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mminitdev

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

Creator of

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A comment below mentioned more for the female enemies, I'll see what I can do. Glad you liked the game too.

There are 2 new outfits in this version, and yes the art includes them.

Glad you liked it, and that is a fun idea.

I almost forgot she was redrawn, it was done to make her look more consistent with the style in the full CGs. With such a long development cycle I couldn't help the changes in art style. Thanks for liking the game.

Thanks. I always wanted to go back to LL and improve/add to it, but so much has happened to me over the years. At this point it might be better to do some sort of sequel. As for Steam, I'm not sure what I want to do there yet. I've even thought about many a game without any H for Steam just to be able to say I have something on there that I can show to people (funny enough, all the H content in Night Labyrinths can be turned off, but it's such an integral part of the game that you wouldn't do that).

You know, I didn't realize I mostly focused on the male enemies, my bad. I'll make note of it.

I don't think I'll add more outfit variations other than the four already. As for a cheat mode, there is a debug menu I use but it's not enabled on release builds, if it's something enough people want I can probably release a version with it.

Thanks for playing, glad you liked it!

Thanks! And thanks for noticing the bug.

Sorry, there are too many changes from the previous version so the saves aren't forward compatible.

I'd like to do one more after this one (the office style map I posted on twitter), but that one should just be the final area and not much else in terms of gameplay changes. As of V3 you'll have about 80-90% of the full release.

Almost there, I'm currently playtesting and fixing any bugs I find. It's a lot of stuff so I'm being thorough. It'll have the two new outfits, new bosses, a fourth area, full gallery, rebalancing and more.

Thanks, I'm doing alright and progress is coming along.

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