Thanks for the feedback. The bug is fixed in the next update.
TwinTails ツインテールズ
Creator of
Recent community posts
I apologize for the inconvenience. I didn't realize until it was too late that the game's inspiration never let monsters inflict critical hits and only allowed players to inflict them through normal attacks. The issues you're having will be corrected in the coming update.
And I will add a volume control in the update as well.
I assume you're talking about Arlana.
First, I would like to thank you for your patience and for engaging with the mechanics. What was your strategy when dealing with her? I would love to hear your opinion on her.
Next, as for enemy critical hits, I apologize for the imbalance. The game is currently agnostic as to which battler can land critical hits, and I didn't realize until it was too late that the game's inspiration never let monsters inflict critical hits and only allowed players to inflict them through normal attacks. I am working to correct this for the coming update.
I do plan on selling here. Those demos were delisted because they no longer accurately represented the final product. If you don't mind me asking, are you based in the UK?
https://bsky.app/profile/twintails8.bsky.social/post/3mjwmsfexl22e
It's not a soft lock; you need to press the "z" or "x" keys to continue.
And to respond to your first statement, I've put this project on hold to focus on my other commercial games and plan to reboot this from the ground up in the future.
EDIT: Also, please follow to get updates. I'm working on a new game called The Succubus Queen and the Holy Sword. Wishlist it here on Steam: https://store.steampowered.com/app/3141990/The_Succubus_Queen_and_the_Holy_Sword...
Collective Shout is just a small part of all of this. Our real enemy is payment processors. This only stops if one major world economic power steps in and says, "Enough of this!" We need legislation! The only way we're going to get it is through mass organization.
Harassing a group of Karens is only going to make us look bad. Currently, three petitions are circulating: one for the ACLU, one for the Canadian House of Commons, and one for the Australian parliament. Do what you can to spread them around!
https://action.aclu.org/petition/mastercard-sex-work-work-end-your-unjust-policy
https://www.ourcommons.ca/petitions/en/Petition/Details?Petition=e-6695
You're welcome. Please take time to check out my other projects as well. Your feedback means a lot to me. I didn't know the landscape was so cookie-cutter. Come to think of it, I do just see an oversaturation of visual novels and "gimmick" games. I aim to change that with my current game, "The Succubus Queen and the Holy Sword," and a future project that aims to stand up to Pizza Tower and ANTONBLAST. I'm guessing a lot of creators are simply artists with limited resources and assume their own projects won't be taken seriously as anything more than fetish material.
I just came up with a theory about why people may be having this problem. Is it possible that when you assign a global struct to an instance and delete that instance, it stays associated with that instance? When you re-battle an enemy, the enemy's instance that was created has a different id to the previous instance that was destroyed.
This occurs when you re-battle an enemy, battle an enemy of the same type, or exit and re-enter the room before re-battling the enemy. Is there a way to refresh global structs to their condition at game start?
EDIT: I fixed the bug!
Instead of doing this:
global.enemies =
{
slimeG:
{
name: "Slime",
I re-rote the enemies list to be more in line with the players list:
global.enemies = [
{
name: "Slime",
Instead of doing it the way Shaun had implemented it, I assigned a unique integer value to each enemy and manually assigned each enemy's name to an enumerator:oBattleUnitEnemy,enemies[i]); oBattleUnitEnemy,global.enemies[enemies[i]]);
I advise everyone facing this problem to do what I did.

