The system seems to be good homever it’s still to early to judge when we don’t have the full brunt of the game to play with, the only thing i can say is that there should be an easier way to continue from one message to another like press enter to continue. Because using only the mouse to select things can get quite tiring
Actually, I have never tested it on Mobile. I will test it on my Android. Has anyone else tried it on Mobile?
Thank you for pointing out the typo. I was planning to implement keyboard input in the future. But if there is a need, I might consider implementing it sooner.
I know it’s a little late to say this, but I worked pretty quickly towards the release, there are remnants of testing here and there. I apologize for the ugly look, even I think.
Also, seeing the code getting more and more messy day by day makes me worried about whether I’ll be able to do well from now on…
Oh, I used it on mobile. Android. This must have been a problem. Thank you
I did a little testing about mobile. The game itself should work, but it doesn’t seem to work in a local environment because something about mobile security won’t allow access to data files. If I compress all the code into a single html file, it will work, but the images still won’t load. There doesn’t seem to be a way to solve this.
If I host the game online, you should be able to play it from mobile…
The game is meant to be played on a PC, after all… and that’s what the keyboard input is for…
Thank you for checking it out! I just asked because I can play on my computer but prefer to play on mobile! I’m grateful for making these games every time!
It’s a little late, but in the fa comments, I got many questions were asked that I wanted everyone to know. You can read the comments here, and I’ll also post some of the answers here.
[v0.6.0a_wip] PWGD by nir_tok – Fur Affinity [dot] net
Summary
Icon
This is the correct behavior because the image doesn’t actually exist. If the image can’t be loaded, a fallback emoji will be displayed. Of course, I’ll draw those in the future, and they’ll be displayed correctly then.
Dungeon Progress
This trial version has bidirectional progression. That is, it’s designed to allow players to progress through one long dungeon, both ascending and descending, which is why it’s like this. And now there are only 10 floors.
Starved damage, stomach system
I simply forgot to create stomach growth. However, I am thinking of deleting the stomach growth caused by eating. Only training or item-based stomach growth. And you can’t eat more than a certain amount of items unless you force feed them. I’ll look into starved damage.
Buff debuff overwrite
That’s correct behavior. Each buff has its own overwrite rule, which can be a complete overwrite, a stronger/longer overwrite, additive, or no overwrite. It certainly seems easier to know what happening if there’s an overwrite message, so I’ll do.
English mistake
Thank you for the correction. I’m really bad at English, so this is really helpful. For example, making the system more concise. Actually, I’m looking for a dedicated translator. lol.
Weight desc.
I’m already planning to implement it. It just doesn’t exist right now.
All money deposit
I’ve added it to the implementation list.
Multiple items at once
I plan to only enable multiple item deletion in boxes. Basically, you can only take one action per turn. This also applies to item using.
Display all inventory slots at once
I’m thinking of making it configurable in the settings. But ultimately, it will be around 48 slots, so is that okay?
Inventory upgrade
I’m already planning to implement it. It just seemed difficult to implement at the moment.
Looks like this is tagged as a tabletop game by mistake