Thank you, really. At the end of the day I'm just banging rocks together here; this is an RPGMaker game, not some amazing multi-million dollar title or even one of those really slick indie games. Much like my life, everything in the Cruel Serenade games is JUST GOOD ENOUGH to work, to achieve the effect it sets out to. But as I've said, the metric for this stuff has always been myself. As best as I can within my limitations, I try to make something I enjoy playing, something that's fun, and hot, and has some interesting twists and turns to it. The production process for these games is basically me making an amusement park ride, riding it, and going "no, that turn needs to be sharper, the water spray needs to be faster, the ghosts need to go higher when the jump out of the old treasure chest..." And then I get out my ratchet, tweak it all, and ride it again, over and over until it actually works. In writing, or art, or game design, it's not so much about the specifics as the "ride" overall, and I do my best to make sure that works. I'm glad it did for you.
I'm especially pumped to read that "all week" bit, because that's exactly how I'd get with some of the games that led to this over many years. You get into this flow state of unlocking obscenity after obscenity and you just CAN'T STOP, you gotta keep it rolling. People talk about edging, but you don't know what edging is until you've played a game like this for four fucking hours straight. You play these games right, you're absolutely obliterated at the end, and if I've managed to recreate even a bit of that successfully, I've done my job.
And glad you liked the strip club minigame! It's simple, and I wish it was smoother and less laggy, but it's RPGMaker, limitations and all that. I'm glad it clicked for most people though, and that it didn't overstay its welcome.
Thank you for your support, and I look forward to making another game that hits that perfect spot.