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A Brief Alouetterospective

It's been a bit of a year, hasn't it?

According to my notes, I first started Angelic Acceptor Alouette: VXA in June, largely on a lark. I thought "there aren't enough Majoko games" so I started making one.

I guess that makes this the point where I've been working on this game for half a year now.
I really like this game, and the strange world it takes place in. I hope all of you do to.

Here's a Mediafire link this month's version, by the way.

Between family matters, my own health, and some unhealthy programming habits, (Oops! Don't forget to walk around every now and then.) This month has a lot more under the iceberg developments than in-game ones.

Practically speaking, that means that while this month's release is an *important update*, it doesn't have very many big shiny new events in it.
The reasons all sound like excuses, so I hope you'll forgive me for leaving them off.

What all of that leads to is this:
My new years resolution is to put 4 hours of writing and programming per day into Alouette, 5 days a week until it's done, rather than the intermittent 12-18 hour bursts I've been doing.
I'd like to get it finished in under a year, but I don't want to cut any more corners than I have to, nor do I want to sacrifice what health I have to get this little gem into everyone's hands.

We're still in phase 1. (But still hopefully very playable for a pre-alpha.)
When/what is phase 2? I couldn't tell you.
This strange new episode-based game development model isn't very efficient, but it's a lot of fun.

For everyone who is taking this journey with me and the intrepid crew of the Large Battleship (Studios), I salute you. Here's to another year of fun, friendship, and Lesbiabs.

Here's to a happy, healthy new year for everyone.
Viva 2021!!

-Saintbomber

A Brief Alouetterospective

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