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Wanderer
a game by max mcgee

Wanderer resembles a traditional RPG in terms of its mechanical gameplay (although its systems are heavily customized from the default RMVX systems) but its setting is everything but traditional. It is almost impossible to reveal any info about Wanderer's story without risking the possibility of spoilers. Wanderer is an atmospheric and introspective fantasy adventure and character study, looking at the effects of a reality storm- an idea pilched from Neil Gaiman- on a very old and very powerful being known as a Wanderer, and exploring the effects of that Wanderer's proximity on more finite beings (your party members).

Previous projects I have made have focused on challenging and unique gameplay, complex mechanical systems, and dense story telling. Wanderer focuses almost exclusively on graphical presentation and accessibility to players who have not been able to get into my previous games. For this reason and to increase the chance of completion, it is also one of my least ambitious projects.

As I mentioned in the capsule description, Wanderer takes a traditional fantasy setting and throws it in a blender. The game's scope does not involve the sound and fury of the blenderizing itself: instead, we are looking at the quiet aftermath of a reality quake on an entire multiverse. The fantastic world of Wanderer has become populated by lost souls from other realities, adding elements of historical fiction, science fiction and modern horror into the game. Wanderer is not a sequel or prequel to any of my games, and no knowledge of any of my previous projects is required to enjoy it. The connections are tenuous at best, but if you do happen to have played my other games enough to remember certain obscure characters and side plots, or dangling loose ends, that will eventually inform your experience with Wanderer and should enhance your enjoyment. The game is meant to work on two levels, so that a simple character introduction for new players could be an "oh shit" moment for fans.

Wanderer began development in mid-June of 2009, and was meant to be completed in one month. This did not happen, and its new release date is: when it is done. Like all of my projects, there are only two things that can sway its development rate: my whims, and your level of interest. The latter is more important than the former.

Inspirations for Wanderer were primarily Neil Gaiman's The Sandman and Stephen King's Dark Tower series. On a level of aesthetics and atmosphere, Visions and Voices was also somewhat of an influence on this project.

As always, feedback is actively solicited. I am all but begging.

Latest Blog

Benchmark - 100 Downloads

Wanderer has been up on RMN for a week and received 100 Downloads. This isn't amazing, and it's not terrible either. I'm happy with the amount of attention so far, and I hope to receive more feedback soon. As is usually the case out of the smallish number of people who have played I've heard feedback from only a tiny portion. All in all, I feel encouraged to start releasing things on RMN again.

For the curious:
Not counting recent pre-release touch-ups, Wanderer was really only worked on during the summer of 2009. Since then it has been in hiatus. There is maybe an hour of gameplay past the point available in the demo. I would say that the game is between 5-10% complete at this time. While there is much much much more made than was available in the demo, the game is not as far along as I would like it to be.

A curious note:
Right now it says I have seven subscribers. I am probably being a blockhead, but I don't know where to click to find out who my subscribers are. Additionally, I am unsure what updates or benefits my subscribers receive. I am curious about this because anyone interested enough to subscribe seems like they might potentially be a good choice for future beta-testing.
  • Cancelled
  • Max McGee
  • Otokonoko (Other)
  • RPG Maker VX
  • RPG
  • 02/20/2010 08:25 AM
  • 02/21/2018 11:21 PM
  • N/A
  • 79442
  • 14
  • 666

Tags

Posts

Pages: first prev 123 last
Max McGee
with sorrow down past the fence
9159
Yes Craze, your bitching about minor tileset errors in this game is well documented. I see exactly the twelve total pixels wrong with that map very clearly now. Thank you. And I still think without that AMAZINGLY MINOR error (which I could presumably fix in about two to five minutes) that's a solid looking map, particularly in motion, with the music, etcetera.

Anyway, don't worry, this is still cancelled, no life has grown here, there was no need to make another pass to dump your unique mixture of napalm and bullshit in case I was ever going to work on this again.
User was warned for this post
Linkis
Don't hate me cause I'm Cute :)
1025
You would think I'd know better than to download a Cancelled game :(

The screenshots looked good and the story interesting.

Was really enjoying myself since I love this type of game....should have known better :(

Just when I was getting all hyped up to see what was coming next....up pops the Thank You screen for playing this demo..........................................
OH CRAP, Max, ya can't leave me hanging this way :)
Linkis
Don't hate me cause I'm Cute :)
1025
Well ain't you just the helpful soul :(

I'm scared I will not understand the battle system and die, but what the hell :)
Off to download heaven :)
Very short demo. Story is the focus here. Not much happens until the end of the demo. Battles are easy, but I had a massive unlucky streak near the end when the enemy got 3 crits in a row and killed the wolf (who I have no control over). Not much can be done there. Enemies respawn and save crystals are one-time use only so I went forward as fast as possible. I think this demo was too short to be released.
Pages: first prev 123 last