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When world views collide, a friendly visit to a childhood friend quickly escalates. Soon, four unlikely adventurers find themselves on an unexpected search for ancient sacred scriptures - and, even more importantly, truth.

The Book of True Will is a dialogue- and character-heavy puzzle RPG about a delicate subject: Religion. The game's main focus is to provide quality storytelling together with challenging yet entertaining gameplay.

This game does not feature any combat. Rather, the storyline is progressed by overcoming various obstacles in the form of different puzzles and minigames that will test your reflexes, memory and logical thinking skills. While the first few puzzles are relatively easy, the level of challenge increases as you progress.



Some notes on the game:

- Despite the controversial nature of some of the dialogue, The Book of True Will is absolutely not intended to be any sort of propaganda, neither pro- nor anti-religious. Just see for yourself.
- This game takes place in the fantasy world of Terrein. But don't worry, you will never be buried under tons of lore specifications or introductions to world history. Everything the player learns about the setting is conveyed exclusively through character dialogue or other meaningful interaction.
- While the game does contain some custom assets and 100% non-RTP music, The Book of True Will is still essentially an RTP game. This has two reasons, one being that graphical art is not one of my talents and I decided graphics are not my highest priority. The other is that I also saw it as a challenge to prove it is very well possible to create a decent game using mainly RTP resources. Of course, whether or not I succeeded is not for me to decide.
- The only script used for this game is Dubealex' Advanced Message Script, which is pretty much indispensable. Everything else is created purely through eventing.
- You do not need the RTP to play this game. Simply download and extract the zip folder, run the .exe file and start playing. Enjoy yourselves and don't be shy with comments or criticism.


http://creativecommons.org/licenses/by-nc-sa/4.0/

Latest Blog

Featured! Hooray! And what a Dilemma.

So. It came out of nowhere. But it happened. The Book of True Will is RMN's Featured Game for November. When I uploaded the first download for this project now almost a year ago, I never expected it to get more than a small amount of attention. I was, and still am, happy to see the generally positive feedback and constructive criticism it received. But I never thought that this game, this short epiphany of mine expressed in game form, would ever get Featured.

At an earlier point, I already openly expressed my opinion that I myself do not believe The Book of True Will to be a good enough game to warrant a Feature. Yet for some reason, people wanted to see it on the front page anyway. Which is amazing, and makes me feel both very proud and very humble. But seeing the title screen of my own game right there every time I go to RMN for a month is going to feel incredibly surreal.

But in addition to that, this situation becomes even more confusing for me due to its timing. Just mere days ago, the winners of the IGMC 2015 have been announced. We can see all these fantastic-looking games that managed to convince a large audience of players and a group of experienced and critical judges, and have been rewarded with substantial prizes. And right at this time, with so many great options to choose from, RMN decides to Feature this little RTP-based puzzle game about a controversial subject. The irony is almost tangible here.

That's not to say I'm being ungrateful or don't appreciate the positive attention. On the contrary, I feel enormously honoured and encouraged by the fact that people apparently enjoyed this game so much despite its limitations. Since the release of The Book of True Will, I have learned much about its strengths and flaws thanks to all the feedback you have given me. And even though there are a number of things about this game I would do differently now, I still am very happy with how the final product turned out. It was important for me to express my thoughts on the game's subject in a way that would make the recipient feel involved and encouraged to think critically but openly about them. And if this Featured Game spotlight means that some more players might give this game a chance, then that's already more than I could ask for.


Of course, if all of this was just a big conspiracy, trying to trick me into getting motivated to make more games... well, you achieved your goal. For the first time in months, during which I played, tested and/or made puzzles for other people's games, today I have been working on a project of my own again. There are many more stories I want to tell, and many more games that, one day, I want to be playable not only in my head. Either way, with this Feature, you've ensured that I will not lose interest in game making for a long time to come. In other words, you brought this upon yourselves.


One last thing I cannot say often and loudly enough:

Thank you so much, all of you, for your support!

Posts

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NeverSilent
Got any Dexreth amulets?
6280
Wow, I certainly didn't expect so much attention so quickly, and from such well-known community members. Makes me feel all honoured.

author=Marrend
Saying that, I'm still not a fan of having to do a puzzle multiple times. Well, maybe twice in a row is okay. Anymore than that, and the thoughts of "Geeze, didn't I already do this? COME ON, ALREADY!" start kicking in. I dunno. I'm pretty terrible at puzzles to begin with, so, you're totally allowed to take this comment with a grain of salt!

I totally get what you mean by that, and even though I don't think the same way, I can absolutely understand your perspective. Thing is, creating a puzzle mechanic is not only a lot of work, it usually can be used in many ways and allows for a lot of variations. So while you see it as a repetition, I saw it as an expansion, comparable to progress in a dungeon where enemies become more difficult and complex as you move on. If to you it feels more like doing the same thing over again instead of a new challenge every time, I can see why you're not too much of a fan of puzzle games. I'm still very glad you decided to give my game a try despite that, and provided useful feedback, so thanks!
(Though, to be over-precise, there actually are "only" eight iterations of the lockpicking puzzle - the first one is the tutorial level, which is being solved for you. It's still one of the puzzle mechanics in the game I'm most happy with. But even though most the individual levels are rather short, I can see why you could find the amount discouraging.)


author=Deltree
Congrats on your release! I just happened to notice the upload and the author, so I thought I would give it a shot!

Thanks! I know I can't even dream of making a game that's comparable in quality to yours, so I'm happily surprised to have caught your attention.

author=Deltree
I got about an hour in for my one sitting so far - I am stuck on the glyph puzzle.

Actually, it's a lot simpler than what you thought. In the unlikely case you haven't figured it out yourself yet:
The phrase refers to only one specific word which you must spell. To be more precise: A name.


author=Deltree
Echoing that some of the repetition is overkill - maybe the very first puzzle would be better suited to have the rings spinning the same direction at slightly different speeds for the first iteration, and then in alternating directions for the second, just to mess with the player? Or maybe a separate instance with a different picture on the opposite side? At first I thought I had messed it up when it started spinning again immediately, so that could give a sense of progression. The thing with the keys was a lot of fun, though. I think the music helped.

You're probably right. I think I really should make another updated version in which the first puzzle only has two levels, which are also more distinct. If it becomes too boring or irritating the way it is, there's no reason to keep it that way.
I'm glad you liked the lockpicking puzzle. Creating the individual levels for it took me ages, but it was a lot of fun as well.

author=Deltree
(Speaking of which - is the main floor theme from the Inception soundtrack, or is it just eerily close?)

Not at all (if you mean this one). It's a track called "Treason" by Celestial Aeon Project. I wanted to make sure I could use all ressources legally, so I used no commercial music at all.

author=Deltree
I like the in media res, almost slice of life scope of the story, though I wish it was more shown than told (though I realize that's not really possible in a compressed game). There are some interesting worldbuilding tidbits as well - again, they would be served well in a full-sized game where things like the architecture could be a deliberate design choice that the player could pick up on.

I definitely agree with you here. While I firmly believe in the power of character dialogue (as opposed to text provided by an omniscient narrator), I am aware this game relies on it very heavily. It's something I will try to balance a bit more in possible future games.

Thanks a lot for playing!


author=Hasvers
Actually I would have been challenged if I hadn't spent an incredible amount of time on the very first reflection puzzle, figuring out all the possible tricks

Ah, I get it. Well, at least that only means you did the puzzling work all at once instead of in multiple steps. But I'm glad you didn't give up after your troubles with the first one.

author=Hasvers
I have to agree with Marrend that the "nine times" was a bit frightening at first, although in the end most of the nine were rather quickly solved. The only problem with the flashback alternation thing is that it can seem daunting to do N variants of a puzzle mechanics all at once before progressing, but I for one didn't mind so much.

There's probably some truth to this. I actually considered having the first puzzle come back later in the game, with only one level every time. The problem with such design decisions was that it would have disturbed the flow of the game and its narrative, especially in the later parts where puzzles became more metaphorically connected to the current situation and "character arcs". Providing variety more regularly is definitely something I ought to keep in mind for the future.

author=Hasvers
You sure did ;) I guess it's also a topic to which I have given a lot of thought so there are few arguments that I haven't gone through before, but it would be nice if other people could genuinely learn something from it.

Thank you, I'm really glad you think so.


author=Max McGee
badass name. downloaded.

Max McGee voluntarily downloading an XP game? Now I really feel special.
Thanks for your interest!
Deltree
doesn't live here anymore
4556
Derp. That was probably my next plan, to be fair! I'm going to consume another liter of coffee and then I'll power through the rest this morning.

Smart move on the music! I am of the opinion that music is composed for specific situations, and shouldn't be reused just because it's thematically similar or lyrically appropriate, though I guess I would give indie games a pass. "Real" songs can be distracting more than enhancing.

For reference: http://youtu.be/Z0kGAz6HYM8?t=1m32s . (RIP Inception soundtrack CD that I accidentally left in my last car when I traded it in.)
NeverSilent
Got any Dexreth amulets?
6280
Okay! I hope you enjoy the rest of the game. I'm looking forward to hearing your thoughts.

Concerning the choice of music, I think it can very much depend on the circumstances, but in general I agree. In addition to legal issues, using well-known music runs the risk of evoking unwanted effects in an audience because they have heard it before and have their own memories associated with it, which can basically ruin the atmosphere. Of course, it can work, but I'm never going to do it.

I definitely hear some similarities between the two tracks, but I wouldn't have noticed if you hadn't told me. Then again, I only watched that movie once, so I wouldn't have recognized the soundtrack either way.
(And that's really unfortunate about your soundtrack CD. My condolences.)



Also some general info: I updated the download once again. The first puzzle has been shortened as promised, and I fixed some very small errors, too. If you already downloaded the game and got further than the first puzzle, it probably won't be worth it to download it again.
Deltree
doesn't live here anymore
4556
Oh boy, an update! Welcome to the exciting world of version control!

I finished it this morning. Oddly, I only really had trouble with the very first floating orb puzzle; I breezed through the others. The fire part is pretty trivial if you stick to the four center-most squares, but that's fine because RM's collision detection isn't perfect either.

Very cool ideas overall, and a good sampling of what the event system can do.
NeverSilent
Got any Dexreth amulets?
6280
Heh, I'm pretty sure you've seen it all when it comes to version control. It's one thing for a relatively small game like this, but an episodic 30 hour RPG like yours? Fun, I'm sure!

Thanks a lot, I'm glad you enjoyed it! Eventing is what I like to do most, so hearing a positive opinion about what I did is very nice, especially when coming from you.
Marrend
Guardian of the Description Thread
21781
author=NeverSilent
So while you see it as a repetition, I saw it as an expansion, comparable to progress in a dungeon where enemies become more difficult and complex as you move on. If to you it feels more like doing the same thing over again instead of a new challenge every time, I can see why you're not too much of a fan of puzzle games.


That's... an interesting comparison, actually! Huh. Something to think about.
shayoko
We do not condone harassing other members by PM.
515
oh its possible to create a good game with rtp only yeah having custom content makes it stand out as a special experience tho.
my biggest things are female lead and good grammar.
i kills the immersion for me when i see awkward/incorrect writing.
unfortunate for those making games in english who are not native english speakers.
ill try this at some point gl
NeverSilent
Got any Dexreth amulets?
6280
Thank you. Since I can't really deliver on the original graphics front, I tried my best to make other aspects of the game stand out as a "special experience".
This game has two female and two male main characters, so you should be good. Though I personally believe it should be the characters' personalities that matter, not so much their gender.
I'm not an English native speaker, but being a student of Anglistics, I try to make extra sure my writing is correct, as I can't stand bad grammar either.
Thanks for your interest!
shayoko
We do not condone harassing other members by PM.
515
the reason i prefer female leads outside of cuteness,is simply because how overdone males are.
in that regard gender does matter for me.
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
I am in love.

Seriously. This might be the fastest any RPG Maker game has hooked me in. And by, "hooked," I mean seized by the throat and yanked me straight into the game's world. Story and characterization are the most important to me in a game. If I'm not invested in the struggles of the characters, then I can't feel any motivation to complete the game.

I'm only 20 minutes in, and I am 100% immersed. The characters are all distinct in both personality and design, and IMMEDIATELY left a strong impression on me. They all have interesting motivations and backgrounds. By arguing with each other, a great amount of insight can be gleaned.

So far, my only real issue here would be with the repetition of the puzzles. I know they certainly took a long time to implement, and you want to show them off, but I can't help but feel a certain sluggishness/artificial lengthening going on here by having puzzles reset multiple times after they have been solved. I'm sure it's a bit too late to change anything now, and I'm not far enough in to tell how much of a problem is really is, but I'll get back to you on this.

It's a shame I need to do just a few more games to get the 20 games achievement, otherwise I'd dive right back into this. But you can be sure that this is going on the top of my list of games to play after this event is over!
NeverSilent
Got any Dexreth amulets?
6280
I jumped a little when I read your comment, Red_Nova! Thanks so much! That's probably the nicest thing you could have possibly said. And I'm really glad you found yourself immersed so quickly.

It's true that most of the puzzles have multiple iterations, but it's probably most visible in the case of the first, second and fourth. I tried my best to make the individual "levels" interesting on their own, especially in the case of the third and sixth puzzle. But I can't really argue with your point - I may have somewhat overestimated for how long a single mechanic can stay interesting. Definitely something to keep in mind for the future.

I hope you enjoy the rest of the game once you find the time for it. I'm really looking forward to hearing your thoughts.
shayoko
We do not condone harassing other members by PM.
515
Overall
PHEW thru blood sweat and tears i finally manged to complete this game!
honestly i was not expecting to like this title.
my hopes were pretty low with it being rpt,male lead and a story revolving around religion.
but shockingly i loved the game
this is a puzzle/visual novel if you will. ALOT of thinking is involved so this isn't for cod players "cough"

Below this line may contain spoilers

Story

honestly the bulk of the story here consists of the events that led to the present situation
with bits that give you a idea of the personalty and morals each character holds.
i cant really say much without giving to much away.
and awkward...romance o.o


Gameplay

puzzles,lots of puzzles dialog in between but puzzles.with that said i liked how some characterization was added with the puzzles.
like i mean a certain character is good at X situation.
so they take over.
giving some logic as to how the characters themself know how to do things and not just the player.
(those games where you play as a normal civilian yet know how to upgrade weapons and other bs you have nor reason to be knowledgeable about)


Characters

Girl 1-a friendly god loving girl.does not get angry or discouraged easily
^if it wasn't for the religious part of her character id love her as a person.

Girl 2-obsessed god war activist. w/o her beliefs this character is utterly empty.
and has nothing going for her.
gets angry easily and threats people with hellfire w/e she gets the chance.
*gets a failed backstory to feel bad for her

kylea unpredictable guy who is friendly one moment then a complete dick the next.
will step on your feelings w/o a care int eh world and defend them when its not needed.
a completely unstable character.

Leroy-my favorite character is logical and doesn't put peoples feelings b4 what should be done and said.
no bs tell it like it is.the most respectable type of human in reality.And a rare one at that
also the only one that gets a decent backstory.


Closing
tired of rpg battles? don't need a epic story? like using your brain to achieve things?
then this may be for you!
you will be put to test!
the best part is unlike some i have seen all puzzles are solvable with knowledge within the game (yes i have seen a few that required looking up information online)
so what are you w8ting for!? test your might!
NeverSilent
Got any Dexreth amulets?
6280
Hey, thanks for your feedback! I'm glad you liked the game, especially since you didn't expect to before.

I really tried hard to make sure the puzzles made some sense in their respective situation and also helped with the characterization. So I'm glad to hear you noticed it and found it effective.

Spoilers:
You grasped the concept of most characters pretty well. Though in fact, while you could argue Leroy takes the role of the party leader most of the time, I always considered Pira to be the main character.

The point where Pira and Kyle discuss the characters' backstories quite purposefully did little to explain their beliefs. Every character has a somewhat sad backstory, which was intended to show that these are not the reason for their different beliefs. Their backstories only explain why they behave in a certain way, but not their beliefs themselves.

So, yes, it's true that Madelyn has little personality outside of her beliefs (except for how much she cares about Pira), because her beliefs are how she defines herself. Her backstory doesn't make her a better person in any way.

But I really wanted to make sure none of the characters were completely likeable. I didn't think of the word itself, but "unstable" is a pretty good way of describing Kyle. At the beginning of the story, he hasn't found his own identity yet.

But just like Madelyn, Leroy can also be a really mean and selfish jerk. In the end, it's only Pira and Kyle who learned something from the experience: That it's possible to like and respect each other despite their different opinions on religion. Leroy and Madelyn on the other hand haven't changed at all and are still having their pointless fights all the time.

So while he was a lot of fun to write as a character, this is why I strongly disagree with the comment you made below your video saying that "everyone should be like Leroy". In fact, it's pretty much the opposite of the message I tried to convey. I'm an atheist, too, but I think that behaving like Leroy and ruthlessly disrespecting religious people is just as bad as Madelyn's fundamentalism.

Other than that, though, I'm glad to see you felt so invested in the game and had some fun playing.



It's definitely possible to solve all puzzles without help, but I already expected some to cause more problems than others. I'm going to create a Hints & Solutions page within the next one or two weeks to make things a bit more easy.

Anyway, thanks for your kind words! I really appreciate it.
This looks really intriguing. I'll have to play it at some stage!
Deltree
doesn't live here anymore
4556
Congrats on the RMW feature! You've officially hit the big time!
NeverSilent
Got any Dexreth amulets?
6280
Thank you! I can still hardly believe it myself. It feels almost unreal.


And thanks for your interest, Suzy. I hope you'll enjoy the game whenever you find the time to play it.
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
And now you got a Gem Spotlight! Congrats, man!
NeverSilent
Got any Dexreth amulets?
6280
Thanks, Red_Nova! How did this happen? Is this even possible?

Whoever among the moderators decided to declare this game a Gem: Thank you so much! I feel honoured.

(P.S.: "Behind the Scenes" is coming soon - after the Game Jam is over.)
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
NeverSilent
Got any Dexreth amulets?
6280
Yeah, I know. We talked about it some time ago, actually.
I should thank you again, unity! You're awesome and I'm honoured you suggested this game for a spotlight.
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