• Add Review
  • Subscribe
  • Nominate
  • Submit Media
  • RSS


"You won't live to see your thirteenth sun."

"Let's talk about it, hm?"

Your minions are defeated, your plans thwarted. The hero has come, and all you have left is words.

The thing is, you are good with words. Words are pretty much what you do best.

Can you talk your way out, or break that pesky hero and send her crying to her teammates?

Be careful, for this could be your final monologue.


Exeunt Omnes is a rhetorical strategy game, where dialogue is the battleground and you fight for your life armed with Logos, Ethos and Pathos.

Trigger warnings:
- evil teenage girls with a taste for dialectics;
- wacky takes on ethics and narrative theory;
- dissing Kant and Nietzsche for street cred;
- needlessly difficult to reach fifth ending and slightly esoteric UI because of the folly of youth.



Notice: Exeunt Omnes was developed in a month for the 2014 Indie Game Making Contest. It somehow got the Humble Bundle choice.

It is complete but short and was meant as a proof of concept for my homemade engine (based on Pygame, a Python SDL environment) which has been in development for a year or so. More games extending this gameplay concept, and hopefully making it more human-readable, are currently in the works.


CREDITS

Adam Hasvers (adam.hasvers@free.fr) - Programming, Graphics, Design

Doedelzak (benjamin.bouvrot@gmail.com) - Music, Playtesting

Latest Blog

Looking back, moving on

Over the past two months, I have demo'ed Exeunt Omnes at three events around New York, received a ton of feedback and learned quite a lot about what was wrong in the UI (from repeating roughly the same six sentences over and over again everytime someone got stuck :P). To celebrate this, I have just uploaded EO v1.03 with slightly streamlined controls, some rewritten text and most importantly, help popups if you select the "with tutorial" version.

Very few changes apart from that, so this is probably not reason enough to replay the game if you've finished it already, but I invite you to grab the new version you had only downloaded the previous one, or quit a few minutes in, cursing my lack of UI flair.

Tonight I will demo EO once more in Hoboken NJ, at a nice event organized by The Sheep's Meow. This should be the last public outing of this little game, and perhaps the last blog post on this page (?), since I am moving on to better and greater things.

Indeed, my next game is in progress, building upon the same engine. I have said very little about it on the interwebs so far, but from now on you will find regular updates here:

http://lilavati.org


Thanks to everyone who has ever shown interest in this game!
You really helped me find the motivation to pursue those things a bit more seriously.

If I ever become the next Peter Molyneux or Phil Fish, you should know deep inside that it is your entire responsibility. That should feel warm and fuzzy.

Posts

Pages: first prev 123 next last
author=Hasvers

Immanuel Kant is a very influential German thinker whose most important writings are impossible to read without becoming either mad or a philosopher :P


.. Is it really that hard to read or am I the only one not having too much trouble? Oh well.

Still need to go back to get the logician ending then.
author=argh
Just got the logician ending. I do think it was too difficult

Congrats, and yeah it is really unbalanced. I didn't want people to stumble on it through pure luck on their first playthrough, but I went too far in the other direction. Thanks for going that far though!

author=argh
How is the score at the end calculated, anyway? Things like belief changes and emotion points seem like pocket change in comparison to the Kant reference bonus. My Adhavista ending score was like triple my score in every other path because of it.

Haha well I'll let you in on a small secret: the score and rank were tacked on at the end of the development as something of an inside joke. The score is straightforward: 10 points for each point of emotional change, truth change in the hero's belief, and villain claim. But the rank doesn't actually depend on the score, it depends on the ending - which was a very obscure and injokey way of saying that in a villain's value scale, only results matter, not the means. The Kant reference bonus is 500 points, because that's almost a Godwin point in philosophy; it clearly favors the philosophical path which is the only one where the means are actually taken into consideration.
This is all frivolous, and weak in terms of real game design, but I thought I could get away with it for this once ;)


CashmereCat> All my thanks! There's definitely a lot to improve on in terms of interface and clarity; even now I have trouble seeing Exeunt Omnes as a "full game" since it was a test run for my engine (and I spent most of the allotted month expanding and debugging it instead of making the game, stupidly enough)

Feel free to give me remarks on everything that seemed weird or was a weakness in your opinion. It will only make my future games stronger!
(and not only mine hopefully, since i want to release the engine for modding. So if you ever want to make a game with the same basic representation but a different mechanism, let me know and I'll see if I can adapt the code. The representation is really meant to be quite generic - it can go from simply giving a visual on the usual "conversation trees" that exist in most pro RPGs these days, to being a full on concept map)
Just got the logician ending. I do think it was too difficult; you need to not only know the hero's belief in every single subject (which is impossible), you have to claim the nodes in the exact right order or you'll run out of time and/or the topical zone will screw you over. And, to be honest, I wasn't entirely sure what I was convincing her of. The ethics/philosophy branch kind of makes my head spin.

And all I know about Kant is from Socrates Jones: Pro Philosopher, but he sounds like a nutcase. Intent is the only way to define morality, but also we have to consider the consequences of an action in every possible situation in order to define its morality, and all because humans are special and dignity is sacrosanct? I don't even.

And I guess I'll give a bit of advice to anyone looking for the Kant reference:

It's in the lower left. To uncover it, you need to follow the "I am a free thinker" branch, which is tricky because Hero will keep shifting you to the right.


How is the score at the end calculated, anyway? Things like belief changes and emotion points seem like pocket change in comparison to the Kant reference bonus. My Adhavista ending score was like triple my score in every other path because of it.
CashmereCat
Self-proclaimed Puzzle Snob
11638
author=Hasvers
Immanuel Kant is a very influential German thinker whose most important writings are impossible to read without becoming either mad or a philosopher :P

Or both, am I right?

Edit: Oh, by the way, I played the game for a bit. It seemed really deep and complex, requiring intricate strategy. It was a really innovative and it had really good art. But I found myself rather confused by the gameplay mechanics. Even though I read the rules, I still couldn't get my head around how they worked. I liked the idea of conversations being like literal trees in a 2D space (I've actually imagined something similar myself), but I found it hard to get my head around things like where the line of sight ended, and what arguments mean, and what the connections between the nodes meant. One possible reason for this is that I didn't play it for very long, and I probably would have got my head around it if I did. In fact, I might play it right now and try and figure it out again.

Edit #2: Play it real soon I mean. Because, you know, I only have access to a Mac right now. Ya. Sux.
Walkthrough updated!

The Kant reference is
all the way to the bottom left, it's tricky to get there because you have to stay as much to the left as possible when going down, while Hero's comment drags you to the right.


Immanuel Kant is a very influential German thinker whose most important writings are impossible to read without becoming either mad or a philosopher :P A large part of subsequent philosophy, like Nietzsche, has been in reaction to Kant. So it's a prime target for apprentice philosophers to criticize so as to feel superior, exactly like our teen protagonist!

Nah, it doesn't matter! I still enjoyed the game despite that.

Altough, I didn't found the Kant reference... I don't even know what Kant is... :(
Thank you so much :)
I just realize I forgot to put up the walkthrough I promised argh for the Logician ending! I'll do it right now. (It is really a bit trick to get)

author=Ilan14
Altough, when I tried to get the low territory ending, once I selected the exit node, the game shutdown itself. Do you know why this might be happening?

Darn, that's the first time I've heard of that bug... Deeply sorry about that.

I just played the game and it was really great! I got three of the endings( the bad one, the high empathy one, and the high face one) and I just now find out about the Logician ending, so now, I have another reason to keep playing it!

Altough, when I tried to get the low territory ending, once I selected the exit node, the game shutdown itself. Do you know why this might be happening?
I'll update the walkthrough tonight (I need to make a couple screenshots inside the game for clarity)

Thanks a lot for your comments, those are clearly points I should improve upon!

But does that have any mechanical impact, or is it just for flavor?

For now it's just for flavor in the sense that you cannot be convinced by the opponent (it is a monologue after all ;)). In the larger game, both sides of any statement will be arguable and your own beliefs will be able to change.

I think it should be possible to freely move the topic zone as an independent action, maybe costing time, but it should be possible.
I agree that I should have done that, the reset to the center was a bit of a copout. There will be another solution in the future, actually: creating links yourself (that can be disputed) to move around the battlefield like Spiderman. There are a little bit more details in the commentaries of Kylaila's review.

They all increase "persuasiveness", as in belief change strength, yes? But empathy and face have other advantages (topical zone, time) whereas territory does not.
Yes actually they will have much more differentiated effects in the following. Among other things, you will be able to invest territory into certain nodes, to represent emotional attachment: if the node is believed to be true, then you gain a bonus proportional to your investment. This is the basis for Pathos: you will be able to push your opponent to invest affects in a node, so that they will want the node to be true even if logic says it is false.
And yes the final ending is for turning "You will let me go" at least 2/3 white, which requires a bit of the three branches.


Ah, yes, I saw your tutorial post and tried doing that, but for the life of me I just couldn't do it. I could get it about halfway white, but no more. Ironically, despite being the most logical, "The world needs me" seems like a route to avoid entirely, since Hero totally disbelieves it, putting you at a disadvantage from the start. Walkthrough would be good, belief changes are still kinda confusing due to the lack of feedback, as you said.

Claiming a statement that is mostly red for you simply translates to saying the opposite


But does that have any mechanical impact, or is it just for flavor?

Anyway, some thoughts on the gameplay after watching my sister play: I feel like the topical radius mechanic is too limiting. I think I know why you did it - realism? Like, conversations have to logically flow from one point to the next. (And also probably because it would be too easy otherwise.) But because you can only use arguments once, it's very easy to move yourself away from an ending node by mistake and be unable to get back, especially if you reach the logical end of a route (like "what comes after this?" for Valley of Tears) but don't quite meet the stat requirements for whatever reason. I think it should be possible to freely move the topic zone as an independent action, maybe costing time, but it should be possible. It even has grounding in realism - it's entirely possible to say "Okay, let's go back to , I want to say something more." Awkward, but possible.

Furthermore, I'm not entirely clear on the meaningful difference between stats, and territory seems worthless if you aren't going for the final ending. They all increase "persuasiveness", as in belief change strength, yes? But empathy and face have other advantages (topical zone, time) whereas territory does not.

And, though you're probably aware of this, I think the argumentation mechanic would work better if I knew the characters better. At the start of the game, Villain supposedly knows Hero well, but she's a blank slate to me. I have no way of intuiting which arguments will convince her and which ones she'll reject. Case in point - I went for "The world needs me" as my opening argument on my first run, because the other two were personal and, since I didn't know Hero at all, those could backfire. But of course "The world needs me" is the worst argument to make because she totally disbelieves it, as opposed to the others where she can be mostly convinced.

This was very enjoyable, though, and I'm looking forward to larger game using this mechanic.
Thanks a lot! Don't worry about not making a review, your feedback is much appreciated in any case ;)
I'm not that good at reviews, unfortunately...

But I have to say, I really enjoyed this game! Quite the unique approach to game play. Also, starting the game's story where most stories end made this all the more interesting.
Haha well I guess everyone hates Kant because we always need to kill the father. Kant is such a perfect epitome of everything that came between Aquinas and Wittgenstein in philosophy that it makes him a great scapegoat.


argh> All my thanks! Claiming a statement that is mostly red for you simply translates to saying the opposite - it should become a bit more evolved than that, especially for the case when you're undecided, but the logical part of the system is a bit underexploited yet (it especially lacks clear indications of belief changes, right now it's as unsatisfying as RPG battles where you hit the enemy and you don't have that "-50HP" popup to tell you you were good!)

I wanted to try having an interface without numbers at all - even the numbers for emotional effects were meant to go - but I agree it can be frustrating, so I guess I'll make it an option.

And yes the final ending is for turning "You will let me go" at least 2/3 white, which requires a bit of the three branches. But it is perhaps a bit underwhelming, I rushed that ending to get it made before the contest end, so don't worry if you haven't got it. Or I can put up a short walkthrough of how to get it quickly, if you wish.
You know, compared to other ethics, Kant's is fairly solid. Don't know why everyone hates him that much.
But it's a general fault that one takes a single thought and tries to make it his only guideline.
I just played this and it was lovely. Definitely the most inventive and thematically-appropriate rhetorical game I've seen recently. Some of the mechanics are a bit confusing and obtuse, especially since you're dumped into it with little explanation, but it was fun when I got the hang of it. I'm still not entirely certain how belief influence works, and what it means if you argue something you don't believe in? Being able to see numerical values for stats and belief values would be helpful. There were a few typos too.

(And bravo on dissing Kant, he's nuts.)

How many endings are there? I've gotten four (failure and the three exit topics). Is there one for turning "you will let me go" totally white?
I do happen to fancy bow ties and top hats quite a lot nevertheless!

author=Merlandese
I know I would have struggled a little to refrain from speaking about design experiences.

Even if that doesn't fit in a review, I'd still like that sort of commentary. A lot of things can be explained away by the rush of the contest, but there are many more I could have done better still. Who knows, we might find a way to combine our ideas and lay the ground for a new genre of perfect rhetorical games...
Your interest/knowledge of other "rhetoric" games clued me in that you weren't just casually playing games and happened to fancy bow ties and top hats. But also, I don't think I would have started downloading if you had overtly advertised your own creation.

Although, being that we have similar interests (seemingly) in this aspect of gaming I bet it was a bit hard not to have a completely non-egotistical "... What I did in my game was..." bit of commentary. XD I know I would have struggled a little to refrain from speaking about design experiences.

In any case, it just downloaded and I'm ready to shatter the dreams of young teen heroines!
author=Ratty524
I like the art and the premise of this game. I'll give this a shot sometime.

Please do, I'll be glad to hear your thoughts.

author=Merlandese
Alright, gearing up to check this one out! You humbly didn't mention it in your review of Last Word, but you can't hide these things. XD

Hahah yes I was only half-subtle about it, but it would have felt mildly knavish to openly advertise my own game while writing about someone else's. Even if we have very little conflict of interest as we're doing quite different things with our common interests ;)(I will have to be more tongue-in-cheek and quirky in the next game though, it just didn't fit so well with my angsty philosophical teenagers).
I hope you enjoy it as well!
Alright, gearing up to check this one out! You humbly didn't mention it in your review of Last Word, but you can't hide these things. XD
Ratty524
The 524 is for 524 Stone Crabs
12986
I like the art and the premise of this game. I'll give this a shot sometime.
Pages: first prev 123 next last