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Description

Ciel Fledge is a game about raising and managing your (adopted) daughter in a dying world. You are responsible for raising her over the span of 10 years. What she becomes entirely depends on how you raise and guide her. Will she be humanities savior? The villain that ends humanity? Perhaps it would be better for her to lead a normal life, oblivious of the dire situation the world is in...

A glimpse of the gameplay:

In summary, the game is inspired and taking gameplay elements from Princess Maker, Monster Rancher, and Idolm@ster.

Interact with her.
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Plan her schedule for the week and supervise her activities.
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Sometimes she will go into conflict with others.
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Features:

  • Your daughter will grow over time depending on how you raise her (being taller, shorter, more muscular, etc.)
  • Procedural interaction between parent and child Full equipment customization
  • "Epic" (subjective) plot spanning three chapters
  • Multiple, branching endings depending on your playstyle

Links:

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My Absence Last Devlog

Hi, RikuoTanaka here, bringing you the latest Devlog!

You might notice something weird regarding the writer for this and the previous devlog.
I’ll cut to the chase. Yes, I was supposed to be the writer for the previous one,
and this one was supposed to be numfank’s turn.
But 2 weeks ago I didn’t know what to write about, due to the lack of progress on my part.
But hey, it’s different this time! Besides I don’t think anyone missed me that much

Anyways, let’s move on with the devlog! Today I’ll talk about the general progress, and what’s to come!

New Menu Design (now of all times)

Usually, I don’t have much to say when it comes to decisions regarding the visual design of the game.
It’s not my forte, so numfank and wltr3565 usually did most of them. I only comment on them once it’s there.
But there is one thing that I find odd. And that is numfank’s desire to change the menu design so frequently.
In fact, he did it this week! Here is the screenshot of the new menu design:

Now the menu buttons are square-shaped, and they fill the entire bottom of the screen. Looks pretty!
I have nothing against these design changes, especially when it is for the better.
With that said, I do hope that this doesn’t become recurring trend. Especially this late in development…
Oh well, only time will tell.

There is also another minor, yet very important change.
In the current build of the game, you can change the resoulution setting… but there’s one problem.
Those resolution changes nothing while in full screen mode, it only applies the change in windowed mode.
As such, no matter what resolution you are on, the game will still hog the same amount of resource.
That is until now. Thanks to wltr3565, our skilled programmer, the resolution changes in full screen as well.
See it in action below!

Best resolution possible.

Worst resolution possible.

Needless to say, this will be a helpful option for those who only own low-end PCs.

The Near Future

Currently the team is working around the clock for the demo build, which will be released to the public at a later date. The game is mostly complete, with only few of the gameplay mechanics left to be implemented.
With that in mind, expect a lot of new features to be, uh, “featured” in the next few devlogs.

Anything else to say… oh, E3 has already come and gone, and it was amazing. So many new games to play.
I wish we can showcase our games in an event like that. One can dream.

That’s it for now! This is RikuoTanaka, signing out!

[Ciel Devlog #10] Road to Minimum Viable Product

[Ciel Devlog #10] Road to Minimum Viable Product

News

We are talking about making the minimum viable product on our game. How the game should be fun enough to play with bare minimum gameplay element.

[Ciel Devlog #09] Content Genesis

[Ciel Devlog #09] Content Genesis

News

Our programmer explain the sum of his work for the last few weeks, creating intro scene and in-game tutorials.

[Ciel Devlog #08] Closing The Gameplay Loop

[Ciel Devlog #08] Closing The Gameplay Loop

News

In this devlog we talk about the current progress on the game and how close we are on closing its core gameplay loop.

[Ciel Devlog #07]The Importance and Complexity of User Interfaces

[Ciel Devlog #07]The Importance and Complexity of User Interfaces

News

In this devlog our programmer talk about tackling the issues of building the user interface and its complexity.

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Ciel Fledge
Platforms
Windows, Mac, Linux
Developer & Publisher
Studio Namaapa
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Single Player
Project
Indie
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Latest tweets from @studionamaapa

Ciel Fledge #devlog no.11 is out and it's about improving the UI for the better - Studionamaapa.com #gamedevT.co

Jun 20 2017

Ciel devlog#10 is out! Everything it takes to make the game actually be playable and FUN - Studionamaapa.comT.co

Jun 10 2017

Feature in #cielfledge to prevent what "most people will do" in the game #screenshotsaturday #gamedev #indiedev T.co

Jun 3 2017

How to feed your daughter a cheesecake in #CielFledge - #screenshotsaturday #indiedev #gamedev T.co

May 27 2017

Ciel Fledge #devlog no.9 is out! - Studionamaapa.com #indiedev #gamedev T.co

May 24 2017

Weekly Suna Monday #8 ~FIN. Suna monday series is suspended indefinitely since the "artist" is currently working on… T.co

May 22 2017

Ring menu for #CielFledge parent - daughter chat #screenshotsaturday #indiedev #gamedev #vn #indiedevhour T.co

May 20 2017

Weekly Suna monday #7 ~ Wait... Whose hand is that!? T.co

May 15 2017

Just call me Ciel! - A glimpse of dialogue mode in #CielFledge. #screenshotsaturday #gamedev #indiedev T.co

May 13 2017

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