I've been wanting to create a topic about my project here for quite a while, but I was waiting to have a trailer ready before jumping in. Well, now that the trailer exists, allow me to introduce:

...and to start off, here's said trailer:
Honey Rose: Underdog Fighter Extraordinaire (or Honey Rose: UFE for short) is a life-management sim, presented as a visual novel, with beat'em all bits. It's the story of Red, a university student by day, and aspiring masked-fighter in the great tournament by night. She requires your help to balance the needs of her dual life, and to keep it all a secret from everyone she knows!
It looks like this:
You are tasked with helping her decide how to spend her time during each day of a 6 month calendar, each of those choices affecting where you go, who you meet, and ultimately, what happens.
The beat'em all segments are designed to be accessible for everyone: they are stat driven, meaning by increasing your stats in the visual novel segment you increase your performance during battles without needing to rely on excessive player skill. The fights are dramatic beats to the story, but they are not designed to be a complex player vs player fighting game - it's a strictly player vs AI environment, where defeat is part of the narrative process. Losing a match isn't a "game over", it just means you'll get your next opportunity later during the calendar!
There are also multiple difficulty modes to allow for several kinds of player experiences, ranging from an easy/narrative mode where the battles require little to no player skill, to a challenging mode that's the opposite. Difficulty modes determine the outcome of some events and the moves/AI available for your opponents, it's not an artificial stat increase!
The plot follows a macro arc (the overarching 6 month calendar with some events set to happen on certain dates), but also several micro arcs, which are player choice driven: when and where they'll happen can vary from playthrough to playthrough, and the aim is to offer players with ultimately different experiences with each new run.
- the academical stats determine how well Red performs during tests, each stat being related to a different class
- the physical stats directly affects how well she performs during fights, with strength increasing damage dealt, defense decreasing damage taken, and speed increasing her overall reactiveness to your input.
- the reputation gauge is an indicator of how well-liked both Red and Honey currently are. Your aim is to get that gauge as high as possible by performing well on tests and putting on great shows during the tournament matches.
- the suspicion gauge is an indicator of how much people suspect that Red and Honey really are the same person. If the gauge ever gets maxed, your playthrough's over as you're found out prematurely!
The game being mainly a VN, it's got plenty in the way of characters to meet and discussions to have. Here are some of them: from left to right, they are Red's Coach, and her closest friends Curtis, Karine and Alice.
As a few last details: the game's entirely hand drawn and animated (I am not posting too many gifs here to showcase said animations to avoid killing your bandwith, but you'll find many, many available examples on the site or the other news hubs for the game, such as twitter or tumblr), and is made by a single dev (myself) using Construct 2, with a soundtrack by genius composer extraordinaire, Morusque, of which you can listen to some excerpts here: http://pehesse.fr/honey/music/
I'm currently aiming for a mid to late 2016 release, and the WIP status is about:
-visual novel segment: 80% done
->character animation: 100%
->background assets: 100%
->event assets: 60%
->script: 70%
-match fights: 50% done
->character animation: 3 done 100%, 3 to go
->background assets: 100%
->FX and other assets: 100%, but might be redone
-one vs many fights: 10% done
->character animations: 1 done, 5 to go
->background assets: 0%
-soundtrack: 100%
-sound effects: 30%
-menus, gamepad support, utilities: 25%
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I think that about covers it for a start! Now, for the questions:
-between this, the trailer and the game's site, do you think you have a clear idea of what the game is?
-are you interested in playing this game?
-what about it entices you most?
-what about it repulses you most?
-would you be interested in helping test a prototype right now, considering of the whole 6 month calendar, with about 80% of the visual novel mode complete, 50% of the tournament matches done, and none of the random one vs many fights that ought to pepper the days, or would you rather wait for a more complete actual "demo" for a first impression?
-When it'll be done, I'm strongly considering releasing this game using a "pay what you want" model (similar to Bandcamp's), with a suggested baseline of 9.99 dollars, but no minimum/maximum cap. Would you be interested by such a pricing model? Would that make you more likely/less likely to want to try the game?
I'm very interested in any other thought or question you have to share about all this, so I hope I'll be hearing from you















