Huge thank you for your review! Things like that really help me to keep going on :D
About the pause screen - Yeah, I’ve been thinking about that… but… I just literally don’t have place to put the buttons :D That was the only reason to cover the gameplay field… I would wanted that feature myself, but alas, I’m bad at UI design. Always end up with no free space to put things.
About poses - unfortunately that’s complicated. First of all on the art side (all those poses need to be drawn, and I’m a bad painter, which among other things makes drawing extremely slow). Yes, I definitely want poses in the latest project - Vinculike. But in this game… it’ll just be way too much drawing.
I thought a lot about CGs… At least one for winning the game. But again that bumps into the problem that I can’t properly draw - and among other things it’ll take just enormously lot of time… I even abandoned a whole project just because of “too much art needed” (I’ll polish the prototype a bit and will hopefully release it tomorrow). It’s just much more efficient to me as a programmer to focus on making gameplay-oriented games, than adding (a lot of) art.
Ability to choose map tileset - could be easy. The only problem… there’s literally no place to put a new button :D
The bug with corners - yes, it’s a bug. A bug which eventually “became a feature” :D This game was initially made for Lewdie game jam in 12 hours, therefore the “foundation” below it is quite shaky, it was rushed and not done properly. Reworking the behavior to a better collision system is possible, but will most likely require reworking a great lot of game systems. So for now it looks much more reasonable to invest this time into Vinculike game project where it’s done right from the very beginning (and yet even there glitches occasionally).
And again, huge thank you for your feedback! I wish I could actually fix those issues instead of excusing myself… They all make perfect sense, and clearly show my two biggest weak spots - art and UI design.