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A member registered Oct 24, 2018 · View creator page →

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Yeah, I managed a win after turning it down two notches! (The slow characters are still garbage tho, haha)

OK, the input lag seems to improve a bit if you turn down the graphics settings at launch? If I'm not completely imagining things...

Part of the struggle might be that there's some substantial input lag, which on top of the natural Pong need to be where you need to be ahead of schedule at all times, makes things extra difficult. I feel like the slower characters are next to unusable as a result.

Still, this is an engaging take on the classic "strip wager" eroge conceit, and I'm determined to get a non-EZ-mode win... eventually... XD

Ah, I figured it out--I had to turn off the mouse control scheme. The ship was orienting to the mouse cursor regardless of my gamepad input.

I think I would prefer a more twin-stick-shooter style control scheme than we've got (map right stick as if it were the mouse cursor orbiting the player, map left stick to 8-directional strafe/brake), but at least this is playable!

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Hey, just bought this and it looks like a lot of fun! I'm having trouble with the control scheme, though. I can map the buttons for my Xbox 360 controller, but it doesn't respond to either of the sticks, so I can't aim or steer--just shoot and thrust forward.

This looks delightful! If you're looking for reports of specific issues with the encyclopedia, clicking "Dawnsoon" shortly after the introduction of Eina causes an exception "ValueError: <store.EncEntry object at 0x7CD76B0> is not in list" at line 1866 of script.rpyc...

Played, replayed to find animations I missed, came back to donate. Thanks for this delightful little creation!

After some replays, my interpretation is that the "Johann" and "self-esteem" outcomes are canonical, and the rest weird delusions or rationalizations brought on by trauma. ("child soldier" I'm not sure on. Could be some of both!) I think the figure who appears at the end--and who keeps saying "please, come home"--is Johann, his head bandaged and jaw wired from Laynie lashing out at him in her flight.

This is so very cool! In my first play, Laynie came to the "activated" conclusion. Now I'm really curious what y'all are doing with the feedback/data...

Yeah, the simplicity of the controls is definitely a plus! In a way I feel this'd make it even simpler, though: left click always interacts, right click always examines, no ambiguity or undesired actions except on an actual misclick. Good to know about the right-click description cancel tho!

Whoops, I accidentally started a new thread because Itch told me there wasn't anything posted yet. Sorry about that!

Hey! I enjoyed the demo and look forward to the full release. One suggestion: don't have left click default to "examine" when the target object isn't interactive. Right click works fine for that. I found myself constantly irritated by accidentally examining things (and having to click through several lines of description over and over) when I was trying to interact. This was most noticeable when spinning the combination lock, where I'd frequently hit the outside of the lock getting its description, or the wardrobe behind it.