Thank you for taking your time to play the game and giving feedback! Let me see if I can tackle it all!
Lemme give some C&C for some things I noticed. I figure you guys probably know about at least a few of these..
-Jumping feels a bit floaty, mostly for higher jumps.
-The dialogue arrow sometimes points up and down for those two-choice questions. Also the timer covers up the arrow so you can't see what option you're choosing.
-Stairs. You don't seem to be able to drop through them so you have to do a series of mashing forward and down to get past.
-Enemy detection range is really far, they end up detecting you off-screen so you can't consistently hide from/avoid them if you want to play it sneaky.
-Lastly, some extra clarity for when you can and can't parry projectiles would be nice! Like a white flash that lasts during the parry state.
-We're going to work on the jumping quite a bit, especially now that we got multiple comments on it!
Although we already expected that.
-The arrow and "timer" really need some explaining from us, haha. We're going to put an explanation of how they work in the readme in the next patch. For now let me shortly summize: The arrows are there as inputs to free yourself. The timer is not really a timer but a "reaction game" to choose your answer between the good and the bad one. That's also what the hearts are influencing as it's an arousal bar and makes the area of the bad answer bigger to make the reaction game more difficult. We definitely will work on making all of that more obvious in and outside of the game.
-Yes, stairs are a bit wonky and definitely need some fixing. We're working on it for sure!
-That's a good point that nobody brought up yet and we'll look into it. Currently we did it this far so the fairy gets a chance to shoot at all, haha. Maybe we can find a good sweetspot in between.
-Definietly noted the last point as well! We're going to do something like it for sure.
I'll say you need to let you're patreons know what's going on outside of discord. I'm probably not the only one who isn't consistent on checking for discord updates. Heck even a "posted new info on discord" would suffice.
Yet again we are really sorry for it. We're new to it all and want to thank you for sticking with us! We'll do so from now on and keep everyone up to date more often even if its just a small tidbit of info.
Thank you also to Shrifted for joining the discord and already telling us of their opinion there!
Just curious though, where is the save located? I wasn't paying attention the first time I got caught and wanted to see the first time dialog again...
I looked in the usual place unity dumps saves but there's just a log there.
"On Windows, the save files are stored in the registry under HKCU\Software\Zolvatory\LostCase.
It's an ugly way of saving since the files are pretty hidden, but also the easiest and fastest way of doing so, making it best for smaller games and alphas." - Masker
Remapping your hotkeys does not work properly.
In the menu itself you still need to press SPACE and the newly assigned button for Jump to assign new keys.
In-game the default keys are not disabled. E.g. I assign Block to D, and when I press D my character blocked (as intended) and walked to the right.
When the enemy asks you a question it is unclear how you are supposed to react to it. As others have said apparently the button is hidden behind the clock.
It is unclear what the three hearts are supposed to represent.
To move stairs down you should need to press Down and Jump, not just Down.
In the game over H-scene the dialog should not advance automatically but only after a button press. Maybe another button press enables / disables auto-mode.
In the same vein the game over H-scene should not black out and sent you to the game over screen automatically. Let the last part of the animation loop indefinitely and only end the scene after the player pressed the continue hotkey.
We're going to work on the bug fixes, obviously (and we weren't aware of the one you brought up!)
As mentioned earlier, we're going to make clear how the "choosing an answer" part works in the readme. Short version explained further up in the post.
We'll consider making going through the stairs like this.
And I totally agree for the Game Over Scene and see what we can do with that!
Thanks for all the feedback and caring for the game. We're incredibly happy to see people this interested in it! Please look forward to future updates.