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mminitdev

155
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A member registered Aug 26, 2016 · View creator page →

Creator of

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Not yet but will be in a later version.

Thanks for playing. The last two aren't in V2 yet, I'm currently working on adding them.

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.

Yeah. just my twitter page. I was hoping itch.io would be the go to but things seem shaky now.

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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.

I'm not sure if I want to change her design that much with all the art assets in the game, that sounds too specific and would add to the development time.

Yes a gallery will be added, it's what the table with the board in her room is for. I just didn't get around to adding it in this version, but hopefully for the next one.

Thanks for playing, and for all the detailed feedback and thoughts. I'm not sure if I'll implement them, but I did read it all. As for the larger resolution, I don't have a monitor that big but I'll see what if there's something I can do.

I don't have any plans to do an android port, sorry. Maybe there's another way to play Unity games on android?

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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.

I'm not sure, maybe? Though I always thought about putting a "normal" game on steam first.

Thank you for finding this. I'll take note of it.

Thanks. The storage bug is fixed for the next version, and I'll look into the buttons for the area list.

Thanks, and yeah twitter isn't the best for updates since you need an account to see anything, that's why I started using the devlog thing here.

Not really sure, I've thought about going back to Lewdest Labyrinth or something like it, but maybe I'll try something different for a change of pace. Too early to say.

Hopefully soon, it's getting there.

Sure, that's a good idea. I'll try to have it in the next version. Deleting your save in the AppData folder should work the same as a temporary measure.

I'll see what I can do with the preparation options regarding that

I'm looking into adding a few more.

The game should already detect controllers, is it not working for you?

Yeah, there are some progressions where that happens, the vigilante is one example.

Thank you, I made note of the bug.

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

I don't see why not, but it probably won't be a main mechanic or anything

Thanks for the heads up about tags, I'll do that.

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Still plugging away. I posted a more detailed reply above on a newer comment.

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.

Thanks for playing, there will be more penetration in the next update.

Thanks for playing! No there's no patreon, only the option to donate upon downloaded if you wish to, it's a big help.

Definitely want to add more boob interactions!

Hmm I don't think I've ever encountered that, could you maybe try running the game as admin?

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!

Thanks for the support! I'm not sure what you mean by spoil rate?

Clothing damage is still up in the air with what I'll do with it. For your stats there are certain ways to gain permanent ones, like from mapping rewards and collection items (the ones with the blue border) that you pick up and then buy from the shop. Thanks for playing!

Hey, my twitter DMs should be open last I checked: https://twitter.com/mminit_dev

Hey thanks for the bug report! Here is fine, I'll have this fixed for then next version. Thanks for playing!

That's a good idea. I think I'll add that as an option in the settings.