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Announcement

The future of MoS

When I started this project, I was confident I could finish a large-scale project with just a two person team. Now that I'm older and wiser, I realize just how foolish that was. Neither my girlfriend and I had any idea how to code anything super complex and story-wise, a lot of things didn't make sense.

At first, I took a break from it to work on smaller scale projects when I came to realize working on smaller scale projects is much more fun and easier to do then blindly jumping in headfirst into a large-scale project.

So it is with a heavy heart I must say that Memory of the Fallen Leaves will be placed on a semi-permanent hiatus. The story needs serious rewriting and revising before I can work on it again. I'm not sure how long that'll take us, though.

Odin vil vente når tiden er inne. Til neste gang!

Announcement

About MoS

After finishing up Kamikakushi and revising the 2.0 version, I've been thinking heavily about how to revise MoS, history and writing-wise. Let's be honest: no one can really defend their first piece of creative writing. Shintoism and Norse myths? Really???

In fact, some playtesters weren't aware that Getshire was a kingdom. I attempted to alleviate that problem.

Needless to say, I have my work cut out for me BIG time.

Announcement

About the Tumblr Situation...

Whether or not you may have heard, Tumblr's gone full-on Infinity War and started deleting NSFW content (and falsely flagged SFW content too). Unfortunately, my main blog (aka, my art reference blog) also got swept up in the crossfire. (ᗒᗣᗕ)՞

What does this mean for us here at ObakeNeko Works? Our gamedev blogs may also come under fire too, sadly.

Worry not! You can still find my current projects here and you can still find my lovely girlfriend's project (Arae: Requiem of a Lonely Spirit) here! We're not going anywhere. (^▽^)/

We also have a Discord if you want to hit us up.

Announcement

Small Hiatus

Due to some stress built up, I'm taking a small break from MotFL. Don't worry, I'm still making games! Compared to the large-scale MoS trilogy, this one's a little more small-scale.

It's no surprise I've always had a weakness for mythology. (It shows in MotFL in the form of Norse mythology) I'm having a lot of fun with this project, in more ways than one. I'm looking forward to showing off the finished results.



Seeing a fox alone is good luck, so they say...

But who's really the lucky one, me or you?

Progress Report

Summer Cleaning

Geez Louise… How long has it been since I worked on this game? (I blame summer break/The Sims 4/coder’s block)

Anyway, back to fixing some minor errors and logic errors!


- Removed and replaced the Lucky Clover item with another small healing item. One of my playtesters said it was very easy to exploit it for money.

- fixed how much HP the “Box Lunch” item heals. 2,500 was WAY too much this early in the game!

- Most playtesters were surprised that Getshire was a kingdom. There was no mention of it being one… until now. Started to add a document at the beginning of the game explaining some things.

- Fixed a small error that would let you walk up the window outside the Mermaid’s Pearl Cafe and near the barrels in Prism Castle and the Punk Base. Oops!! Thank you for noticing that, CastlePokeMetroid.

- Revised the dialogue for Punk Quest as for why a lady would ask two young girls for help rather than the Royal Guards. I think it’s kinda humorous.

- Added some skills for Hotaru and Miki to start with (unique for each character).

- Added a sign outside the closed building at the Getshire Port. You won’t be able to access it in the main story, but it’s an optional challenge post-game.

- Added a NPC near the Punk Base in Getshire that explains why these Punks exist.

- Getshire Cove was looking a little… lacking. So I added some stray cats to liven the place up a bit.

- Speaking of cat, I added an adorable cutscene to clue players where to find Frey.

- Fixed a bug that was displaying Prism Castle Gate guards’ wrong dialogue when you’re looking for Frey.

- Relating to that issue above, fixed a bug that would make you skip the whole "search for Frey" event and move right onto his boss fight.

- Some of the guards have gotten makeovers. They don't look quite like generic clones anymore.

Announcement

New Bug-fixing Demo out!

Demo 1.8 contained some embarrassing bugs... Hopefully, the next demo would have fixed all of that.

Here's a list of things changed:

- Some bosses (like Mukuro, Frey and Loh) are a tad harder
- Speaking of bosses, I made the optional boss Margaret a bit easier. Her attacks do half as less damage as she used to.
- Added some CG in the game (drawn by me!). You can find it by reading a newly added book in the Prism Castle library
- Some dialogue has been heavily revised/added.
- Fixed a small typo with one item's flavor text.
- Fixed a small lighting issue in Strituh Woods.
- Miki is no longer affected by poison or bleed. The reason why is for in-game reasons.
- Edited some of the game's flavor text (for again, in game reasons)

As always, please tell me if you encountered a bug I might have missed.

Til neste gang!

Progress Report

MotFL 1.9

Whoops! The 1.8 demo contained some embarrassing bugs, so I'll get to fixing that right away. It's because of these nasty bugs that demo 1.8 is no longer available.

As for those of you wondering where the hell I've been? Somewhere after Christmas and New Years, I caught a little bit of a mild flu. Luckily, it hasn't dampered my mood TOO much. Again, I apologize for the lack of updates.

Rest assured, I ain't dead yet!

Announcement

MotFL 1.8

It’s been a slow process, but here's demo 1.8 aka
The Shiny Edition.



So what’s different?

- Shiny new graphics (like a wealthy woman’s neck!)
- fixed face graphics (Thankfully not floating in Limbo)
- new opening cutscene
- remade some old maps (they should better fit the post-apocalyptic feel now)
- Attempted to make Margaret not so OP.
- replaced some monster graphics (out of respect for one of the resourcer's terms of use)
- remade the schmuck bait death event in the Saenir basement (Jumpscares? Seriously?? What was I thinking?!)
- (hopefully) fixed some bugs.
- lowered the BGM volume (it was kinda hard to hear the sound effects)
- revised dialogue (Frankly, some of the older dialogue feels like something from a Scooby Doo episode than something that fits a post-apocalyptic fantasy game)
- replaced the iconset I had (I had accidentally used stolen art without knowing it. Don't worry; I replaced it posthaste. Thank you, Avery, for pointing this out to me.)

As always, please tell me if you encounter a bug.

Til neste gang!

Announcement

Another Hiatus Notice

I'm sorry to have to put this project into yet another hiatus, but this one is due to health-related reasons.

Worst case scenario: I have a hernia and may need to be hospitalized.

I hope it doesn't have to come to that, so here's hoping for the best!



Til neste gang, ønsker meg lykke!

Progress Report

Progress Report

First, some good news and bad news:

Good news: my favorite resource site is back.

Bad news: some battlers for my game is now against their terms of service and need to be replaced forthwith.

The last thing I want to do is repeat the same incident the artist closed the site temporarily for. Best get to work.
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