Hi, this is a dev from Magic Inn. Thank you so much for playing our game! We also want to apologize for any bugs you encountered. The version you played was an older build. The latest version is now live on Steam and should be more stable, as we’ve fixed several issues, including the default camera sensitivity, the stability of build mode, UI interactions, and more. On another note, it seems like you really enjoyed the game and have a solid grasp of it! Even though you mentioned that strategy games aren’t your forte, you did really well and even won the conversation battle. It's shame that as the developer, I barely win myself! 😄 We’re currently adding more features and polishing the normal mode, which includes both inn mode and battle mode with narratives, allowing you to play for nearly 10 days. I heard you’ve already wishlisted the game, which we really appreciate! If you’d like to stay updated on all our progress, feel free to join our Discord. Here is the link: discord.gg/ujcJFzJnzS Of course, it’s not just for updates. It’s also a place where you can report bugs, share your thoughts, and chat more about the game. 💜
@@magicinn thank you for watching and for writing such a detailed response!! I had a fun time in the demo and will definitely keep an eye on the game 🥰
Thanks for playing the Copycat demo. We're a very small team and are doing our best. It's our first project. Thanks for your feedback. We hope you get an opportunity to play the full game if it is your cup of tea. 😻🐾
It took me forever to find those last two items as well lol. The pink mochi is on the small tree in the white vase between the couple in the top left corner of the cafe and the great tanuki. And the whisk which is very difficult to see, is in the arms of the little tanuki statue next to the guy who is collecting the oranges from the tree, near the goddess. I don't know if you are still playing the game or not, but I was so happy to finally find them lol.
The "pop star" is the Michael Jackson horse on the dance floor on the second floor in front of Bruce. The treasure spot is in the middle of the ocean a little bit behind the big pirate ship in the back of the map, it is just a shadow under water, that you have to click and it will come up. And that last sheep took me forever, but it is behind the man in the green hats head like a pillow, he is on a small boat in the water next to the two little octopus fishing, and where you found "luffy" and he turned into a monkey. Also, another funny thing I found in the game, is if you go into the office building itself, on the tv in the back corner of the room in the kitchen, it is playing a clip from the shining lol.
@@SAmaryllis No problem. To be fair, as far as I remember it wasn't mentioned in the demo; I think your landylady in the inn mentioned it during the first playtest of the first hour of the game a few months ago. (When confronted with the concept of HB Luisa asks if they don't take Euro, and she gets the answer that the HB are in place for a more even playing field for the dungeons and gear, and "everything else still takes Euro, of course".)
I tried the demo myself and looked up how to clean the teacup because the cleaning percentage never went up. I tried the demo three times, and it never went up
Oh weird! Were you just stuck at a certain percentage, or did the percentage never change? Pressing tab and rotating all around helped me find tiny pixels to clean
@@SAmaryllis I tried everything, it never went past 0%. I thought maybe I wasn’t supposed to scrub it clean with the toothbrush so I restarted and used the sponge and it still didn’t change
@@chikiwookie oh no, that's too bad :( I couldn't find social media handles for the dev studio and I think they are a Korean company as well, but maybe if you post in the Steam discussion forum for the game they'll see it?
@@chikiwookie hmmm well, both good and bad I guess! Good that it's an issue that other ppl are having too and it's not just you, bad that it's happening at all haha. At least the studio is aware of it then!
This game looks so relaxing. Reminds me of the hours I spent poring over Where's Waldo books as a child. I'll definitely be checking this out. Thanks for sharing it in this video!
Right? It feels so obvious in retrospect, but I think going for that treasure chest first led me astray haha. It was hard to reset my brain after that!
oh dang thank you for reminding me this game exists! I played it one time with my friends back when we were hyperfixated on PlateUp and I super enjoyed it, but we only played it that one time because we were too stuck on PlateUp 😂 The challenge modes seem cool and I super loved the Cafe Designer, I feel like I could sink so much time playing around in there… might have to pick the game back up sometime thanks to your video, especially now that I know it’s a beatable game 👀
Yesss I'm lucky I discovered the game after I played a ton of PlateUp, because it definitely fills a similar niche and I wouldn't have the time for both at the same time! 😂
thought it was funny to start a “let’s eat” video with a soap showcase 😂 Churro Kitkat goes kinda crazy as a concept though, if only the cinammon matched that energy!
No egg in most pizza doughs: salt, water, flour, yeast. Exception might be gluten-free dough; sometimes they use egg whites as a binding agent to replace the wheat gluten.
Hello, I'm very sory for the XBOX controller bug! Currently working on the fix. Thanks for the review! Nice commentary and a very professional review! :)
thats very pretty, id just work a bit on proportions cos that waist is way too thin. i love the pattern on the jacket its super pretty and the detailing on the hair too
This was a fun series, I liked seeing all the different routes and endings! I enjoyed your commentary, so I'm excited to see more playthroughs in the future :)
So did you ever figure out the fragmented narration in the Lost Desert? *Spoilers* ... ... ... It's revisiting all the previous chapters: "He's not dangerous mom! He's my friend" is about the fox. "Thank you baby! Aw, that's so sweet!" is probably her talking to her childhood sweetheart. "I am not going to fail this semester. I am not." is about university. "I can't believe she's gone, you know?" is when her mother died. "Everyone's so busy here, I just don't know how I'll fit in." is when she moved to the city. "Opening day tomorrow. I still can't believe this is happening!" is when she started working as an artist.
Thank you very much for looking at our game! An MVP is a very accurate term. We had many plans for the project, but the ones that we finished were very fun to work on and a display of all of our first delves into the game development field. As you mentioned I was responsible for most of the cave generation, the foundation of which is a modified version of Sebastian Lague’s Unity cave generation project. I highly recommend watching some of his videos in said series, he’s one of my favorite creators: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-v7yyZZjF1z4.html The chests are also a bit confusing. We planned on implementing a sort of main menu that featured many options including an explanation of the controls and some mechanics, but that wasn’t gotten around too. Anyway, the chests have two randomized loot pulls. One is a max health upgrade and the other is a health restoration, both for a random number of points. Usually, the chances of getting either of these pulls is a 50/50, except in the instance in which the player has max health in which they will only ever get a max health upgrade. Crypt of the Necrodancer is a game that I adore, and I'd be amiss to not mention that I had that game in mind while we were developing this one. The developer working on the enemy AI and enemy implementation was also responsible for the turn-based action sequence. They actually developed a quite impressive and modular system that works fairly similar to the turn system in that game, except turn advancement is progressed by the player and not by the music. Unfortunately, this system isn’t very noticeable to the player since there are currently no enemies on the map other than the one test enemy that you may or may not encounter. I now want to do some research on how Necrodancer’s turn system was implemented. Regarding your mention of the slowness of movement, this is also a complaint we received from our survey early in development. Our planned solution was to allow the player to hold the movement keys to move as fast as they liked, but as soon as something noteworthy entered a set radius around the player, such as an enemy, the movement cap would be turned back on. The level of the caves that you're currently on is displayed in the bottom left corner. We also planned to have a global leaderboard, and the "High", or highscore, counter is a remnant of that. That highscore is just the max level that you’ve reached and is persistent between different instances of the webpage. It's stored in your browser's cache. We probably would’ve included a quick HUD explanation on the main menu explanation screen as well. Your mention of sound notification to signify remaining chest or other things of note on the current floor is a great comment, and it somewhat reminds me of Miziziziz’s video here where he mentions AudioGames.net and how it inspired his senior capstone project: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-DQkACHnK4Rs.html I’ll pass along your suggestion to the next group of developers if the project is picked up in the future. Speaking of which, I’m very excited to see whether or not our project’s development is picked up by another team in the future. It will be interesting to see what ideas other developers have as well as share what that looks like. Thank you again very much for this video. It was great to hear your thoughts!