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Significant improvements have been made to the image and direction of the cave

Since the cave stage is 4-6 chapters, it is not included in the demo version, so it will not come out as a trial version patch, but I thought it would be nice to let you know how much progress I've made, so I'll try it!

1. The caves in Chapters 4 and 6 have an entrance and an exit, respectively, and the wide space is displayed only in the middle of Chapter 5.

2. Previously, I hadn't thought of a production that widens or narrows in the middle, but I was afraid that it would look too flat, so I decided on a production that seemed to open up or narrow at a certain point.​

3. I took a picture of the background tiles one by one, but it was difficult to express the shading, so I rearranged them by making a set of tiles as large as a certain number of tiles. In this process, instead of cutting into sections, a blur effect was added to harmonize the tiled walls of the cave with the black background.

4. I made the background tilt according to the angle of the field, but I applied it so that the background is consistently horizontal regardless of the tilt, in case the image would look awkward in the middle.

5. Lanterns (Cheongsachorong) and other decorations were added so that they are small or pass slowly inside only when in a wide space to express that the cave is wide, rather than placed along the field.

And when waiting to select each menu on the main screen and when waiting to select each menu on the game selection screen, the menu is emphasized more through particle effects. The bottom sentence is what will be included in the next trial patch.