Author, Writer & Game Designer. Faceless keeper of secrets, shameless purveyor of tales.

Working on MatchaLIFE and Worlds of SAHMAIN Vol.1.

Blog #01 - Designing Peak

Hello, everyone. You can call me Dee Cameron.

Yes, that is not my real name. No, you can't know my real name. All you need to know is that I'm a writer -also a game developer- and I'm collaborating with AhoAndRiss on MatchaLIFE.

It's honestly a great pleasure and honor to work with him. They're a true professional and extremely reliable, which is what has caused my other forays into 18+ games to fail. I honestly thought I was cursed or something, with the frequency the projects fell through due to some issue with my visual collaborators, but I'm glad to say that the curse was broken.

The project is our attempt at making a Trainer Sim, which is distinct from a Dating Sim, which is distinct from what most people in the English Speaking world think a Dating Sim is… If you're thinking of a game where all that influences the outcome is dialogue choices, you're thinking of a Visual Novel.

A Dating Sim is not Story Driven but Stats Driven, and it is thus much more involved than a Visual Novel. The gameplay is very much inspired by Strategy Games, where you need to balance difference resources and stats over a set period of time and acquire precious information to meet your goals (examples of this kind of game are Tokimeki Memorial and True Love, or the social half of any Persona game from 3 onwards).

A Training Sim follows the same principle, where progression is Gameplay Driven, but with the difference that the stats to manage don't belong to the main protagonist but the other characters you interact with over the course of a playthrough (he most famous example I can think of would be Princess Trainer by Akabur). It takes planning, learning, and encourages multiple playthroughs. MatchaLIFE falls into this category.

Regarding content, you're not going to find any coercive scenarios in the game; the entire narrative setup is that the characters you meet come to your MC willingly for their guidance. Similarly, all other kinks and kinds of situation that would get the game shadow or full banned on an increasing number of platforms are not going to be in here (not trying to shame anyone, but it is just not something we're into/comfortable with, on top of being very risky in the current day and age).

With that out of the way, you can expect to find a variety of content in the game but the speed with which it will come depends on the level of support you will be able to send our way. In its current state,
MatchaLIFE is based around the Sonic IP, meaning that the final result cannot be a product we can sell. It'd be different if everything in it was legally distinct -that would be the dream- but for now, all the support we can accept is either through AhoAndRiss's Patreon or through donations on Itch.io, once we release a version on there.

People who support the project on Patreon will get access to a number of privileges, most importantly the power to vote and decide what content gets worked on for each new release. I will leave AhoAndRiss to explain the nitty and gritty of it but, in short, if you want to choose which character gets added next to the game, or if you'd like to add the portrait of your OC to the choice screen, think about supporting us.

So, to summarize:
- MatchaLIFE is a Trainer Sim with Sonic Characters.
- You can expect it to be kinky but not that kinky.
- Unless we can turn it into our own original thing, we cannot sell it.
- Support us on Patreon and Itch.io. Patreon supporters get voting power.

I think that's everything… I will see you in the actual release. I'm sure you'll enjoy it.

Dee Cameron