Aw thank you very much! ^^
I'm keeping debug mode as an incentive for the Patreon version, but it's the only difference! Everything else is the same
Thank you for the detailed answer!
Interesting, I've not heard this about the constellation puzzles before but it's true that they are very visually noisy. Mmh, maybe slowing down the Smash check's speed a tad and touching up the particles would work then, it wouldn't really take away from the concept either.
Haha I figured the mushroom puzzles were part of it ^^ I'm happy with the system, but they're hard to visualize for sure. I'm not sure how much I can do to change that sadly but I do plan on having Alma give better hints if you ask her for help multiple times, for the non optional ones at least.
Ah true, some of these are too well hidden. I have ideas on how to make a few of them easier to notice, but some do need to be hard to find. And yeah, treasure location hints are planned! ^^
Aw man, I only had the idea to add a drawing notes only a few months ago, it sounds like a lot of fun, but it's a tough addition at this point in development... I haven't fully given up on it yet, so maybe possibly, but I wish I'd thought of that from the start...!
I don't have a clean date for the next update, I'm currently hoping for late 2026 but I can't make any promise!
Thank again, this is very helpful! ^^
Aw thank you so much!!! I'm glad ^^
There is room for improvement for sure...! The main issue currently is definitely the lack of BE content, which will be the focus of the next major update. It will also contain various additions, a bunch of QoL and balance changes, and the Ocean dungeon will become simpler.
Are there any puzzles in particular that tripped you up?
Sorry for the delay!
I just tested it, and it does work ^^
Here are the instructions again:
i. Smash the 8th mushroom (blue/dotted).
ii. Smash the 3rd mushroom (blue/dotted).
iii. Smash the 1st mushroom (green/claw).
iv. Smash the 4th mushroom (red/circle).
v. Smash the 5th mushroom (purple/lined).
vi. Smash the 5th mushroom(purple/lined).
vii. Smash the 5th mushroom (purple/lined) again.
viii. Smash the 4th mushroom (purple/lined).
ix. Smash the 6th mushroom (green/claw)
x. Drag the blue/dotted pellet (pellet in the top row) to the first mushroom (green/claw) to turn it cyan/arch.
xi. Drag the red/circle pellet in the bottom row to the fourth mushroom (green/claw) to turn it yellow/z.
xii. The path right will open.
maybe you missed one of the steps? You do have to smash the 5th mushroom 3 times in a row. Keep in mind that breaking a mushroom will change the order of other mushrooms, so make sure to count which mushroom is in the position mentioned by each step of the instructions!
Mmh, it might be easier to start a new game, save as soon as you can so the correct paths are created automatically, and then just replace the files following that same path logic! ^^
This is what the path should look like:
Make sure the content of the "Save file" folders follows the correct logic when you paste the files as well!
They'll be part of the BE update, which I'm hoping (key word, it's difficult to estimate the exact amount of work left currently) to release in late 2026! Sadly the release date isn't entirely up to me this time because of Game Maker 2 related reasons.
Said update will also contain various improvements and fixes, better balance, a bit more story content, finalized systems, and of course some other BE related things.
But yeah, that's the plan! Sorry it's taking so long, there's simply no avoiding it...!
Damn... Have you tried lowering the difficulty to the lowest setting?
I've been considering adding more difficulty options, including a "story only" kinda thing where you can't actually game over. You're not the first person to have trouble against the Angel, sorry about that
Hmm... The way it works is that the lowest your HP is, the quicker it regenerates. This effect is even stronger the lower the difficulty is. If you're still up for trying, I would recommend fully focusing on evasion, without attacking, whenever your heart becomes white (1 HP left) or even red (2 HP left). This will make it easier to regenerate, and you'll be able to observe the patterns as well (In fact, you could even spend a try or two just observing and learning, without the extra mental load of aiming and shooting)! Then, switch back to attacking once your heart has regenerated enough / during an easy pattern.
This is the best I've got currently, short of sharing a save file past the Angel fight and a video to catch up on story...!
Thank you very much! ^^
I will be looking into adding more languages eventually for sure! I'll focus on French and Japanese first after the next big update (in late 2026 if all goes well), and more in late development for the actual full release. Portuguese and Spanish will be part of it for sure ^^
There isn't really any way for the community to help currently, but this might be something I look into once French and Japanese are taken care of if the stars align...!
Thanks again! ^^
I took a look!
So, the blue and red info for the 3 part 9 mushroom puzzle won't be available until later in the tunnels.
As for the answer key of the puzzle to the right of the blue mushroom, simply go straight up from the top of the blue mushroom (to room 4H on the walkthrough map)! You'll find a Mush smash minigame there, clearing it will reveal the answer ^^
I can't say I remember the exact specifics right now, but you can find everything you need in the walkthrough! ^^
Here it is: https://www.patreon.com/posts/119207938
Oh boy, it's difficult to list everything...
There's still about 20 Monstergirls who need a chibi sprite set, including BE sprites, and another maybe 30 who need a full portrait on top! There's various QoL and fixes left to implement, some mechanics need to be finalized, many cutscenes need to be made, new areas need to be designed, new rooms need to be made, dungeon design, more puzzles and secrets, the story needs to be fully finalized, more Shapes, more items, more tracks, special sequences need to be drawn and coded, optional quests, more menu NPCs, more NPC chibis, new blocks, player spells, enemy spells, unique skills, relics... I could probably go on, there's a lot to think about...!
Playable content wise, I estimate the current demo has maybe 20% of it, but I could be wrong. I'm hoping to release the next big demo (the BE update) in late 2026, though chance is also a factor because of Game Maker 2 related reasons. After that, it's essentially just adding new content for the full game. I definitely have a few years of work left...!
That's an issue with GameMaker sadly, I have no choice but to wait for them to fix it... If the workarounds in the README don't cut it, I recommend simply playing the older version (available right under the most recent ones!), it essentially has the same content!
Sorry about this, I was very disheartened myself when I found out some people had this issue...
There is no release date yet, I'm still actively working on the game! I am posting monthly devlogs on Patreon however ^^
Which, there are no cheats in this demo but the Patreon version does have a debug mode, you can find more info about the debug functions here: https://www.patreon.com/posts/119207938
Thank you for telling me!
Lowering the difficulty doesn't lower the amount of EXP gained. I do plan on improving the overall balance, as well as adding more difficulty options in the next big update!
Balance has actually been a tough subject, given I've had report of both people struggling on the easiest difficulty, and other breezing through the default difficulty. At the very least, I do think the game should be easier this early on, so that's the direction I'll be going in for the next update.
That being said, it is possible to complete the demo even by avoiding most encounters! Don't hesitate to experiment with the battle systems. Combos are especially important as they'll trigger your equipped combo spells (which you can stock for later by middle clicking them), increase damage dealt to the enemy when destroying Shapes, and cause energized oyons to appear / purify cursed oyons. Equipping the right spells on the right characters depending on the area, as well as good trinkets and relics, is also very important! Don't hesitate to swap characters mid fight as well as this gives you a slight heal on top of a different spell loadout ^^
Thank you again!
Thank you! ^^
There isn't really a way to avoid grinding currently, though the Ghosts in the forest can drop a trinket that increases earned EXP when equipped!
I'm currently working on the next update, I don't have a date but I do post public devlogs monthly on my Patreon if you'd like to follow the game's development ^^
Thank you!
1. You don't have to stay a patron. Once the game releases, I'll have a list of everyone who donated at least $5. Whether they are still a patron or not doesn't matter for this! So a one time donation is enough to get access to the game when it releases ^^
2. It could be Steam keys or it could be something else depending on what platforms I'm on by the time the game releases and what you want!