Wow, thank you for the kind words!
It has been quite a journey, and I'm honored it's one of your favorites games! 🤍
Right now the web version should be fully playable on Android based phones and tablets, as far as I've seen.
I tried to get the web version to run on iOS based devices, but the export was buggy and crashed often, and afterward I read it's generally not recommended to attempt running web exports on iOS.
As for a native mobile version, I couldn't release it on any iOS device, since explicit adult content is not allowed. As for an android version, I have no plans (since I don't own an android device to even be able to test it), but I might consider it for future games.
Hey, thanks for the kind words! I'm glad you're enjoying the game and the art. I should be able to get some more stuff from Frooby created and added in a few weeks, so hopefully that's exciting.
And yes, I do still find the feedback survey very helpful, I appreciate you taking the time to fill it out. Some of the feedback items I won't be able to incorporate into this version, but I am actively planning what could go into the sequel or a spinoff. Some of those suggestions will end up there, so keep em coming!
Hmmm... I tested this on 3 different Android phones on Chrome, running Android 11, which all seemed fine.
I'm not sure what could be causing the issue, since the same web build is used for all devices.
Does it happen on different browsers too? Have you tried clearing the cache/making sure the browser is up to date? Do you have plugins/extensions that are running in the browser you could try disabling?
I'm glad you like the graphics and audio!
I've been thinking for my next game to make it skill/agility focused, and remove any guesswork/trial and error. If there's puzzles, I'll handle them more like a puzzle game.
I'm going to look into an option to speed up the menus/transitions if its feasible for me to do.
hey, sorry to hear your struggling!
i'd like to make the game enjoyable for a lot of people, there's a few people who suggested colored runes at this point. I can put some thought into making an option for that, or perhaps simpler/clearer rune shapes as well.
in the mean time, I just added a gameplay hint section on this page, just above the roadmap. theres some stuff in there that makes the game much easier if you know it.
Hey, I went ahead and replaytested Trerzothar several times on both Normal and Casual. For normal, you can reach 100% but you can't miss a helpful rune (or Wither) and never click a harmful one.
For Casual mode, it was hard to get past 91%, so I tweaked the difficulty and uploaded a new version (2024-09-20). Same rules apply, just make sure you dont miss any good runes and dont click any bad ones. You may also need to stagger clicking certain runes to make sure your energy is high enough before you finish.
I think the game help before the ritual is misleading some people, I will try and make it more clear.
Here is a hint for gameplay:
The helpful and harmful runes don't ever change, they are hard-coded per demon/per phase.
So hopefully your first few playthroughs you learn and memorize the correct runes for the given demon/phase, then after that you can work on finishing the ritual more quickly to try and get 100%.
Hope that clarifies!