4.20 star(s) 56 Votes
Oct 18, 2018
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Dawna’s Level dropped in October 2024, and now it's March 2025, its five months later, and this is what they have to show for it?

Why has it taken nearly half a year to produce such minimal progress?
Tweaking camera angles and poses is hardly the kind of improvement anyone expected.
So is adding support for toys no one uses.

If this tiny update is the result of months of supposed development, then it’s clear they’re either incompetent at managing resources or just not putting in the effort.

What exactly are they doing with all the Patreon money? Clearly, it's not going towards efficient development.
People are paying monthly, expecting consistent content updates, not for the team to take nearly half a year to make a short animation and throw in some camera tweaks.

If they can’t even keep a steady pace between small updates, then what hope is there for any real progress?
They throw a tiny bit of content your way in-between long periods of absence, all while you’re still paying.

It’s a pretty clever formula if your goal is to milk money while doing the bare minimum.
What they have to show for it is that a lot of the back end stuff works better now, modders are going to have a better time doing their thing, and the quality of existing content is more consistent.

I do think Kom got out of priority by worrying about holiday versions of the shop menu and other frivolous things like that, but doing the above isn't wrong of him to have focused on doing.

Meanwhile, a track is ready to build the next level, and he is cranking out animations. I think that giving him some criticism is fair, but not as much as people in the thread want to heap on him. To justify that kind of "this is an eternal scam" kind of talk, we should watch what happens in the months to come. Does the game make more content progress more quickly now that Kom's improved on the less visible parts of developing it, or does everything remain a long-term wait?
 
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Haoss

Member
Jul 28, 2020
145
127
Dawna’s Level dropped in October 2024, and now it's March 2025, its five months later, and this is what they have to show for it?

Why has it taken nearly half a year to produce such minimal progress?
Tweaking camera angles and poses is hardly the kind of improvement anyone expected.
So is adding support for toys no one uses.

If this tiny update is the result of months of supposed development, then it’s clear they’re either incompetent at managing resources or just not putting in the effort.

What exactly are they doing with all the Patreon money? Clearly, it's not going towards efficient development.
People are paying monthly, expecting consistent content updates, not for the team to take nearly half a year to make a short animation and throw in some camera tweaks.

If they can’t even keep a steady pace between small updates, then what hope is there for any real progress?
They throw a tiny bit of content your way in-between long periods of absence, all while you’re still paying.

It’s a pretty clever formula if your goal is to milk money while doing the bare minimum.
Fun fact: Each character in KoF XIII took an average of 16 months to fully develop.

People vastly underestimate the work that 2D animation is, and that's doubly true for dynamic/interactible ones. I do think Kom is a bit of a screwup when it comes to being a project manager, but five months between stages doesn't sound that unrealistic given the scope of what they're aiming for. There's certainly criticism to be had, but the default idea of "dev's lazy scammer lmao" whenever they don't put out content faster than a AAA game developer really gets old quickly.
 
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Fapokso

Well-Known Member
Jan 16, 2020
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Fun fact: Each character in KoF XIII took an average of 16 months to fully develop.

People vastly underestimate the work that 2D animation is, and that's doubly true for dynamic/interactible ones. I do think Kom is a bit of a screwup when it comes to being a project manager, but five months between stages doesn't sound that unrealistic given the scope of what they're aiming for. There's certainly criticism to be had, but the default idea of "dev's lazy scammer lmao" whenever they don't put out content faster than a AAA game developer really gets old quickly.
We are not gonna compare 500 frames worth of animation for one character versus beat bangers 6 frames per scene

This is like saying " Well the Great Wall of China took over more than 2,000 years to make so you shouldnt rush a brick wall.

2D is hard but it's pretty obvious that beat banger main issue behind the scenes isn't making 2d animations cause the sheep character had her animations in the files for like half a year before she fully released
 
Oct 18, 2018
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245
Honestly Kom could hire more animators at least 2-3 more to make each level or 2 in one level
With right direction is possible to speed up the process a lot
On the one hand, that's true. On the other hand, think of the actual logistics of hiring additional animators, paying them, etc. Kom isn't even managing the project super effectively, but why would it make sense to try to blitz through making all of the content by spending more resources on it at this point? Even if he had a clear road map and tasks laid out for getting through all of Volume 2, would the amount of money the game is pulling actually justify trying to force it all through in a short time like that? On an indie dev porn game?

It's also notable that Kom underestimated how much variety and complexity that the game's fans would like twice. Mods before the official version taught him that we wanted longer levels, and response to the Dawna level taught him to be more adventurous with making levels. As slow as the pace has been on the content side so far, it has taught him lessons for making the game better for the players that he can then adapt to (and has).
 
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johnnyboy00

Newbie
Dec 25, 2024
28
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Fun fact: Each character in KoF XIII took an average of 16 months to fully develop.

People vastly underestimate the work that 2D animation is, and that's doubly true for dynamic/interactible ones. I do think Kom is a bit of a screwup when it comes to being a project manager, but five months between stages doesn't sound that unrealistic given the scope of what they're aiming for. There's certainly criticism to be had, but the default idea of "dev's lazy scammer lmao" whenever they don't put out content faster than a AAA game developer really gets old quickly.
You are vastly overestimating how long a 5 frames animation should take.
And it's not nearly as detailed as KoF (and that game came out in 2010...)

Btw no, I already said Kom is probably not "scamming" (at least not in a voluntarily manner)
I just think he should focus on making more animations (although I'm not directly paying for his content, so if people are fine with supporting him for 1 animation every 6 months then good for him)
 

Skreekaw

Newbie
Aug 9, 2018
41
16
I do think Kom got out of priority by worrying about holiday versions of the shop menu and other frivolous things like that, but doing the above isn't wrong of him to have focused on doing.
This is a pretty vapid thing for me to complain about but I'm really sick of "holiday special" updates. Feels like they slow down development for a lot of projects for something that feels incredibly tacked on and not part of the complete package. Not saying that it's a big problem but I could really do without it entirely in games.
 
4.20 star(s) 56 Votes