You can play this new ver on Steam in the beta test brach: NO-SKIN Demo > Properties > Betas > 0.6_betatest
NoEye-Soft
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Recent community posts
As you said, I believe this mechanic offers more strategic depth:
-the bonuses (attack and accuracy) you get for weapons are permanent and stay even if you change weapons
-having to switch weapons creates a perfect risk/reward situation: is it worth getting a new effect or higher attack in exchange for losing some accuracy or maybe an interesting effect?
That said, I find the idea of weapon switching interesting, and I'm sorry you found it frustrating. Thank you for your feedback!
Thank you for your feedback! Right now, the moon shows the upgrades even after they've all been purchased to remind the player of the additions they've unlocked. I thought it would be strange to never show the list again. Additionally, an option to enable/disable upgrades will likely be added. I understand that right now it’s a bit annoying to go through that screen at the start of every new run
Thank you for your detailed feedback. Here are some answers:
- Luna is meant to be op. As for Root, I don't want to buff her too much because she already seems too op for some players. Her route is intended to be a very challenging experience
- Snake Scales is a much stronger item than it might seem, you just need to know how to use it. However, I understand that the unique mechanic of Snake Eyes can be frustrating the first time you encounter her
- The interactions that require items (like the hunter knife and dagger48) are something I've been working on for a while, but it requires much more time than this small update
- The way lunar fragments are spent will be managed differently in the final game ofc
Thank you for your feedback. The graphics were reverted to the previous style. As for the balance changes, while of course not everything is 100% balanced, I think that the game now offers a lot more different strategies to win a run (fish shop is more viable, guns are stronger, must-have frog items are now optional), whereas previously there was only one strategy that practically guaranteed victory. The fossil was way too strong in the old version and guaranteed a 100% advantage over not having it in your party
There have been many complaints about the new graphical style, and I haven't made a decision on it yet. While a toggle for the current version is definitely possible, it would likely be almost impossible to implement for all the assets in the final game, because the graphical change is also meant to allow for greater variety in the design of future enemies and characters
First of all, thank you for your feedback! The difficulty is too low right now for two reasons:
- Obviously, everything isn’t perfectly balanced yet
- Since the game isn’t complete, the final and most challenging part is still missing
The final game will definitely be much harder! (And it'll be possible to play at different difficulty levels)