Down the Neko Hole was my second BIG game (it already has ~100 CGs under its belt), and I've loved working on it for a full 3 years, before... well, I hit the limit of what I could do with how poorly optimized the whole "3D RPG Maker" thing worked.It was on me, definitely, and in all honesty, frustration was a factor. Too many rough edges, "decent" performance at best on modern machines, clunkiness all around... BUT!
No one gets abandoned around here!
I've received quite a few questions about its current state and future, and while it's nowhere near done or satisfying, I've resumed working on it, with clear objectives in mind:
a complete overhaul of controls
gamepad support (screenshot included~)
heavy optimization
I'll be working on it, with lower priority compared to our 2 main projects, but I'm already making progress. You will hear about a new version only when the 3 points above are taken care of, but these last couple of weeks have been productive.