Not sure yet tbh, but I'm looking into it. Worst case scenario you should be able to emulate it with something like joi play.
Spicy Pumpkin
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sorry bro, I missed your patreon dm, I just replied. To reach me more easily, you can consider adding my discord. But yeah, mega download limit for free users is 5GB daily, and it doesn't limit your download speed. Still, if it doesn't work out for you for some reason, just send me a dm and I'll figure out a way to hook you up :)
Thanks for playing! The way you get the key is by first going to the 2nd floor, then going back down to the 1st floor through the portal on the bottom-right corner, you will then find a different-looking door to reach the saferoom, after a scene you will get the keys.
Edit: Glad that you found the keys! I'll leave this post up for others who might need it.
Thanks my guy <3, I agree with your stance on AI assistance... but it's fine, I'm sure there's a bit of misunderstanding somewhere and I won't take anything personally. Tone is hard to read in text, but I want people to know that I love all ya'all who show interest in my game, and I'm always excited to reply :)
Hold on, I didn't like my own post. Somebody else is doing that, I'm also not the guy who is unliking your posts, I never unlike comments. I've attached a screenshot as proof, I've clicked on none of the voting buttons.Listen, I'm telling you, I understand that you hate AI images, but I don't understand how I've offended you, most of my backgrounds are hand-drawn, and literally everything else is hand-drawn as well. This is just a little misunderstanding.
Thanks for the very insightful feedback! I mean it. This is my first non-visual novel game, so my balancing definitely needs work, feedback is more than welcome.
I'll look into changing the vent to shine flashlight automatically without needing a choice, that won't be hard to implement at all. And sure, I'll make Claire immediately start helping without dialogue. I will also add sound effects for when some of the ghosts spawn (edit: I tried doing this, but didn't like it because the sounds became obnoxious). As for intuitiveness, I've already added a new in-game tutorial that will be released later this month, so hopefully that'll help.
The enemy "reset" you mentioned is something I planned as an "upgrade" that needs to be unlocked at Day 3 (in fact I'm working on it right now), still not 100% sure how to implement it, but I think it's possible. I might try different things depending on how it goes.
Regarding being attacked during a cutscene, I'm not entirely sure what you mean, but I'm assuming you mean during things like collecting essence. That was a conscious decision, because it would be too easy if you can just recharge your essence, power, or pleasure gauge while being safe. I wanted to require the player to check all the threats before doing these "recovery" actions. These recovery actions are not mandatory, and there's also casual difficulty where it is impossible to lose.
I noticed the button responsiveness issue too, and unfortunately I haven't been able to take away lag completely despite already taking steps to optimize. I guess since Renpy is an interpreted language, it just can't do things as sharply as some of the other engines can, but I only know how to do Renpy so it can't be helped too much.
Hi there, thanks for your interest! There's a free demo that you can try and see if you like the game or not. Unfortunately, it cost me quite a bit to make all the animations in the game so I can't put the game up for free any time soon. The game is still under development and I need to cover my costs in order to complete the game, hope you understand.