NokiMo
Melongun Games!
Melongun Games!

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Devlog- Narratives or Gameplay

Hi everyone! Sunny here.

We’ve finally completed the Ero-Card trilogy—a goal we've had since the very beginning of Melongun! Games! 🎉

Now we’re looking ahead to new challenges, like improving gameplay and enhancing the narrative in the visual novel parts of our games.

A few weeks ago, we ran a little experiment:
Ero-Stories Doki Doki, Weather Edition Lauch! | Patreon
It was our way of testing the limits of our visual novel system, focusing more on narrative and less on gameplay. The response was mixed—it didn’t hit as hard as the Ero-Card series, but the experience taught us a lot. Those lessons helped us craft more interesting situations and dialogue in Ero-Card: Mushroom Edition.

Which brings us to Ero-Card: Yokai!
With this one, we aimed to make the gameplay more complex by adding new rules and a steeper difficulty curve. I believe it made the game more enjoyable overall—and it added some nice replayability, too! We carried a lot of that over into Mushroom Edition.

But there’s still one thing we haven’t really explored in the series yet:
interactivity in the visual novel sections—like branching dialogue trees, unlockable scenes, and meaningful choices that affect the story.

We really want to keep pushing things forward and deliver more engaging experiences for everyone. Polishing the Ero-Card system helps us improve one step at a time.

That’s why we’ve got a quick poll for you today:

-What do you prefer?

Let us know! Or if you have another idea, drop a comment—we’d love to hear from you!

We also want to thank everyone who joined Melongun! Games this past month—your support, interest, and care for our games are what keep us going.

You're the driving force behind everything we do. Without you—and all our amazing longtime supporters—we wouldn’t have even dared to dream up this studio. 💜


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