Even if you reload the game there is nothing stopping you from getting to the switch with the red marking above it and flipping it as many times as you need to to open the main gate to the palace. I have done it countless times. I wouldn't just softlock the player like that, unless this is some completely new bug that I've never seen before.
Hexalt
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You can leave the palace before beating the boss. There is a switch that opens the main gate; it's near the entrance and it's marked by a symbol.
Also if you are still having issues with the boss and want to make her trivial, go to the cheat room at the beginning of the game and give yourself a ton of HP.
I understand. It's admittedly pretty hard right now. In upcoming builds, I'm going to add things like armor and magic accessories that you can buy in town that will make the fight much, much easier. As of right now I would say the carbine is the best weapon against her, or if your timing is good you can throw bombs at her which should damage her even if her shield is up.
Thank you so much, that's awesome!
The full game is going to take a few years to make, but I have been dropping test builds as I go. The two most recent are available for Patrons, while the third most recent going back are available here. And yes, I'm gradually working towards adding the part where you use the water spell to fill up various monster ladies. And not just the water; we're going to see a lot of inflation themed stuff throughout.
I'm not sure where to go to ask this but is there any way to skip the pyramid scene? I have no idea how to fight the monster there and it takes forever to get through the cutscene leading up to it. It's incredibly frustrating. If it doesn't exist in the game, I think the ability to skip incredibly long cutscenes like this would be great for repeat playthroughs since I really have no desire to go through that pyramid conversation again before trying the monster again. Aside from that I've been really enjoying the game so far and I love how polished the art is. The fact that I've been enjoying the game so much is what makes being stuck in the pyramid so painful for me, I don't want my playthrough to end there.
Thank you! And it's difficult to say. My work is always going to have WG themes, but I very quickly became burnt out on making games that... well, essentially you play with one hand. I want to get more creative with how I explore WG themes and come up with far more interesting gameplay than what I have made in the past. That's why I hid my old games away for now, but I have no intention of just deleting them altogether because I like having the archive.
I'm planning to re-add the shawarma stuffing scene to the new version of the game, and hopefully make it a bit better. I want to play with the idea of her being a bit thinner before the shawarma binge, and have that affect the way she navigates the early dungeon. As for the overall direction change, I realized I wanted to focus more on exploration aspects, since Sophia is an adventurer, and the visual novel format wasn't doing it for me in the way I wanted.
Hmm, I would say if you are JUST starting out, make something very simple. Make a game about something like a ball rolling around that collects objects and jumps and add a victory screen, something really simple so that you can be familiar with how to make a finished game. It doesn't have to be a GOOD game, just a finished game.
I would also say don't spend TOO much time obsessing over which engine to use, or which engine is the best, etc. Just pick an engine you think you'd be comfortable with and use it to see if you like it.
Also, learn how to have fun with your projects. Having fun is important!





