Not yet but will be in a later version.
mminitdev
Creator of
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Yeah I do check from time to time, it's helpful to see if anyone encountered bugs but there isn't much activity unless it's after a recent update. Given the amount of time it takes me to update I don't think a monthly thing is a good idea (I haven't really been paying attention to any recent changes in this area, all I remember is the negativity surrounding it). I would consider a support per update released kind of thing as it would be a way to gauge interest in a project, but itch does not support that since it's more of a storefront.
I'll just continue with the way things are for now, maybe in the future I can be a faster dev. And thanks for the continued support.
Yeah I'm still working on it, but a bit slow for various reasons. I took note of the content related suggestions so I'm working on adding those before another update.
The game is no longer indexed on the site search due to recent events, so people can't even find it (at least I can't outside of this account)... It still gets downloads, but it's demotivating to go weeks without a single notification about it. The last update also received a very lukewarm reception, likely due to lack of confidence in my dev speed.
Regardless, since there's still interest I'm still going to bring it to a point where it feels complete.
I see the issue with the cool drink, it's because I forgot to remove it from the pool of items that the Lost Package item pulls from (it used to be a regular item in V1), so it has a chance to get sent to storage when it shouldn't. I'm assuming that's what led to the storage bug, but I'll do more testing. I'll need to look into the storage issue more, but for now I'll upload a fix for the cool drink.
Edit: I also see the issue with the second page of storing not being read correctly, thanks
Thanks for playing
-For difficulty, it was originally a bit harder and required more careful play or grinding, but the few playtesters found it difficult. I erred on the side of making it so you don't need to grind to get through it. Perhaps for one of the prep actions I'll make it so you take more damage or something, so that it can function as a difficulty option.
-Auto progressing grapples were just for the purposes of recording the preview video. I always intended for the player to proceed manually since it lets them look at them.
-Noted on the h-content. I'm not sure if what I end up adding will meet everyone's expectations but I'll try. I'll try to add more leg stuff.
A lot of people wanted mid-gameplay scenes over those, it was probably the thing that was asked about most so I put all my drawing effort into that. Drawing those and all their variations (and implementing them in the game) took a lot of time and I was unable to commit to animation on top of that, it's too much for one person to do. Another thing is that I received little to no feedback at all regarding the game over animations, so I don't think people really cared about them, or they just weren't good enough for anyone to care. I'll add the existing ones and any other unused art to a gallery in a future build.
Some people are having issues running the game where all controls except turning become unresponsive or they'll rotate faster than usual. I'm looking into what could be causing this, I'm suspecting the game runs faster/slower on some machines when it shouldn't. Tinkering with the nvidia control panels latency settings seems to have helped some users.
Was v1 the first version you've played?
https://mega.nz/folder/GElUlAKS#eeK71ppVpJ10Jn_6odcbaw
That link should work for now
An update is just about ready. It'll still be the two dungeons in the demo, but there's another prep action that alters some CGs as well as game overs for each area, along with quality of life and gameplay changes. It's like a more refined version of v0 to hold over until the game is completed. I've just been busier with later parts of the game.
Hey, thanks for playing.
The plan is for cut-ins to get lewder as you progress
The game overs are abrupt now for sure and should be addressed in the future.
-Enemies grabbing and holding you is a good idea and likely will get added in later dungeons
-Player status effects aren't in yet but will be
-Nice trap idea, it's in lots of these types of games and would be nice to have it in this game too
Best way to support is the donation option upon downloading the game, you can put in whatever amount you prefer.
Thanks for the feedback, it's really helpful
-I think I'll add a setting where monster CGs stay up until you perform an action, that way they can stay up if you want them to. I'll need to put this in a test it.
-Slime traps do seem to be lacking, a defense debuff sounds really good.
-I was worried slime titans would be too strong, but yea they need a buff, they are supposed to be slow and very dangerous
-Noted that the pink skills and tension need more attention, the issue seems to be with how strong Lubricate is.
Your other notes are great as well, thanks so much for playing and the in depth feedback!
Hey, my twitter DMs should be open last I checked: https://twitter.com/mminit_dev

