire to have, against the owners wishes! I explain all that not to make excuses for the delay, merely to explain why I am writing a game about surviving on a plague island full of monsters. It would be more peaceful and straight forward than my real life. Okay okay, let us get on, new build available from this link or the side bar, both go to the itch.io page-
Mutant Minx Meltdown: Rise of the MonsterGirls - V0.102 - Ass and Bubblegum Edition
 Note - contains Ass, but no Bubblegum.

 It is entitled so in honour of the sadly deceased "Rowdy" Roddy Piper. I've never been a wrasslin' fan, but They Live is one of my favorite movies, which probably comes as no surprise to you given my love of monsters, B-movies, '80's films and anti-authoritarian sentiments. I guess I should have put some magic sunglasses and hidden messages in this build, oh well, maybe some other day...

 Details of what IS in the build after the jump-cut, to spare those who would like to dive in without knowing. Bare in mind there's a chance some of the new stuff may cause errors, so if you want a bug free experience, you're best off waiting a day or so till they've all been found and fixed. As always, START A NEW GAME, using existing save game files is liable to throw crashes and errors I cannot fix or replicate.

 Let me know if you have trouble downloading, I will set up a backup.

 Enjoy!

Friday 28 August 2015

Two Minutes To Midnight!

Two minutes to midnight -
The hands that threaten doom!
Two minutes to midnight -
To kill the unborn in the womb!


 Man, I guess I never actually paid attention to the lyrics of that song before. The body bags and little rags of children torn in two, And the jellied brains of those who remain to put the finger right on you. This is the most heavy-metally heavy-metal song I've heard in ages. But anyway.

 Well, you all probably no longer trust me to keep to the deadlines I set myself - and quite rightly! - but we should have the new build up by midnight tonight (or possibly two minutes before). If it's not... I guess you can all spank me or something. Wait, that wouldn't encourage me to get it done at all...

 I just have some already-written stuff to drop in, and finalize the coding for. It's bossy redhead house guest stuff, so there's that to look forward too. A lot of it will be place-holdery, but it all should be there. And there's a slew of other new stuff besides.

 I guess I've been so anxious about releasing and putting off the new version cause it feels like there isn't much new stuff added, but looking at the word count (that's on screen text that the player actually gets to read in the game), it's gone up from around 72,000 words in the last release to around 92,000 so... yeah, I've actually added quite a lot. It's grown by about a fifth? And work-count should be close to 100k by the time I have the bits I'm pasting in today done. I guess it just does not seem to grow as much as it used to now that it's pretty sizeable to start with, and I am not outright adding whole new areas and all. (Speaking of which, there might be one new area in the town added at some point, and all the shops and things shuffled around a bit for balance, then the town design should be done! Yay for landmarks.)

 Any way, yeah, sorry once more for the terrible delays. I am excited to get the build out tonight though, and see what you all think. A weekend of mutant minxes ahead of us! From now on, I think my plan should be to upload a new version each time the games grown by 10,000 words, no matter how small I feel the improvements are. That'll keep me from getting into a tizz about it again, like the big girls blouse that I am.

 If you want something monster-girl related to keep you busy till tonight, you could check out http://livenudeghouls.com/ , a fun and pretty looking web coming about a bordello staffed by monster girls. Lots of fun, campy, saucy fun, and the author comes up with a lot of really nice creative ideas that I may well have to steal at some point.

 Okay, update TONIGHT, and I'll keep this window open if you want to natter with me or throw me questions/encouragement/abuse in the comments. It will hopefully help keep me focus crocused .

Thursday 23 July 2015

GO is still GO

EDIT - sorry guys, still haven't got everything I broke fixed, and I *need* to sleep, my eyes were feeling sore and just looked at myself in the bathroom mirror and they're bloodshot to buggery. I'm at the stage of tiredness when I am making more mistakes than I am trying to fix. Gonna resume working after sleeps, apologies again. New build still coming SOON.

 Got a bit of a mad sparkle on, pixie-dust in my veins, and having fun writing all kinds of stuff. I've stuck a couple little teasers of stuff I've been bashing up for the new build after the jump cut, in case you want the new stuff to be a complete surprise.

 Random question/discussion point that I seem to always like to stick in these posts - Neither the town nor the Island has a name yet. Not sure whether to keep it that way, play the namelessness up further (have something like REDACTED or INFORMATION WITHHELD in the place of the names, as if the outbreak was  was a real incident that was covered up), or just give them both names. I never really meant the namelessness to be a "thing", I just never thought up any names I particularly liked. What do you all think, my loves?

 Aaaand that's about it, really, just a quick update to let you know how it's going! Now diving right back into the glorious grind, lest the mad sparkle fades...

 EDIT FOR ANOTHER QUICK QUESTION - Any of you techno-savvy younglings know how you go about setting up an irc channel (or similar alternative), or how hard it is? It'd be fun to have one I could open when I was working on stuff like this so anyone interested could call in to chat or offer suggestions or crit or whatever. Just sitting here hammering away at the keyboard on my ownsome gets a bit opressive feeling sometimes. Also I've just realised how long I have been awake for. O_O  Not stopping yet though. Also I am all alone. Also afraid. Hug me.

Tuesday 21 July 2015

In The Pipeline

 Okay, set myself a deadline for midnight Friday for an update, gonna put up a new build then with everything I got done, and anything I wanted to get done but haven't, that can wait till laters. So, you'll have a new build to play with some new stuff for the weekend, if not sooner. Thanks for the patience, guys!

 There was some good discussion in the comments of the last post about why the infection does not mutate men, so I thought I might as well talk about that here. Of course, not everyone's interested in that, so that's going after the jump. See you there if you're interested, if not, on Friday!

 Quick questions -

 Number one, just realised no-ones mentioned this - are you getting the image of a red weedy vine thing growing up the side of the screen as the red weed advances in game? It should appear there whenever you're in an outside area.

 Number two - You're going to be able to take to the rooftops as another alternate route around town in the new build - a bit is already in the current build, but inaccessible - anyone got a good idea as to how to introduce this tot he player? The sewers is easy, as you have to find the sewer entrance, but for this there's needs to be something that kind of... triggers the realization in the player character that it's just something he could do.

  To sign off, have a random line from an encounter I wrote today - " Now they're closer, you notice each of them has a pulsing, bladder like organ on the top of their head, looking for all the world like a whoopee cushion, sending out gentle blasts of pink spores into the air as they walk by."


Wednesday 8 July 2015

Farm Ideas and Other Musing

 Okay, so we had a good run weekend gone, we had some good ideas and suggestions and all in the comments, and I got a nice big wodge of writing done, and a stack of new inspiration. Hopefully, have a enough new stuff for a new version pretty damn soon. :3

 One of the things that got discussed in the comments was the sadly and sorely neglected state of the Farm area in the game. And idea suggested by GentlemaninTheory and expanded by Darkmaster and others was to have the farm be, well, a working farm, on which the player can be hired to do work for various rewards. Of course, they'll have to deal with various farm-animal-mutant girls while doing so...

 It's a pretty great idea, and I like it a lot. As GentlemaninTheory suggested, it'd be a good way to give the player a few early mini quests and flesh the world out a little for them near the start of the game. He also suggested, among other girls, Chicken-Girls, and for some reason having the player harassed by a flock of horny chicken ladies while collecting eggs really amuses me. It does, however, pose a few problems with the in-game logic.

 Basically, the infection doesn't cause mutations straight away. A big part of the games theme is of things changing fairly slowly - my rough rule is that no particularly prominent mutations show up until roughly the second week, day 8 or so. Until then, the infectees are crazy and all, but still visibly human. Second week, the mutations get established and develop, and from day 20 or so, everything gets mega crazy. So, having cow-girls or chicken-girls or whatever on the farm right from the start would be pretty jarring and out of place, when there's no indication of mutations elsewhere.

 So, couple options occur to me. First would be to not have the mutant farm girls there until later in the game - day 15-20 say. Before then, the farm could be explored and have farm girls and other workers, and you could meet the farmer and maybe even do "normal" farm work. It's only alter that the farm develops/attracts mutant stock.

 Another would be to have the farm have been infected before the main outbreak. The in game cause of the infection is a toxoplasma - a kind of fungus - from a closed off system of caverns beneath the island, where it has developed with the bugs and blind things in isolation, escaping to the surface when there was a minor earth tremor that breached the caves, starting the outbreak. If we change it a little so there was a minor leak a few weeks earlier, make the farm isolated - maybe the farmer has deliberately shut it off - then we have a situation where the farm can be more developed, mutation wise, than the rest of the island. I don't think I like this idea that much though, it feels sort of messy and I'd really rather try to keep the whole island at the same "mutation level".

 Third, a pretty silly one but just popped into my head and made me laugh, the farm is not a real farm, but a resort for furries and pony play fetishists and similar. At the start of the game, the farm animals there are humans in costumes, who gradually mutate. Pretty goofy though.

 Those are my ideas to fudge around it, anyways. Any sound good? If you have any better ideas, please stick them in the comments!

 It might sound silly to fret about trying to keep story logic consistent in a game that already has as goofy a set up as this one, but I'm a nerd for shit like this, and I'd like the world of the game to keep making a *kind* of sense, according to its own rules.

Saturday 4 July 2015

Happy Freedom Day! Also, Request a Minx Day!

 Many happy freedoms to my Americanian brothers and sisters and what-have-yous, in celebration of FREEDOM DAY! I know it seems odd, me being a Brit and all, but I have always had a fondness for the 4th. All the fireworks and the cheering and the Anthem singing! You guys have a kick ass anthem. That shit is *stirring*. Hearing it always fills me with a weird sense of confused and utterly misguided patriotism.

 So, yes, I wanna join in the fun of the Fourth. There aren't many people here in England who're as ready to celebrate Independence Day with me, though, which is sad though pretty understandable, I suppose. So, since I happen, for various reasons, to be full of inspiration and have been sitting here merrily writing new enemies (and filling some missing stuff from old ones) today,  and since I am having a lot of fun doing it and intend to keep going for a good while longer,  I  have decided that this is going to be my FREEDOM DAY celebration, and *you* are invited to join in!

 For the rest of today till I fall asleep, I'm going to be taking requests for new enemies to write and add to the game, or for any existing ones that you think could use alternate defeats or max-infection game-overs.  I guess if you wanted me to write anything else, I might write that too. But it depends on what it is.

 I will post some snippets of what I write here (or in the comments maybe I guess), as proof it's done, and if this burst of activity keeps up, there might even be an update in the foreseeable future.

 BUT! For today, yell at me the monster girls or minxes you want written, and I will endevour to write them. Be as detailed or a vague as you like, "a scorpion girl" would be a fine suggestion, as would "how about some thing for sneeze fetish, like a girl with a huge nose", as would something a lot more detailed like "A girl who looks like Penelope Cruz, but when she mutates she has two heads and from her armpits grow butterfly wings, and the wings are hairy". I guess suggestions along the lines of "something like the scene with the Norwegian Gymnasts in that movie Afternoon of the Dead III" would be fine also, so long as the scene is up on youtube or something so I can see it. So, get requesting, I guess.

 CAVEATS - I am under no obligation to use a suggestion if I feel it doesn't fit the game, breaks the game rules, would be crazy complicated, or any other reason. I'll try to do them in order they get submitted, so it's first come first served, If I get loads, I'll post a "okay stop now!" message and edit this post, you do not have to be Americanian to request a thing. The vicarious joy of kicking the British in the pants is free for all of us.  

Here are the minxes I have written already today - Electric Eel Girls, Gothic Boxer Girl, Unicorn Girl, Girl with a Bizarrely Large Tongue (defeat scene only so far). I'll stick up some snippets of them in a bit maybe.

You can read the requests I have finished writing here on the blog by following the following link -  http://seldompie.blogspot.co.uk/p/blog-page_4.html -It will all be in the game for the next build. Please report any typos and tell me if I've messed anything up or overused a word like "pulsating" or "zestful". Thanks!

TL;DR - Request a new enemy you'd like to see in the next build of MMM in the comments section of this post today (the 4th) and I will write it RIGHT NOW, LIVE, because I love both you and Freedom.  

Tuesday 23 June 2015

Still Rollin', also Map.

 Hi guys, sorry for the lack of updates and, well, word. Guess I'm having more trouble getting back into the swing of things than I'd hoped, been having trouble making much headway and to be honest, I'm not sure what I've been doing. Didn't realise I'd let it go so long without posting, sorry, didn't mean to worry everyone again.

 To stop me from drifting off again, I'm gonna make it a point to post at least once a week, update or not, and just dump some art or a lump of text I'm working on, or talk a little about some of the weird natural history stuff that I've read about and perverted for use in the game, or about some of the mad old pulp novels and movies and stuff that served as the inspiration for the games setting and set up, or lay some background about some of the characters and locations, or *something*. I need to try to establish some kind of pattern or routine.

 For today, here's a super neat map a kindly Anon over at the wiki made, which shows all the locations  I think, apart from the hotel/base in the Butts Estate, but you should know where that is, since you start there and all. Thanks, Unknown Anon!


 Looking at the map reminds me that there's nothing much in Riverside yet - well, nothing at all really. With the flooding there getting pretty deep fairly early on, it seems to rule out there being any shops or anything. I guess maybe it'd be a good place for any other survivors to hole up, on the top floors of buildings. And the poor old farm is mostly farrow too. Oh well, time will tell.

 Okay, gonna have a map and then try to get some stuff done. Sorry again for the flakiness, will try not to vanish for so long again.

Saturday 30 May 2015

Pie Day!

 Today is my birthday! That means one less year of the painful and meaningless torment we call life to endure before the sweet, soft and loving blanket of oblivion wraps itself around me, like a nihilistic taco-shell. Yaaaay! For gifts I request haiku's about kittens and bees and/or crude cartoons of rats with butterfly wings.

 Sorry for update delays, I haven't been able to get much done this week, but hopefully I can fix all the combat stuff I broke and poop out an update this weekend, I gots nothing much on. So that soon hopefully!

EDIT - a awesome guy called JoeBobtheFourth has made a map of the sewers and posted it to the wiki. I've lost my old hand drawn map of the sewers I had when I was first making them, and was having a nightmare trying to draw them out again, so this is pretty awesome! Thanks, JoeBob! 

Tuesday 26 May 2015

Slight Delay, Update Soon

 Couple-a problems, update will be here as soon as it can. Something I did managed to break the whole program, and then I fell asleep. Awake now and back on trying to fix things! Sorry for the delays!

 Preview of one of the new bits, a map for the supermarket. There was a couple of bugs in there, and people kept getting lost, so I redesigned it a bit and put a map in there at the entrance, like the one in the library. Hopefully this will help people.
 

 Hm, I just noticed there's no tinned food section in the supermarket. That seems odd. Maybe I'll replace one of the other sections with it. Maybe meld household goods and toiletries and put it there. As it is most of the "useful" aisles are all over one side.

 I'll put a little more information about my plans for the supermarket after the jump break, so interested people can see and those who don't wanna know until it happens can avoid it.

 Thanks for the patience and feedback and alls! Obviously, not all suggestions and stuff will go into the game, but it all helps to inspire and encourage. Thanks guys! 

Friday 22 May 2015

Houseguest Musings

EDIT - update will now probably be on MONDAY, sorry for the change of plans, but I had forgotten it's a bank holiday - this means I have a free day to work on the game!

 Planning to have an update ready to go sometime Sunday MONDAY.

 Been getting some encouraging and useful feedback and criticism, here and on the thread at Fenoxo's forums, thanks guys! I really appreciate your views and suggestions, they help a lot.

 I've been playing with some ideas of having NPC's move into the base with the player. The way the game logic works, some of the minxes get bigger and stronger as they mutate, and some less so, and run in packs instead, some presumably imprison their prey. Basically they are all kind of evolving different strategies, and are all in competition, so it makes sense that some would want to set up a cosy home.

 Basic idea is that once a minx has moved in with you - and you'd probably have to fight her off if you didn't want her to or something, or she just has a terrible sob story and big puppy dog eyes to convince you  - she'd be a drain on your resources, taking some of your food, and demanding... attention from you that would eat up time in the evenings, so if she wants some loving, you'd have to fend her off that evening if you wanted to train. The Bossy Redhead has always been a popular character, and it seems like it'd fit her M.O, so I'm thinking of using her as a test for it. I'm going to try and set it up so you can have multiple "house guests", and have them interact, but I'll see how happy I am with it with just the one at first, I'm getting better at the programming shizz now, so hopefully I can rig up a system that will let me expand it easily.

 An idea that occurred was that it'd make sense for some of them to offer you some sort of reward or assistence in return - parasites do best when they don't hurt their hosts, and that is just one step away from symbiosis. Having them gather or grow food seems like it'd just cancel out the "cost" of feeding them, though, and I'm currently at a bit of a blank as to what else they could offer, other than being a guard to stop food thefts if you haven't secured your base at all. Any ideas?

 Okay, back to work. As well as hopefully a bit of that stuff, update will include more defeat scenes and stuff - hoping to get all the missing ones in - and maybe the beginings of a new way around town - the rooftops. As the streets get more dangerous, you can take the thieves highway if you are skilled enough to satay off of them. There's actually already a bit of that coded in the last build, just not activated.

 Okay, see you Sunday MONDAY, please lemme know if you have any ideas regarding houseguests! Or anything else, I guess.

Friday 15 May 2015

The State Of Play

 Okay, had lots of downloads for the new build, but barely any bug reports. I guess this is a good thing? Since there seems to be no major problems, I'm going to hold off on the next build until there's a nice wodge of new content - sometime next week/next weekend maybe?

 Some stuff I'd like specific feedback on from the last build, if you'll indulge me -

 *How much food/money/exp are you racking up?

 *Are you finding training items okay?

 *Have you been able to open the hatches from the sewers to your base and Conflass Gardens okay?

 *Are the aimed combat weapons - bombs and the water pistol - useful enough to be worth bothering with?

 *Are you finding you can build super powerful characters with the custom character maker? I'm already thinking of limiting it so you can't make a character who's skilled enough to enter the library from the off.

*How's the weather? I seem to be getting either super dry or super rainy games while testing, with no middle ground, but it's hard for me to judge if that's just randomness being random.

*Is combat seeming too easy now, particularly in the early days?

 Thanks to everyone who has downloaded/played the new build, it's really encouraging! 

Friday 8 May 2015

Build 0.101 - Lazarus Edition

Now, where were we?

New hosting system, this should make thing way better and easier to upload stuff, now I have it working. Click here for the games new page at itch.io, which will host the most up to date build of the game from now on. Or just click on the download link in the side bar, that will work too. This is the combined pack for Windows, Mac and Linux builds. It looks like Renp'y can now make Android builds too - would anyone be interested in that?

Itch.io seems pretty amazing, but I am new to it, so let me know if I have messed anything up or there are any other problems with it.

Ahh, it is good to be back. Alright, new build stuff! There is a veritable shit load of changed things, so much that I recommend just diving in and having an explore before reading on.

EDIT  - at least one person is having issues with the itch.io download not starting, so here's an alternate download.

Tuesday 5 May 2015

Um. Hello.

Okay, so. Guess this is unexpected?

Mutant Minx Meltdown is coming back, I am going to upload a new version this Friday, but I wanted to get all this out of the way first. I feel I owe you all an explanation.

To put it simply, I had a bit of a breakdown, ended up spending a while in some unpleasant places, and everything went kind of to shit, and I had a really horrible year or two for a variety of reasons. Can we leave it at that?

 I'm doing better now, and am in a more stable place, and have been wanting to get back to this for a while. I had a lot of fun and satisfaction working on the game, and met some of the nicest people I have had the pleasure of meeting on the internet, and feel pretty awful about just vanishing. The longer I was away, the more difficult it felt to reappear, and I'd just kick myself off into a panic again thinking about it. I decided that if I was going to come back, I wanted to have a good wodge of things to show, and get everything I promised in the game working - or at least a good attempt at it - and it
all sort of spiraled. If your brains ever gone South on you, you probably know the general deal.

I feel awful about vanishing with no word, and apologize for any worry I caused anyone. I had a terrible block about returning or contacting anyone - I didn't check my old emails for well over a year, even when I had the chance to - but the longer I left it, the more intimidating it seemed to get. It was stupid, and I apologize.

So anyways.

New build coming this Friday, all set and ready to roll, with lots and lots of new stuff - a whole new look, expanded combat with lots of new toys, streamlined interface, an option to set your own stats, a rat run in the sewers, a new look, some new shops, generally an effort to make it more fun as an actual game, and lots of fun things. I felt if I resurfaced, I'd like to do it with a bang, but I wanted to get this awkward apology bit out of the way first, then we can hopefully get on with the Meltdown and having fun again.

In short, I am sorry for vanishing without a trace. I am back now. Can we still be friends?

See you Friday with the new build. I hope you like it.