Oh, If you're talking about the WASD camera movement, then I can probably do something about that.
GMRin
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Demon Time scales the engine time so everything becomes faster without breaking systems like hunger or fatigue. I think the main issue players are having right now is performance, but even if Demon Time instead granted Haste (which does what you’re suggesting), it still wouldn’t fix the issue. I already tested this by giving myself a large amount of Haste.
I’m starting to think the problem isn’t in the game logic but in something visual, possibly a shader or the nodes themselves. (Those aren't 2d sprites but are actually vector graphics generated with code.)
I did some tests and found that Demon Time doesn’t really affect FPS when idling. Its impact is only noticeable when a node is completed quickly, so it’s either some inefficient code running on node completion or the number of text popup gameobjects required exceeds the pool size, causing the game to instantiate them rapidly. The latter is much easier and safer to fix for now.
Thanks! I didn’t realize the Vagrant’s Sword would be that powerful. The Demo Lord is definitely not supposed to be beaten that easily, haha. The lemonade minigame is meant to be something you let run in the background while you do other things over the course of the game, but I guess I could try adjusting the curve a bit so there’s less downtime. As for the newspaper, I might remove it soon, it turns out to be more obscure than I thought.
That's a plausible explanation. It's possible to manually save between each step, so you could technically spend a really long time hitting 10 0.6% chance. However, I probably won’t balance around this strategy, because it’s only possible on the web version, where saves aren’t triggered automatically on exit.
If that’s the case, then there must be some quirks in the random number generator, because getting 6–7 screaming mandrakes shouldn’t be feasible with a stated 0.6% chance. Even 6–7 normal mandrakes would only be around a 0.55% chance. I think having 1 screaming mandrake triggering +9999 vitality (0.03% chance) then getting 500 virtue combined with a good run should already be enough.
Thanks for the feedback! Questions like these are very helpful during development because it reveals what players think. I’ll try my best to address all of them.
Is the business permit useless?
At the moment, the business permit is mostly useless (aside from a score boost). However, I’m already working on lemonade stand content for the next update, which will require it.
How do you get demerits?
There used to be more ways to earn demerits, but currently the only options are trying to flirt with Liebeth then fighting the disciplinary committee.
Screaming Mandrakes are hard to get
Based on feedback from other players, the most effective way to obtain Screaming Mandrake right now is simply refreshing the page and trying again, since autosave only triggers once every 30 seconds in the web version. Alchemy is intentionally difficult at this stage of the game, but it will gradually become easier and eventually become your main source of Screaming Mandrake.
How do you get gold?
Gold is primarily earned by selling items on the map. The 1 million gold requirement may seem excessive, but it’s intended for players doing a Business Club run, which will provide access to significantly more gold. For now, without the lemonade stand business, the only way to reach 1 million gold is by selling Screaming Mandrake.
Inviting all three NPCs to the cabin feels useless
NPC interactions such as “Practice magic with Liebeth” are leisure nodes and do not progress the calamity. Their usefulness depends on your available food and sleep. Also synergizes very well with certain builds.
Gathering 2000 Calmness to calm the demon
Reaching 2000 Calmness to calm the demon should already be possible by following the meditation route.
Are more Shadow Comprehension bonuses planned?
Yes. I plan to increase Shadow Comprehension rewards so players can access more power earlier in the game. Maybe fewer nodes but larger rewards when you do find them.
Boss fight clarity / tutorial or journal
I plan to do a polishing pass after finishing Year 1 content for the Steam demo release. This will likely include a UI rework and some form of onboarding tutorial, journal, or glossary.
Is the highest recorded damage saved across runs?
No. It is only recorded for that specific fight.
What do the other stats do?
You can view what each stat does in the Summary tab. If a stat does not appear there, it likely does not directly affect gameplay.
Red and yellow text seems inconsequential
Those colors are mainly used for emphasis. That said, certain final endings (not here yet) will be locked or altered depending on choices such as defeating or sparing a hero.
What is the criteria for remembering an action?
Once an action is revealed (shown on your screen, whether activated or not), it will persist and appear in subsequent runs with the appropriate upgrade.
Thanks again, very helpful!
Multipliers from the same source stack additively, while multipliers from different sources stack multiplicatively.
The 600k score is more than a week old at this point. At the time, there was no alchemy and only one hero available. Cheesing for 9 screaming mandrakes seems absurd to me. That's like (0.06 x 0.05)^9 (probably a little less rare since the correct calculation would use a binomial distribution?) Even 3 screaming mandrakes is already super rare, having all those 3 trigger +9999 vitality is just so astronomically unlikely... unless I made a mistake and accidentally set the chance to something like 95%. (Yeah, there will be a recruitable hero in the future.)
It's just 1 point per basic stat. Calmness, Vitality, Manipulation is 0.1, 2, 10.
Then there are multipliers: +10% for each unique Status, +5% for each unique Resource, +2% per Skill level, +1% per point of Virtue. +50% for each Hero defeated. Then divided by 10 at the end.
A lucky screaming mandrake would only give like 20k points on its own, but with multipliers it can go pretty high.
