Kappu, Bee, Shiori! Time Attack!!



We're on the home stretch!! Shiori is provided by new guest artist, Kurus Kururu!!! Bee has a second stage, once again provided by Behamu!!!

The ninth campaign character, Kappu, has been introduced!! He's Chino's boss.... and he's got a problem; help him fix it!!

All three (yes, definitely only three... ~w~) of these stages implement a new gamemode for experienced players: Time Attack!! Time Attack stages require you to reach the Clear line in order to add time and stay alive. If the countdown clock runs out, it's Game Over!! Time Attack is aimed to encourage a different playstyle, forcing you to play a little more precisely.

Special Guests are now integrated into the game's progression system, and will have unlock requirements.

Miscellaneous

  • The gamemode tag, if there is one, is now shown on the character overview.
  • Transitions between scenes have been improved.
  • The character unlock screen has been updated.
  • The intro for Suika stages has been polished.
  • A new sound effect has been added for when a Refill is performed.
  • Several new achievements have been added!
  • The appearance of the gradients on the settings and bio overlays have been improved.
  • The sweet highlight effect (when using a special weapon) has a new animation.
  • "Mocha's Samba" has been replaced with a new song. An expansion to the OST will arrive later.
  • Balance: Lambun's stage has been made more difficult.
  • Fix: On Sencha's stage, Pop sounds were playing twice.

The web version of the game is now a demo. This was going to happen eventually for a few reasons:

  • Having a fully-featured game available for free was less incentive for people to buy and support it.
  • Should we do it in the future, there is no way to include any separate paid expansion content in the web edition.
  • Due to limitations with itch.io, it is not (yet) possible to serve a different web build if you own the product.

The web version has been the source of a few problems during development, and while it was possible to fix them with a bit of effort, I wouldn't want to keep maintaining this in the long-term. 

Apologies if this change affects you. You can still export your save, so please consider playing the native version.

Pricing Change

As of this update, the sale price of Kemopop! has been raised to the final value of $4.99 on both itch.io and Steam. This value covers what we believe is fair, given the amount of extra work put in since the last price adjustment, and the niche audience of the game.

This won't raise any higher, as Kemopop! is almost complete.

The Future

The official "full" release of Kemopop! is around the corner. However, this does not necessarily mean the end of new content.

Achievement Icons: The plan is to make unique icons for every achievement, to replace the placeholder icons on Steam. These icons will then be reused in-game, on the Achievements screen.  The current Steam achievement icons for characters have been updated to fix issues with transparency.

Translations: These are starting to fall behind. I'll be asking our volunteers to have another look.

Extra Stages: Sorry, not sorry, achievement hunters!! We're going to continue adding more stages!!!! Both new Special Guest and Campaign stages are planned, even after the game is outta Early Access!!

Get Kemopop!

Buy Now$4.99 USD or more

Comments

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(-1)

I will miss the demowalled characters, good luck to you though! The dragon guy looked really cute in the preview art

Please keep an eye out for a future sale!

More achievements means more replay-ability, sounds fun!  Although if this were trophies it would make some 100% hunters slightly happier. Here’s hoping this will eventually mean a proper achievement guide from fans, keep up the work!

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Hmmm... My face when I play the first time attack stage and I didn't find it much fun due to the pacing, only to find out every stage added on this update was a time attack stage, woe is me.

I tried reducing the difficulty to casual even, but it sucks the fun out of it being a NSFW game as well since it feels like you don't have time to look, even on casual.

Kappu was the outlier here, it almost felt like the only reason I beat his stage was due to lucky orb spawn, as I'd often fail on the first level and even had to time my specials right after a refill to quickly try to get a second one.

Oddly enough, the other stage, that doesn't exist, maybe it's due to the addition of an extra sweet that breaks with clears, almost insta cleared itself, was far more manageable.  Tried a second time and it seems like the addition of glass orbs just makes it easier?

But I think the main issue I find with the mode takes away from admiring the art during the gameplay, which I found to be neat in past stages giving you time to look at unlocks as you reach them, but time attack is forcing you to play at a fast pace, despite the difficulty modes. 

To be fair, not sure how one would go about this.  Time attack forces a pace, in a game where you wanna stop and admire each level.  Unless I am missing like, something huge and I am just being bad, which could be the case, I have never played these types of games until this one popped up, haha.

What I did find funny is that one of the new stages is Bee, and his dislike is being ignored, and while playing the stage, that's exactly what I had to do to clear it. "Listen Bee! I know you are like, doing the hottest thing right now, but time is running out!!!"

I did find the money cheat, I am now filthy rich since I already had the machine out of stock haha.

Was able to clear all stages, lotsa fun.  Would buy again.

One of the thoughts I did have was that perhaps the Time Attack mode might be punishing on less experienced players, which is why I shoved them all to be later levels. Every stage added is indeed a Time Attack stage, but I'm considering the experience of a new player instead of someone coming back to finish the game off @w@

I will probably make a patch tomorrow, to scale the time bonus on Time Attack to the difficulty mode.

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No worries, keep up the amazing work!  Scaling time on difficulty sounds great.  

Forgot to mention, one of the folders in the art pack is empty, one of the mocha ones, wondering if it was something for the future, haha...

oh yes. that was a cut project, and because the directory is still there, my script to fill the art pack still picks it up.. @w@

I'll probably do another for him at some point!!

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Dang, getting "demowalled" is gonna be my villain arc... lookin good tho!

sorry if it's a problem, it just didn't make sense to have a paid version while having the web one fully available... @w@