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Originally I had planned on writing my review after beating the tower of mist, but I’m not sure how long that’s going to take me. Thus, I’ve decided to Review what I’ve experienced in the game so far, which should be most of the content.

I also can’t let Kabooo00m be the only one to write a long form review for this game.

Graphics

The sprite work impressed me, and is  the main reason why I gave this game a shot despite it not being something I normally play. I’m still in disbelief that none of the characters (that I’ve closely looked at) have any real shading. It’s all line work and flat colors. The backgrounds are gorgeous and most of the effects look solid. The city fog and how Kotone drips with water when she comes out of a wet environment are neat little details. Graffiti magic is unique and one of the more stylish twists I’ve seen on elemental magic. It’s a small complaint, but the HUD could be better. Your health bar is really small and I could see weapon/item swapping becoming problematic if we get larger inventories. There’s also he low number of frames for some animations. I’ll get more into that later, but the game looks very polished already. 

Sound Design

All of the music is good. The best tracks (like the sewer) manage to stay in my head even after I turn the game off. Even the “worst” songs are pleasant to listen to, but I find myself forgetting them as soon as they stop playing. I think that more has to do with the nature of ambient, spooky songs. They may go better with the horror aesthetic, but Kotone doesn’t seem too worried about her situation and the music shouldn’t either. 

The sound effects are mostly there. I appreciate the practical sound effects like the wooshes of Kotone’s knife, fabric tearing, and the grunts and groans of monsters. I also liked that Kotone’s footsteps sounded different based on what she was stepping on. The beeps and buzzer-like sound effects kind of clash with them though. The bridge collapsing and the “criticality hit alarm” kind of take me out of it. 

Additionally, I think the game could play with it’s sound a lot more. The camera is zoomed in a lot, so it might be interesting if you could hear off screen threats or secrets before seeing them. I know I use my ears to decide if I need to run for cover when the harpy is out of screen. 

Controls/Movement

Kotone’s movement feels pretty good in a vacuum and has a decent number of techs. I love performing her backflip to access higher areas, or getting a running start to somersault over obstacles. She also has a variety of different attacks from sliding kicks and the ability to swing her knife upward. I see a lot of complaints about the controls “responsiveness,” but I think that has less to do with how the controls are coded and more with how animation canceling works, which I’ll cover shortly. The only two areas where the controls regularly fail is when I try to have Kotone run or grab onto a ledge. For running, I’ve seen some comments stating you need to be walking and then tap the direction again to actually run. If that’s still the case, I think it needs to be changed. If it’s a regular double tap, I think I’d make the time allowance to engage running just a little bit longer. Meanwhile, grabbing onto ledges just feels unreliable. I’m still not sure what button you need to push to grab hold of a ledge. Pushing into it seems to work most of the time, but I find myself automatically climbing up. Genuinely, I’m pressing left/right to move into a wall to make sure I stick the grab, which also seems to be the button you hold to make Kotone climb up. I think I’d rework that so that you need to tap the up button to make her climb a ledge. I’ve climbed into too many enemies or into wall hang spaces that Kotone’s not really suppose to climb into. 

As an aside, I prefer the gamepad controls to keyboard. On my PS4 controller, it’s automatically mapped the D pad for walking (with the option to run) while the joystick instantly makes you sprint. Additionally, you can aim Kotone’s magic anywhere inside a 90 degree cone with the joystick VS the few combinations you have with the keyboard. Some of the puzzles are much easier/possible because of this increased aiming fidelity, and I like it for hitting aerial opponents. It’s unfortunate there’s no way to replicate this for keyboard, or is there?

Also, being able to remap key bindings is really good, and more games should let you do it. I accidentally use much fewer potions now.

Combat

Kotone has an equally wide birth of Tech for her attacks. Even if her primary weapon is a dagger, she can supplement it with graffiti magic, numerous melee weapons, thrown weapons, and her feet should she decide to dive kick or slide into an enemy. The limited number of slots for weapons/items gives the player some choices in how to play, at least when they don’t need to solve a specific puzzle. But even that can present some interesting challenges. Turning into a Nekomata gives you even more versatility. I find that can’t remember everything Kotone can do. 

That said, a lot of the simpler moves Kotone can use feel useless, or like her kit just has better options.  I primarily use the knife as a tool for slaying overhead enemies such as bats, cockatrice, or an enemy on a platform. The knife’s range on the ground feels really short and sometimes doesn’t even register a hit when it passes through the enemy, though that may be a hitbox issue and not a knife issue. Regardless, It’s just a few pixles longer than a grab, which makes it too dangerous to use on many enemies. The small hooded figures or zombies can be taken out with a slide kick to avoid all the risk. If you slide kick from the right distance, it’s possible to score a “double tap” which will clear out any of the waker enemies. Even that becomes unnecessary once you get a few damage upgrades and you can take them out in a single hit. Tougher enemies like the oni (are the red horned guys oni? I’m calling them oni) could technically be taken out safely by doing some dive kicks and just bouncing back to safety. Though by this point in the demo, I have access to magic and can just blow them up at a safe distance. It’s slow and doesn’t feel very dynamic, but there’s not really a reason to engage them with a knife. 

I’m not a score seeker, but damn does it feel good to rack up a huge combo and watch enemies drop increasingly large sums of coins. I think the most fun I have with the game is to revisit old areas and see how much I can earn from clearing a single screen. But beefier enemies kind of get in the way of that. Many of them can’t be killed quick enough if you want to keep the combo going.

Maybe I would risk fighting more durable enemies with the knife if it was possible to know what they were doing. I mentioned it before, but the animations in this game are pretty “economic.” All of the enemies with telegraphic attacks do so by freezing in some “prepared” state before actually attacking. Though most of the time you get nothing, or the animation is so quick that you barely have time to register what’s going on. Seriously, I’m still not sure what the onis do to summon a shock wave. I assume they are slapping the ground with their clubs but it almost reads as a swing. In order to dodge most attacks you need to have encountered the enemy already and know their attacks through trial and error. This might sound like most games, but most games also have opponents do something to let the player know that something is coming. Fortunately, few enemies have ranged attacks that are especially punishing. That said, an actual wind up animation for attacks like a high speed dash/pounce or projectile would be appreciated. 

I’m also not sure what the point of back stepping is. It’s not going to help you avoid most attacks. You can’t cancel out of knife swings with it, so you have to be on the ground and not doing anything else to take advantage of it. This is another thing that makes me think responsiveness complaints about actually complaints about animation canceling. Knife attacks seem to cancel all other animations, even other knife attacks. Though once you attack you’re locked into it until the animation concludes. Additionally, I don’t see the merit of having thrown weapons. They might have higher DPS than magic, but they are too limited and aren’t nearly as useful as the potions I could be holding. It’s not like mana takes that long to recover.

Bosses

Combat section was getting a little long, so I decided to give the bosses their own section.

With an exception to the slime boss, all of the bosses look truly spectacular. When you look at them, you know that some wild stuff is about to go down. The exception to this is the blue skinned lady, but I feel like her turning out to be a boss/elite enemy is part of a surprise. 

Unfortunately, not many of them are particularly exhilarating to fight. The slime is just a giant HP sponge. You can pretty much win the fight by spamming graffiti magic from a safe distance and never get hit. Blue lady is hard until you realize you just have to time your slides right to avoid ambushes. Rottenjaw is another HP sponge, where the fight involves a gimmick with ranged attacks. The harpy is a challenge, but I’m not sure if that’s because I’ve only encountered her a handful of times or if it’s because all of her attacks hit like a truck. I know the trick is to bait her into whiffing an attack so that you can counter (with the knife!), but sometimes she’ll just patiently wait at the side of the screen. You can eat an arrow or take retaliation damage because you attacked her when the game didn’t want you to. I’ve fought the big guy exactly one time and can’t give any insights.

The reason why I keep bringing up the knife isn’t because I’m some knife fanatic, but it’s the one weapon you’re always going to have on you. Kicks are good too, but they feel inefficient and/or are just as ineffective as the knife is on most bosses, sans blue lady/harpy.

Tower of Mist

Taking the game and turning it into a rouge like was brilliant. This gives the game immense replay value, and I’m sure it’s only going to get better as more of the game’s zones and enemies fill the tower. I’m not sure if item durability is the best approach to getting players to conserve/switch out their items, but it works. 

It is the mode that really highlights all of the issues mentioned above, and does feel like the least polished part of the game. Enemy spawns can get pretty wild, where a single screen will have four different enemies in it and sometimes spawn them right on top of Kotone. Additionally, it feels like some of the floors are way longer than others. Sometimes I can clear a floor in seconds, while other times ten minutes will tick by while I struggle with the more labyrinthine levels. It makes me wish that there was a map to ensure that I don’t get lost. Is there a way to save your progress? The tower can take several hours to complete, and it’s only something I really have time for on the weekends. It would be nice to be able to temporarily save my progress so that I can resume a run and don’t need to marathon the whole thing in one sitting. Maybe have a checkpoint between floors? 

Also I really hate that one dangerous jump area. The fewest times I’ve fallen when encountering it is five, and I consider myself pretty good at platformers.

NSFW Content

This is actually my first lewd game like this, and my only exposure to this kind of content has been from curiosity and venturing too close to “that” part of the Internet. As a result, I don’t think I’m going to have many worthwhile things to say.

The h-scenes are serviceable. They could be better but they’re not as bad as a lot of other ones I’ve seen. The animations could use more frames at times, but that’s a complaint I could leverage at most of this game. They’re okay, probably. 

There’s a bit of tonal whiplash. I know that a lot of japanese-style games tend to mix cute and terrifying elements together, but sometimes it makes me wonder who the game is for. As an example, you have little dudes who throw sickles that bloodlessly wound Kotone and only manage to rip up her clothes. She also has a mostly comical reaction to being assaulted by ghost hands. Even some of the game over screens just have her eyes popping open with surprise, as if she’s aware of how absurd the situation is. Then you have the complete other end of the spectrum, where enemies like rotten jaw not only manage to draw blood, but do so violently. It caught me off guard ,if only because of how “tame” the rest of the game had been up to that point. 

Also, is this game against girl on girl action? I was a little surprised to see that the blue lady’s vitality stealing kiss didn’t lead to a special game over screen. In fact, it’s impossible to get killed by it. It just takes Kotone’s HP down to 1. Not all grapples lead to an h-scene, but this is the only one that can’t give you a game over. Rottenjaw gets an h-scene but we draw the line at blue ladies? 

Oh, and being able to cut the clothes off of female enemies is a nice touch. That was pretty funny the first time it happened.

Dialog

This is clearly not a story game, but I did want to talk a little bit about how the characters speak to each other because it’s in the game, so we might as well talk about it. 

The dialog is actually great. Even over just a few scenes I already get a pretty good indication of who all the characters are. I appreciate that the characters don’t regurgitate “porn dialog” when you talk to them but actually feel like characters who are part of a world. It was funny when Erie said she wanted to have an easy job “like Kotone.” If I were her, I might have strangled my friend. Lovingly, of course.

Miscellaneous 

Here are a few Points I couldn’t sneak into the other sections. 

-The arcade scoring system is interesting, even if I think it’s going to be ignored by most players. I feel like there should be a time/coin bonus for stage completion, but that might be a bit difficult to implement with being able to enter levels from any side you choose. 

-The hitboxes on some enemies feel off. Attacking some of the zombies from underneath will sometimes see the knife clip through the sprite without registering a hit, and the tall black guys in the tower can only be hit at the legs. If you launch a fireball too high it just flies through their torso. 

-Also related to the black guys, I don’t think enemies that are completely immune to normal attacks are a good idea. Magic is already way better than melee in a lot of ways, and most of these enemies can just be skipped by slide kicking through them anyway. 

-The graffiti duel mini game was fun, but maybe give us a second or two to look at the image before it fades away.

-In the upper floors of the tower, there are pools of water that sometimes have kappa in them. For some reason, they are very hard to climb out of. I think it has something to do with how jumping in water works along with climbing up so close to the water.

-It doesn’t seem like you can go back to the tutorial area once you’ve left it. I know it’s not really necessary, but I like to revisit old areas sometimes.

-The harpy is really cute. I mean she ticks me off sometimes but she’s still really cute. That’s all.

-I think the higher levels of the tower need more closets. There’s hardly any to be found, and I tend to enjoy taking normal damage from all attacks. Yea, I’m still not that good at the game.

-I would not complain if items were added to the game that made finding secrets easier. Maybe a map that notifies you if there’s a secret in an area, etc. 

-The harpy is not as cute as the blue lady.

-the floor plant is almost impossible to see in tall grass and I don’t have color blindness. 

Conclusion

The game looks and sounds great, despite some stiff/janky animations. Kotone has a wide birth of tech, but the combat needs to be tuned a bit more, and decisions need to be made about how the player is expected to progress through the game.  A lot of what’s here is underutilized and/or not clearly communicated to the player, and I might be playing the game "wrong" as a result. It’s an alright game at the moment, but I do hope the rest of the kinks get worked out of it before the full release.

Godspeed, Kosmic91!

I really love this game! However, as a Japanese player, I noticed something about the translation. The Japanese dialogue is not always accurate. In Japanese, the way people speak, including sentence endings and word choices, changes depending on gender and social position. If these could be adjusted, the game would be even easier to enjoy. Using AI writing tools or working with a native speaker might help improve the translation. Thank you for your hard work!

Thanks though I'm aware there's issues, despite spending much time in Japan I'm still very weak with the language.

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Can you bring a mobile version?? 

What is this I see? A platformer action, horror, nsfw game? And the art style is sick? Well I haven't played It yet so I can't review nuthin but this game i'll keep an eye on!

i cant back out of the Options

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is there any way to remove the game over screen? asking for a friend

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Only way to do it is to hit the button to reset the game, however you can download a free program called screenrec and it can take screen shots and even record anything on your computer screen.

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Reading the reviews that are already here it seems like most of them either do nothing but praise it (glazing) or nothing but criticize it (hating). So hopefully this is relatively unbiased

Places where this game is great:

- Graphics are amazing with a unique artstyle that isn't really like anything else, especially with this genre of games that usually have a generic artstyle that makes them all look the same. The one singular complaint I have with the backgrounds in specific places like the jungle don't have a lot of depth, it's just a wall of trees and foliage. It could use some parallax layers to make it feel more dense

- Music is amazing. It conveys a feeling of calm, but in a serious way, like you're on a mission, if that makes sense. All I'm saying is that whoever composed it knows what they're doing. (The guitar half way through the sewer level in the tower goes so much harder than it needs to. (The saxophone in the grasslands is really good too))

- Atmosphere: This game nails atmosphere. Walking through the rainy city has a certain sense of allure and mystery that perfectly fits with what this game is going for (It also fits the comforting vibe of the music). Although, in some places it's lacking. If I go inside a building on a rainy night I'd expect to see and hear the rain hitting the window. Other than that it's great

- Secrets are fun to search for and rewarding to find. Some of them are a little bullshit, but there's always a hint or a clue on where to find them.

Places where the game can be improved:

- Controls are pretty difficult, for a game that can move as fast as this one the controls don't feel as tight as they should be. There's been many times where I've accidentally used an item instead of attacking or using a different item. The movement is surprisingly deep and is overall amazing. Attacking on the other hand, feels like it's missing something. Attacks seem basic and only certain weapons have some sort of a combo.

- Bosses. When it comes to bosses, I love a difficult but fair fight to test how far you've come or to guard a secret. But most of the bosses in this game can be easily beaten by standing at a distance and shooting them. The only boss fights that offer some kind of challenge are the Harpy and Risa bosses. I just wish they could have more 'action', not just a ramped up difficulty. Maybe give us a new attack to surprise us on certain stages of the fight or in tower mode.

With how much I like a good boss fight. I just hope the combination of excellent music and decent (but flawed) design leads the game to having an absolutely amazing final boss. Just remember that it's supposed to be an amalgamation of everything you did leading up to that point. I have high hopes and expectations for both this game and it's final boss 

- General fairness. I like difficult games, but sometimes this game can be a little bullshit. If an enemy can hit you before you're aware of their presence in regular gameplay is bad design. There's a difference between not paying attention and getting grabbed by the plants or floor-ghost and being killed by an enemy that's off screen or while entering a doorway. Also, the checkpoints aren't as bad as people say since you keep your items and know what's in store. The lack of checkpoints before the Oni might seem unfair at first, but if you experiment with weapons it's pretty easy.

- Level design. This is more of a small thing in a few specific areas. The city and sewer are perfectly fine, but the jungle and the field(?) can leave you confused on where to start or go. (Also why would you give us two "keys" to the door in the jungle hub and not give us the rest)

- H-scenes. This is probably why most people are playing the game and they could be improved a bit. The scenes are comprised of only a few frames which is a little disappointing but not a deal breaker. I think just a few more frames for easing would make it look much better. Don't get me wrong, I like that kind of animation style, but with the some of them are just a few too little frames. If the animations don't change I'd definitely say it's worth it to play the game, the aren't bad by any means. As a side note, I don't mind a little gore in my games but damn is the Oni scene a little rough (It's not that bad, but really surprised me). (Also, sometimes a weird contrast between animations, ex. when the Rottenjaw charges you while you're facing towards it the animation is weirdly smooth, but when you're facing away it feels a little choppier).  

Closing remarks:

This game isn't as hard as people say, and I think it deserves some 'glazing'. But if the minor issues are fixed this game can be changed from a 'great' game to an 'amazing' game. Just by looking at the demo by itself I could guess the full game would be about 10 - 15$, but with some improvement you could probably push it to 20. There's definitely a game here, even without h-scenes.

Also, 3 things I'm wondering about: 

1. I can't remember where, but somewhere someone claimed the dev said they only put h-content into the game to get sales. But then it makes me wonder why some scenes are hard to find or are high-effort.

2. I've seen the scene concept sketches on pateron. Are these going to be animated? or just generic images? Even if they're even less frames then the h-scenes.

3. This game has lots of paranormal and folklore enemies in it. So at some point will there be any actual 'horror' elements? Maybe not genuinely scary (though, I wouldn't complain if it was) but something that'll give you a little adrenaline rush. (sexy ghost jumpscare???)

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Well thanks for the review, for the questions, the sketches were for cutscenes that won't be in the demo, there will be more horror elements in the later stages.

Put save points right before boss battles and you have a sale once it's finished. Otherwise, no deal.

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Yo, this is about the knife chick boss fight, you're filthy for having her do the sneak attack as the girl in the rain coat, that is absolutely fucking disgusting, because I then have to restart at the last save point...WHICH IS AT THE START OF THE  FUCKING LEVEL, because she one shots you at full health. That is just retarded. You have to climb a building using the buggy wall-jump mechanic, defeat the knife ghost chick (only way is to bring a ton of health packs) do a wall jump over a spike pit that's too wide to jump over and reach the wall, then, to end it all off, you back track to the beginning of the level only for knife ghost chick to one shot you out of nowhere...only for the last save point to be at the start of the entire fucking process. This is not a fun challenge, this is a rage-quit challenge.

The stage is over essentially once you exit the dark area, it can't be completed in the demo. You can use the Light paint you get for other puzzles however.

Based on my gaming, have a few suggestions:

Firstly, I recommend adding more guiding tips. For some hidden items that span across different interfaces (such as the red spray paint in the first level), perhaps you could add some seemingly casual guiding graffiti? Also, at the beginning, I completely didn't understand the game's clearance conditions, which caused me a lot of trouble.

Secondly, I hope you can improve the tower mode. For example, set the entrance somewhere in the story mode, and add some save -- like teleportation points. I played continuously for six hours and finally reached the 25th floor, but I didn't find the green spray paint at all. It seems that I didn't unlock any skins either, and unique weapons (like the grant sword) couldn't be carried into the story mode.

Thirdly, is it possible to allow multiple keys to be bound to the same action in the key-binding section? For example, I'm personally used to using the space for jumping, but the confirmation key is obviously more important.

Fourthly, currently, there is no setting to prevent key conflicts, which may lead to multiple actions being bound to the same key. This might be a bug.

Finally, I think the game is still too difficult at present. It's more difficult than other "relatively challenging" side-scrolling act games I've played before, such as Dead Cells and Hollow Knight. Could you design some difficulty selection options?

All in all, thank you very much for creating this game. I really like the protagonist and your art style. I hope you can continue to develop this game.:D

(AI translator used.sorry for my bad English.)

unplayable on Radeon Mobile laptop. runs 1 fps

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What is a Radeon Mobile Laptop even? I launched the game through Winlator on my phone and it's playable.

Radeon 680M inside the Ryzen 7 7735HS 

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Why not make an android for this game . Art style looks great :D

Can anyone help me on how to get the wind paint? I've looked practically everywhere for a way to get it but no luck

Hi, i found air paint in forest location in Tower. As i understand, if you obtain it and finish challenge(for save), you can buy that paint from merchant in city(sry, bad english)

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Good game, but some things need to be fixed. My main issues are the lack of direction and combat. The former I don't expect much from a demo, but the game oftentimes doesn't tell you where you need to go or what to do. I think properly introducing backtracking into the game as a thing you're gonna do would fix it. There are also moves that Kotone can do that aren't introduced to the player, so the player has to figure things out independently. My second issue is the enemies and bosses. I have to admit Kotone due to her sluggishness and large sprite feels clunky but that can be tuned out later on. However, the enemies are often frustrating. Since most of their attacks happen immediately and aren't telegraphed, the player often doesn't have time to react to their moves. I think the worst offender is the ghost girl. When she goes invisible there is no delay for her next attack, which makes dodging her near impossible unless you spam the dodge button. If she had a delay to her attack and maybe a visual effect to catch your eye, that would give the player a chance to dodge the attack. Dodging also feels incredibly awkward due to the fact you can't dodge while moving. I can't talk much about the final boss of the demo since I gave up trying to fight it properly and cheesed it by tanking damage in its hurt box while constantly attacking. I do hope that these issues can be fixed because this game has the potential to be fantastic.

Edit: Auto dash makes the game feel a lot better, should be default.

The jiggles are out of this world

Hi, I have a question, where can I find Risa minigame in this version?

Risa isn't in this version of the demo, the older one had a minigame that she appeared in, but there's a different one here.

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This game made me feel like slamming my keyboard in, Numerous times.

Janky movement, unresponsive controls, the enemies are more annoying than challenging,
The Puzzles are the worst thing in this game,

Believe what you want but I've only played through the demo; and if the final is gonna be like this, It's not worth buying from my point of view.

In response, I decided to write my full vision of the game:

I can't say the game is perfect, but it's literally demo.

Anyway, 'janky movement' and 'unresponsive controls' - I don't agree. I played the game on mobile and overall it was good (the only problem was with magic because I was releasing the joystick too early, but that's my problem). Even taking into account that I didn't play on a PC, I can't complain about problems with control unresponsiveness.

The enemies are literally no threat, except for the bosses. They didn't even annoyed me. But perhaps it would be better if the enemies actually presented some kind of challenge with interesting mechanics or something else.

Puzzles: obvious and simple. I can't even say that it's a 'puzzle' when you are literally given everything to just make your way to the target. So it's better to explain here why puzzles are 'the worst thing in the game'. For me personally, it complements the gameplay without being too forced, It feels like a natural part that you didn't even think about while playing.

-----

Although it is worth clarifying that there is a problem with the statistics screen. Plus ordinary are too easy (or the main character is just a killing machine).

By the way music is good. Surprisingly good.

I don't know what else to demand from a game like this. Overall I recommend it.

how do you save? like what buttons and where? pls help whenever you can. t

Saving is automatic whenever you exit an area.

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Gallery would be awesome! Love the animations but suck at the actual game

When will the gallery be added?This game is very attractive

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The game is very cool and atmospheric, unlike in other porn games.

But still there is one disadvantage, if you use a 2500x1500 screen, then the picture blurs slightly.

I would like the game to support this resolution, if it is somehow possible.



Игра очень классная и атмосферная, не то что в других порно играх.

Но всё же есть один минус, если использовать экран 2500х1500, то картинка размывается слегка.

Хотелось бы, чтобы игра поддерживала такое разрешение, если это как-то возможно.

(Russian user)

Yoo just wanted to thank you for making this masterpiece. I started playing recently and it really makes my days. Btw how do you meet the harpy character sitting on the railing?

she appears in a couple locations after beating the demo.

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У меня есть вопрос по трейлеру, где было написано, что HP главного героя 300 HP...

А у меня в игре 100 HP...

Где мне взять столько HP?

Или вы увеличили здоровье, чтобы не умереть во время съемок трейлера, чтобы не переснимать его из-за 18+?

_________________________________

I have a question about the trailer, where it was written that the HP of the main character is 300 HP...

And I have 100 HP in the game...

Where can I get that much HP?

Or did you increase your health so as not to die during the filming of the trailer, so as not to reshoot it because of 18+?

(I apologize if there are errors in the translation, I translated through Yandex.Translate)

(Russian user)

There are special items that increase HP or other stats in every level.

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is there any way to make her clothes rip off faster?

这仍然太难了。女鬼,之后的通道,以及后来的解谜都打败了我。有什么方法可以降低难度吗?

After playing the Moon Rhapsody versions a few years back, I've finally gotten the chance to start playing through this, and it's more fun than I was expecting despite how very zoomed in and claustrophobic I thought it might feel from screen shots.

Looking forward to playing more.

This game is so hard. After I beat the ghost girl, for some reason I would die outside or something. And now I am struggling with fighting that boss... Also.. Are there any yuri scenes in this game? Just wondering...

there have new map developer how to open the door there

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What's new in 0.3.3?

that i want asking 0.3.3 is new version or just showing

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Health Drops from enemies aren't working. Also, not sure if it's a bug or no, but if you are pressing any button (even direction buttons) you can not use the dodge/back dash.

The game is beautiful, but it's just the controls and not being able to see the enemies off-screen, and they can hit you. That's my biggest problem. I died way too many times before I could even see the enemy.

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The game has crashed when i knocked off a bat into the slenderman (the tall masked ghost guy, idk if its actually slenderman, sry if i made a mistake.)in the ToM, will it be fixed soon?

BTW your art style is amazing and i m really intrested in all these mobs, are there any plan 'bout adding a collection book or sth like that which introduces mob feature and character information in the future?


Edit - It's name is kamenkage(which means a shadow with mask), and i made it to the top floor nvm

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What has been updated in version 0.3.2?

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Fixes the black screen crash in the tower and minor bug fixes.

thanks

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anyone know how to get risa to show up in hot spring?

edit- you have to fight her in a boss battle first.

how do i get to the forest stuff, i beat rottenjaw and dont know where to go now. i looked at these comments but none really explain how to get to the forest.

Forest area is not available in current version, but there's forest environment in the mist tower, try it

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thank you. now i dont have to go crazy trying to go somewhere that doesn't exist
:)
edit- what floor does it usually spawn on?

It's random now in the latest version, but in the version 0.3.0 the forest enviroment usually appears at very first floor. Btw be aware of the mobs that do not exist in main route such as cockatrice, tentacle trap and karakasa youkai, they are horrible enemies especially when you are lack of ranged weapon in the tower. 

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ight, thx

[thumbs up here]

edit- what can i do to make the tower easier? because im shit apparently :/

Since I suck at this game too, the only reasonable suggestion I can provide is to farm as more potions as you can carry through story lmao, good luck there! 

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I was starting to think that you abandoned this game. Really glad to see that isn't the case! Also, are the hitboxes of the enemies smaller than usual? I've noticed it's become a little harder to attack enemies all of a sudden, especially the normal ghouls.

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youve got a knife instead of a sword now, so enemies are a little harder to reach

i'd recommend just sliding into normal ghouls now(and enemies with similar health)

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