Probably soon! I want to release at least one major update first to show visible progress. (There've been dozens of minor updates since launch—a tutorial, graphical improvements, new sounds, new game over CGs, CGs of the dryad in various states of undress, destructible objects, balance changes, performance improvements and bug fixes—but no highly-visible game-changing new content yet.)
indigowest
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Also well-spotted on the Blink problem! The gate leading to the prisoner rescue room used to block vision, but thought the first introduction to the room would be more mysterious/enticing if you could see into it first, so that changed a few days ago. I didn't think about how that interacts with Blink! I guess I'll make the area un-teleport-able. It'd make sense to add anti-teleport wards to a prison.
Thanks for your thoughts! I'm working on more H content, though for in the near term it'll be focused on girls.
But, gameplay-wise, it does bug me that there's currently an arbitrary division where female enemies get treated one way (by Grapplevines, and in the future, by other things) and male enemies another way. Currently my art process is too slow to add the M/M content that isn't my personal interest, but if the game makes any money, I might hire a friend for it, or maybe I just knuckle down and get through it. Hope it gets there!
I'm delighted people love the gameplay! More 18+ content is coming, probably in the form of more sexy situations to trick/push the female enemies into, and as defeat images based on which enemy defeated you (though in general I want most lewd content to be about player success more than loss).
Clothing durability is on a long-term maybe list. With clothing being your health, having finer gradations of clothing damage would enable more variation in how much damage enemies do, and the idea of clothing being gradually torn to increasingly-revealing shreds is hot. Having other clothing be findable in the dungeon would fit well with this.
I've found a memory leak where shattered crystal graphics weren't being cleaned up between levels. I think that could eventually overwhelm a GPU until the browser drops the rendering context, which would cause the map to go blank until a page reload.
So I fixed the memory leak, and also added recovery handling to restore the rendering context if it does get dropped, so this shouldn't happen again. Thanks for the report!
