jack1974
Jan 08, 2018
I'm not planning on doing any major gameplay overhaul. If I had to do that the games would take even longer to come out (like one every 2-3 years MAYBE). And I can't afford this.
But if you don't like gameplay, you can always play them in VN mode only. Even as pure VN they're much longer than 90% of other VN so still worth the money

jack1974
Jan 08, 2018
Forgot to say: Anima (the coder) is working on a new RPG framework, so when that one will be ready I could use that. But I doubt I'll have the time to do one myself, since it's not a simple task.
anita
Jan 08, 2018
Let's see:
Loren - the base game
SOTW - added isometric map, plus ton of battle changes (randomized items being one of my favorites), many classes
Queen Of Thieves - removed front/back row, introduced armor/defense deteriorating idea
Cursed Lands - changed the visual (much nicer IMHO), added social talents, developed the defense idea even further
what games are repetitive? I don't see it. I wish all RPGs were repetitive like this. Have you ever played Spiderweb games? They use more or less same engine since 15+ years...

jack1974
Jan 09, 2018
Thing is that even what seems a small change, takes a lot of work. Of course from Loren to SOTW that was a very big step (took me like 3-4 months just the new framework, then the remaining 6 to code/test/balance).
But even from QoT to Cursed Lands took me 2-3 months, the new visuals, 6 enemies instead of 5, the enemy morale, etc. They seem all small things but all added together, especially in a game like a RPG which needs to be balanced a bit (perfect balance is a myth, but on the other hand you can't even just add the new gameplay features and done!

).
I can see why people might think they are similar but they take a lot of effort "behind the scenes"

That said I'm eager to work on some smaller/simpler visual novels. Volleyball Heaven is one of those, has some basic simulation gameplay (training etc) but nothing as complex as a new RPG!