oh :(
SlayStudio
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It's because of the amount of RAM – I'm trying to improve optimization with each update, but with Live2D scenes and the ever-increasing number of game things, these requirements are slightly increasing :/ I thought I'd solved this by recently compressing textures based on the device's RAM, but it turns out I haven't. I'll try to think of something else.
Does the game close immediately or after the opening notifications appear?
I forgot that if I do everything according to the platform's requirements, I'm deceiving people and hiding something. If we're addressing the issue this way, even if I included information about AI in the description, the response would be, "People don't read descriptions." Personally, when I have doubts about graphics, whether on Steam or Itch.io, I always look at the relevant sections.
The problems you listed aren't caused by ordinary people using AI, but by the massive corporations that are developing and heavily funding it to win the technology war. AI will become just another tool-provided the right people want it to-and there’s nothing we can do about that. I doubt I waste even a liter of water running local models on my own computer, unless I happen to get thirsty while doing so. And believe me, the professionals you mentioned use AI, because to become a professional, you have to be able to adapt-they just stay silent about AI to please others.
I plan to completely change this loop – I want to add a separate bar for enemies, which, when filled, will trigger an animated scene. Defeating an opponent will reward you with cards with various static graphics as additional loot (graphics based on a solo approach – bathing/resting/her playing with herself), so that collecting these static graphics isn't the main reward, and the animations are the actual reward worth the effort. It'll just take me a lot of time to draw it all.
Hi, could you tell me what phone you're using? I've been tinkering with Unity's settings recently to try to force the game to run at more than 30 frames per second, and I may have increased the minimum requirements. Everything has been tested and works fine on my phone, but it's more of a high-end one.
AI primarily served as a tool to speed up the creation of something so I could show it off and start earning money for a graphics tablet. Now that I have a relatively working game, I've started creating graphics by hand. It'll take a lot of time, but I definitely intend to replace all graphics with hand-drawn and animated ones. So far, I've drawn 5/20 new models and redrawn and animated 5/90 scenes. I plan to draw and animate ~15 scenes per month once the time-consuming Live2D setup for Unity is behind me. Eventually, I'll also redraw the graphics on cards, relics, and backgrounds, but that's a lesser priority.

