IndieGameDev - Working on Cyber Aces, an anime-style , fast-paced, story-driven action RPG with social sim element. Steam link in profile.

Joined May 2021
Hey #PitchYaGame ! Cyber Aces: Hope is a story-driven, fast-paced action RPG with social simulation element. 鈿旓笍Combat inspired by Musou and DMC 馃摋Choose moves to equip, no complex pattern 馃Social simulation inspired by Persona and Kiseki Wishlist now on Steam!
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No visual update this month, but I'm still working on the backend stuff like better data consistency and some necessary refactor which as bonus also improve performance. They are needed for the next features that must be implemented and so I can author the game data faster
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Last time I did say that I will be back on July. There are lot of progresses, but not something visual. After thinking about it, I decided that I will post only after I reach certain milestones. Not only because it will help me to focus on the current goal, but I also want to show longer video instead of short clip. I'll still do quick update about the progress each month if I did not post any video that month.
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Due to personal circumstances, I need to be away for a while. I'll be back again in July with more updates.
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Revamping the menu layout and implementing the features bit by bit
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A lot of the technical debts have been resolved, but the menu is unfortunately not yet done. The current state which is not ideal because I was too focused on the functionality. Changing moves or equipment do not work well with this layout. I'm currently revamping the layout
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I'm almost done with the most time consuming part of the equipment system: the UI. Hopefully, everything goes well so I can show it next week. So for today, it's another repost of old clip. #gamedev #indiedev
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Still working on the equipment UI. The technical debts are resolved one by one, but there are still things to do. I'll show the equipment UI once it is functionally ready. Until then, I'll accompany the update post with other test clip. #gamedev #indiegamedev
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Due to multiple reasons, there are still technical debts that are not yet resolved. This is the current state of the menu which is totally incomplete and only show stats. Once the debts have been fully resolved, the progress should be faster. #gamedev
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Unfortunately, the equipment menu UI is still not done yet due to some old technical debt which took my time last week. I cannot show the UI today, but I will show it next week. #gamedev #indiegamedev
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I'm still working on the equipment. The backend is done, but the management UI not yet, so still incomplete visually. The only one with visual are the equipped consumable items on the bottom right. They also have visual effect when used in combat. #gamedev #IndieGameDev
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I'm currently focus on the in-game menu UI, while fixing some bugs in combat occasionally. Since the UI is not done yet, I'll show the combat for today. #gamedev #indiedev
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The combat hint and collected items now use the same pop up on top left, just like the non-combat. I think it is better compared to putting the hint on bottom right like before. For the test I max out the drop rate so there's a lot of pop up. #gamedev #IndieGameDev
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An example of a small bonding scene. I spent time to think about the best way to communicate things such as stats increase to the player. I decided to do it via pop up messages which is simple and does not disrupt the dialogue with machine like text. #gamedev #indiedev
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Posting combat again this week since I'm not done yet with the refinement of the non-combat part that I want to show. I'll show it next week. #gamedev #IndieGameDev
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Small preview for one of the non-combat mechanisms: social stat. Used to unlock/advance bonding with some characters, unlock events, etc. Got some good feedback about my weekly update here, so I will alternate between combat and non-combat post. #gamedev #indiedev
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Trying to refine a buff skill while still focusing my time on the non-combat part. #gamedev #indiedev
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A bit of refinement for this skill. I'm still focusing my time on the non-combat part. #gamedev #IndieGameDev
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For combat update, I did a little bit of refinement for this skill. I'm currently still focusing on the UI and system for the non-combat part. #gamedev #indiedev
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Refining turbo look and feel. My current focus is actually on UI, with updating the combat and town on the side. But since combat is more interesting to show than UI progress, I will show the small update for a while. #gamedev #indiedev
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Happy new year everyone! 馃帀 This is the difference between the start of 2026 and 2025. I used the whole year of 2025 for refinement to achieve better gameplay experience which delaying the playtest. So, my focus now in 2026 is to deliver the playtest. #gamedev #IndieGameDev
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