Thank you, I'll try that out when I can. And as for the skip, I'm running on mobile.
Hans
Recent community posts
As much as I like this game at 6 hrs in... its not very player friendly, characters that give quests do not have hints (as far as I can remember.) And the quests themselves, such as the Abductee quest, requiring Arwins Mansion access in specific completely stumped me. After some research I found that the Rescue Edwin quest is required to enter the congregation. A quest that never triggered for me after clearing the Mine. The stretch of land between The mine and Trademond had no signs, and transversing it didnt trigger a quest.
Therefore... I eithier require help, or there is a bug. In addition an official walkthrough of sorts would be welcomed. I was searching almost constantly for any hint of where the next quest or option was.
Its still a rather good game with a unique system in place for the mc's transformations.
Changes Id Love: Skip button for scenes, Walkthrough, Quest Givers can repeat some lines and give hints.
There is mind control. Its been awhile since I played, but after you choose whether to slut it up or continue fighting.... well. Choose to slut it up, im pretty sure that working in the Town Hall, specifically that gloryhole job, i think. After awhile you get kidnapped and brainwashed. This opens up an alternate and incomplete storyline. I havent played in a month or so... it may have changed.
This is perhaps my favourite game currently on itch.io. That said, i am looking forward to seeing the complete version of the game... and i would like to suggest some features. Your latest update basically said exactly what i originally wanted, that being a way to fast forward. So, my current suggestion is to add content similar to The Last Demonhunter Remastered (And most games by fenoxo). Which had an intriguing system of bad ends, allowing the player to gain traits and abilities from mobs, using items or getting partial transformations as adverse to an instant bad end. Of course this does lead to an eventual bad end if the player continues to get defeated or uses said item, as you can guess. To go along with that I would like to see an option to make an infinite mob spawner, that being evertime you leave an area new mobs spawn. This idea is more iffy, but goes hand in hand if you choose to implement my previous idea. And also goes along with your current dev room. Ideally you can make an arenaesque place accessible from the Dev room that can spawn any type of enemy ingame. Allowing for access to possibly unique content and the like. Along with the obvious parts, of course this may all be redundant depending on how you make the dev room.