The next update will be the 1.0 release, which is why it's taking longer than usual. There's no official release date yet, but it's planned for early 2025. I'm really glad you've enjoyed the game so far and I hope you'll like the final version as well!
NoEye-Soft
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Contact me via email so we can discuss this issue in detail! [email protected]
Here's an answer I gave to a similar question: "Previous saves are intentionally not compatible with version 0.6, as it has a different progression that would be "spoiled" by having completed save files. If you really want to use your old saves in 0.6, you can copy the contents of the "NO_SKIN_ver04" folder(located in C:/Users/<User Name>/AppData/Local/) into the "NO_SKIN_ver06" folder(in the same location)"
Characters always say the same thing during the same battle because they have different dialogue when you encounter them later. I really like the idea that characters provide new information the next time you meet them, and that it's not possible to read all the dialogue in the first encounter. In addition, there are special situations that can trigger different dialogues. However, thank you for your feedback! I hope to create as many dialogues as possible for the individual enemies
Previous saves are intentionally not compatible with version 0.6, as it has a different progression that would be "spoiled" by having completed save files. If you really want to use your old saves in 0.6, you can copy the contents of the "NO_SKIN_ver04" folder(located in C:/Users/<User Name>/AppData/Local/) into the "NO_SKIN_ver06" folder(in the same location)
I tested the scenario you described and this is what happens:
-The enemy hits you, reducing your hp to zero
-The poison deals damage (but your hp are already at zero)
-At this point, you come back to life using a resurrection (only one)
Everything seems to be working correctly, but I'll do more tests in the future
As you said, I believe this mechanic offers more strategic depth:
-the bonuses (attack and accuracy) you get for weapons are permanent and stay even if you change weapons
-having to switch weapons creates a perfect risk/reward situation: is it worth getting a new effect or higher attack in exchange for losing some accuracy or maybe an interesting effect?
That said, I find the idea of weapon switching interesting, and I'm sorry you found it frustrating. Thank you for your feedback!
Thank you for your feedback! Right now, the moon shows the upgrades even after they've all been purchased to remind the player of the additions they've unlocked. I thought it would be strange to never show the list again. Additionally, an option to enable/disable upgrades will likely be added. I understand that right now it’s a bit annoying to go through that screen at the start of every new run
Thank you for your detailed feedback. Here are some answers:
- Luna is meant to be op. As for Root, I don't want to buff her too much because she already seems too op for some players. Her route is intended to be a very challenging experience
- Snake Scales is a much stronger item than it might seem, you just need to know how to use it. However, I understand that the unique mechanic of Snake Eyes can be frustrating the first time you encounter her
- The interactions that require items (like the hunter knife and dagger48) are something I've been working on for a while, but it requires much more time than this small update
- The way lunar fragments are spent will be managed differently in the final game ofc
Thank you for your feedback. The graphics were reverted to the previous style. As for the balance changes, while of course not everything is 100% balanced, I think that the game now offers a lot more different strategies to win a run (fish shop is more viable, guns are stronger, must-have frog items are now optional), whereas previously there was only one strategy that practically guaranteed victory. The fossil was way too strong in the old version and guaranteed a 100% advantage over not having it in your party
There have been many complaints about the new graphical style, and I haven't made a decision on it yet. While a toggle for the current version is definitely possible, it would likely be almost impossible to implement for all the assets in the final game, because the graphical change is also meant to allow for greater variety in the design of future enemies and characters
First of all, thank you for your feedback! The difficulty is too low right now for two reasons:
- Obviously, everything isn’t perfectly balanced yet
- Since the game isn’t complete, the final and most challenging part is still missing
The final game will definitely be much harder! (And it'll be possible to play at different difficulty levels)