New account registration is temporarily disabled.
0 reviews
  • Add Review
  • Subscribe
  • Nominate
  • Submit Media
  • RSS
In Aniktophlox, the player explores a small society that is controlled by a corporate power structure. Gradually, the player learns how that society functions, its history, and its secrets. He also learns about the opponents to the corporate status quo. However, the powers-that-be encourage the player to do only his prescribed tasks and follow directions.

The game sometimes utilizes a standard battle system, but also incorporates a "knowledge"-based battle scenario, which is used for conversations and/or propagandist mind manipulation. The game does not challenge the player with puzzles; instead, it challenges primarily through mundane minigames, repetitious tasks, and bureaucratic errands. It also challenges the player, essentially, to explore the game world and piece together the available information into a coherent understanding of the totalitarian system and, perhaps, a means of escape.

Latest Blog

Development Going Slow

After my last work-in-progress release, development of Aniktophlox has slowed down. I am brainstorming to redesign many aspects of the game, including the confusing "Automaton Training" sequences and the as-yet-unprogrammed "propagandist mind manipulation" sequences. New game areas are also being added atop the old. I'm not currently doing the fun, exciting, obvious work of mapping, spriting, and coding, because I must concentrate on designing more solid mechanics before I work forward in the game narrative.
  • Hiatus
  • EngleSnellgrove
  • RPG Tsukuru 2003
  • RPG
  • 10/08/2013 06:54 PM
  • 01/21/2014 07:14 PM
  • 04/01/2014
  • 8199
  • 5
  • 0

Tags

Posts

Pages: 1
author=EngleSnellgrove
The game does not challenge the player with puzzles; instead, it challenges primarily through mundane minigames, repetitous tasks, and bureaucratic errands.


Is that supposed to be a good thing?
author=calunio
Is that supposed to be a good thing?


Not necessarily. The repetitious tasks and bureaucratic errands have some significance to the game's narrative themes. That can be good. But some gameplay aspects are conventional or rudimentary because a) I'm working harder elsewhere on the game design, and b) I'm still learning RPG Maker 2003. I just wanted to describe the game as it stands. Once I've completed all the maps, finalized the narrative, and programmed all the basic functionality, I will hopefully return to any gameplay aspects that flat-out suck, assuming the game deserves such tweaking.

E/S
I appreciate the honest answer!

Curious to see what will come out of it.
Pages: 1