Only if you restart the game. The investigation is meant to be a one-time thing where you need to make some suboptimal decisions with whatever you have managed to find.
Impy
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Glad you liked it! If you've skipped any tutorials, you can reset them in the main menu to see them again. I do plan to make the card battles more intuitive to understand and easier. I think that showing more stuff on the evidence board may make it confusing since there are a lot of special rules for how certain evidence pieces can connect. I've added a bunch of quality of life stuff to make the evidence board easier to figure out right before the first public release, but maybe I can give it a tutorial later too.
You should have seen a tutorial screen when your first card battle started, you can view it again by setting tutorials to be shown again on the main menu. Remember that you can drag cards to the play area, the lighter to discard them, and the deck to increase your "cards shuffled amount" for the turn. I have plans to add more indicators for any card costs you're lacking, and mouseover tips in a patch. I'll probably also reduce the difficulty and increase the rate with which the room level decreases if you fail a card battle.
Hello Itch support team,
I have sent an unanswered request #364839 back in May regarding the limited state of my games, and the immediate quarantine that my latest publication at the time had received. I have recently published another game which has also been immediately delisted, so I have followed up with request #415362 which has also not been addressed yet. My titles are correctly tagged as adult and have never required payment. My account should not be flagged as suspicious as I have been actively posting projects, participating in game jams and discussions, buying games, and otherwise interacting with the site for over 6 years. My games and updates take months of hard work to make, and public visibility is incredibly important. Please review the limited state of my games, and why my newly published projects and updates are being placed in quarantine. Thank you!
I think there may be a bit of it later, but I wanted to standardize the interaction results somewhat to make them more intuitive. At the moment the special mechanics are tied purely to the events, such as slimes copying body parts from visitors, the genie lamp requiring rubbing to activate, or orcs rotating when the lever is pulled.
I will try to clarify the blue card cost in a patch. Those are the "cards you've added to your deck this turn". To play a card with a cost like that you need to drag something back to your deck, or play a card that shuffles new cards into your deck. I'll also try to add more mouseover hints and tutorials, but I probably won't bring the big encyclopedia scroll back from the first game. The ability to change assignment choices is also something that I'll try to add soon.
I was inexperienced when I made Sweepers, but it's stood the test of time and is still considered to be among my best games. Nothing else that I have made has beat it in popularity yet. I understand that it's not your favorite, but I would not have made my other games without the success of Sweepers.
Your deck gets edited with every visit you make. Any time you pick the "support" option, the card shown on the left gets either added or removed from your deck. There may not be as many monsters in this game as in the previous one since the policies regarding such things have tightened on Itch over the past couple of years, but there are a few more rooms left to fill so we are still deciding what exactly may appear in them.
I think there was a complete set of upgrades in this game, so you may have missed one somewhere, but they are all optional. I've never really updated this game beyond some early bug fixes, so there aren't any big secrets to discover, but I'm happy that it was all fun enough for you to go for a full completion of side-puzzles!
I'm still just posting my games on Itch for now. Betrayal at the Bastion is probably going to finally go public after the v4 update in the first half of Autumn. I usually start with a small but complete game loop for my projects, but the initial scope of the new Bastion game was huge, so it felt too incomplete for me to release to the broader public for a while.
Thank you, reading your comment has brightened up my evening! I am very grateful to have been such an important inspiration for your games. It is truly wonderful to see my work not just being enjoyed, but actually helping other developers get started. I wish for your continued success, and for your journey as a creator to go as excellently as it can!
With the Underworks exploration, roaming, and brewing systems, this project looks huge and very ambitious! I didn't expect that you'd take on something of such a scale for your next game, but with how complete NTR:BSS ended up, I have no worries that you can fully complete your vision. The gameplay systems look like they'll offer plenty of variety and exploration for the new cast of characters, I'm very excited to see it all in action!
Godot can have compatibility issues with hardware sometimes, I hope it improves in the future. For now you can try the Win32 version, or forcing the game to run in openGL:
- Right-click on the .exe file and select "create shortcut" (on Windows 11 it will be under "Show more options")
- Right-click on the shortcut and add --rendering-driver opengl3 after the target path (right after the last quotation mark)
- Run the shortcut.
I'm really happy to see this game completed! I've played it from the first release and immediately knew that it was going to be something very special. The dialogue is fantastic, there's a big variety of well-matched artwork, and the tracker is a really wonderful feature! This is easily one of my absolute favorite visual novels. I've truly enjoyed playing every update through to the game's conclusion over the past two years, and I am looking forward to the final coat of polish and any future projects you may make!
They appear at specific locations around the map that have vents near them. The girl on the left is near your starting house, the girl in the center is in a cave near the smallest house, the guy on the right is near the big cave with locked door. I wanted to upgrade the map so that it can expand and show you the locations, but didn't have enough time to get it in place for the patch. It will be easier to find these types of events in future updates.











