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"IF LOVE CAN CREATE THE MOST BEAUTIFUL THINGS,
THEN THE SAME COULD BE SAID FOR IT'S OPPOSITE.
PERHAPS EVEN, IT COULD MAKE SOMETHING MORE SO."
-THE GREAT MIDLAND HISTORIAN CLAIDEN
A action/adventure game revolving around Mina, and her friends, as she tries to escape her mysterious captivity.
It features a semi-turn based action system where basically you get to knock into things to break or defeat them.
Features-
A Story! (Something near it at least)
Magic!
Potions!
Monsters!
Traps!
Douche-Boyfriends!
Weird Extradimensional Beings!
Glitches!
For any problems, bugs, or comments- send me a message!
I hope you enjoy it!
THEN THE SAME COULD BE SAID FOR IT'S OPPOSITE.
PERHAPS EVEN, IT COULD MAKE SOMETHING MORE SO."
-THE GREAT MIDLAND HISTORIAN CLAIDEN
A action/adventure game revolving around Mina, and her friends, as she tries to escape her mysterious captivity.
It features a semi-turn based action system where basically you get to knock into things to break or defeat them.
Features-
A Story! (Something near it at least)
Magic!
Potions!
Monsters!
Traps!
Douche-Boyfriends!
Weird Extradimensional Beings!
Glitches!
For any problems, bugs, or comments- send me a message!
I hope you enjoy it!
Latest Blog
Progress on Version 1.3
- CARRIONBLUE
- 5 post(s)
- 07/25/2013 01:13 AM
- 2987 views
So, as of the typing of this, I have completely redesigned/redrew the game's maps- one that is more puzzle biased as opposed to using the battle system. I've also downsized the amount of boss encounters in favor of more unique types of enemies- as personally it wasn't as polished as I'd like it. This also should solve some of the main game play kinks you guys might not be such fans of. As much as I love difficulty levels being really high, I tried to steer more towards easy peasy land this time. So balance, maybe achieved!?
This means that once eventing and prelim bug testing is done, I shall roll it out.
Also, some minor story changes/endings will be included as well as battle fixes I've been talking about. Now, you have more tools at your disposal to do things with in the game, like single spell shots not dependent on your inventory which are recharged.
Just letting you guys know so that you know it's totally happening, regardless of some of the other projects I plan to release soon popping up!
This means that once eventing and prelim bug testing is done, I shall roll it out.
Also, some minor story changes/endings will be included as well as battle fixes I've been talking about. Now, you have more tools at your disposal to do things with in the game, like single spell shots not dependent on your inventory which are recharged.
Just letting you guys know so that you know it's totally happening, regardless of some of the other projects I plan to release soon popping up!
- Completed
- CARRIONBLUE
- RPG Tsukuru 2003
- Adventure
- 07/01/2013 08:49 PM
- 01/10/2024 03:06 PM
- 07/03/2013
- 183344
- 85
- 8651
Posts
Just have to say, this game is pretty neat. It reminds me of a crossover between Zelda and Cave Story. Really wierd, mysterious, and nostalgic. I loved it. Can't believe you did this in a matter of days! Or was that when you announced the game?
author=Ljink
Just have to say, this game is pretty neat. It reminds me of a crossover between Zelda and Cave Story. Really wierd, mysterious, and nostalgic. I loved it. Can't believe you did this in a matter of days! Or was that when you announced the game?
First of all, thanks a whole bunch! I am glad that you liked it! :)
I think the days number is when I announced it, because the development time was somewhere around two months I think.
author=CARRIONBLUEauthor=LjinkFirst of all, thanks a whole bunch! I am glad that you liked it! :)
Just have to say, this game is pretty neat. It reminds me of a crossover between Zelda and Cave Story. Really wierd, mysterious, and nostalgic. I loved it. Can't believe you did this in a matter of days! Or was that when you announced the game?
I think the days number is when I announced it, because the development time was somewhere around two months I think.
Wow, that is still a perty good launch window considering the outcome. Like I said, it is a really cool, quirky game. I felt like I was playing a, don't take this the wrong way but a Wii Ware/eshop game. It is very professional. Is there going to be a second one?
Hey-! I was curious as to if you, or anyone else for that matter, could assist me in a dilemma regarding Safety: Life is a Maze.
I'm deeply interested in the game, and have been since finding the first of the Investigator's Tapes. However, there's literally a second delay between every step I make. I've begun to presume it must be because my very poor-quality computer is having trouble processing the Static Overlays, because everything moves very fluidly in cutscenes when the stylistic haze is paused.
I cannot remove the overlays as it causes the game to crash for sake of not being able to open them, but if I leave them in I really just can't play at a rate conducive to puzzle-ing, battling, or exploring.
I know it's got to be a stylistically-important facet of the game, because in addition to the overlays, there's even sound-effects and coloring associated with it. But, is there any way a player of limited means, such as myself, could go about turning off the rapidly-cycling overlays as to better enjoy the game?
Thank you in advance; I really hope to sink my teeth into this title.
I'm deeply interested in the game, and have been since finding the first of the Investigator's Tapes. However, there's literally a second delay between every step I make. I've begun to presume it must be because my very poor-quality computer is having trouble processing the Static Overlays, because everything moves very fluidly in cutscenes when the stylistic haze is paused.
I cannot remove the overlays as it causes the game to crash for sake of not being able to open them, but if I leave them in I really just can't play at a rate conducive to puzzle-ing, battling, or exploring.
I know it's got to be a stylistically-important facet of the game, because in addition to the overlays, there's even sound-effects and coloring associated with it. But, is there any way a player of limited means, such as myself, could go about turning off the rapidly-cycling overlays as to better enjoy the game?
Thank you in advance; I really hope to sink my teeth into this title.
author=BlueHood
Hey-! I was curious as to if you, or anyone else for that matter, could assist me in a dilemma regarding Safety: Life is a Maze.
I'm deeply interested in the game, and have been since finding the first of the Investigator's Tapes. However, there's literally a second delay between every step I make. I've begun to presume it must be because my very poor-quality computer is having trouble processing the Static Overlays, because everything moves very fluidly in cutscenes when the stylistic haze is paused.
I cannot remove the overlays as it causes the game to crash for sake of not being able to open them, but if I leave them in I really just can't play at a rate conducive to puzzle-ing, battling, or exploring.
I know it's got to be a stylistically-important facet of the game, because in addition to the overlays, there's even sound-effects and coloring associated with it. But, is there any way a player of limited means, such as myself, could go about turning off the rapidly-cycling overlays as to better enjoy the game?
Thank you in advance; I really hope to sink my teeth into this title.
I'll tell you what I'll do, I'll make a alternate version with a fix for people that are in your particular situation!
Can you tell me if it's just the overlay that is making it hold up, or is it the rest of the onscreen assets too? (As in, the lives, power, and health bar.) Because I think it might be entirely possible to rig it where only the pause screen shows the stats for you, which would mean less processes going on for when you are moving around. (You would just have to make sure to pause occasionally to know how much health you would need.)
@Ljink
Thanks a lot! I actually happen to really like Wiiware games so it's actually a really nice compliment to get. .///.
But yeah, I'd like to expand on this game one day and make a follow-up. I've already gotten pretty deep in another project at the moment, which is similar in a way to this, which I hope will be good for fans of this game until another is made. :)
I'm quite certain that it's just the alternating static overlays.
I can't imagine the stationary Stat Interface giving me any trouble, and I've experienced a similar sort of trouble with Jasper Byrne's title,
'Lone Survivor,' which makes similar usage of ambient static.
Not to bribe you,
(When I was a wee lass, there was an instance when my Father punished me for telling him "I love you," because he did something nice for me - that's always stuck with me)
But I've taken a moment to donate and thank you for your time in helping people like me, Moga.
This is probably the first time an artist I admire has legitimately engaged me on a personal level!
I can't imagine the stationary Stat Interface giving me any trouble, and I've experienced a similar sort of trouble with Jasper Byrne's title,
'Lone Survivor,' which makes similar usage of ambient static.
Not to bribe you,
(When I was a wee lass, there was an instance when my Father punished me for telling him "I love you," because he did something nice for me - that's always stuck with me)
But I've taken a moment to donate and thank you for your time in helping people like me, Moga.
This is probably the first time an artist I admire has legitimately engaged me on a personal level!
;.; Awwwww... that is actually really sad- I am sorry about that sort of thing happening to you.
In all super seriousness: Thank you for donating and being a cool person about the whole ambient static thing!
I hope that the download I just posted will work better for you, if not I'll keep tweaking it until it works. If there is anything else regarding the game you need, just give me a shout somewhere. :D
In all super seriousness: Thank you for donating and being a cool person about the whole ambient static thing!
I hope that the download I just posted will work better for you, if not I'll keep tweaking it until it works. If there is anything else regarding the game you need, just give me a shout somewhere. :D
The game is really great, but it still requires a bit of bugfixing and balancing.
Things I noticed:
1. Most treasure chests don't give you a message about what item you received.
2. In the snow place there is a save point that doesn't fully recover you. You can get stuck there forever.
3. After that place with the maid shop, the level seems a bit unbalanced. There are no new potions to be found. Especially after the first section and going up the stairs (you already had to fight two monster so you can be lucky to have 4 hearts left, usually 1-3 hearts is more likely), you can either go west or south. If you go west a sun-ghost is right next to you and might instant kill you if you are unlucky, if you go south there is a bull behind spikes, that means after every attack against the bull you will also be hit by the spikes which also usually kills you fast. There is no other way you can go there.
You really should make combat less luck based. Wouldn't it be enough if Mina only takes 0 or 1 damage?
Things I noticed:
1. Most treasure chests don't give you a message about what item you received.
2. In the snow place there is a save point that doesn't fully recover you. You can get stuck there forever.
3. After that place with the maid shop, the level seems a bit unbalanced. There are no new potions to be found. Especially after the first section and going up the stairs (you already had to fight two monster so you can be lucky to have 4 hearts left, usually 1-3 hearts is more likely), you can either go west or south. If you go west a sun-ghost is right next to you and might instant kill you if you are unlucky, if you go south there is a bull behind spikes, that means after every attack against the bull you will also be hit by the spikes which also usually kills you fast. There is no other way you can go there.
You really should make combat less luck based. Wouldn't it be enough if Mina only takes 0 or 1 damage?
Thank you for playing! Sorry about the bugs/imbalancers:
1. I'll add that today.
2. I'll fix that one up too.
3.I'll take a look at it this afternoon and see what I can do about that particular patch of game for you. The way I designed it was more geared toward avoidance than fighting, which is reflected in how damaging a attack can be sometimes.
I'd like to fix the combat to be more like that, but then the point of combat in the game would be lost, because when you go to fight something it's never a sure bet whether a enemy can immediately annihilate you or do the numerical equivalent of a soft squishy noise- but I'll keep that in mind for games in the future. :)
1. I'll add that today.
2. I'll fix that one up too.
3.I'll take a look at it this afternoon and see what I can do about that particular patch of game for you. The way I designed it was more geared toward avoidance than fighting, which is reflected in how damaging a attack can be sometimes.
I'd like to fix the combat to be more like that, but then the point of combat in the game would be lost, because when you go to fight something it's never a sure bet whether a enemy can immediately annihilate you or do the numerical equivalent of a soft squishy noise- but I'll keep that in mind for games in the future. :)
Just an update,
Thank you very much for your assistance.
Everything's running smoothly, and I'm enjoying 'Safety: Life is a Maze'
with a different but still gratifying satisfaction than that which I enjoyed 'I'm Scared of Girls' with.
I look forward to completing it as soon as my schedule permits me to
get a deeper picture as to Mina's relationship with Doro, Femme, and Andy.
I don't know if it's relevant, but I think the difference in flavor stems from the diversity of cast: though there are other characters within
'I'm Scared of Girls,' the game is definitely centric on Lamb and the history and persona he (or rather, She - Oh, I loved that cassette tape) attaches to them.
Safety's cast speaks a little more for themselves.
Just, ah. An observation I guess!
Thank you very much for your assistance.
Everything's running smoothly, and I'm enjoying 'Safety: Life is a Maze'
with a different but still gratifying satisfaction than that which I enjoyed 'I'm Scared of Girls' with.
I look forward to completing it as soon as my schedule permits me to
get a deeper picture as to Mina's relationship with Doro, Femme, and Andy.
I don't know if it's relevant, but I think the difference in flavor stems from the diversity of cast: though there are other characters within
'I'm Scared of Girls,' the game is definitely centric on Lamb and the history and persona he (or rather, She - Oh, I loved that cassette tape) attaches to them.
Safety's cast speaks a little more for themselves.
Just, ah. An observation I guess!
author=BlueHood
Just an update,
Thank you very much for your assistance.
Everything's running smoothly, and I'm enjoying 'Safety: Life is a Maze'
with a different but still gratifying satisfaction than that which I enjoyed 'I'm Scared of Girls' with.
I look forward to completing it as soon as my schedule permits me to
get a deeper picture as to Mina's relationship with Doro, Femme, and Andy.
I don't know if it's relevant, but I think the difference in flavor stems from the diversity of cast: though there are other characters within
'I'm Scared of Girls,' the game is definitely centric on Lamb and the history and persona he (or rather, She - Oh, I loved that cassette tape) attaches to them.
Safety's cast speaks a little more for themselves.
Just, ah. An observation I guess!
That is awesome to hear! :D
I am glad the story holds up so far, as I tried to put a lot more emphasis on how the cast mixes with each other while trying to maintain a narrative/feel. It's really cool to hear about it thus-far! That and, it's cool to note that about the cast. :)
@ RyaReisender
I am uploading a updated version of both downloads right now that addresses your concerns about the items, and the difficulty for that section- which I agree is a bit too harsh jump in difficulty with no help, so I moved some stuff around and added some potions should one explore the floor's halls more. All the chests should have their respective messages, and that mystic well should heal you now back in the forest.
author=calunio
Should I wait for an update before I download it then?
I updated it, so it should be fine to play now.:)
I got stuck 5 minutes in. After seeing the dead body and getting a cassette player. I don't seem to have it in my inventory and there are no other rooms to go in. I tried talking to everything and falling in the pits, but I die.
What do I do?
What do I do?
@Carrionblue
Thanks for taking my post into consideration and updating so fast. :-)
You are saying that combat should have a high risk because combat should be avoided, I can agree to that, but then you shouldn't place unmovable monsters on the only possible path.
Unless there are some secret paths of which I don't know to get around them, but I tried walking against several walls to no avail.
Not to mention that on the same board there is a map where you are supposed to kill all monsters.
For me that seems a lot like you want players to engage in combat if necessary and this is only a good idea if you reduce the randomness enough that if someone really plays it perfectly he can still win with bad luck.
I'll check out your updated version.
Thanks for taking my post into consideration and updating so fast. :-)
You are saying that combat should have a high risk because combat should be avoided, I can agree to that, but then you shouldn't place unmovable monsters on the only possible path.
Unless there are some secret paths of which I don't know to get around them, but I tried walking against several walls to no avail.
Not to mention that on the same board there is a map where you are supposed to kill all monsters.
For me that seems a lot like you want players to engage in combat if necessary and this is only a good idea if you reduce the randomness enough that if someone really plays it perfectly he can still win with bad luck.
I'll check out your updated version.
author=Link_2112The cassette player doesn't appear in the inventory only the cassettes later on. Just proceed to the west from the room with the corpse, you reach the first save point (mystic well).
I got stuck 5 minutes in. After seeing the dead body and getting a cassette player. I don't seem to have it in my inventory and there are no other rooms to go in. I tried talking to everything and falling in the pits, but I die.
What do I do?
@Carrionblue
One more thing, there is some weird spacing in front of every Y letter.
Edit: Is there any benefit from putting your items into the box?
OHHH, hah, I didn't realize that I could in that direction because it doesn't have the usual 1 tile space to indicate a door. The dots on the floor weren't enough. Thanks.
2k3 is monospaced, so any letter that isn't the same width will appear to have extra space.
2k3 is monospaced, so any letter that isn't the same width will appear to have extra space.
Small update:
I played the game again and this time got a bit further thanks to the additional potions.
Some more things I noticed:
1. In the level where you added the potions, if after climbing the stays you go south and then against the bull with the spikes in front, on the next map if you go west, you will be teleported one tile too early. Everywhere else you have to walk against the wall to warp but here you warp while still in the room.
2. There don't seem to be any more "Board cleared" messages. Is that really only one board? I found cassettes and fought bosses, but it still all belongs together?
3. Several bulls you find in the following sections will only walk one tile and then stop, is that intended?
4. I got up to the point where you find that girl that says she has a key but then disappears. After that part you are in a section where you climb a tower. This section has two issues:
a) The tower itself has no wallmapping, you can just walk on it (but you will fall to death if you walk too far).
b) At the top of the tower is strong monster, it doesn't move and you can't walk around it. This monster is impossible to beat even if I have all my 10 hearts left. Did I miss something? My attack power is 4 and max hearts are at 10.
5. The fire spell is somewhat useless if you ask me, even a potion is more useful because I can kill several monsters completely for a few hearts rather than just damage them by 3. Why not make it kill everything?
I played the game again and this time got a bit further thanks to the additional potions.
Some more things I noticed:
1. In the level where you added the potions, if after climbing the stays you go south and then against the bull with the spikes in front, on the next map if you go west, you will be teleported one tile too early. Everywhere else you have to walk against the wall to warp but here you warp while still in the room.
2. There don't seem to be any more "Board cleared" messages. Is that really only one board? I found cassettes and fought bosses, but it still all belongs together?
3. Several bulls you find in the following sections will only walk one tile and then stop, is that intended?
4. I got up to the point where you find that girl that says she has a key but then disappears. After that part you are in a section where you climb a tower. This section has two issues:
a) The tower itself has no wallmapping, you can just walk on it (but you will fall to death if you walk too far).
b) At the top of the tower is strong monster, it doesn't move and you can't walk around it. This monster is impossible to beat even if I have all my 10 hearts left. Did I miss something? My attack power is 4 and max hearts are at 10.
5. The fire spell is somewhat useless if you ask me, even a potion is more useful because I can kill several monsters completely for a few hearts rather than just damage them by 3. Why not make it kill everything?
Okay, well I will look at all of that and repair it. I will also do some battle changes, at least scale down the difficulty.
The entire tower btw is a board itself, there is way more after that!
The enemies are all pretty much how they are, but I will look at that unbeatable guy and stuff.
@ ryareisender
Which screen is there no wall mapping at?
Edited: updated with fixes for some mapping errors, and made combat easier. Also, .the cassette player is added
when you do the room event where you get it. (Added to extra inventory)
Thanks for all your help so far guys!!
The entire tower btw is a board itself, there is way more after that!
The enemies are all pretty much how they are, but I will look at that unbeatable guy and stuff.
@ ryareisender
Which screen is there no wall mapping at?
Edited: updated with fixes for some mapping errors, and made combat easier. Also, .the cassette player is added
when you do the room event where you get it. (Added to extra inventory)
Thanks for all your help so far guys!!