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tehlemon

Well-Known Member
Jan 26, 2021
1,224
1,563
At this point, I think people are just here for the entertainment value in watching Inno fail.

I mean, that's funny and all. But... we're not getting a game, if this keeps up. Are we crabs in a bucket? Or, are we genuinely interested in seeing the game succeed?
I mean, I'm definitely here for the entertainment of watching what happens. We're in a pandemic and I'm bored. Only so much Blaseball I can watch.

But I definitely wouldn't say I'm rooting for failure. I have low expectations, but I'd be ecstatic if Inno could exceed them.

But I still won't avoid laughing at how stupid this is just because it might be stressing Inno out. We're her potential customers. If my potential customers were laughing at my failure, I'd be pretty stressed out too. But I wouldn't be taking a month off.

Edit;
And you know what's funny about all this, we know Inno watches this thread. She turned off comments on her blog to stop potential customers seeing the delays being laughed at, but she couldn't resist watching what we're saying. So some might say that we're partially responsible for her being stressed. And sure, we are. But damn, I just checked how a few other sites that talk about the game are reacting, and we're wayyy nicer than any of them.

I wonder if she's watching those lol
 
Last edited:

throbzombie

Well-Known Member
Oct 15, 2020
1,166
2,477
At this point, I think people are just here for the entertainment value in watching Inno fail.

I mean, that's funny and all. But... we're not getting a game, if this keeps up. Are we crabs in a bucket? Or, are we genuinely interested in seeing the game succeed?
I'm definitely a "crab". No one with an IQ above room temperature would actually believe in this trainwreck.
 

Sarkath

Active Member
Sep 8, 2019
531
908
The hardest part of my own project is creating the massive file parser needed to allow modded content of all types. The absolute last thing I would have thought to use is fucking JavaScript.
I started experimenting with something similar in .NET (though in fairness my experiment is more of an alternative to Twine/SugarCube than anything else) and just ended up rolling my own parser.

Inno kinda rolls their own parser, though that's more to handle the #IF/#ELSEIF/etc stuff. .

I did consider using HTML/CSS for the main text output, just to make formatting super easy and modifiable with CSS. Just convert the presentable scene to HTML and toss it on screen, super easy. I'm going to bet that she thought the same and then just expanded from there.
I'm probably going to wind up taking that approach with my experiment as well, mostly due to the annoying lack of stable cross-platform .NET UI toolkits (being someone who primarily uses Linux/macOS and loves C#/.NET is rough at times, heh).

And yeah, LT essentially uses the JavaFX WebEngine for most of its display magic, and naturally that does involve a fair bit of frontend JavaScript to propagate JS events back to Java. The part that's really funny is that the conditionals handling is actually done using a separate JS interpreter! JavaFX uses JavaScriptCore, but LT's conditional parser uses Oracle's Nashorn JS engine.

And I'm not at all surprised she didn't implement any sanity checking into the system. A lot of this stuff seems to be her grabbing the simplest solution for the current problem and then running with it way further than she should. Adding sanity checking isn't simple.
There is some, but that mostly involves disabling the really spicy stuff. I haven't gone over it too thoroughly yet, but the main reason I couldn't easily write a random file into /var/tmp (or pretty much anywhere the user has access to in *nix, or somewhere on the same drive in Windows) is simply because the save game function (which is in one of the classes exposed to JS) is a static method, and there doesn't seem to be a way to access static methods with how the JS engine is configured.

If It Were Me™ and I had to implement it in this way, I would have created a barebones, purpose-built JavaScript API rather than directly exposing game classes. If this API were only intended for conditionals and checking game state (I'm not sure as of yet, to be honest), I would have ensured that it had access to exactly zero setters.

I'd ask you where in the project files all of this is, but I trashed my copy of the games source code a few days ago and I don't care enough to redownload it lol
Oh, don't worry. I'm not kind enough to keep that sort of information to myself. :p Here's a couple of noteworthy methods that show off some of this behavior:

- Initializes Nashorn, removes a few globals, and stuffs the global namespace full of hot, juicy class instances.

- Evaluates the expressions in #IF/#ELSEIF statements.

That's fucking precious considering that she's admitted that she's just plain goofing off at least once. Hey Inno, maybe instead of making it so that I have to put my .jar in a specific directory, you can make it so that I don't have to use an outdated version of JDK to build this?
It's pretty easy to do that. Here's a fork of 0.3.19 on my GitHub that targets JDK 11 (since it's the latest LTS and all) and successfully builds with JDK 15: . As an added bonus, my fork also uses Maven's dependencies system to fetch JavaFX, so it should be easier to build as well.

As I mentioned in one of my previous ramblings, one of the issues with this is the deprecation (and, as of JDK 15, the removal) of the Nashorn JS engine. LT uses this heavily when parsing XML conditionals, to the tune of thousands of eval() calls during long loiter/sleep periods. Nashorn seems to handle this use case far better than GraalJS does, so the JDK 11+ fork runs significantly slower than the JDK 8 builds.
 

throbzombie

Well-Known Member
Oct 15, 2020
1,166
2,477
It's pretty easy to do that. Here's a fork of 0.3.19 on my GitHub that targets JDK 11 (since it's the latest LTS and all) and successfully builds with JDK 15: . As an added bonus, my fork also uses Maven's dependencies system to fetch JavaFX, so it should be easier to build as well.

As I mentioned in one of my previous ramblings, one of the issues with this is the deprecation (and, as of JDK 15, the removal) of the Nashorn JS engine. LT uses this heavily when parsing XML conditionals, to the tune of thousands of eval() calls during long loiter/sleep periods. Nashorn seems to handle this use case far better than GraalJS does, so the JDK 11+ fork runs significantly slower than the JDK 8 builds.
Good looking out, man.
 

jessiespill

New Member
Jun 4, 2017
6
12
There's no real set intended way to make money, only a selection of options to do so with.


And this is content that is already multiple months late after the last time Inno said it was almost ready, as a lie, and almost three years total since it was initially supposed to be ready, in 2018, before the delays really started to set in against this very specific part of development.

I normally say that a dev should take all the time they need, but devs don't normally take this long to get this far. This is the absolute worst time to take a break and only serves to add more negativity to Inno's record, which is already abysmal.

The reason for Inno's break, as stated by Inno in the most recent post, is stress related. That stress likely comes from all the negativity. Inno would not be getting this negativity if they actually tried to act like they said they were going to, but Inno is making absolutely no effort to 'treat development like a full time job' let alone actually make real progress. In other words, all this stress is entirely their fault to begin with.

I would agree with your assessment, we aren't just looking at the beginning of the end for LT, we are looking at the developer forcing the game on life support when it is already dead.


Hey, take your time and do what you can and want to get done. We'll be happy with whatever fixes you can come up with. Your life comes first and foremost, so if you need to stop, don't worry about it. It would be nice if you would let us kknow if and when that happens, though.



They are still collecting and I feel bad for the subscribers who don't know any better as well, not so much the ones who did it knowing what Inno is like.

I could definitely see June as the earliest, but now I'm going to say December...3034.


As am I, this game does not deserve this kind of mistreatment.


Would not at all be one of the options?


Those are in rose bushes, which are in the parks, which are the tiles with the green icons outside the mansion.
Thank You
 
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Sarkath

Active Member
Sep 8, 2019
531
908
Good looking out, man.
No sweat! (y) I'm looking into bringing performance back up to an acceptable level (probably by replacing the JS interpreter with something that's actually, y'know, sane). I'll update the thread if I come up with something.

Also, if you try building from that, let me know if you run into any issues. I've tested it on a couple of a systems (an Arch box with JDK 15 and a Mac with JDK 11 and 14) and it's worked fairly well, but I'm far from a Java/Maven expert.
 

alex2011

Conversation Conqueror
Feb 28, 2017
7,716
4,461
At this point, I think people are just here for the entertainment value in watching Inno fail.

I mean, that's funny and all. But... we're not getting a game, if this keeps up. Are we crabs in a bucket? Or, are we genuinely interested in seeing the game succeed?
I mean, I'm definitely here for the entertainment of watching what happens. We're in a pandemic and I'm bored. Only so much Blaseball I can watch.

But I definitely wouldn't say I'm rooting for failure. I have low expectations, but I'd be ecstatic if Inno could exceed them.

But I still won't avoid laughing at how stupid this is just because it might be stressing Inno out. We're her potential customers. If my potential customers were laughing at my failure, I'd be pretty stressed out too. But I wouldn't be taking a month off.

Edit;
And you know what's funny about all this, we know Inno watches this thread. She turned off comments on her blog to stop potential customers seeing the delays being laughed at, but she couldn't resist watching what we're saying. So some might say that we're partially responsible for her being stressed. And sure, we are. But damn, I just checked how a few other sites that talk about the game are reacting, and we're wayyy nicer than any of them.

I wonder if she's watching those lol
For me, still the latter. I couldn't care less about whether Inno succeeds as long as the game does, even if that means in someone else's hands.

I also agree on what Tehlemon said, if Inno does defy all logical conclusions in this situation, I will be ecstatic, and I am definitely not rooting for failure. I just don't care if Inno, and I mean specifically Inno, does. I or another person will just pick it up in the wake of said failure.

As for what you said in your edit, tehlemon, we wouldn't be laughing if Inno was doing what they were supposed to from the beginning. We are laughing because Inno has turned this entire project into one big joke, so no, we are not to blame for Inno's stress at all. If Inno had been doing as they were supposed to, there would be no reason to laugh or get negative. With no reason to laugh or get negative, the laughing and negativity would not be stressing Inno because it wouldn't exist. Because it is a thing Inno isn't doing that we are laughing at and being negative about, it is Inno's fault they are stressed and ONLY Inno's.

Dude, fields were "worked on" since 2019 if not earlier
No, they were supposed to originally be out in 2018, but there were delays and lots of them until around August 2020, when Inno finally said in no uncertain terms that the release was almost ready. This got pushed into September because of some supposed technical issue and then radio silence until January and the situation we have now.
 

tehlemon

Well-Known Member
Jan 26, 2021
1,224
1,563
I started experimenting with something similar in .NET (though in fairness my experiment is more of an alternative to Twine/SugarCube than anything else) and just ended up rolling my own parser.

Inno kinda rolls their own parser, though that's more to handle the #IF/#ELSEIF/etc stuff. .
Interesting. I'll dig through this more if I have time later. I'm curious to see how it all works.

I'm probably going to wind up taking that approach with my experiment as well, mostly due to the annoying lack of stable cross-platform .NET UI toolkits (being someone who primarily uses Linux/macOS and loves C#/.NET is rough at times, heh).
Ah shit, I didn't even think about mac/linux.

I've playing around with all this in C#/.net as well, just because it's what I use most (aside from powershell, but that doesn't count lol). Trying to keep it as simple as possible, since I'm way more interested in the "can I make this" and less the final product lol

Currently all of my prototypes are just using WPF. Quick, simple, used it a billion times for my personal tools and projects. But the last I checked, doesn't support either Linux or macOS. I know it usually works in wine, but still.

The more I think about plot, setting, world building, and so forth... I might have to take some of these decisions more seriously. I could just switch to using Unity. But that kind of ruins the fun of doing it all myself. We're talking about a text game within pretty minimal graphics, I could easily make it work in WPF in my sleep, but Unity would probably allow for a better product. There are advantages beyond just cross platform support for using something like Unity. A lot of the problems I'm trying to come up with my own solutions for would just be solved using their tools.

But where's the fun in that.

And yeah, LT essentially uses the JavaFX WebEngine for most of its display magic, and naturally that does involve a fair bit of frontend JavaScript to propagate JS events back to Java. The part that's really funny is that the conditionals handling is actually done using a separate JS interpreter! JavaFX uses JavaScriptCore, but LT's conditional parser uses Oracle's Nashorn JS engine.
Yeah, I saw that too. Not sure why she did it that way. I don't know Java well enough to know if there's a benefit to using one over the other beyond what you said, but using both seems odd.


As I mentioned in one of my previous ramblings, one of the issues with this is the deprecation (and, as of JDK 15, the removal) of the Nashorn JS engine. LT uses this heavily when parsing XML conditionals, to the tune of thousands of eval() calls during long loiter/sleep periods. Nashorn seems to handle this use case far better than GraalJS does, so the JDK 11+ fork runs significantly slower than the JDK 8 builds.
That right there is why my last save would soft lock anytime you tried to advance time 12 hours. 4 hours was taking 30s.

One of the things I'm looking into for NPC scheduling is how much I can combine small updates into larger bulk updates. Most of the calculations and updates that are being done are *really* simple and should be quick, the issues is we're running a billion simple updates even when you really don't need to.

If anyone is making an RPG, don't build your NPC scheduling system like this. Look at how modern RPGs and games work. There are games that handle hundreds of active NPCs with way more intricate and complex behaviors and actions in real time. The game should absolutely *not* be this bad at NPC handling.
 
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Sarkath

Active Member
Sep 8, 2019
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Currently all of my prototypes are just using WPF. Quick, simple, used it a billion times for my personal tools and projects. But the last I checked, doesn't support either Linux or macOS. I know it usually works in wine, but still.
Ah…yeah, WPF is Windows-only, sadly. Avalonia is probably the closest analogue, but I ended up ditching it because it doesn't support multiple text runs inside of TextBlock objects yet. Uno was kind of finicky in my experience, and I still have yet to look into Eto.Forms. As for MAUI, well…hopefully it'll be more desktop-focused than Xamarin.Forms, and at the rate things are going we might very well see Lilith's Throne 0.4.0 before they release the technical preview of it.

I think I have enough separation between the presentation layer and backend that I could easily switch away from HTML/CSS in the future when this stuff matures. The engine is using Markdown internally, so I could make it a console app if I really wanted and it would still be pretty legible.

There are advantages beyond just cross platform support for using something like Unity. A lot of the problems I'm trying to come up with my own solutions for would just be solved using their tools.

But where's the fun in that.
Hell yeah! :D

That was kinda my motivation, too. I started fiddling around with Twine/SugarCube recently to do some creative writing and got really frustrated by its "quirks" (and I didn't even attempt anything near the complexity of Tentacle Slave, Summoned By Accident, or Degrees of Lewdity!). What the hey, might as well try to write a proper parser and make my own interactive story system. Last time I attempted writing a parser was around 15 years ago and, honestly, it looked a lot like Inno's.

Yeah, I saw that too. Not sure why she did it that way. I don't know Java well enough to know if there's a benefit to using one over the other beyond what you said, but using both seems odd.
I'm guessing that the main motivation was to have full control over presentation. The default controls that JavaFX uses depend on the target platform. In the case of desktop applications it would end up using Swing, and it would end up making a porn game look awfully "enterprisey."

That right there is why my last save would soft lock anytime you tried to advance time 12 hours. 4 hours was taking 30s.
Anything that advances the day is especially bad. Like, 20000 evals on a fresh game levels of bad. :(

I didn't really notice this when the game engine was using Nashorn, but the second I switched it to GraalJS it just made the problem exponentially worse. Like, that 12 hour overnight sleep on a fresh save took something along the lines of 20-25 seconds on an i7-8700K. o_O

One of the things I'm looking into for NPC scheduling is how much I can combine small updates into larger bulk updates. Most of the calculations and updates that are being done are *really* simple and should be quick, the issues is we're running a billion simple updates even when you really don't need to.
Surprisingly, the game does base its updates on delta times instead of fixed intervals: . At its core it seems to sort of do the right thing as far as this goes. I'm not sure if that holds true as you drill down, but I think this part would be fairly easy to improve upon.

At this point I'd say the biggest issue is the over-reliance on JavaScript. Given that the flame graph indicates that evals consume 70% of all CPU time with much of the rest of that going to the JavaFX libraries, I'd wager (a very small amount, yes, but it still counts!) that the only reason the scheduler is even a factor is because it's the thing that triggers most of those rampant eval calls.
 
Jul 29, 2019
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Lol 3.20, jesus, and now a break? Are you kidding me, those poor subscribers. And Inno also said that 0.4 won't even actually have that much field content, what the hell has he/she/Oni been doing? The Nyan quest thing seemed extremely pointless, and also took way longer than it should've, and the fields were what Inno was hyping everyone up for. If this was just a free project, or something that just had some donations here and there, this would be fine, but the fact that Inno is actually making several thousand a month (I think) is ridiculous. When your making that much money, your work and work ethic should be professional, but his isn't.
 

IvoryOwl

Active Member
Mar 29, 2017
761
1,410
They should not be collecting patreon and subscribestar money for this kind of content, and i'm pretty sure that they are, correct me if I'm wrong.
She does. Nearly 5.500$ are being funneled to this game ATM. It's depressing to see that the worse development gets, the more money she makes. That's one hell of a bad incentive.

What's even worse is that there's an easy way to circumvent most of the blame/guilt on this and still get the money, all you have to do is throw the ball to the opposite team. "I know my performance has been a disappointment lately so feel free to cancel your subscription until I have something ready." She has done something similar in the past.

Sex sells like hot cakes; it's one of the easiest markets to separate fools from their money. Meanwhile, this allows her to look "respectable and considerate" without having to lift a finger or improve things on her end. Why temporarily shut down donations when this is just so much smarter? "I told them to stop donating. If they don't do it then it's not my fault."

PS: I just checked her Sub. Star page and lo and behold!
Thank you all so much for your support, and I more than understand if you want to stop supporting this project at this stage.
 
Last edited:
Mar 3, 2018
385
940
So, I played this game pretty much all weekend and I have to say, for something that was originally posted FOUR YEARS AGO to have what seems like such little content and direction is a major disappointment, especially since it's just a text based game.

Like, I know full well how much work actually goes into a text based game since i've written content for multiple games at this point and have attempted to make my own before, and with that knowledge I have to say that with the severe lack of content here (as well as the amount of typos) over such a long period of time smells like a scam on the same levels as Breeding Season or any of Brozeks games.

Serious shame too since the amount I did play was enjoyable enough to check out the post again to learn more about the game, which I only do for games i've enjoyed.
If the other posts i've seen about the amount of money this game is pulling in are true though, then this game should have at least hit v2.0 at least two years ago.

I don't normally comment negatively on things people have made, but this is a very fishy situation at best.
 

aspar4gus

Active Member
Mar 27, 2019
957
2,370
...does it make sense if i actually say i wish this game got "abandoned"? at least by its original creator.

Because from the pattern i saw in other text-based games, the ones who actually got finished or updated regularly is the ones who either is free (no monthly incentives from supporters) or abandoned and then got picked up by a (more competent) team of modders
 
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HerrLeutnant

Member
Sep 17, 2020
240
212
Sooo, apparently there is a Katana sword and a "teleport behind opponent" option during battle... o_O

I half expected there to be a "Neckbeard redditor" set. xD like...

------------------------------------------------------------------------

Headgear - Fedora of Enlightenment.

Hands - Fingerless gloves.

Chest = [Insert anime] style t-shirt.

Over-torso - Trenchcoat.

Legs - Cargo shorts.

Feet - Sneakers.

Main weapon - Nippon steel Katana.

Secondary weapon - The book "God delusion" by Richard Dawkins.

------------------------------------------------------------------------

Set effects:

-110% tease damage.

-7 physique.

Due to your atheism, arcane powers are disabled.

You now refer to people as "M'lady/GentleSir"

+40% increase in melee damage.

Tease attacks now gives enemies a 24 hour sexual turn-off debuff.

-50 relationship points with Lilya.

Bimbo characters now loathe you.

Starts quest: Rescue your waifu from Chadicus Testosteronimus of Stacey isles.
 
Last edited:

tehlemon

Well-Known Member
Jan 26, 2021
1,224
1,563
They should not be collecting patreon and subscribestar money for this kind of content, and i'm pretty sure that they are, correct me if I'm wrong.
They are, of course

So, I played this game pretty much all weekend and I have to say, for something that was originally posted FOUR YEARS AGO to have what seems like such little content and direction is a major disappointment, especially since it's just a text based game.

Like, I know full well how much work actually goes into a text based game since i've written content for multiple games at this point and have attempted to make my own before, and with that knowledge I have to say that with the severe lack of content here (as well as the amount of typos) over such a long period of time smells like a scam on the same levels as Breeding Season or any of Brozeks games.

Serious shame too since the amount I did play was enjoyable enough to check out the post again to learn more about the game, which I only do for games i've enjoyed.
If the other posts i've seen about the amount of money this game is pulling in are true though, then this game should have at least hit v2.0 at least two years ago.

I don't normally comment negatively on things people have made, but this is a very fishy situation at best.
Yup. Nothing you said here is wrong.

Sooo, apparently there is a Katana sword and a "teleport behind opponent" option during battle... o_O

I half expected there to be a "Neckbeard redditor" set. xD like...
You don't have permission to view the spoiler content. Log in or register now.
Don't give her ideas. If she implements this it'll take another month to get any new content.
 

alex2011

Conversation Conqueror
Feb 28, 2017
7,716
4,461
Lol 3.20, jesus, and now a break? Are you kidding me, those poor subscribers. And Inno also said that 0.4 won't even actually have that much field content, what the hell has he/she/Oni been doing? The Nyan quest thing seemed extremely pointless, and also took way longer than it should've, and the fields were what Inno was hyping everyone up for. If this was just a free project, or something that just had some donations here and there, this would be fine, but the fact that Inno is actually making several thousand a month (I think) is ridiculous. When your making that much money, your work and work ethic should be professional, but his isn't.
As it is now, because based on what Inno said the new romance quest basically leaves off where the original one did, it really is pointless AND the original was way better in quality. That could have waited until there wasn't already heavily delayed content to get done. Basically the only two things Inno has been doing are the race rework that could have waited until the fields were done and the Nyan rework that could have waited until after the first fields release. Everything else is from contributors on the GitHub.

What makes things worse on how much Inno is getting for what basically amounts to no work is that they specifically stated in a stretch goal that has long since been reached that this would be treated as a full time job. At a full time job, work like we're seeing now would get Inno fired.

They should not be collecting patreon and subscribestar money for this kind of content, and i'm pretty sure that they are, correct me if I'm wrong.
No, you're right, they are collecting. I do disagree with this sentiment, though. They should be collecting, but only if and when work is actually getting done, which it is not as Inno has proven in the last few months.

Of course, that is where I am putting my money on.
Same

She does. Nearly 5.500$ are being funneled to this game ATM. It's depressing to see that the worse development gets, the more money she makes. That's one hell of a bad incentive.

What's even worse is that there's an easy way to circumvent most of the blame/guilt on this and still get the money, all you have to do is throw the ball to the opposite team. "I know my performance has been a disappointment lately so feel free to cancel your subscription until I have something ready." She has done something similar in the past.

Sex sells like hot cakes; it's one of the easiest markets to separate fools from their money. Meanwhile, this allows her to look "respectable and considerate" without having to lift a finger or improve things on her end. Why temporarily shut down donations when this is just so much smarter? "I told them to stop donating. If they don't do it then it's not my fault."

PS: I just checked her Sub. Star page and lo and behold!
There are actually two easy ways, only one of which Inno seems willing to do. That is not to say that it would be easy in general, but it would be easier than just letting it continue. Get the work done and show some results along the way, then the blame/guilt will just go away because there will be nothing current to blame on anyone or be guilty for.

A message like 'feel free to unsubscribe if you find my performance disappointing' just sounds like an attempt to guilt trip us into sticking around and that makes the situation even worse in the eyes of people who sniff out the attempt before they are suckered into it.

This is now a health risk, I hope for Inno's sake that they take this fact into consideration. Actually do something to eliminate reasons to be blamed or feel guilty, then all of the negativity and laughs directed at Inno will die down over time. It is far too late for the effect to be immediate, but given time, things will calm to what is generally considered normal. Once that is done, the only stress left will be that which naturally occurs with a project like this and less stress means better health.

So, I played this game pretty much all weekend and I have to say, for something that was originally posted FOUR YEARS AGO to have what seems like such little content and direction is a major disappointment, especially since it's just a text based game.

Like, I know full well how much work actually goes into a text based game since i've written content for multiple games at this point and have attempted to make my own before, and with that knowledge I have to say that with the severe lack of content here (as well as the amount of typos) over such a long period of time smells like a scam on the same levels as Breeding Season or any of Brozeks games.

Serious shame too since the amount I did play was enjoyable enough to check out the post again to learn more about the game, which I only do for games i've enjoyed.
If the other posts i've seen about the amount of money this game is pulling in are true though, then this game should have at least hit v2.0 at least two years ago.

I don't normally comment negatively on things people have made, but this is a very fishy situation at best.
This is also a solo project with a VERY green developer who refuses any and all help, a big mistake considering this is the kind of project that even teams don't take lightly. There have been supposed delays because of supposed game breaking bugs and occasionally they were supposedly severe enough to break literally everything. This is meant to be an open world erotic RPG with sandbox elements set in a world containing nine separate areas plus cities in each, which is the kind of project that you don't go into alone. On top of that, the most recent writing has been mediocre at best, so bad that it made me angry because the characters involved aren't this badly written and deserved way better than they got, Nyan for example.

...does it make sense if i actually say i wish this game got "abandoned"? at least by its original creator.

Because from the pattern i saw in other text-based games, the ones who actually got finished or updated regularly is the ones who either is free (no monthly incentives from supporters) or abandoned and then got picked up by a (more competent) team of modders
No, and you are not alone in that sentiment. I am waiting for the game to be abandoned so that last part comes true. I know at least one person willing to pick the game up from the graveyard personally.

Sooo, apparently there is a Katana sword and a "teleport behind opponent" option during battle... o_O

I half expected there to be a "Neckbeard redditor" set. xD like...

------------------------------------------------------------------------

Headgear - Fedora of Enlightenment.

Hands - Fingerless gloves.

Chest = [Insert anime] style t-shirt.

Over-torso - Trenchcoat.

Legs - Cargo shorts.

Feet - Sneakers.

Main weapon - Nippon steel Katana.

Secondary weapon - The book "God delusion" by Richard Dawkins.

------------------------------------------------------------------------

Set effects:

-110% tease damage.

-7 physique.

Due to your atheism, arcane powers are disabled.

You now refer to people as "M'lady/GentleSir"

+40% increase in melee damage.

Tease attacks now gives enemies a 24 hour sexual turn-off debuff.

-50 relationship points with Lilya.

Bimbo characters now loathe you.

Starts quest: Rescue your waifu from Chadicus Testosteronimus of Stacey isles.
I could see it, but that tease damage and physique reduction, ouch. I'm not sure it would be worth it except as a roleplaying set that you wouldn't use if you were serious about winning.

They are, of course



Yup. Nothing you said here is wrong.



Don't give her ideas. If she implements this it'll take another month to get any new content.
It'll take another month anyway, this is Inno we're talking about, the dominus of delays. Note: dominus is master in Latin.
 
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