Uh... Oops!
Hi all! I didn't think I'd be gone for a hot minute like this after publishing ACoMI's demo. I promise I didn't forget about the game! I'm not one of those people who drops a demo/early access/beta build and ignores it for 5 years straight. I told myself I'd take a little break after finishing up on ACoMI's demo, work on another little project for a game jam during the rest of July, and I'd be back to work by August!
Well. Ah. That project wasn't exactly little, once I finished the script.

It's called Until Death Do We Part, and I ended up working all the way through July, August and the first week of September. I published it literally six hours before the jam ended! I'm very tired. I thought this script would be 8,000 words at most. I might actually put Until Death on Steam at some point, come to think of it; of course, the Steam release would get extra goodies to make it worth it for you all.
Until Death's actually taught me a lot about some back-end stuff I want to do for ACoMI - namely, weather, easier ways to play those special flashes/effects during action sequences, easier ways of flipping through filters, and a way to enable/disable the ability to Skip text in the Options! I'm still in the middle of chugging through the rest of Act 2's script, but while I'm doing that I'll also be getting into the code of the game and cleaning it up for my use. The next few devlogs might not be too flashy, but it's for the long-run at this point.
Thanks for being patient with me, and thank you for playing ACoMI's demo!!
