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February, the making-of


I realized this month was super intense, and I learnt a lot of things I could share with you. So let's go!

Some numbers

Ody Mos took me a whole month, almost 180 hours of work, 34 illustrations (stupid idea) and 13 levels. I think I've rarely work this much. I loved it.

First week

A few hours after I woke up, the very first day, I already had a working prototype. The idea was unexpectedly fast to prototype. Basically a ragdoll with scripted handles. The next day the first level was prototyped as long as the dildo system to complete it. The first week I tried to make very polished systems to let the scripts deal with the selection of the next levels, the save, etc.


I knew I wanted a game with a very simple art direction. Something appealing but very easy to produce, so I chose a cell-shading pastel look. So around the 4th a few concepts were ready.




At the end of the first week, the shower level was ready, playable, and the proof I was on the right way for the art. I spend a lot of time during the month tweaking the colour moods and backgrounds to get the right ambiance for each level.


I finished the week with many arts to find the mood for the main character, Ody.


Second week

The second week was spent recycling and texturing a 3D body I made for a previous project for Ody, and developing many silly ideas of challenges for the levels. Slowly the story started to take a nice shape as well, I had enough content to make 26 levels.


I lost a loooot of time trying to play with Unity's localization system. But after a whole week translating all the texts of the story, the tool broke and I add to remove eeeverything. Not my best week.

Third week

At this point, the whole game was here: all the levels, all the story, the visual novel system, the rating and the menus. The third week was spent entirely making the art for the levels: 3D models and textures. I needed the models to be super low poly cause the game was supposed to be super light and browser friendly. I started finishing the concept arts for the last levels, then I started the work.

This is how the class room level looks in Blender. Few polygons, a minimalistic UV mapping using very small and simple textures.

By the end of the third week, the whole game was playable with good looking levels and a few illustrations were made to test the story mode. And that was great. Thankfully I kept posting my ongoing work on my patreon, and asking friends to play, to get feedback to improve the most annoying parts. Cause back then the ragdoll sytem was HELL!

Last week

This week was intense. At this point I still had like 30 illustrations to make, kinda. Each one of them requiring like 20 or 50 minutes. I polished the menu, selected a better font, added basic sound effects for the menus and the breakable objects.


Back then the idea of making an illustrated story was appealing. After the first art I cursed myself.

Then I made a logotype, polished some last thing, received and added the songs. Et voilà!


I didn't have any real schedule but after working on many projects like this, I knew exactly what I was capable of and how much time I needed for each step. I had only one rule, the most important (which I broke for the illustrations actually):

Keep it simple!

So that's how I made Ody Mos during my whole February. I was so excited to participate to the Strawberry Jam I had to give everything. Plus I always wanted to find a nice concept for a sexy puzzle game. And I'm pretty happy with the result!

I hope you enjoyed this post-mortem of Ody Mos, my lewd Strawberry Jam 6 game. Now I'm back doing the same this March to add more content, more polish, more story. And hopefully, publish a final version of this sexy game.

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Comments

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(+3)

For starters i am in LOVE with your art: both 2D and 3D!. Second: Thanks fir sharing your process, work, and game with us! 🌈🦄

(+2)

Thank youuu that's adorable

💘

Deleted 1 year ago
(+1)

Thank youuu! I'm very excited too X)