Update
Added 2021-04-13 07:58:40 +0000 UTCEffects of fatigue and dizziness.
Changes in color settings.
A pair of new gag.
Small changes at levels 36 and 37.
At levels 22, 23 and 34 after 10 minutes there are help in opening the door.
At level 38, you will now have to open the door to your feet to escape from the bomb. But it is almost impossible to do it because I forgot to increase the time before the explosion. I will fix it in the near future.
Comments
I beat level 38 with the short timer of that bomb. Not cheating by using R. MY GOD it was painfully hard, but it was fun.
BondageStorm
2021-10-27 16:12:05 +0000 UTCI think they could be part of the difficulty system, in fact. Maybe no fatigue or dizziness at all in Easy, some fatigue in Medium and more easily fatigued in Hard, something like that. I agree that this feature is not for everyone's taste. It does add to the difficulty though, especially in levels where you are timed, so it does change the game quite a bit in those cases. It is a lot more difficult to escape the ticking bomb now because of it. But it is true that when you are not timed, all the fatigue feature manages to do is make your level run longer. So the challenge here is to try to be more efficient in your moves so you take as little time as possible to complete the level, or if you prefer, play more levels in the same amount of time.
2021-04-30 09:42:57 +0000 UTCI can't say I was the biggest fan of the exhaustion and fatigue factors when i first saw the suggestions and now I'm more certain they're not the best ideas. They don't make the game impossible or horrible but I don't think they fit well or add anything to it other than unnecessary penalty.
Insert Name
2021-04-23 13:24:26 +0000 UTCI found the cause of the bug, soon I will fix it.
Alex8778
2021-04-17 05:19:33 +0000 UTCThanks for the clarification. After testing some more, it seems like the bug I described in item 12 does not happen all the time, which may make it more difficult for you to fix. But I've definitely seen it happen a few times already. From what I observed, it looks like the thief has no real AI, she only walks to random pre-determined points located in the navmesh. But those random points seem to be influenced by the proximity of the player (which is good, it makes it more difficult to circle around her entirely in level 26). It is possible that the bug occurs when the first random point that is chosen is inside the room (there are two or three as far as I know), which happens to be the closest point to the player character. Since the room has only one exit, this makes it impossible to get out without getting caught. Maybe simply make her walk to one particular point outside of the room after she's done hogtie-ing the girl instead of letting her start her patrol routine right away to avoid choosing one of these close points first.
2021-04-15 10:11:08 +0000 UTCSeconding the party about the dizziness being a bit nauseating.
Cale
2021-04-13 12:26:24 +0000 UTC