Kemo Coliseum Monthly Progress : February

Hi everyone! Punipen's here. From now on, I'll be doing a monthly progress report of Kemo Coliseum, so that you'll know what is going on right now and the game isn't abandon :P   We also have a Weekly Progress report, but that is in the secret lab section of our forum. The monthly reports will be a summary of those weekly reports, excluding the exclusive stuffs.

Anyway, let's continue with the report!

Game Status
Last month was a busy month. We released Sugar Shooter 2 and were spending time doing the maintenance because there were some bugs here and there. The game is more or less stable now so we have more time to work on Kemo Coliseum.

New Battle Scene Mockup

  • The orbs on the top are 'Turn Symbols'. Performing actions cost some of these. Once your run out of them, it will be your opponent's turn.
  • The meter below the turn symbols is health bar.
  • Three color circles in the middle of the screen represent your resources. Red is for Power, green is for Technique, and blue is for Magic. You'll spend these points in order to use a skill.
  • The skill button will toggle visibility of your skill list. There'll be one on the enemy's side as well.
  • Each armor part's durability will be represented by a circle meter and a percentage. Once it reaches 0, that corresponding part will be broken.
Sketches of the Game Over screen

You'll get to see the erotic scene when you beat the boss during the coliseum's tournament. Fighting with enemies during the quest in the dungeon will not give you any erotic scenes, though some of the enemies may have parts and you can strip them.
However, if you lose to the boss, you'll get to see a special game over scene, which is an erotic scene of the character you're playing. Here's a sample of one of the sketches of Husky's game over screen


  • We Improved the dialogue system from Sugar Shooter 2, making it easier for us to write any scene/event. 
  • We spent time on redesigning the battle system. It's still a match-3 rpg puzzle like Puzzle Quest , but with many things changed in order to solve the problems we've found in the original system, as well as trying something different. We'll combine the Press Turn Battle System in Shin Megami Tensei Nocturne.
  • Here is the basic mechanic of how the Turn Symbol system work. If you've played Shin Megami Tensei III : Nocturne or Digital Devil Saga : Avatar Tuner, then you already got the idea 

    • You start with 3 Turn Symbols (TS)
    • Spend all turn symbols and your turn is over
    • List of basic actions and their costs :
      ActionTurn Symbol
      Swap gems and make a match of three1
      Swap gems and make no match2
      Swap gems and make a match of four or moreFLASH
      Use skillDepending on the skill
    • FLASH means you only use half of the symbol, and the left most symbol will start flashing.
    • If you got another FLASH and the left-most symbol is already flashing, then the next one will start flashing instead
    • If all the symbols are already flashing, then the action will cost 1 TS instead.

    There are other conditions that will give you FLASH instead of costing you TS as well :
    *  Break enemy's armor's part
    *  Deal critical damage
    The system will give you more rooms for strategies. And this will solve the taking-turn-forever problem in Puzzle Quest. Of course, this is just a basic idea. We still need to actually implement this and see how it goes :)
While Kemo Coliseum will be a game that is free to play, it is definitely not free to make. If you can, please help support us so we can keep working on the game, make it better, and finish it faster :)