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My Lovely Wife News

The Indie Houses Promo Event is Live!

[h2]The Indie Houses Steam event is now live![/h2]
We prepared a free demo for you to try and a few special livestreams as well ;)

You can check out the full schedule here:
  1. Day 1: August 31, 9 pm PST
  2. Day 2: September 1, 9 pm PST
  3. Day 3: September 2, 9 pm PST


See you there!
[previewyoutube][/previewyoutube]
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https://store.steampowered.com/app/1251930/My_Lovely_Wife/

My Lovely Wife Devlog #2: Peculiar Marriage of Resource Management and VN



Back again with me, Lasheli, in a new devlog of My Lovely Wife! Previously, we’ve talked about My Lovely Wife’s development journey. Today, I’d like to invite the game designer, Dodick Sudirman, to show us more about the “inside” of the game!

(Dodick & Riris showcasing My Lovely Wife on Level Up KL 2019.)

Having the experience of being My Lovely Daughter’s game designer, there are surely many lessons learned. It did not take long for Dodick and the team to apply that knowledge into the making of the new title: My Lovely Wife. Taking only months after the release of My Lovely Daughter in March 2018, the first prototype of My Lovely Wife was already in process.

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Let’s hear the idea behind the design of My Lovely Wife in this interview with Dodick!

[h3]1. What vision did you and the team have for My Lovely Wife when you first designed the prototype of the game?[/h3]

We want the game to have a better affection system compared with our previous game, My Lovely Daughter, by incorporating strong emotional aspects to the story. For this to happen, we decided to add a visual novel element to the game. That way, players can establish an intimate relationship with the fantasy creatures in the game.

(Visual novel gameplay in My Lovely Wife)

Not only that, but we also plan to make quality improvements in the game’s resource management system. We realize that the gameplay of My Lovely Daughter is kind of repetitive — and we thank our players for mentioning that. That’s why we did some research by studying similar games. All to create unique resource management for My Lovely Wife.

(Resource management gameplay in My Lovely Wife)

[h3]2. What kind of “uniqueness” do you want to present to the players? And what kind of challenges do you face when doing it?[/h3]

What makes My Lovely Wife unique is how emotions become the core experience of the game, instead of the gameplay. All decisions that affect the gameplay or the story would be based on whether or not it will enhance the players’ emotional experience.

The challenging part is how we have to constantly experiment on getting the right composition for the game since we’re mixing several gameplay elements (resource management, visual novel, alchemy simulator). There weren’t many references that we can follow, too. Some of the games that we studied were This is The Police for its UI and resource management interface and The Shrouded Isle for how they implement emotional experience in the game.

(Resource management interface in This is The Police 2)

(An emotional cutscene from The Shrouded Isle)

[h3]3. Are there any gameplay ideas that got scrapped during the development?[/h3]

There are some ideas that we had in mind to revolutionize the gameplay of My Lovely Daughter, for the improvement of its sequel, My Lovely Wife. One of them is to make the game more “real-time” by letting the players freely decide what they want to do for a day, thus preventing them from getting stuck only in the resource management system. The other idea is to implement a “procedural” element, where players get to decide the schedule for the day, at the beginning of the day, just like in Princess Maker. However, those ideas got scrapped because they didn’t work well in terms of My Lovely Wife’s game flow.

(Schedule-making element in Princess Maker 5 — scrapped.)

[h3]4. We’ve heard of what didn’t work for the game, but is there any spontaneous idea that actually got implemented into the game?[/h3]

The answer is: not really. Mostly, My Lovely Wife’s game design is adapted from the existing game elements. For example, the trait system is inspired by Darkest Dungeon. We also have a chat history system that is commonly found in visual novels.

However, I have to name one spontaneous idea, it might be adding succubus’ responses to not only dialogues but also towards events in the town. The purpose of having that feature in the game is to add sentimental value for the players.

(Event in the town)

(Succubus’ response to our choice during the event)

[h3]5. With the game nearing its completion, what are the lessons that you get during the development? Is there anything that you want to improve?[/h3]

I still think that there is a lot more potential that we can do with our affection system (deep dialogue with the succubi). Not only to improve its integration with the resource management game but also to improve player interaction with their lovely creature. We are still researching alternative approaches as we speak because I believe that there are various interesting ways of combining both features. Hopefully, we can continuously increase the quality of our future My Lovely games.

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So, we can say that even though there are many ideas coming up during development, ultimately, the developers have to decide which works best for their game. And it’s the challenge that My Lovely Wife’s team has to face as well. We hope that you’ll enjoy the game when it’s released next year!

My Lovely Wife is planned to be released in early 2022 on Steam, Nintendo Switch, PS4, and Xbox.

Follow us on twitter: @MLWthegame

Thank you for reading, and see you on the next devlog!

My Lovely Wife Devlog #1: The Vision and the Realization



GameChanger studio brought My Lovely Wife to the public for the first time in early 2019 after finishing the alpha version in 2018. However, the project was put on hold until the team picked it up again in late 2020. What happened during that time? In this very first devlog, We’ll have My Lovely Wife’s producer, Riris Marpaung, talk about the game’s development process!

Not only acting as the game’s producer, but Riris is also the CEO and co-founder of the studio herself. Having no experience in game development, she was “dragged” by the founder, Dodick Sudirman, to join the industry by establishing GameChanger Studio in 2013. They were actually academicians working together at the same university in Indonesia. Their passion for video game is what keeps them going until today.

(From left to right: Riris, Dodick, and their students)

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Without further ado, let’s start our interview with Riris!

[h3]1. Since 2019, My Lovely Wife has been seen on gaming events both offline and online. However, we didn’t hear much about it until this year. What happened?[/h3]

Hello! It’s true that we’ve brought My Lovely Wife to events such as GCA, Taipei Game Show, Gamescom (Indie Mega Booth), Level Up KL, and other events. However, only in October 2020, we continued the development of the game. Almost 2 years of interval.

(Riris with a fellow indie game developer on Level Up KL 2019. We miss those times!)

As a small indie game dev studio, we need to prioritize our projects so that our lovely studio can keep on going. At that time, we were kind of occupied with our other project, thus our focus was shifted. In mid-2020, we then decided to continue to work on My Lovely Wife. Along with the game designer and the lead artist, we planned to apply some big changes to the game.

[h3]2. You mentioned “applying some big changes.” Can you elaborate on what kind of changes that you make in the game?[/h3]

All of it. From art style, sound, and even the gameplay. The only thing that stays is our vision to raise the issue of toxic relationships which are often found in our life as a human. Do we still want to hold on to that kind of relationship for the sake of love? Or should we just let go of it and pursue new happiness?

We make the world of My Lovely Wife become “whole” with the help of our story writer, who added complexity to the story for the players to delve into. The visuals, starting from the characters, environment, to the UI, sticks to the fantasy-victorian era setting. The same goes for music and SFX as well.

(Town’s management simulation — prototype 2018 version)

(Town’s management simulation — alpha 2019 version)

(Town’s management simulation — current version)

In terms of gameplay, players will see a more complex design compared with our previous game, My Lovely Daughter. By adding the element of visual novel, the choices that the players make will determine which ending that they will get. So, be prepared to have your feelings all stirred up, hehehe.

[h3]3. Since there are lots of challenges as an indie dev, are there times when you want to drop the project?[/h3]

That actually has never crossed my mind. In fact, I really want to finish the project. It’s all because of the enthusiasm from our players, who’ve patiently waited for the sequel of My Lovely Daughter.

Moreover, having support from our awesome publisher, Neon Doctrine, boosts our morale indefinitely! The best part is that we also get a lot of help for the game’s promotion and marketing — stuff that I can’t really handle myself.

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[h3]4. Can you tell us more about the prototype version of My Lovely Wife? What kind of concept do you have in your mind at that time?[/h3]

My Lovely Wife was actually shaped by our players’ feedback on My Lovely Daughter. Gameplay-wise, they want our game to not be too repetitive. Story-wise, they want a deeper story to explore, especially about the homunculus. From there, we visioned our next game, to raise a frequent-but-deep issue — which is toxic relationships, by having succubi as the creature that the players will interact with.

We also want the world of My Lovely series to expand vastly, just like Final Fantasy. For starters, in terms of visuals, we decided to lock the unique art style for the series. From there, we make sure that the characters, though subtly, are interconnected with each other — all by maintaining the topic of human relationships depicted through fantasy creatures.

(Player’s interaction with a succubus)

[h3]5. Are you satisfied with the changes made in the game?[/h3]

Certainly. Though satisfaction has no limitation, right?

However, I can say that all of the elements in the game, starting from the story, art, sound, to the gameplay itself have aligned with the vision of the game. Although, it kind of took us a long time to make it work. I’m really thankful for my team; the game designer, visual artists, sound designer, story writer, programmers, voice actors, and all the interns who have contributed to the making of this game.

(The team is about to have lunch together!)

[h3]6. Lastly, do you have a thing or two to share with the people who have been anticipating this game?[/h3]

First, I want to thank especially our My Lovely Daughter players, who have been patiently waiting for our next title. Be it old players or new players, we hope to receive continuous support and gain as much feedback as we can to create better games in the future.

Grab a popcorn, or prepare some tea when playing My Lovely Wife. Though, we advise preparing your heart before going on a heart-wrenching journey in this mix of dating and management simulators!

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My Lovely Wife is planned to be released in early 2022 on Steam, Nintendo Switch, PS4, and Xbox.

Thank you for reading, and see you on the next devlog!

Play with the Dev: Exclusive Demo!

[h2]Our demo is available exclusively on DreamHack Beyond!
[/h2]

Work with those succubi, make them fall in love with you… and sacrifice them to create a vessel for your wife’s soul.

Don't forget to tune in to our Livestream as well~

https://store.steampowered.com/app/1251930/My_Lovely_Wife/
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PAX Online Announcements!

We just announced five cool new indie games at PAX Online. What did you think of the show? In case you missed it, here’s a quick rundown on what we had.
As a bonus we have Exclusive Demos of our games available to play right now!

My Lovely Wife

Save your wife and lose your soul in this management sim about summoning and using succubi to bring someone you love back from the dead.

https://store.steampowered.com/app/1251930/My_Lovely_Wife/


The Legend of Tianding

A 2D sidescrolling action game set in Taipei at the turn of the 20th century, see the story of Taiwan’s battle for freedom from Imperial Japan through the eyes of a legendary hero: Liao Tianding!

https://store.steampowered.com/app/1406850/The_Legend_of_Tianding/

Jack Axe

Jack is her name, and axes are her game in this fantasy platformer about colorful landscapes, amazing acrobatics, and little girls wielding massive axes.

https://store.steampowered.com/app/985780/Jack_Axe/

Lamentum

A 2D Survival Horror game set in, where else, a haunted manor. Guide Victor through deadly traps, mind-bending puzzles, and past the jaws of terrifying monsters to rescue his missing wife Alissa.

https://store.steampowered.com/app/1033950/Lamentum/

Doors of Insanity

An RPG Card Battler where death and loot alike lurk behind every door! Create a custom character, put on the right equipment, build your deck, and battle your way out of purgatory!
https://store.steampowered.com/app/1268810/Doors_of_Insanity/

You can watch the full announcement video here:

[previewyoutube][/previewyoutube]

And some wacky bloopers!

[previewyoutube][/previewyoutube]


But Wait! There's More!


We've joined the United Servers of Discord Alliance! This alliance brings together Discord guilds for fun events and server vs server battles!




Join https://discord.gg/nd for all details. We've prepped a special event just for PAX Online with loads of awesome prizes!

The AllianceTrivia Bot will enable trivia battles between multiple Discord communities! Try your hand at answering trivia questions and help us win our battles against other servers!

When you have a chance check out the #alliance-trivia channel and show off your trivia skills. New trivia battles happen in this same channel automatically every 8 hours at 12AM, 8AM, and 4PM UTC, so if you miss out on the first battle then don't worry because there will be a lot more coming daily!

If you are interested in learning more about the Alliance then feel free to check out this presentation: http://hyperurl.co/DiscordAlliance