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sndein

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A member registered May 22, 2022 · View creator page →

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Hey man, I really enjoyed this game and since you provided the source started using it as a testbed to play around with some LÖVE 12 features, namely the functions exposing SDLs sensor API for aiming with a gamepad's motion sensors.

Sadly there's no license file attached. Would you mind licensing this under an Open Source license so I can make my work public?

I thought this was the only way to do it.

Huh, that's a pretty sick way to do it, not gonna lie.

It took me a lot of tries to figure out how to get past the spike pit in the second level without taking damage. I thought you had to drop down and hook onto the dirt tile at the edge; make the metal go all the way up.

That is possible. You need to throw the hook shortly before even walking off the edge for it to work though.

I still hate these enemies that stick to walls and fly across to the opposite side. Getting past them feels like pure trial and error, at least with the way they're used, and if they end up on the wrong side, you're forced to take damage a lot of the time.

I tested getting past all of them with them on the wrong side. It is possible, just nonsensically hard for a lot of them :^)

The sprite of the wall enemies should show if they're ready to fly across or not. I died because I tried to bait one too early.

That would probably help. I wanted to add some animation frames to them for some time now. They look pretty static compared to the other enemies I have now.

I might just slow them down some.

The death animation can put you in the goal area and it'll count as beating the level. The transition animation plays again once you're already back on the level select screen.

That goes on the pile of the myriads of issues with the player controller. I'm amazed it works at all at this point.

Broke the crate in the cliffside level and the helmet fell out of the level.

That's an intentional troll for once. Gotta break it from the other side.

That first part of the cliffisde level where you have to do two nearly pixel-perfect jumps to avoid hitting your head on first the enemy and then the dirt above it is incredibly obnoxious.

See my reply to Vesuvius, that was never intended to be cleared by a normal jump. Maybe a bit advanced of a mechanic to introduce in the fifth level. There's actually a similar jump early in the volcanic level across lava, you can just take a shortcut to bypass it though.

It seems impossible to make it to the platform with the crate in the cliffside level without hooking onto the crate. What are you supposed to do if you fall down after breaking it?

Go to the right from the double-wide fan. There's a horizontal fan that'll push you left towards the lantern. Using the crate is a shortcut.

The lack of input buffering for jumping before the hook has connected makes the game feel really unresponsive.

There is some, I'll try playing with the length of it.

What's the point of letting you drop down to the ant at the start of the mushroom level? The wall enemy makes it seem like there's something there, and you can't get back without taking damage.

That part of the level used to be designed differently. You'd fall down there if you failed a tricky jump, not possible anymore of course.

What in the hell are you supposed to do here? I don't see how there's any way you could get up there or break the lantern.


Dunno if you still want input on that front, but this kind of levels are way better than the semi-open world.

I don' t really need it as I'm locked in to the linear ones but I appreciate hearing that others prefer them as well.

Very nice polish overall with transitions and sound. New ant enemies are super fine, but remember to add animantion on hook/stun.

They will get them. I'm just trying to figure out what I wanna do gameplay-wise when it comes to hook interaction with them, like the stun you proposed.

cute tutorial, strange decision on what you are explaining. you are half way into "I only give you controls, and gl" and, "let's explain everything".

I never really changed it much from the old game boy version. It'll get an overhaul soon though since I think I should stop taking the piss and actually make some levels mortals can beat. It'll go more in the former direction as I think with easier levels at the start and platformers generally not being a complicated genre that should be enough.

guiding arrow in the tutorial should be pointing the exit, not the extra stuff (it's common vg sense)

Collecting the egg is mandatory, that's why it points there. Not quite sure yet if I'm gonna keep it that way.

old stuff, it feels bad to rotate the cam everytime you move left/right. In heavy situation can give motion sickness.

Yeah, the camera needs work. Another thing that hasn't gotten any love since I moved away from the Game Boy look.

After you die, deactivate the player controller
if you get hit after you die, you can lose a hat
mine 3 exit bugged out on me, I couldn clear the level (I landed on the 1x1 block on the left)

The code of my player controller is an eldritch abomination and I have no clue how to fix these until I bite the bullet and refactor it. Eventually.

it feels bad to be damaged by spikes on the edge of a platform you are standing on (right side of mines 3)

I wanted to add directional collision to them but never got around to.

on death is better to reload the level than to go on level select and wait for a load everytime. it's padding
in pause menu you can put a retry button to skip loadtimes

I'll probably just make you respawn in the level on death and only go back to level select if you complete it. I don't think a retry option is necessary at that point as if you really  want to there's plenty of options to just kill yourself quickly. I noticed this with myself when playing Su-Meru. You can press R to reset a puzzle but I'd never use it and instead would just walk into a pit even if that's slightly slower.

the first jump in cliffside 1 (with the spikes above your head) is maybe too much precision

Is that jump even possible normally? the intention was to get horizontal momentum with the hook so you can jump further without jumping high.

Considering you're talking about the cliffside level, how many levels did you beat? Most people got filtered by level 3 it seems.

I found slider finicky when you just want to quickly switch to e.g. respect 4. It's one click, vs click and drag.

I thought stepped sliders were clickable. Either way it's just a small cosmetic thing, the buttons work.

I assume you mean they break momentum because you miss them. The momentum from bouncing and sprinting is better than just running.

Well that and in order to not miss them I start looking down and adjusting my speed to make sure I do hit them. I'm never quite sure I'm gonna hit a crate when I just run and jump at it.

I guess you would still want me to increase the base range, huh?

I would. The way I see it the base gameplay should be extremely solid and modifiers like seals should be there to spice things up, not to make them bearable.

that gif

How? Let me guess, it's a seal? For this I guess I can see it. I was thinking in the opposite direction though, after pulling a lever I wanna see what it opened.

I guess when it comes to height, my best tip is; crouch jump into ledge grab is as good as using mana for an air jump. The difference is you might not always have your hands free.
If you could tell me which room/part of the dungeon you think you got soft-locked that would be great.

Yeah it was rooms with high walls that I couldn't get over. I had completely forgotten about the higher crouch jump. The game just throws so many mechanics at you at once.

Do you think the difficulty spike is due to the room types that appear there, or the layout (it introduces just one side path between two heart rooms)?

I'd say a bit of both. The biggest obstacle I found were the new large mirror rooms. Maybe just introduce larger dungeons and harder rooms separately.

Getting hit by traps, lava, failing main objectives, and having more gold than your gold cap. Running out of time has the worst penalty, which is why going back to the entrance is much better, than risking completing everything when you know you

I see. I think It would be better if you could only lose money that you collected in the current run though. Going into the dungeon to scrape together 25 gold so I can unlock the trait I need to get bunny girls only to see the gold counter go down every time I exit is just frustrating.

Maybe the game could also nudge you to buy beneficial things at the start. Remember, the main problem was that  I wasted it all on costumes lol

I finally gave this a lot more time than I did before.

I still think there's way too much menuing but you already know that, some small things related to that though:

I still thing the action system is really nice.

Why the pause screen on tutorial start? Seems unnecessary.

The Fiend Slayer smugness level thingy when entering the dungeon would work better as a stepped slider than a row of radio buttons.

Talking about that UI, the jump from respect 4 to 5 seems pretty large.

The dungeon button at the bottom sticks around when you're already on the dungeon screen and  when you click it it just takes you to the same screen but without the button.

Now the gameplay. A big part of your game is of course to go fast but there's quite a few things that just don't work well for that I think and slow you down constantly. First of, anything involving crates. They're just too small. Bouncing on them is finnicky as well as picking them up. Even when I was sure I'd hit one I'd still often find myself in lava or slime. They break momentum and that just isn't much fun. When picking them up I found myself often just slightly out of range or slightly off-angle. Just make the collision check for that a bit bigger. Same applies to levers as well. Those should also be more visible, larger and more contrasting against the walls ideally. I also never really knew what a lever did since they're often away from whatever gate they open. Maybe have portal-style lines on the ground and walls. He Who Watches does it in a more fantasy style just fine so I could see it working here too.

Talking about levers, just let me use left click to interact with them, same with milk. I don't see a reason to have left click to pick up stuff an E to interact separate inputs.

I think the default choice of seals is terrible. I found myself soft-locked in the dungeon without any mana regeneration several times before I realized it's the mana regen -1 seal. I thought it would just slow it down, but there was just none. At least that one should not be default.

Related to that, the layout I started to get stuck in in Babysteps++. The jump in difficulty from Babysteps+ to that is just insane.  Needs smoothing out. What made it worse is that I had the bright idea to waste all my gold on costumes instead of unlocking bunny girls so I'd go into those suddenly too hard dungeons, often not even find guests and just run out of time (usually because I got stuck with no mana) or leave. This lost me money to the point that I couldn't unlock anything and just started a new save. How do you even lose money? Is there some daily fee? Does not finishing the main objectives lose you money? Couldn't make sense of it.

Oh yeah, make flower pots shatter when I throw them.

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I still absolutely love this.

The new title is a bit long imo.

Graphics and music are still wonderful. Charming and go together perfectly. I like all the small additions like the trails you leave in the ice, the spinning animation and the little save indicator in the corner.

The game needs some sound effects.

Level reset on death seems a little abrupt. I get that it needs to be quick as you'll be dying a lot (a lesson I should learn myself) but at least having the player enter through the doorway again instead of just appearing in front of it could make it look a bit nicer.

The font in the books is hard to read. Considering the generous line spacing I think a 5x7 font could fit just fine and be much nicer to read.

The walk animation could need some syncing to movement speed, seems a little slow.

Movement on non-ice tiles feels a little jerky, as if the character pauses for a frame on every tile.

Don't have much to say about the gameplay itself as it mostly just werks. Puzzles are well designed, difficulty ramps up at a good pace. It's great.

I really liked that puzzle with the river where you have to complete two separate puzzles to complete the bridge with the push blocks.

On the second puzzle in The Great Hall the camera should scroll ahead so you can see the entire puzzle before you step on the ice. In general with the larger puzzles I noticed that I couldn't always see what I wanted to see but this one was most apparent.

Native Loonix version pls.


Inconsistent use of the buttons. Sometimes space does something, sometimes enter, sometimes A. I'd try and make any "activate" button the same as the jump button, from start to finish. Skipping cutscenes, selecting menu, etc...

Yeah, UI in general needs an overhaul, it's very messy right now, especially the keybinds.

I personally don't feel that the jump is too floaty. I think it feels fine for what you're trying to do here. If it was less floaty, then it would make the other mechanics significantly more frustrating.

Someone who gets it. You need that floatiness to make the hook properly aimable. I 'm not planning to make any further changes to the player physics. I think I nailed them as is.

camera stuff

I do want to simplify the camera. The looking up and down thing will go as that's a bit of a leftover from when the game was running at 160x144 pixels so you couldn't see shit. I do want to keep the sideways lookahead but it could definitely do with some smoothing, or just make it manual, dunno.

There's code in there to lerp the camera but it's set up to just follow directly right now because I'm just not a huge fan of the camera lagging behind even a little giving you less view range in  the direction you're going.

It's extremely frustrating that if you're up against a wall and try to hit it with the hookshot, it fails and you just fall down.
I'd try to give the player a little bit of a window from when they hit into a wall from their hook, to when they can jump. If hitting into the wall from hooking it caused you to bounce up a little, and during the ascent you could jump, it might make the game feel a lot more fluid.

There actually is some coyote time there it's just very tight, 0.07 seconds to be precise. I specifically want to discourage wallhugging which is why it's so tight. It's a hook jump not a wall jump after all. It's still possible, just needs precise timing. I do like the idea of a little bounce though. Gonna try that.

Changelog

https://sndein.itch.io/chasmclimb/devlog/583012/demo-day-52-back-to-basics

You don't need to statically link. You can distribute the dynamic libraries with the game. Appimages do this for example.

I feel like I just woke from a fever dream. The graphics are definitely unique to say the least.

I can see why you hand out 200 lives as a lot of parts are bullshit like the leaper.

It's never clear what's destructible and what isn't.

Sometimes levels would just inexplicably end. Did I kill all the enemies without noticing? Did I trigger something? dunno

Diagonal shooting doesn't seem useful and it's annoying to even do.

I don't see the point in reversing shooting direction and never used it.

Robot's cute and I like the variety though.

I could only close the game by killing it. Add an exit button.

Bundle your game with the libraries it needs. I ain't gonna install packages to launch some demo day game, especially one in as early a state as yours.

Specifically the first thing it's missing is glfw.

The main mechanic certainly seems interesting but you're still not doing anything with it. Is this gonna some kind of puzzle game?

Controls are fine but I'd like to see gamepad support as I feel that'll be more intuitive.

The shadows are cool technically but I found them kinda distracting while moving around.

Making your main character a McDonalds employee is a bold choice.

I really liked this as far as JRPG style games go.

Played until partway into the castle, shortly after the repeating room with three doors.

Music is really nice and generally fits the places and moods well.

Some parts are noticeably silent and lack sound effects. The very beginning of the game is the most obvious example.

I hate the walk speed when going diagonally. Either don't normalize the vector or if that's not acceptable because of the whole monster dodging thing eliminate diagonal walking entirely.

On a related note, the walk animation could need some syncing up to the walk speed.

The intro feels a bit long winded and it feels weird to be able to just walk into houses in a modern day setting. Some of the houses are also weirdly tiny.

Graphics are barebones but pleasant.

I like the negotiation/recruiting mechanic but once you know the dialog choices for a monster you can just recruit it over and over it seems.

As Dreamcast said the writing and dialog is really enjoyable. Lots of character there.

Please, please add some corner avoidance. Getting through doorways and tight passages was often a chore.

Difficulty seems to ramp up quickly leading me to believe this game will require quite some grind. Not a huge fan but then again I'm generally not into the genre.

I liked that little quest with Shroseph using the negotiation feature.

Why the fuck is X the back button? Make it B.

I'd like an option to make running require holding the button instead of it being a toggle.

When I used the type chart outside of battle it froze the game.

There's an appimage on Github https://github.com/kozec/sc-controller/releases

But I just get it from the AUR myself.

I hope it works on linux

It's made predominately for Linux. I believe the dev tried a Windows port at some point.

Fair warning, the UI to make configurations is kinda jank and buggy but once you set those up it just werks.

Well I just watched all of it.

I'm so sorry.

The order of controls in the rebind menu is random right now as they're in an unsorted list and I didn't get around to sorting them yet.

You mentioned you played 0.4.3, that version has a small issue with the sign telling you about momentum lying as I changed that but didn't adjust the sign. 0.4.4 fixed that.

As you and many others have noticed, the counter not going up and you having to get to the exit for that is just extremely confusing, pair that with the respawn bug placing you at the beginning of the hub level and you have a  real shit sandwich.

I feel the collectathon style could work if I just fixed those two, but the overhead of creating these large  open levels, and the added difficulty of making them good just doesn't seem worth it. That and at that point I feel like I'd deviate too much from the original idea of the game. It's still called Chasm Climb after all. As I've mentioned elsewhere, I'll go back to the linear levels. Maybe one day I'll do a 2D collectathon but Chasm Climb won't be it.

Funnily enough I thought this might be my easiest demo yet, turns out no one completed it because if that nonsense.

I noticed you struggling with those alternating metal blocks in the vertical shaft, I actually have a little collision tweak planned that's gonna make those a lot more forgiving.

Hooking onto the thin one-way platforms as you need to do at the end of that water section feels questionable but I'll probably keep it in for end-game levels.

Using a Steam Controller is extremely based of course (been using one myself since 2016) but you should really have it act as a gamepad not as a keyboard. The game supports it just fine. Btw, you can map it without Steam using SC-Controller.

That whole section in the bottom middle of the levels with lots of spikes is terribly designed, yeah. Didn't know what I was thinking with jumping up that tower and the helmet actually can't be collected without taking a hit.

Robo Templar dev is probably right that I should just take a lot more time for level design.

I never had the game freeze on exit. Might be a thing with the appimage, which I didn't test much.

Watching you grind your teeth on the spiky shaft next to the lava area was painful. It was meant to be a more difficult shortcut to get to the higher areas of the level.

You asked how long it takes me to clear the demo, I timed myself and it took about 8 minutes. Pretty much explains why it's so hard for me to make easy levels.

I'm really glad this game doesn't have fall damage

yet :^)

jk

The fan pushing you over the lava pit is not a trap. You're supposed to use the momentum it gives you to jump further. In general the use of momentum is something not a single player seemed to get. You need it as well for the pillars in the lava area. Gotta communicate that better.

I do know about the memory leak but I haven't quite nailed down what it is yet. As you figured out it definitely has something to do with things not being deallocated on death though. Thankfully it's reasonably slow leakage considering the size of the demo.


Thanks for playing man, you're an absolute paragon of this community.


Considering how much I learned from making an actually bad demo I feel pretty confident the next one is gonna be a lot better though.

Still very fun.

I like the more obvious Shotgun placement.

The tiny little jump feels weird.

The mouse movement feels slightly smoothed or delayed somehow.

Shotgun ammo is very limited until you get upstairs which combined with the difficulty lead to me just sniping with the pistol a bunch.

Walking up and down stairs feels bad, smooth up/down movement would be better.

Some huge difficulty spikes where the game just throws a ton of enemies at you.

Level design is pretty good but still a bit large and open I feel.


I still don't know why that bug with the respawning happens.

The pixelation is some weirdness with the cutoff value of the shader I use for the screen transitions. It's always there so those pixels just stay somehow.

I agree that this open level design was just a really bad idea. Sometimes you get one of those and just go for it with blinders on. Initially I thought few, large levels would be just as easy to design as many small levels, not the case.

I'm going back to the earlier design. It just worked better. Plus, this was originally meant to be a small learning project. Even at this point I'm well beyond that lol.

Talking about some minor collectible like coins, I've been meaning to add that for ages but I just can't come up with anything that isn't super generic, like  coins.

Thanks for playing man.

I doubt it's my specs. Maybe the Linux version as I played that.

This is probably my favorite game this DD.

Don't have much to say, looks good, plays good, music is good. Could definitely do with sound effects though.

I like the lore scattered around.

There seems to be a delay when moving that is quite annoying.

When I went back from Three Tracks to Stay In Line the puzzle was reset with the door closed again.

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Never played this before.

The gameplay feels really nice generally, I like the concept and the different playstyles of the characters, Vania's is probably my favorite of the ones I got to play briefly.

I do enjoy the humor in the cutscenes but sadly the game stutters like mad during them and the one where Vania throws Octavia just made it freeze so that's where I had to stop.

Franks default attack animation feels weak and the hitbox seems too short.

The character models faces are creepy as fuck, especially with those fullbright eyes. Generally your art has that "amateur charm" but those are just bad.

Let me launch the Q and E AoE spells just by releasing the key. Some of them required me to use a left mouseclick.

You can't see of you're still in Phase Shift if your character is obscured by a wall.

I went back and played my older demos and I gotta agree, my level design got incredibly sloppy. The DD47 one was pretty tight.

I'll go back to the drawing board.

I'm flattered that you spent time making fanart too.

It's really an excuse for me to practice digital art which I'm new to but I'm glad people enjoy them.

Yeah, I somehow completely forgot about sprinting, explains why I was so tight on time. Bunnyhopping is just because I played too much Quake in my life.

But I didn't want to focus on the dungeon runs this time around anyway, they're good fun as is.

Also the reason why you could not add more seals even thou you still had Points of Power was because you had no free slots.

I didn't realize there were slots. Why have those and points? I'd just have one of them. If you stuck with slots better seals could just take up more of them and if you stuck with points the player could just use up all of them. Both is needlessly complex imo.

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This game is really charming somehow, I quite like  the characters.

The art of course, isn't great.

There's a bit in the how to at base that's unreadable due to a white background.

I like the way you show who's turn it is by moving characters back and forth, could turn that into more of a mechanic, more damage if enemy is closer, or if their back is turned or something like that.

Battles in the beginning feel too long and there's too many of them before you get to make proper tactical decisions, you know, in the "just press attack and use whatever skill is available" phase.

I'm actually really not into JRPG style games but I'm a little amazed at how palpable the genre becomes for someone like me when just controlled by mouseclicks instead of with a controller.

Mosca is cute.


Played through the demo.

Still feels satisfying as fuck to play, no complaints here.

Asset resolution is still all over the place. Like I said last time, many people won't care but it's something to consider.

I really like the grates you can use with the remote bombs., although the way they're implemented just made the use too obvious.

The movement of the enemies in the last level is way too erratic.  They're hard to hit, they're hard to dodge and I could not figure out how exactly they work so they were just frustrating.

Some enemies will fire a projectile upon spawning, feels unfair.

That area in the last level where you first enter a building and then its second half is ruined is confusing because the metaorites behind the windows can't hit you but then there's suddenly the ones flying inside. Maybe add some transparent overlay to the intact windows to better differentiate them.

The little platforms in the last level are hard to see, need more contrast against the background.


Made a video for ya, you deserve if after the tons of videos you've made for other devs.

https://mega.nz/file/YfFREZLA#a1sCDq2tX_HQbr5hzLIhMbWohAKKFOzVxMJwg5dKkzg

I really like the streamlining you did with the hub.

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The way collectibles are only counted if you get to the exit will definitely be changed if I stick with the collectathon style. It's that way because the game is currently in a weird sort of transition state between the linear level and collectathon. Previously getting to the exit was the main goal, now it collecting  so I just combined the two. Doesn't really make sense and is frustrating, yeah.

Considering the weird movement, Have you played the 0.4.4 version? I've tweaked air momentum after submitting to this Demo day.

I'm personally really happy with the basic movement otherwise so it likely won't change much. It does take quite a lot of getting used to if you're coming from platformers with little or no momentum like what is popular right now.

You know it's funny, that kind of loading screen has been there since the first demo and no one ever had that idea, now there's two people mentioning it at once.

I like it though, gonna add.

I actually just changed the momentum physics. Should be more intuitive now. You keep momentum by holding forward instead of letting go of directions.

I agree that if I want to keep the larger levels I need to fix the amount of backtracking you need to do if you die. Definitely on my to-do list.

Collectibles not counting seems worrying. It worked perfectly fine during testing. Did you die after collecting the other three? They only get counted if you survive until the exit currently, once again, bit of a bad system.

I'm not don't worry. This prototype is from April last year iirc. Just potentially my next project so I thought I might as well see what people think of the basic movement as it's pretty unusual.

For unfitting you mean like qwott "a templar should not fight this kind of stuff"?

A bit of that, but I could see it work if done right. To me it's more the style though, they're very cutesy and they seem to be the only thing with transparency and rotation which really makes them stand out.

what mixel did you nitice?

Explosions and the big bomb are at lower resolution that most other things. The pink bullets are at higher resolution. I'm a bit of a purist myself when it comes to this but honestly, most people won't care as long as it looks good. Hell, I don't care much myself if it isn't my own game. Just look at Terraria. That shit's full of mixels and rixels and whatever else and I love it.

If everything else fails I could just add zones where you get trapped in till you kill every wave that spawns in like dmc/bayo do.

That was my initial idea. I'd definitely try other avenues first though, like more aggressive enemies that actively go for the player. The arena style approach has potential to appear like a cop-out I feel.

I hope to see chasm at DD50, GL.

So do I lol.

This is giving me some major Flash game vibes, for better or worse.

The core mechanic is neat and I like what you do with it with the level design and all and look forward to what else you have in store. I think it would be neat if you could speed up the platforms by holding RMB and slowing them down again by releasing it so you get more control over that.

Other than that things feel about as amateurish and unpolished as I'd expect from one of those old Flash games, or indeed an early demo.  Movement is my main gripe, everything feels sluggish. This could be a lot more engaging with more satisfying movement.

There's a ton of potential here though.

I really hate how you have to switch between third person and first person view.

The game is also way too dark in quite a few places.

Didn't play for long. I guess this might keep the attention of someone into Resident Evil or Silent Hill or whatever for longer but the controls are a pretty hard filter.

Well damn that's quite the improvement from last time.

The new graphics look great, especially the main character animations. Those slime enemies look unfitting though and the mixels annoy the shit out of me.


Gameplay feels much improved and I'm glad you seem to have dropped some of the odd mechanics like the pets or whatever they were called.

Effects like screen shake and hitstop seem a bit heavy for my taste but they don't impact the gameplay in a detrimental way as far as I'm concerned.

I never used subweapons because I found them too annoying to use compared to just shooting enemies.

As Qwott has noted I very quickly figured out you can really just skip past most things and not die. You need some kind of mechanic to make the player actually engage enemies.

What do you think would be more fitting look for them?

Dunno, maybe just make them look more magical lol

The reason why hearts open a whole window with more options, unlike single click like the magic mirror, is because they also show requirements for lewd content (the kind of things most people don't really test)

Probably because that lewd content just isn't there yet. Guess we might have to withhold judgement until then.

Not sure if you missed me explaining that

Yeah, I must have skipped that. Seems like an odd place to put the descriptions.


Thinking about it, I feel like all my criticisms of your game just boil down to me really liking the core gameplay of the dungeon runs and literally not giving a shit about anything else. Your game probably just isn't made for people like me. I do feel like the two aspects clash a bit though, even if you're into both.