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If the pen is mightier than the sword, the mouth is mightier yet!


One-Sentence Story: In a society where having the last word means having power over others, a small party is disrupted by a gentleman who politely issues orders via one-way intercom.

Genre: JRPG

Description: Photographer Whitty Gawship attends a prestigious get-together at the residence of the impressive Professor Chet Chatters. Members of the party are veteran conversationalists, each trying to gain subtle power over one-another. The mood shifts when Whitty and the others discover that the professor can get the last word in every conversation via his miraculous invention. Dastardly!

But what are the professor's motives? And why invite a commoner?

Last Word is an unconventional JRPG. Battle sophisticated guests using words as weapons. Collect topics by gossiping to unlock mysteries. Drink wine. The night is young and no one can leave until the devious Professor Chatters says so! Can Whitty and Seymour overcome the power of the professor's amazing machine? Or will they succumb to the saucy banter of the motley aristocrats around them? Don't hesitate in getting the Last Word.

Last Word was created in 30 days for the Indie Game Maker Contest 2014. It is currently free to play, but, one day, in the distant future, it may be enhanced and made to sell. Any and all downloads from this page are and will continue to be separate from the potential, horrifying capitalistic future.

Check out LAST WORD here! I hope you like it!



FEATURES

- Unique battle system! Fight with the subtle nuances of conversation.
- Custom art and music! Experience a custom look and feel.
- Vocal SFX! Each character has their own awe-inducing sound. Listen to the quality of that throat clearing!
- Key Topic System! Gather gossip and use them like keys... for treasure!?
- Engaging storytelling! Get whisked away by a narrative brimming with character! And fun!
- Bow Ties! Learn skills and equip them using snazzy Bow Tie Points!



This game was submitted to the Indie Game Maker Contest 2014. The game is complete and playable. However, some screenshots may be slightly out of date--only in the minor details. One of these has a typo, and I think another is missing a fireplace or something...

Latest Blog

Last Word Itch.IO Release

Hey, folks!

I've put Last Word up on Itch.IO for those who prefer to download the game in non-Steam-related scenarios! Long overdue!

As an added perk, I've dropped the price a couple bucks, too. Just a heads up!

  • Completed
  • Merlandese
  • RPG Maker XP
  • RPG
  • 07/06/2014 07:41 PM
  • 05/27/2022 02:22 PM
  • 06/30/2014
  • 170852
  • 51
  • 3030

Tags

Posts

Congratulations on nabbing both 2nd place and the Celebrity Judge awards in the IGMC. You did a great job on the game and it really shows!
Awesome, thanks for playing!

And ouch at the error. The only other time I've heard of that happening is when someone made a port of it to Mac. Since I hadn't heard of others, I assumed it was a Mac thing. I'll get to working on a solution!
I got an error right after defeating the final battle saying "Common event call limit has been reached", crashing the game. The worst feeling in the world at the end :(.(I didn't save before hand... I have a lot to do to catch up to where I left off)

Other then that, loved it! You'll be getting a review soon.
author=Kylaila
I do disagree that there is no luck at all involved, as characters will often power up tact/power when they could easily play aggressive and finish you off. But certainly not enough to get frustrated in any way.


I get what you mean here. But in that sense, every game that has an opposition has "luck" in that you never know what your opponent will choose. The opponent is AI, so you can definitely say the game as a whole has luck because you're not actually fighting a human element (Seymour, by the way, doesn't actually have "AI" and only attacks by picking at random), but I wouldn't say that checkers has luck just because I don't know if my opponent can calculate the optimal move or not. The luck in that instance is something I'd attribute to the opposition, not the game itself. But there's an almost invisible line there when you fight AI because AI is part of the game, so I can concede to that point for sure.

author=Kylaila
The story focuses on finding a way to an absolute winning tactic/procedure, so does your frame of character interaction, and given that there is not much action in there aside from that, it stands out even more.


Yeah, I agree with you there. And as awful as it might sound, a lot of small decisions were made to appeal to the judges who only have a small time frame to play within. The Key Topic System, for example, is a heavily simplified version of the Point of Interest/Gossip System I made in Fleuret Blanc several years ago. I think the Key Topic system is worse in every way, but to implement Fleuret Blanc's system into a game that will likely only get judged within an hour would be like building it directly into a coffin. XD

The Skills also add to what you're talking about in how it's all about basically mastering the one tactic. (Common "solutions" for that are the addition of controlled randomness and asymmetrical battles, but I opted for symmetrical abstract strategy). At the beginning of the game, you might not be familiar enough with the system, but you'll get good quickly. Skills make you capable of using what you're quickly learning even if you start Discourse at a level disadvantage. You end up knowing how to play well enough to be defeating people under-leveled, and that's definitely the intention. I didn't want to make a game about grinding when I have to think about judges. Using a system that can be learned to success and still upgrades within the game is a satisfying idea to me, and hopefully it'll pay off in the hour-long testing phase of the contest. (There's also thematic intent, but that's not entirely as relevant.)

And again, thanks for all the feedback. It's good to hear what's wrong with everything just as much as what's right. :)
I formulated it badly in lack of a better term, I apologize. I did not mean to say it relied solely on luck. Just the rock beats scissor-formula. You do see what has been used, so that takes out the randomness. And any thinking, which is my complaint.
I do disagree that there is no luck at all involved, as characters will often power up tact/power when they could easily play aggressive and finish you off. But certainly not enough to get frustrated in any way.

So do not take offense in that. It is by no means any more simple than your usual RPG. It's not worse, but I found it to be a little bit disappointing when the whole game is about the act of discourse.
The story focuses on finding a way to an absolute winning tactic/procedure, so does your frame of character interaction, and given that there is not much action in there aside from that, it stands out even more.

Don't worry, you'll have a hard time angering me. It's always nice to have the thoughts behind. Not to mention that probably 90% of all conflicts are based on simple misunderstanding, so it's good to have that out of the way. But I really didn't have any neat term for it at hand : D

And sure, if it's a short game, you gotta finish it. If you want to leave feedback of any kind even more so. It seemed to get better anyhow.
Me not enjoying it thoroughly does not make it a bad game. It's interesting to see what it is about.
Wow, you finished it! XD That's definitely a nice gesture. Thanks. :)

The only issue I feel like defending is your continuous insistence that it comes down to Rock Paper Scissors.

RPS is a game of pure chance. The Tones used in the Discourse System are circular in nature, just like RPS, but it aligns more with an Elemental system than RPS in that there is informed strategy. Discourse may be too simple for your liking, and I really have no problems with matters of taste in the slightest, but the system itself comes from the abstract strategy genre: no luck, no hidden information (until later on when you don't know what Skills your opponent has equipped, which makes only minor, inconsequential hidden information).

In an Elemental system, you still have one element that defeats another in the circular RPS way, but coming across a Fire enemy and using Water spells is hardly the same as picking a spell at random and seeing if the enemy randomly chooses the weaker element to defend with. Likewise, the Tones are 100% informed decisions. And to make the system even less like RPS, once you choose to produce your "element," you take on the affinity of it; your strength this turn becomes your weakness the next.

Like I said, there's no arguing taste and I won't assert that you're in any way wrong in disliking the system or finding it too simple. But I do want to squash any implications that the system is somehow a matter of luck when it definitely isn't. By saying it's a multi-facted RPS you are (possibly unintentionally) saying the system is glorified luck, and that's a point I can't agree with.

Sorry if that sounded edgy. My voice sounds a bit challenging when I'm riding my High Horse of Justice! XD
So, finished it. It got better as I suspected, but aside from some banter nothing to be had for me. I don't see the real catch.

The details surrounding the family are quite interesting, but it does come down to simple gossip above anything else. The core story remains vague and unappealing. It is a nice idea, yes, but it had no impact on me whatsover. Not to mention that this ability is more what you could achieve without a supernatural power.
Making discourse military and supernatural effect-worthy is a nice train of thought, but it does not make that much sense in the context.

I also assumed by the context "winning power over another" that these families actually had their own objective, which is often the case during these high-class gatherings. None of that, though. It did mean that interactions were a lot friendlier.
The mysterious last guest does not add up, either. It's nice to be able to make a few guesses, but not contributing much, either.

I already mentioned the discourse-system. It is very simplistic and comes down to a multi-layer rock paper scissor.
Hey, no worries! I appreciate that you tried it out and gave me your honest feedback. :)
author=Merlandese
crafted in the what sense, Last Word dwells consistently on the how


You realize that immediately, and while I don't mind reflecting on the how, the tactic basically is the exact same for any discourse. Disruptive, Submissive, Aggressive - whilst playing rock paper scissors. And more aggressive to finish it off. And that is definitely not the most effective way in real life. But hey.

There's a reason I did not immediately jump on, and I kinda hat a feeling I would not like it (I've got rather good intuition for knowing what I'll enjoy and what not). So that's fine.
It's just not exactly my cup of tea.
author=Merlandese
crafted in the what sense, Last Word dwells consistently on the how

That is actually a very fair point, that my suggestion misses entirely.

I guess one cause of ambiguity (at least in my case) is that the "what" seems at first to be part of the design, since the Key Topic thing looks like a game system. It isn't really, it's more a certain way of representing the textual side of exploration.

So instead of doing what I suggested and tying them better together, you could move in the opposite direction entirely and make the "what" even less gamey and more exploratory, perhaps in a very concrete sense (spatializing it somehow?). I do think that it can be done better than the current talk to everyone again and again solution, although if that's not your priority I certainly won't argue about it! A layer of fresh paint over well-worn mechanics is often enough to allow the player to focus on what is more interesting to you.*

* Edit: by the way, it is slightly strange that having to talk to the same NPCs over and over again can feel more boring that having to talk to new NPCs that would say the exact same things. I guess perhaps the only part that is really unfun about talking to the same people repeatedly is when one ends up spending a lot of time rereading things they have already said, so that could be the problem to solve to make the "what" part entirely satisfying.

In any case it was very clear from the start that we're not at all competing to make the same game (which is great since I might wish to play other games than my own from time to time, especially when they are that much fun)
I would totally enjoy seeing Last Word 2: Even Laster delve deeper into the subtleties of inflection, while leaving other people to deal about more complex semantics if they so wish.
author=Hasvers
... I feel that somehow tying the two phases together a bit more would help with most criticisms so far. I'm not sure of the best way of doing this, though.


They could definitely be tied together better. The issue I seem to be coming across is more like a marketing one, or an expectation one. The game is about discourse, but unlike most games that try to tackle what's being said, this game is all about how it's said.

So if you come in thinking you're going to enjoy a well-crafted argument, you'll be surprised to find out that these people are all of the mindset that you are essentially repeating yourself over and over until one of you says "After you..." better than the other person. That's the entire premise; before each discourse you are shown what is being said, and then you each say "After you...", "No, after you...", in aggressive or subtle ways, or using polite smiles and precise inflections, until someone concedes. Because this universe doesn't care about any words that are said before the Last Word.

Unlike Exeunt Omnes and Goblin Noir that each have awesome conversations crafted in the what sense, Last Word dwells consistently on the how. If each discourse were hand-crafted to display exactly what was being said, you'd find out that the conversation looks exactly like the speech bubbles frequently shown over McCall and Boasting. (And those bubbles come up early and often to express the real point of the game--a tug of war between assertion and expression rather than content.)

But you still need a what to discourse about, and that's what the Key Topic System does. You search around to find the exact what, and then you talk about it over and over in a system of how.

I'm not going to pretend it's a perfect system by any means, but I think it accomplishes the theme of the game pretty well. Changing it is beneficial, especially with the critique, but in the case of Kylaila, I think she's perfectly fine in wanting a game more linguistically crafted like (the wonderful) Exeunt Omnes. Last Word doesn't scratch that same itch, and I can see how people are coming here looking for one thing and getting the other.

Which is great for a discussion between us in design, Hasvers, because when you think about how different our games are in approach, it's pretty cool. Your system of discussion starts with the last word, and you use the same basic tones to logically appeal to the opponent's different pathos, logos, or ethos. Last Word takes the stance of pompous society's insistence that whomever speaks last, speaks best, and each conversation is fueled by a fundamental mindset rather than a logical one. It's like we've taken the same topic and approached it from its antipodes.


author=Kylaila
Finally gave this a go. I am somewhat underwhelmed. Mainly thanks to my dislike for formal parties and pointless talking. Pointlessness in general. The premise that discussion is all about winning and that winning alone makes the discussion is definitely putting me off.

The system is quite nice, but it feels more like rock paper scissors right now than anything else. I'll hopefully learn some more about the characters to keep me interested. Unlocking new secrets seems more like trial and error, but that might just seem like it right now.
Nevertheless, some nice ideas are there, so I will keep at it. Just not right now, I'm not in the right state of mind for this.


Thanks for giving it a shot anyhow! I read your review on Exeunt Omnes and was like, "Oh no, she loves this game and it's nothing like mine." XD But that's cool, and hopefully you get some enjoyment out of Last Word in one way or another. :)
I just talked to everyone about everything, simply because I wanted to hear what they had to say! There are some hints (like, if you "chatter" with one person or gossip with them about the important topic, they might say "Oh I don't know about this but so-and-so probably does"), but if you don't want to read random flavor text (for some reason) it might get a bit tiring, yes.
author=Kylaila
Unlocking new secrets seems more like trial and error, but that might just seem like it right now.

You do get some hints later on, but it's true that having a consistent way of guessing who might know about something, and perhaps making it preferable to avoid talking to some people about some things, would make that aspect more gamey.

Merlandese, I don't know how heavy the revisions that you're considering could be, but I feel that somehow tying the two phases together a bit more would help with most criticisms so far. I'm not sure of the best way of doing this, though.
Finally gave this a go. I am somewhat underwhelmed. Mainly thanks to my dislike for formal parties and pointless talking. Pointlessness in general. The premise that discussion is all about winning and that winning alone makes the discussion is definitely putting me off.

The system is quite nice, but it feels more like rock paper scissors right now than anything else. I'll hopefully learn some more about the characters to keep me interested. Unlocking new secrets seems more like trial and error, but that might just seem like it right now.
Nevertheless, some nice ideas are there, so I will keep at it. Just not right now, I'm not in the right state of mind for this.
Glad you enjoyed it, Mngwa! No need to write a review if you don't want to, but reviews are nice because I can take the positive and negative feedback and use it to make a better version of the game (such as making it longer).

Thanks for taking the time to download and play it!

And thanks for the extra support, Nhubi. :)
nhubi
Liberté, égalité, fraternité
11099
author=Mngwa
Btw, is there any way to rate game without writing a review?


No, the system is set up so that you need to justify why you give a game the score that you do, a review allows that, a way of showing support is by subscribing to the game, which also allows you to see updates and posts made on the game-page.
Great game! I finished it a moment ago and I enjoyed it very much. The battle system was a bit puzzling at first, but when I understood it I thought it is really clever, original and yet simple. The game could be longer, but I always say this when I finish a good one.
Btw, is there any way to rate game without writing a review?
author=argh

I was mulling over it and thought that the resolution with Chatters was a bit lacking. I felt like what Whitty did (basically ruining his life) was disproportionate retribution. It was dickish of him to mindcontrol his guests, sure, but he wasn't just doing it for the lulz, there was a specific purpose he had to accomplish to ensure his own safety. It's likely he would use the Last Word for offensive as well as defensive purposes, and such a weapon is too dangerous in anyone's hands, but Whitty doesn't really discuss that, she's just like "Nope screw you I'm outta here." And it's rather self-serving of her to deny him the Last Word on the basis that it's too dangerous but keep it herself. I liked that you made Chatters more complex than a typical strawman mad scientist, but it feels like the plot treated him as if he was that shallow archetype anyway.
Also, I'm kind of curious why a one-way intercom is such a difficult invention. Surely a two-way intercom would be the one that requires additional work? I guess you could just say that things work differently in that universe.


The whole final scene is a bit weaker than I would have liked, to be honest. I'm going to use that time crunch as my bulletproof shield here, but even with that excuse I can say that I agree with you. There should have and could have been more going on dynamically in the end sequence than Fight Final Boss-->Win The Day-->Credits.

It's also fair to note that unlike your average hero, Whitty isn't exactly on the side of "good." She's never made it appear like she has justice motives, and she was even raised in the same house as Chatters, so any self-serving motivation the two seemed to share isn't that unlikely. She's pragmatic, efficient, and no-nonsense, and the fact is that when she was given the chance to take power, she took it. If there's a "good" person, it's the weak and tame Master Saymore who simply wants to help bring his house back into good standing.

The nature of The Mouth gets touched on I think once by Seymour, seeing as how he's the only one desperately trying to make sense of things. He says that a mouth and hands are both "communication" parts, and The Mouth has no "receptive" parts, like eyes or ears. These bits built into the intercom are what makes The Mouth effective. (The top hat is because of the lulz.) The goal is to convince people that you're having a conversation with them, then make them realize they can't get the last word. In a world where the "magic" of this idea and the psychology of it rub against each other pretty hard, it's only slightly far-fetched to consider that if someone heard the voice from a regular one-way intercom they could just ignore it without engaging it in discourse. But to be convinced that the intercom is worth having discourse with only to be rendered helpless by its one-way nature is the admittedly silly, yet game-defining difference. XD

When making the premise, I tried to consider those aspects. Like, what if you write a letter? Or shout from a mountain? And the end idea is that it's just not going to work without being engaged in discourse. The Mouth can somehow accomplish that whereas a simple megaphone might not.
I'm not really a review person I'm afraid. Most of the things I take interest in are specific elements rather than the big picture. If I wrote a review I'd have to cover stuff I don't have much to say on like art and presentation (it was good, by the way), and the whole thing would be pretty diluted. Maybe if I just talked about the specific points that interested me, but that would be a pretty weird review.

Besides, the developer's already seen my points so I don't really mind if they slip away. Although, one more thing:


I was mulling over it and thought that the resolution with Chatters was a bit lacking. I felt like what Whitty did (basically ruining his life) was disproportionate retribution. It was dickish of him to mindcontrol his guests, sure, but he wasn't just doing it for the lulz, there was a specific purpose he had to accomplish to ensure his own safety. It's likely he would use the Last Word for offensive as well as defensive purposes, and such a weapon is too dangerous in anyone's hands, but Whitty doesn't really discuss that, she's just like "Nope screw you I'm outta here." And it's rather self-serving of her to deny him the Last Word on the basis that it's too dangerous but keep it herself. I liked that you made Chatters more complex than a typical strawman mad scientist, but it feels like the plot treated him as if he was that shallow archetype anyway.


Also, I'm kind of curious why a one-way intercom is such a difficult invention. Surely a two-way intercom would be the one that requires additional work? I guess you could just say that things work differently in that universe.
nhubi
Liberté, égalité, fraternité
11099
argh, you should write a review, you've provided some excellent comments and critique but posts can get lost and slip from view, whilst a review is ever present.