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Love Exalt 8372News0.3.0 Update
Major update

0.3.0 Update

Love Exalt 8372 · published 7 Aug 2023, 17:35 UTC

All newsPlayers around this dateRead on Steam

The second major update to Love Exalt 8372, update 0.3.0, is HERE!!

If you like the game, please check out our Discord and follow us at @team_veki!

First we’re gonna go over the small things we added, then the big things:

Small New Things

Fix some issues with clickable portraits


You can now pet Pet more consistently.

Better minigame RNG


Previously you could roll the same minigame three or four times in a row, which was boring– now, with our new “Pseudorandominus Hardswitch Cycling System” they should be more diverse!

New minigame timer


Instead of a basic blue rectangle, we’ve added some fancy spritework:

Added lore bits tutorial


The very first lore bit is now fully visible, so you can know what to look for! We also added a little tutorial for gamepad users, and changed the “pick up lore bit” binding from LB to Y or triangle on controller.

Added 50+ class titles to the Quiz minigame


It’ll now offer you a ton of different classes as possible answers! It’s nothing crazy yet, but we plan to add more badges to the minigame as well.

Support for multiple gamepads


If you have more than one gamepad connected, you can set a default in the options and the game will remember it.

Photosensitivity and color blindness options


The photosensitivity option slows the animation speed of the Deadghost’s X text and the speed of white screen flashes when characters are surprised. We also applied a high contrast option for certain assets. We hope this helps more people experience the game comfortably!

Reverse text direction in a certain Act 1 Scene 2 animation


Used to be you’d see the last word of the text first, and have to read it backwards… hopefully now it should be more readable!

Fixed being able to open menus on top of each other


You can no longer stack a bunch of options menus on top of each other. It hadn’t caused any big problems yet, but it was probably going to eventually…

Changed minigame transition from fade out to slide in


Full-screen minigames now have a sick animation where they slide in from outside, pushing the UI out of the way.

Keycharm pixel image added to Act 1 Scene 3


The keycharms mentioned in text are now also shown as an image on that same line.

Added collision to main menu buttons


The badges now cavort around a lot more, and they won’t be able to obstruct anything!

Improved tutorial


There was a lot of confusion about what the blue thought button does, and sometimes even some initial confusion on how to progress the text in the game, so we tried to make it clearer with some fancier tutorial images at the start.

Graphical upgrades for the golf minigame


Most of the tiles were recolored and some completely changed. Upgraded the sprites for in vs out portals, too.

Added text to loading menu if there’s nothing to load yet


If you clicked REMEMBER with no save files, it was empty and desultory– now there’s some cheeky text there to keep it warm while you cook up your first playthrough.

Fixed typos, stray pixels on Healer and Mimi sprites, rotten tiles on some golf maps, and incorrect miss chance for Deadghost’s ability INDEBTEN


And probably dozens of other little things like that!!

Improved off-key golf music


The brass section was up to 10% lower in frequency than it was intended to be. It’s all better now.

Big New Things

Pause menu


Where before you could only return to main menu, you can now access the conversation log, inventory, settings, and scene select!

Conversation log


Love Exalt 8372 is officially a real visual novel now that we’ve added a log!! Everyone begged us for this… not being able to rewind was painful if you accidentally skipped a line, and frustrating if you zoned out while reading. Now, you can refresh yourself on the last 10 lines of dialogue.


Log lines have correct color highlighting and even show thought lines, which appear in { curly brackets. }

Inventory and item drops


There are now items that drop when playing the game!! The more minigames you win without failing, the higher your drop chance! You can pick them up same as you would pick up a lore bit. Items and lore bits can now be browsed from the new inventory, accessible at your leisure from the pause menu. Certain items are also stackable, revealing more and more of their lore as you gather them.

Scene select reworked in a big way


From drab beige to a slick dark gray in line with the rest of the UI, and also new scene select dropdowns which should make it a lot more clear how to continue the story after you finish a scene.

Here’s a peek at how the golf track selection looks:


The scene select part is similar– we replaced the confusing “next chapter” with a list of teleports to different parts of each scene, and we’ve added little notification dots to show what you’ve completed and what’s new!

New minigame with 2 variants


Epic new minigame with 2 different variants, where you need to press buttons in quick succession. The first variant is just that, press the buttons shown quickly. The second is a randomly generated track that you need to guide a little ball through. Aim for precision, cause if you make mistakes, you’ll get stunned. The inputs required will also adapt to gamepads!

New Timed minigame variant


Multiple green zones can now appear in the timing minigame! You’ve gotta hit all of em to win, but as a trade-off, misses are just a stun, instead of a loss. Even if you miss, you still have the chance to clutch.

5 new golf tracks


That’s right, FIVE new tracks. Some of them are in the random rotation, some you can only play from the intermission (because, frankly, it would be unfair to put them in the random rotation… they’re quite tricky). We’ve now got 23 tracks in total, and more to come!

Minigame combos


After each minigame win, your combo counter will go up! So hype!! There’s an achievement for getting the highest possible combo, too… good luck.

Cool new animation


There’s a new animation for a key story moment in the middle of Act 1 Scene 4, akin to what we’ve had in Act 1 Scene 2. Can’t add a gif here, of course, cause that would be spoilers…

Several CG fullscreen arts


Scenes 3 and 4 now have several full-screen arts for certain special occasions. Can’t tell you anything else, because that’d be a spoiler too… a big one.

Choice buttons


During group discussions, several people will offer something to say, and it’s your choice who takes the floor. Usually only one answer moves the conversation forward… so choose carefully! Or choose wrong on purpose if you wanna see all the content, lol.

Five new tracks by Veki and two from Taycat!


Veki

  • Deixie
  • Homelord
  • Johnny
  • Sycalia


Taycat

  • Fight Fight Fight
  • Godstepper

Act 1 Scene 4


Huge new scene that incorporates everything described above: new music, new portraits, new mechanics, CGs, and the new animation.

Steam VN Fest


We’re participating in steam’s visual novel festival, which just started! The game is 20% off during the event.

What’s next


During the next month or so, we’re hoping to rework Scene 1 and bring it up to par with the rest of the scenes; so much has changed since it was first added, and it deserves a makeover. We’re also gonna add another little minigame to the rotation. After that, we aim to end the first act with its final scene: Act 1 Scene 5.

Thank you all so much for playing and supporting this project. Stay tuned for our Dev Thoughts post for this update, coming soon! More amazing stuff is on the way!!! <3

– Veki and Vaartis

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