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For more information, visit Twelve Tiles.

One-Sentence Story: Unravel the secrets of an underground fencing organization that requires members to wager their most precious possessions.

Genre: JRPG/Mystery/Information Collection

Playtime: Expect 8-12 hours of story

BACKGROUND

Florentine Blanc strikes gold when she gets accepted into FOIL, a private fencing group advertising a "new breed" of the sport.

The rules? Members must wager the object they care for more than any other: their Prized Possession. Florentine has seven days to prove herself. Each night pits her against one of the quirky characters clamouring to gain control of her trophy.

But what happens when members leave? And why are Prized Possessions such an integral part of FOIL's structure? As her experience in the isolated Chȃteau de l'Hiver proves menacing, Florentine investigates what evolves into a mysterious and ugly truth.

Fleuret Blanc was created from 2011 to 2012 and released for free in July of 2012. It was my first "solo" game, but many people helped contribute, including Michael "Garoad" Kelly, Sabrina Valenzuela, Kan Gao, Sarai White, and plenty of other generous and talented people. If I were to make the game today there would be a lot more polish and much better design here and there, but as a whole, I truly love this game and the story it tells. I hope you enjoy it!

PREMISE AND THEME

Fleuret Blanc is primarily about the importance of objects in our life. Though the storyline follows Florentine as she unravels the mysteries of FOIL and its judges, she's constantly challenged with ideas of possession, collection, and obsession. The game rewards Florentine--who starts as a minimalist traveler--with points based not only on how much she interacts with her fellow members, but also on how much money she makes and how many items she's hoarded in her room. Though collecting is encouraged for a better score, the overall implications of the act can be bittersweet.

SYSTEMS

TIME

Time flows across seven days. Each day is broken up into morning, afternoon, and evening. Within those three sections, the player may explore, bout, gossip, and go through their notes however they like. However, Events take up Free Time. There are only three "segments" of Free Time within each section of the day, so use them wisely. Once three events have been seen, all other events will disappear until the player forces time to progress.

BOUTS

Fencing against other members is mandatory in the evenings (Trophy Bouts), but optional during the rest of the day. Unlike typical "battles," the winner is based on how stylishly they performed, even if their health went down first. Winners either take control of their opponent's Prized Possession, or regain their own.

Florentine gets paid based on her performance as well: the style points she accrues during bouts correlate directly to her income. This means that the player makes money not by winning, but by doing their job as a fencer.

There is no experience or leveling, and each member follows the same exact rules of combat as the player. A move's success is based both on predicting the opponent's attacks (based on current bout conditions) and successfully completing timing or button-pressing indicators that appear on the screen. Each opponent has their own set of special techniques that separates them from the others. With enough money, the player may persuade someone to teach them these techniques.

BEDROOM

Florentine's "home base" is her bedroom where she stores the trophies of other members. She also may find or purchase other nic-nacs to hoard, transforming her simple sleeping quarters into a carnival of colors. Changing techniques and saving in the journal are just a few of the things that can be done here.

CONCLUSIONS

Witnessing events (mandatory or not) may bring up "interesting" ideas that Florentine will take note of in her electronic journal. These Points of Interest all pile toward conclusions that she has yet to make. Filling in the prerequisite for conclusions can lead to bonus events that open up the story and have an effect on the ending.

GOSSIP

Collecting the best information may require gossiping. A select few members are as moral-less as Florentine and will engage in gossip about the last person, place, or thing that the player has come in contact with. (For example, if you click on a plant and then gossip with Roland, he'll give you his two cents about the local shrubbery).

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  • Completed
  • Merlandese
  • RPG Maker XP
  • Visual Novel RPG
  • 07/26/2014 06:25 AM
  • 05/13/2020 07:21 PM
  • 06/17/2012
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Posts

Go for:

"... a cover up."

"... a name."

"... a family."

"... the original owners."

I'm pretty sure those are the answers! Hopefully when you go for the Confrontation it'll all make a bit more sense. :)
I just saw this recced and I love it. After suffering through Zero Escape I've really come to appreciate simple and just generally down-to-earth reveals. I kept expecting really crazy and needlessly complex mindscrews around every corner and was pleasantly surprised to be wrong on all counts. For instance,

I spent almost the entire game utterly convinced that Roland was evil and was going to betray Florentine at a critical moment. For example, when he said there was something he needed to reveal about Ana's figurines, I thought that he broke them to secure his initiation, and when he comes to rescue Flore from the lounge I was 99% certain he was going to turn out to have been on the judge's side the whole time. He just seemed too ordinary, too nice, and featured too often in the plot. But nope, he really was just an ordinary guy who wanted to help!

Zero Escape has ruined me on mystery stories, I swear.

The game reminds me of Dangan Ronpa a bit with all the eccentric but skilled individuals who still manage to be believable, well-rounded people. (The high-stakes dueling also reminded me of Revolutionary Girl Utena.) And the music was wonderful. I particularly love "A Novel Mystery", it reminds me of Virtue's Last Reward's "Clarification". The way that every time of day and each duelist got a unique track was also great. Your attention to detail was evident all throughout.

The game starts with a pretty heavy load. I don't give the player the hook fast at all, which is bad design any way you slice it.
Really? I was hooked from the start. The characters were neat and the whole situation was weird and mysterious without being overtly so. Again, maybe coming off Virtue's Last Reward had an influence there. And I'm pretty patient when it comes to stories with slow build-up anyway, so who knows.

If we're talking about poor design decisions, though, Roland is by far the hardest duelist and I thought that was a bit weird. Almost everyone else has an extremely predictable style (or by the time you fight them you have enough techniques to counter theirs), while Roland is just an unpredictable weasel. It's really easy for him to rack up a mountain of style points with Salute or murder you with the attack I can't remember the name of and you don't have a whole lot of resources to do anything about it. I also found the final boss incredibly easy, though I might have just gotten lucky.

But yeah, overall really great. I was on the edge of my seat the whole time, and you pulled off the mystery dynamic really well. It did lag like crazy in certain parts for me, but them's the breaks. My computer's a clunky mess anyway.

I'm gonna have to do a new game+ run sometime to get all the conclusions I missed out on. I didn't pick up the scavenger hunt until pretty late because I thought bothering Amara was a bad idea, and I think I broke things somehow by hiring Masque to do the first section for me? But yeah, I missed conclusions 2, 5, 8, 10, and 11, I believe. And does Junior have a safe?
Thanks a lot for the compliments, Argh! I'm flattered. I absolutely love the mystery genre, but I also have an infatuation with somewhat mundane stories. Even giant, pretentious concepts seem more palatable when you tell them as the background to a really home-y sort of tale.

I also like the idea of characters making mistakes and running with it. Roland and Flore run on a certain assumption about Ana up until the end of the game, but it turns out that there was no real connection. It helped them reach the truth, but they got there on an unfounded assumption. I like that stuff. XD

author=argh
If we're talking about poor design decisions, though, Roland is by far the hardest duelist and I thought that was a bit weird. Almost everyone else has an extremely predictable style (or by the time you fight them you have enough techniques to counter theirs), while Roland is just an unpredictable weasel. It's really easy for him to rack up a mountain of style points with Salute or murder you with the attack I can't remember the name of and you don't have a whole lot of resources to do anything about it. I also found the final boss incredibly easy, though I might have just gotten lucky.


The weird thing I find with Roland is that he's so chaotic that some players find him hard and others find him easy. The highest score I ever got in a bout was, like, too high for the game to register on that scale! And it was with Roland.

I think there's some weird "touch" to how everyone plays, because I consistently find Le Neuvieme's trophy bout to be the bane of my existence, and Odon I find to be a piece of cake. But it all comes down to the fact that they have similar AI patterns, but with different skillsets. It was definitely a hard task trying to figure out how to scale the battles as the game progressed when there was essentially no grinding involved. That issue aside, I hope it doesn't detract from player experiences. It'd be a bummer if Roland wiped the floor with new players and they gave up because of it. Damn him...

author=argh
... and I think I broke things somehow by hiring Masque to do the first section for me? But yeah, I missed conclusions 2, 5, 8, 10, and 11, I believe. And does Junior have a safe?


What exactly do you mean with the Masque thing? Actually, what he gathers for info is entirely necessary to get all of the Conclusions. I think the lower-left Bio for Kant is not only required for Conclusion 04, but he fills in Le Neuvieme's and Junior's Bio pieces as well.

If you're going to try for all of the Conclusions, I'd suggest using these admittedly confusing player sheets I made at the end of the first post here:

http://freebirdgames.com/forum/index.php?topic=4113.0

If you can grasp what the format is telling you, you'll get some nice answers to where hidden details are. For example, quite a few of the POIs needed to solve Conclusions can only be found in the attic that Roland mentions. If you want to get all of the other Conclusions, you have to find your way into the attic before Roland does in the main story.
Even giant, pretentious concepts seem more palatable when you tell them as the background to a really home-y sort of tale.
Yes, that's why the Zero Escape games fail in my opinion. Although I wouldn't have minded if

the hacked application wizard

turned out to be a bigger deal. Maybe it was just how much "A Novel Mystery" played during its scenes or the fact it was built up all throughout the game, but the resolution felt a bit...abrupt. I was convinced it had something major to do with the main plot, but it was just a side thing. It did tie nicely into the possession theme regardless, though.

The weird thing I find with Roland is that he's so chaotic that some players find him hard and others find him easy.
Chaos probably adds the most difficulty in this battle system, since it makes things come down to luck and little else. With techniques you can mitigate that, but against Roland you don't have those. (Then again, chaos is supposed to be Kant's schtick and I wiped the floor with him. Maybe I was just lucky, I'll have to try again in NG+) I think in the end it's all good since losing doesn't really mean anything, but it is a little discouraging since everyone says Roland's the weakest one and Amara mocks you for defeating him, as if he was supposed to be a piece of cake tutorial battle.

Speaking of chaos, I did find the wild fluctuations in trophy negotiation prizes rather bizarre. I once saw an offer of 0 Euros change to 400-something Euros between refreshes. I managed to coast most of the game from selling Masque's mask for 500 Euros - I thought he was just really obsessed with it, but apparently I just got lucky? It would have been nice for those prices to be more controlled, to better reflect how desperate the members really are. Like, I sold back Le Neuvieme's grimoire almost immediately because he seemed so sad, but he only offered like 12 Euros for it.

What exactly do you mean with the Masque thing?
I told him to find objects (the 200-Euro option) and he found the first sticky note. When I checked Amara's room again it had advanced to the second, but seemed to be in the wrong place because I tried examining two steps in every direction and found nothing. I assume it refers to the location of the first object, but I never found that so ???.

And I saw that chart thing, that'll be helpful, thanks!

(Also, where does it say that bout pay is proportional to style points? I either forgot it or didn't notice it in the first place and as a result I was quite confused by the fluctuations.)
Although I wouldn't have minded if

the hacked application wizard

turned out to be a bigger deal.

Mm, yeah, I really liked that line of story, too. It connects a lot of things, but it could have gone other places, for sure. It ends up just being a necessary layer for a million things that's entirely necessary for the background of the mystery, but then when it gets its own spotlight, it sort of ends. I guess now that you mention it, I also feel a little let down with that line of progression. XD I'm not sure how much more I could have squeezed it into the framework of the game, but the presence of the speaker box is probably one of the most lasting and pervasive elements in the plot, even if it's often subtle or hidden.

Speaking of chaos, I did find the wild fluctuations in trophy negotiation prizes rather bizarre. I once saw an offer of 0 Euros change to 400-something Euros between refreshes. I managed to coast most of the game from selling Masque's mask for 500 Euros - I thought he was just really obsessed with it, but apparently I just got lucky? It would have been nice for those prices to be more controlled, to better reflect how desperate the members really are. Like, I sold back Le Neuvieme's grimoire almost immediately because he seemed so sad, but he only offered like 12 Euros for it.

This is a nice catch, really. I think the negotiations with Nickel are honed a bit better, but maybe I forgot to transplant those tweaks into the post-bout moments. One big reason there is such fluctuation deals with the fact that the characters gain their own hidden money that you, as the player, can't see. Every time you sell them their possession back, they lose the cash they gave to you, which may or may not prevent them from offering a high price next time. When you bout an opponent, you not only get yourself money, but they get money, too. If they ever refuse to negotiate it's because they're broke. XD

But as a way to build it better into the game, they all actually have the same internal number. When you sold to Masque for that 500, it was probably the first time you had offered after a ton of bouts. That means that you allowed the opposition to earn enough cash to spend on a negotiation. But directly afterward, if you sold again (even to anyone else), they had less money to offer.

The concept of giving them finite resources to spend made it so that you couldn't break the system by continuously selling possessions for immediate cash wads. Instead, you had to bout more to allow the other members a chance to earn money to spend. Weird, but that's how it works!

I told him to find objects (the 200-Euro option) and he found the first sticky note. When I checked Amara's room again it had advanced to the second, but seemed to be in the wrong place because I tried examining two steps in every direction and found nothing. I assume it refers to the location of the first object, but I never found that so ???.

Oh, wow! That's a cool oversight. I mean, not cool for you, but I never thought of that. XD I really wanted players who were stuck in the Scavenger Hunt to have an alternative, but I forgot that there was a piece that referred to a previous piece. As a game, that's a lame oversight. But I guess if it were reality, we may never actually know where Masque found that sticky note without having to pay him again. Dude's kind of a jerk like that. :P

The second note should be somewhere outside of Flore's room, if I recall. Just click around there a bit.

(Also, where does it say that bout pay is proportional to style points? I either forgot it or didn't notice it in the first place and as a result I was quite confused by the fluctuations.)

I can't remember where exactly it says that. It might be in the manual, or Squeaker said it. But the pay you get after a bout directly corresponds to your style by a factor of ten. If you finish a bout with 10 style, win or lose, you'll get 100 Euros! That means that prolonging a match is actually in your favor, even if you lose it. I got 43 Style Points once and landed an immediate 430 Euros, then sold the trophy back for another two-hundred-something. Major victory!

This fact is one of many reasons why there's no healing moves, and also a deciding factor in why non-Trophy Bouts have half HP. It wraps together in some way or another. I learned quickly that every decision I made snowballed into every other decision. XD

(Trivia: If you finish a bout in a way that makes it so you get no money, Squeaker will scrounge through his savings and give you a few Euros. What a nice guy!)


EDIT: Ah, and I forgot to answer about Junior's safe. There are events that talk about which room is Junior's, and also there's a spot in Kant's room that looks like it should have a safe, but doesn't. I'll leave the Junior thing alone in case you haven't followed that line of POIs, but the safe that should be in Kant's room was re-purposed into a function of the vending machine.

By the way, is there any vending machine on Earth that could make less sense than that one!? XD
@argh
Yeah I thought Roland's bout was extremely hard as well! But after I learnt his Salute and Trompement, what I did was drink an energy drink, use Trompement on my first round to reduce his 'hp', then keep on attacking him and alternating between Salutes (just press on Grams, you'll get 3 points cuz she hates him haha). Usually if I feel like his Saluting is catching up with my score, I'll forgo Saluting and focus on bringing his health down. (I guess that's what Amara meant by him being so easy because you can pretty much reduce his health if you use Analysis?)


About "hooking the players fast", I have to admit I got hooked only after my first day (Aunty's conversation with Roland haha). When I play VN-like games, I have the habit of choosing every option instead of the one I want so I can just 'skim' through the other options when I replay the game. So, what happened was I chose a lot of 'events' so I know which ones are 'worth' choosing first - and ended up replaying each m/a/e and took some time before I got "hooked". :P


After a bit of snooping around, you mentioned Kan Gao's voice was similar to his character... (I really loved it when Kant says "ha-HA!" =v=) I found this as well...and wow! His voice is just sensational! :D

Also Mer, did you do Flore's voice? haha xD

e: I was a bit lazy that I've just used energy drinks and didn't bother to change the attack/defense according to each person's weakness :P
Good strategy with Roland! I use Trompement like that, for sure. It's best to use early, and I usually hit twice (since the third will disqualify me), then hope I can time the presses correctly afterward to take advantage of Nickel's gambling spirit for my own benefit. After reducing HP a bit, I can stock up on Style. And once the opponent gets to 2 HP, you know you can spam Strong attacks if you think it's time to reel it in.

And yeah, Kan's honeyed voice is for Kant. XD Likewise, he plays the servant and the professor in my Indie Game Contest entry, Last Word. I think his Professor voice is priceless. :P

Here are the voice credits for anyone curious. There's a lot of repetition. XD

Florentine -
Sarai White

Roland -
Lannie "Merlandese" Neely III

Le Neuvieme -
Lannie "Merlandese" Neely III

Masque -
Lannie "Merlandese" Neely III

Amara -
Sarai White

Odon -
Mark Ryan Anderson

Junior -
Sabrina Valenzuela

Kant -
Kan "Reives" Gao

Grams -
Lannie "Merlandese" Neely III

Nickel -
Lannie "Merlandese" Neely III

Aunty -
Sarai White

Pennington -
Lannie "Merlandese" Neely III

Squeaker -
Squeaker
Ahahaha I laughed at the last one, definitely didn't expect that one! xD And wow I can't believe a lot of the characters shared the same voice!! (Especially Grams and Roland! :O)

I have all conclusions now, and when I've tried to ask The Hat for help (the bout with Roland), it seems there's some error in the animation and Roland's portrait covers The Hat? Might need to look into that.

edit: Also after I've escaped from the Lounge, everyone seems to disappeared but The Hat is still in the room where the trophy bout takes place. Is that also a glitch?
Can you get Trompement before Roland's trophy bout, though? I don't think he starts selling techniques until after that.

And wow, that's a large cast list. Where do you get all those voice actors?

Edit: Oh, two more questions:

1) Is Kant's origami supposed to be the moon rabbit? I assumed it was from the moment I heard it was a rabbit, and was really confused why no one noticed and everyone insisted it had absolutely nothing to do with the moon.

2) When Kant left, I reloaded to see both events and was baffled by a discrepancy: if you go to the meeting, the judges say that Roland has the origami rabbit, and he corrobates this by giving it to Flore. But if you follow Kant, he drops the rabbit and Roland makes no reference to ever possessing it, saying that the week he lost it happened much earlier. What's going on here??? This is what the linchpin of my conspiracy theory regarding Roland, and it's really weird that it's never addressed. Gameplay contrivance, since you need to get the rabbit no matter what?
Hmm his trophy bout wasn't THAT hard as I've remembered, although his normal bouts afterwards were. And have you been gossiping a lot with him? I think he only sells technique after you guys aren't 'strangers'.

Yeah it's the rabbit. I only know about the Chinese folktale about Chang E on the moon, and I know there are a lot of associations of rabbits and moon, but why in particular, that I do not know. (Maybe it's also other country's folktale?) But yeah, if you just see it as just an 'origami', then I suppose it doesn't really have anything to do with the moon. Maybe it's just a coincidence that Kant made it into a rabbit since he has to have a physical form of his Prize Possession?

At the last part of the game when you and him get stuck in the Lounge, he and Flore will talk about their Prize Possessions and how they're supposed to be 'internal' or something, and he even remarks that the origami isn't even supposed to be his Prized Possession, so that's a hint that even he doesn't his PP has something to do with the moon.


Yeah it differs regarding if you choose to go to the meeting or follow Kant. I guess that's just how it goes? And even if Roland made no reference of possessing it, I honestly can't imagine him to backstab Flore as you've mention on your previous posts ahaha xD It was a bit obvious that the Judges were the greater evil and there was something wrong with them (especially when Kant got kicked out and made that remark to them), and that Roland is just one of those goofy 'chillax' type of dude :P
I only know about the Chinese folktale about Chang E on the moon, and I know there are a lot of associations of rabbits and moon, but why in particular, that I do not know.
Check the link; from a certain perspective, it looks like the moon's landscape forms the pattern of a rabbit, similarly to how westerners have a "man on the moon".


I know he faked his PP, but that just makes it stranger. I guess that his obsession colors all his actions, so even when whipping up some fake thing he subconsciously associated it with the moon in some way?


Yeah it differs regarding if you choose to go to the meeting or follow Kant. I guess that's just how it goes?
Except that the action you take in the present seems to influence past events. If you go to the meeting, Roland won the rabbit from Kant the past week and kept it. If you follow Kant, that sequence of events didn't happen, because Kant has his rabbit. It's like something straight out of Virtue's Last Reward.

And even if Roland made no reference of possessing it, I honestly can't imagine him to backstab Flore as you've mention on your previous posts ahaha xD It was a bit obvious that the Judges were the greater evil and there was something wrong with them (especially when Kant got kicked out and made that remark to them), and that Roland is just one of those goofy 'chillax' type of dude :P
But that's exactly why he's so suspicious! The seemingly nice guy who turns out to be evil is one of the oldest tricks in the book, to the point where it's now possible for it to be a shocking twist if they actually aren't evil. But yeah, I was overthinking it. Like I said, coming off Virtue's Last Reward will do that to you.

Oh, and one more question for Merlandese (sorry): Why doesn't Junior's battle theme follow the naming convention of the other bout themes?
Regarding Kant's Prized Possession, if you talk to Squeaker about it I think he sort of fills it in. Kant's possession may not be his Prized Possession (because he's obsessed with the moon), but it does correlate intentionally with the moon as a reminder. It's like having a picture of what he loves rather than the actual thing itself. It's also why he prizes his Lunar Watch so much. Hypothetically he could have used anything that reminded him of the moon, but none of them would be good enough for the judges because his obsession is beyond this world.

There are actually several pieces of the plot that alter depending on how you do them. Nickel's gambling event can also be changed into a banking event if you solve his Conclusion differently. The minutiae is irrelevant for his growth as a character, since either version of the event is viable. Likewise, Conclusion 01 has you discover out Junior's intentions one way or another. In one version of a playthrough she decides to help you, and in another she's not so friendly. That goes hand-in-hand with her nature.

Each of these variations follows through to the end and is explained as if it were The Truth, including the info you get if you go to the meeting or see Kant outside. Whether Roland had it this week or a week way earlier isn't relevant to the why and the how of Kant's dismissal. It means there are different versions of the overall story, but these differences don't actually change the plot progression too much. They add variety and inform the plot with an altered history, but that's all. Another example is that some players find that Junior took their lunch box on Wednesday, and others find out it was Aunty. I think. XD Been awhile, but there's definitely a difference in that outcome.

So yeah, good eyes! There are quite a bit of small differences in the game if you play them much differently. The day you choose at the beginning even alters a few events. You'll notice, for example, that Junior doesn't have her PP until her Trophy Bout. But you can see her PP in the room of the person that currently has it. That person depends on what day you picked. If you picked Wednesday, it's in Amara's room. And if you check the placards in Nickel's room, the first placard they read is of the member whose day you chose. So in this example, you'd read Amara's. If you wanted to read Kant's placard, you would have had to have chosen Saturday at the beginning of the game. Not worth redoing just for these details, but fun!

I wanted it so that everyone played a slightly different game without really knowing it. If you're shown too much that your choices count you tend to go back and redo things to choose your perfect layout. The way I've done it makes most people feel as if they're getting a rather linear set of information even if tiny things change from game to game.

author=argh
Oh, and one more question for Merlandese (sorry): Why doesn't Junior's battle theme follow the naming convention of the other bout themes?


Because that was composed by Michael "Garoad" Kelly, not me. And when he composed it, he named it. He donated two tracks to the album, both of which he named. :)
@argh Well it's not really too much like VLR. In this case your choice wasn't completely relevant just so that the story was approximately the same in the end. VLR did it to demonstrate Schrodinger's cat and to make you really really angry.

Instead of taking it as your actions influencing past events I'd chalk it up to a ripple effect - past events making you choose a certain choice. Though only do that if you're okay lying to yourself because this is simply the illusion of choice. At least people will mention your choice down the road.

By the way this game is so goood~<3
author=Merlandese
Nickel's gambling event can also be changed into a banking event if you solve his Conclusion differently.

Another example is that some players find that Junior took their lunch box on Wednesday, and others find out it was Aunty. I think. XD


Whaa how do you even make that work? Both playthroughs I've got gambling and Junior twice D:

I'm also curious what'll happen if you intentionally lose every Trophy Bout haha xD (I won every bout except Kant on my second playthrough (which was intentional), though I did manage to get Shiro back)


Man, I haven't played a game this good for so long. Top notch voice acting, deep quotes (even jotted some of them down!), memorable characters - the game's really thought-provoking. Really glad to have played this game and wish I could play something like this in the future!
I liked your game Last Word. Once I'm done with work I'll play this :D
author=Gourd_Clae
By the way this game is so goood~<3


author=ivoryjones
Really glad to have played this game and wish I could play something like this in the future!


Thanks a lot, guys! I appreciate the compliments. :)

author=Archeia_Nessiah
I liked your game Last Word. Once I'm done with work I'll play this :D


Great! Hopefully you're not too tired of games by then. XD

By the way, a bug: in new game+, I can't examine the "Parfait!" sign or the sword in Florentine's room.

(Also, in the ending sequence, there's a point where Masque moves as if to leave the scene, but his sprite snaps back to its original position and stays there for the rest of the scene.)

Edit: Also also, I can't open Le Neuvieme's safe. Flore just gives the spiel about how I can't poke it while he's in his room, even though he...isn't.
author=argh
By the way, a bug: in new game+, I can't examine the "Parfait!" sign or the sword in Florentine's room.

(Also, in the ending sequence, there's a point where Masque moves as if to leave the scene, but his sprite snaps back to its original position and stays there for the rest of the scene.)

Edit: Also also, I can't open Le Neuvieme's safe. Flore just gives the spiel about how I can't poke it while he's in his room, even though he...isn't.


Chaos!

I never programmed anything for the Parfait sign or the sword, I think. They're just there.

The Masque bug is crummy. I found that last week. It's a millisecond to fix and an hour to update everything, so I haven't touched it yet. XD

I'll look into the safe, thing, though! What was the day and time for that?

Thanks for all of the catches. :)
I never programmed anything for the Parfait sign or the sword, I think. They're just there.
Huh, really? I remember the sign giving some flavor text before. And it's kind of weird for a random sword to just show up in NG+, though I suppose that may have something to do with why there's no flavor text for it.

For the safe, it was Sunday morning. I think it may have been grayed out Sunday afternoon, too, though I'm pretty sure it was active by evening.

And I just discovered another bug: on NG+, you can activate event 15 (the one by the broken statue) long before Odon's introduction. It's kind of weird.

(While we're on the topic of little nitpicks, there's a ton of typos and dropped words scattered throughout. The use of "women" to refer to a singular woman is one I noticed popping up a lot. And one instance I remember clearly is that if you try to trophy bout while totally exhausted, Aunty will say you're about to feint.)

Edit: Also I seem to be getting phantom POIs. I got "Hit the Sore Spot" before activating event 15, and when I did do that event, I got "Another Face" even though I hadn't examined Odon's safe yet.
Oh, the oddly-placed Events is more of a "benefit" of New Game +. You already have the prerequisites for certain events because of your last playthrough, so I made it possible for you to get the stuff you might have missed without jumping through every single hoop. The idea is that it's all an information collection game. NG+ will play "buggier" because it assumes you know quite a few of the things you learned last playthrough.

It's not the most graceful New Game +, but it lets you get all of the info you missed without bogging you down with things you already know.