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Created for the Swap in the Middle with You event of 2016. Game started by Gredge109. Game finished by Liberty.

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On an island where monsters are mischievous and toy with the residential humans, a guild of hunters resides, protecting those under their care from the wiles of the creatures. The place is one of relative peace, where people spend their whole lives in a close-knit community.

Ella had always wanted to be a hunter since she was a child, and grew up to live that dream. Now one of the veterans in the guild, it is her job to make sure the stronger monsters of the isle don't get too playful with the populace and that the residents live in peace with the world around them.

Ella believes that she'll always live here, in the home she loves and protects, but everyone knows that to the south lies the shore...

Latest Blog

Secrets and Endings! First half guide.

The Shore: Foreign Tides is out! Of course, you already knew that. In fact, you've already played it, right? Well I'm sure you have, however there's a bunch of secrets under the hood! The first half of the game was developed by me, and I put a number of hidden things throughout the game. I'll mark the secrets as spoilers as I go along. But let's dig right into it! First off, a little feature you probably didn't know was part of the game:

I. Morality
Alignment, disposition, or what-have-you. This game has an alignment feature that doesn't follow the typical good-neutral-evil morality of other games. Rather, this game's morality moves along three lines: Serious, Neutral, and Positive. What's the difference? Quite a bit, really! Different events may be hidden based on your morality, and even the environment may change depending on your type of play-through. There's no down-side to any morality, and no up-side, really. It's truly meant to change the environment to reflect the way the player plays the game. That being said, here's how to go about getting the different moralities, and what effects they have on the game.

A. Positive Play-through
A positive play-through can be achieved by interacting with everyone! Talking with various people and interacting with the environment raises your morality. Wanting to know more about the different characters in the game also raises your morality! The point of the positive play-through is to reflect a player who is invested in the world around them.

The music and face portrait of your character will change to show a positive play-through. In a positive play-through, your character's portrait will change to a smile, the music as you explore will be more up-beat, and you'll even unlock more dialogue with some of the characters in the game. There is also a character you will meet who is only available during a positive play-through. When traveling back from the boss areas, if you choose not to use the porta-ring, you will also run into more NPCs you previously encountered who will now chat with you.

Looking into both the lake of Enbury Village, the bookshelf in the Hunter's Lodge, as well as the mirror in your room in the Hunter's Lodge, will result in a description describing what type of person you are. At the end of the first half, Gordon, the man who talks to you at the Shore, will change his dialogue entirely both when you talk to him, and when you depart on the ferry. Before the transition into the second half, you will receive two pieces of gear that are indicative of the type of person you are.


B. Neutral Play-through
A neutral play-through is achieved by interacting commonly within the world. You're not over-invested in it, and it's not as if you don't care. Rather, you have an interest in the world without being enamored with it. As a result, your play-through will certainly be middle-of-the-ground. Your battle portrait and the exploration music will remain the same it did at the beginning, and upon taking the ferry to begin the second half, you will receive the two positive pieces of equipment that reflect your generally good nature.


C. Serious Play-through
A serious play-through is acquired by genuinely not caring about anything throughout the world. This is easily achieved by simply ignoring everyone you have the option to ignore. Several characters who wish to talk to you can be blown off and straight-up ignored. Gordon, who you first run into in the Hunter's Lodge, can be walked past. Same with the Forest King in the woods the first time you meet him. Finally, on the second puzzle in the forest, you can completely walk past the two goblins and ignore them. Having ignored everyone and keeping your chatter with NPCs to a minimum, you will then trigger a serious play-through. Other things, such as blowing people off and telling them you don't care how they feel, will also lower your disposition.

When a serious play-through is engaged, the changes will be apparent. Your character portrait changes to an angry expression, and the exploration music changes genres entirely to reflect a more serious environment. Furthermore, the common battle-music will also change to reflect a more serious conflict.

Puzzles will be disabled throughout the environment because you, as the player, don't care about them. Some enemy NPCs will be gone entirely, as they are avoiding you. Some enemy monsters you fight you will actually kill, and those who used to have dialogue with you, will now attack you on sight, seeing as you are a threat. The bosses skip parts of their introduction as you simply attack them. Furthermore, conquered a boss while in a serious play-through will result in you killing the boss, and they will no longer appear during the rest of the game, even if you change into a more neutral or positive play-through. On your way back after a boss fight, should you choose not to use the porta-ring, the NPCs will not spawn to talk to you (you killed their boss, after all). Furthermore, the Hunter's Log bookshelf, your room's mirror, and the Enbury Lake will all reflect the more serious nature of who you are. Going to the shore and trying to board the ferry early reflect show you feel about this whole island. At the end of the first half, the two pieces of equipment you receive will also reflect your more stoic nature.

The point of the serious play-through is not to be a negative or evil one, but rather, to be a generic JPRG hero. You're the one who travels about fighting and killing monsters. In this world, that's not necessarily a bad thing: you are a hunter, after all, and hunters need to hunt. Rather you are no longer the bright and cheery person you once were. Sure, you're a hero now, but you're no longer the friend everyone loves. You're the person they call upon during war, you're not the person that comforts them. At the end of the first half, Gordon's conversation will also change to reflect this. Oh yeah, and you can blow him off at the end, too.



II. Dating Characters!
Well, not really! There's no romancing options in this game, but you can totally meet up with some of the different NPCs, if you wish, to learn more about them. This results in them agreeing to meet you later, and sometimes even giving you a key to get into their home. Here's how you can "date" the different characters!

A. Reynald
Everyone's under-dog favorite, Reynald! Reynald is encountered early int he game, in the Hunter's Lodge, when you begin your quest. To date him, go talk to him and complete his battle tutorial. After you have done so, he'll talk to you about meeting up with him later. After you battle the Forest King, the time will change to the evening, and you can find Reynald in his house in Enbury Village. However if you wait until after the Mountain Golem to go to his house, his house will be locked.


B. Anne
The barkeep and boss, Anne! She's the leader of the Hunter's Lodge but, as you can expect, she doesn't have too many friends, being the manager and all. You can agree to meet up with her if you talk to her inside of the Hunter's Lodge either before or during evening. However, she doesn't have a traditional "date" like the others. Once you go to her place during night, she will talk to you, and if you agreed to meet up with her, her dialogue will change ever so slightly to reflect this fact. She'll still talk to you if you check things around her house, but it's not like the others, given the nature of what she tells you at the end of the first half.


C. The Archaeologist
The archaeologist can be found early in the game after exiting the Hunter's Lodge. It requires a high disposition for him to appear. Of course, interacting with the Hunter's Lodge, talking to everyone and checking everything (sometimes repeatedly) will result in a high disposition out the gate, which causes him to spawn by the campfire.

Talking to him, he will introduce himself. If you wish to know more about him, he will give you the key to his cabin. The archaeologist will then spawn throughout different areas on the island, so long as you explore before evening. He can be found standing in Enbury Village, in the Enbury Temple, at the Crossroads, and in the entrance of the Mountain Area. When it is evening, you can meet him in his log cabin to hear his story. Come nightfall, the cabin will be locked, and you will not be able to enter (and if you have his key, you choose not to wake him up).


D. The Innkeeper
The innkeeper! The quiet one who is never in the spotlight. If you stay at the end either before or during evening, she will ask your opinion on something. Agreeing to help her will allow you to chat with her later on during night At night, you can go back to the inn, talk to the innkeeper, then follow her upstairs to continue the conversation. However if you don't stay at the end before nightfall, she won't be there at night, having gone to bed.


E. Gordon
You'll run into Gordon early on in the game. Regardless of whether you choose to meet up with him later on or not (or even if you just blow him off), he'll still be at the shore later on. After all, he's known you for years!


III. Minor Secrets
There's several minor secrets hidden throughout the first half. Some are so minor I almost want to let you discover them for yourself. The most significant of these, however, is a side-quest of sorts.

Early in the game in the woods, as you are leaving the Hunter's Lodge, there's a ghost you can talk to if your disposition is not low. Talk to him, and he vanishes! If you talked to him, and if your disposition is not serious, you will find him later on in the forest as you're making your way to the Forest King. After talking to him after that, he'll appear one more time in the Mountain Area during evening. After talking to him, he'll disappear once more before finally re-appearing at night in the graveyard east of the Temple in Embury Village. Talk to him one last time to receive his farewell discourse. On a side note, you'll find his widow standing at the grave around noon.

(Be careful! The grave is a very magical place due to the ghost's presence, and if you aren't being mindful of where you step, the magic of the graveyard may teleport you right up the nearby cliff!)

Another thing to note is the slime in the forest. After the gate puzzle, if you cross the bridge and head north, you'll encounter a slime who lost his lunch. If you help him find it, he'll thank you, then explain his predicament further. He's got bad eye sight, and needs some glasses! Luckily, the item shop in town has some glasses that should fit him just right! If you give him the glasses, he will give you a nice item in exchange. Perfect!

There's multiple hidden items throughout the world. Some are consumables, and some are stat boosters. Be sure to search everyone! Search search search! You'll never know what you'll find!



I hope you enjoyed these secrets to the first half! Be sure to check out Liberty's blog entry here for information on her half, and see if you can find all of the secrets this game as to offer.

Thanks for playing!
  • Completed
  • Liberty
    Gredge109
  • RPG Maker MV
  • Puzzle RPG
  • 03/15/2016 03:06 AM
  • 08/28/2018 07:14 PM
  • 03/31/2016
  • 49390
  • 9
  • 989

Posts

Pages: 1
This looks like a cute lil' gam! Good job, guys!
This looks like the greatest game I've ever seen.


But seriously, looking forward to seeing what you did with it!



author=luiishu535
This looks like a cute lil' gam! Good job, guys!


Thanks! I'm pretty excited too.
unity
You're magical to me.
12540
Looking forward to playing this! Looks fun! ^_^
Hey Liberty, going to send you a private message with some things I noticed. I imagine you're pretty wiped out.

Really enjoying what you did with the second half.
unity
You're magical to me.
12540
I get this error when the training battle guy uses his guard and counter:

XD
I just (literally, it just finished uploading after I saw you post!) uploaded a version with a game break bug fix and the missing files added in. (Sorry! >.<; )

Saves should be compatible!
unity
You're magical to me.
12540
Haha, cool, I'll just redownload and transfer saves over. Thanks! :D
No problem~ Let me know if you run into any other bugs. I got my smashy hammer ready for them. XD
Ratty524
The 524 is for 524 Stone Crabs
12986
Finally got around to playing this. My feelings were mixed overall.

I felt like the first half of this was quite solid, though it kind of suffered from padding a little bit with how large the maps are. It makes going to one dungeon and then back just to get a new assignment quite tedious, but the Undertale-ish charm of the monsters kind of made up for it. I liked how battles were handled as well, they used the system in pretty interesting ways (I digged the statue puzzle!) by focusing a bit more on problem solving and even dropping clues on how to approach them. Every skill felt like it had a distinguishable purpose, too, though I'd watch out for using enemies/obstacles that are solely dependant on skills to beat, because even though you did a good job in providing lots of MP restore items, there is always a chance that you'll run out and probably put players at an unwinnable state.

By comparison, the second half actually felt kind of dull, and the padding issue was worse in this. I read your blog and I get the point of your direction with it, but the result was that it kind of turned into a generic RPG at that stage, and I found myself not really having as much fun with this game as the first part.

The more banter-heavy dialogue clashed with the slightly more succinct style of the first. The town was nice to look at, but both confusing to navigate through (due to a lack of clarity in door passages in particular), and bloated. There is a lot of fluff in the town that shows a lot of promise, but just ends up being wasted in a short game and as a result I couldn't really care about anything, so navigating through it felt like a chore.

It gets further downhill the moment you enter the actual forest map. The random encounter system works against itself in the sense that every enemy is difficult to face and the rewards they yield for killing them are barely worth it. Yet, the "Escape" command is both obtusely hidden (Yeah I haven't played many MV games, and I think that restricting the "escape" command to a back button is a stupid design decision that needs to be scripted away) and rarely ever works because nearly every enemy has higher AGI than you do, skewing the chances.

This is especially bad because the troops you encounter are all over the place in terms of difficulty pacing; the same map has a troop of a single monster that you can easily mash "attack" to win, yet another troop has an army of double-hitting rats that you have to pray to the RNG god that you don't get completely wiped out before your party can act. This and the fact that the battles are slowed down by needlessly long casting animations, and generally have so few distinguishable features from each other besides "use basic attack, use skill, use buff" made the battles horribly uninteresting, especially when you compare it to the first half.

To give you some credit, the additional party members have interesting kits on their own, but at the same time they didn't feel as purposeful or "married" to the game as Ella's kit was. You got a chick who can fire a mass amount of arrows and use additional turns and a guy who poisons, provides additional healing, and debuffs enemies... They were cool on their own, but honestly I only found a select few of their kit actually useful, whereas in the beginning everything Ella uses was uniquely designed for specific situations and felt more engaging to use, yet that got lost in the transition of the swapped games.

More minor beefs I have were the invisible walls. Seriously, those haven't been cool since 2000. It's completely immersion-breaking and kind of leaves the promise of an "expansive" game world unsatisfied, and some of the forced progression points in the second half, like you couldn't leave town until you found an equipment shop for a single party member. Hell, want a cool idea? Let players leave without the equipment as an option to challenge themselves, like the no-sword runs in Legend of Zelda, but call attention to it and make it among the important decisions Ella has to make: To force the pink-haired pissant to suck it up or actually fill out her request? That way you alleviate the feeling of being needlessly railroaded without letting the player off to hell's road with no warning, and it may even give players a chance to describe Ella how they want to? I seriously wanted to be a cruel bitch to everyone in this game. :D

Overall, the game still had its fun moments and I did enjoy some of the twists it took in the second half; it really felt like you were graduating from a simple, easy-going life to a cold world where everything is different. However, I almost feel like the game would have been better off if you stuck with the first half a bit more closely, especially in terms of its design. By the end, I was more satisfied that I got this over with rather than satisfied that I played something entertaining (I got the neutral ending, by the way. "No way I'm running from a monster after all the shit I've been through in that forest from hell",- that was my logic behind it, as oppose to potentially saving someone who may or may not be alive).

... And yeah I get that time was a hindering factor for this, being a swapsies game. I can attest to that. Maybe take my critique as something you could apply to future games, though?
That's cool. I can understand the qualms about the different enemy groups being skewed a bit easy and a bit hard (though I thought I'd moved all the rats to the end part of the dungeon >.<; ).

Honestly, as I said in the blog, I had bigger plans than I ended up finishing with which is where a lot of the town 'fluff' came from (there were going to be very small side-quests with some of the NPCs that never got implemented, for one... that said, the darker doors were pretty indicative of not being able to go in them? And it was only one area in the town so I'm not sure about how you got confused by it as everything is laid out on three paths. All the houses you could enter were literally in visible distance from each other. XD)

It's interesting that you chose arrows for Isla - her skillset changes depending on the weaponry you pick for her (for example, while the whip has very low damage, it has skills that let you hold enemies in place or stop them from having turns altogether, while the axe has more power behind it and the sword is a more basic tool - and there's more than enough money to get her a few weapons, though I should maybe have made that more apparent... with more dialogue! - yes, I like dialogue and the talking, sorry you're not a fan.)

I had a bit of trouble with the stats, though - mainly because I didn't want to mess with the balance of the first half by editing Ella, so I had to work around not having no levels (wouldn't make sense that Ella couldn't level and the others could) and dealing with very small numbers for balance. Which was a pain - give one enemy a number too much and it hits too hard/is too fast/has too much defence/Health/etc, a number too little and it doesn't do damage/get a turn/has too little health/defence/etc.

Balancing was a bitch, and it shows. XD

I still think the boss needs to be messed with a bit more to make it a credible threat, too - I'm not sure you can get the bad ending unless you actually try to get it (by unequipping all armour and weapons). Quite frankly, I wasn't charmed by the whole Undertale theme of the first part and knew I couldn't pull that kind of thing off anyway (no offence to Gredge - he did a great job making that part balanced and interesting (though it was a lot harder without the extra items I dotted around, leaving no margin for error what-so-ever)) so I went with 'typical' RPG. I settled, but hey, it got done.

That said, yeah, now that there's time for it, I've been doing some extra balancing and messing with the system. It's not going to be Undertale2.0, I'm afraid, but at least the rats won't nibble your toes off. I'll probably use more dialogue/scenes to make the whole idea of new area = new way of interaction even more pronounced. I really would have liked to have had Ella be a talking character instead of wall of veritable silence, though. At least then some extra interaction could have been done/cut due to not having to have Isla and Tenne point shit out as much.

Thanks for playing and giving your thoughts on the game!
Ratty524
The 524 is for 524 Stone Crabs
12986
author=Liberty
Honestly, as I said in the blog, I had bigger plans than I ended up finishing with which is where a lot of the town 'fluff' came from (there were going to be very small side-quests with some of the NPCs that never got implemented, for one... that said, the darker doors were pretty indicative of not being able to go in them? And it was only one area in the town so I'm not sure about how you got confused by it as everything is laid out on three paths. All the houses you could enter were literally in visible distance from each other. XD)

The doors were different? I didn't even notice.

author=Liberty
It's interesting that you chose arrows for Isla - her skillset changes depending on the weaponry you pick for her (for example, while the whip has very low damage, it has skills that let you hold enemies in place or stop them from having turns altogether, while the axe has more power behind it and the sword is a more basic tool - and there's more than enough money to get her a few weapons, though I should maybe have made that more apparent... with more dialogue! - yes, I like dialogue and the talking, sorry you're not a fan.)

Yeeeeaaah it would have helped to make that more apparent, because when I bought it I thought it just improved stats and nothing else.

Being the same person who made wordy shit in Oblivion Quest, I'm going to say that it's not that I don't like banter, I wholly believe it can be pulled off well when used correctly, it's just that the banter here suffered from two problems in my view:

1) It didn't really tell enough about the characters, especially the ones in my party. Aside from the boss, the other two supporting characters almost blend in to each other. This gave me very little reason to care about them in general (especially since I personally preferred venturing solo like in the early half - I felt like a boss) not to mention I can't even leave unless I fulfill one of the student's requests, which made the talking feel unwelcome to a degree

2) I'll say again that it stylistically clashes with the writing of the first half. Some bits of dialogue in that section were long, but none of them felt like they dragged in any way by comparison. It just made it painstakingly obvious that a completely different person took over the final bit, and yeah that's Swapsies, but it still doesn't really result in game that flows very well.

author=Liberty
I had a bit of trouble with the stats, though - mainly because I didn't want to mess with the balance of the first half by editing Ella, so I had to work around not having no levels (wouldn't make sense that Ella couldn't level and the others could) and dealing with very small numbers for balance. Which was a pain - give one enemy a number too much and it hits too hard/is too fast/has too much defence/Health/etc, a number too little and it doesn't do damage/get a turn/has too little health/defence/etc.

Balancing was a bitch, and it shows. XD

Good point, but if playing Paper Mario has taught me anything, you can get away with low stat numbers as long as you shift the challenge of the game towards other areas besides stats. This particularly worked well in the favor of Gredge's section because battles weren't about over-powering your enemies stat-wise, but "out-smarting" them; treating each battle as a puzzle to be solved, so the low stat numbers were not an issue, and you could actually get away with enemies that have similar values in stats as a result. Just food for thought.

author=Liberty
I still think the boss needs to be messed with a bit more to make it a credible threat, too - I'm not sure you can get the bad ending unless you actually try to get it (by unequipping all armour and weapons).

Are you kidding!? D:
That boss was ass-kicking and I probably would have lost easily if I didn't save up on resources (I never used the statue to return to town, either, so it probably made the fight harder).

author=Liberty
That said, yeah, now that there's time for it, I've been doing some extra balancing and messing with the system. It's not going to be Undertale2.0, I'm afraid, but at least the rats won't nibble your toes off. I'll probably use more dialogue/scenes to make the whole idea of new area = new way of interaction even more pronounced. I really would have liked to have had Ella be a talking character instead of wall of veritable silence, though. At least then some extra interaction could have been done/cut due to not having to have Isla and Tenne point shit out as much.

Thanks for playing and giving your thoughts on the game!

Interestingly, the only thing this game shares in common with Undertale are the quirkiness of the monsters, and that was it.

I actually liked the fact that Ella didn't talk here (though for some reason she does at the end) because it allowed me to project my own thoughts into the game. With Gredge's section in particular, I loved how you could choose to just outright reject or ignore people if you wanted to, and I feel like if you allowed her to speak, you take some of that interactive aspect away.

Not saying that having everyone talk and have a personality is a bad thing, but it kind of limits the potential for interaction because it inherently creates a distance between the player and the game, similar to the effect of watching movies.
(( There's spoilers here for those who haven't played it! ))

Thanks for the critique Ratty! Definitely some great feedback I'll apply to my future projects.

I liked Liberty's half despite its change of style. Isla was a fun character to play with in-battle, and I liked the fact that her abilities changed depending on the weapon. I totally wanted to go into the Fade, too. I hope the game continues. I may also think about working on a sequel in the future, if reaction is positive enough.

More minor beefs I have were the invisible walls. Seriously, those haven't been cool since 2000. It's completely immersion-breaking and kind of leaves the promise of an "expansive" game world unsatisfied

Whaaat? Invisible walls are totally cool! But seriously though, you're absolutely right. If I got to working on it again, I'd likely pull the tree line down a bit and put some "safety officer-hunters" guarding the sides of the shore from monsters, and maybe swap out the guards during evening and night.

Every skill felt like it had a distinguishable purpose, too, though I'd watch out for using enemies/obstacles that are solely dependant on skills to beat, because even though you did a good job in providing lots of MP restore items, there is always a chance that you'll run out and probably put players at an unwinnable state.

That's a great point, and I think Liberty did well adding more items around the world. I had some items around, but she addressed the shortage, and the new item types she added were nice and consistent with the theme. Then there's the cockatrice fight that I thought may be tricky: if the player ran from battle, I sneak a Soda Pop into the inventory if they're empty, though only once. I think if I were to work on the game again, I'd add something of a vending machine in the Hunter's Lodge that delivered a refreshing Soda Pop if you were empty. That way if you run out of Soda Pop and gold, you could always get a free MP item by running back to the Hunter's Lodge. The benefits of being a senior hunter!

With Gredge's section in particular, I loved how you could choose to just outright reject or ignore people if you wanted to

Thanks! This is the first time I decided to go with a silent protagonist in a project. If you'll recall, in my half, Ella never makes a move of her own volition. Once the screen turns to color in the opening of the game, the player is fully in control of her. Not once (in the first half) will Ella ever move on her own accord outside of player control, and in the two times she does move in the Forest King and the cockatrice events, she is being "dragged around" by the monsters. Again, I'm really happy you enjoyed my approach at a silent protagonist! I may do it again in the future.

The whole blow-off thing was something I had fun with, because as the player ignores everyone - even ignoring one of the puzzles in the forest - eventually the music will change (as well as character portrait), and if you're in a serious play-through, all of the puzzles will disappear and NPCs won't spawn in the "dungeons" after defeating a boss. Even the items you get going into the second half will have different names depending on your style of play.

I put effort into making sure that there were no major drawbacks to a serious play-through. Also there's plenty of hidden events that let you learn more about the different characters in the game, and they're optional. I haven't heard too many people comment about them, so I may make a blog post about finding them in my half.

Thanks again!

(( There's spoilers above for those who haven't played it! ))
Ratty524
The 524 is for 524 Stone Crabs
12986
Ooooh really? Sounds fantastic!

And you are welcome. :)
Hi Liberty!This is a super fun game to play! I'm still at the first half tho so i won't get into details yet :P
And as a perfectionist i couldn't miss any secret or npc before moving on...So I got to the end of the first half but then i realized i missed the archeologist and the boat dude said i couldn't come back so i went back to an early save, talked to everyone,finished everything i could before fighting the forest king but that dude is nowhere to be found! At first i thought he was the man standing be the river north of the campfire but i didn't see him anywhere else so did i miss something? Or maybe i should't annoyed the girl in the toilet and the bath that much? :P
Hey there! I'll have to double check it over the weekend, but he requires a high disposition. It's possible to get it before leaving the lodge even, by talking with everyone and checking everything repeatedly (usually even the simplest events have a couple pages, such as the hunter initiate's book in the lodge library). If that doesn't work (and it may be bugged), try getting a date setup with the innkeeper first then heading back to the lodge.

He also appears only before evening, so real early.
Yeah i read about it that's why i got stuck!Right now the only thing i haven't got is the innkeeper's date, i don't have money to sleep in there i bought potions :P But i do have the other dates,looked into the lake,finished the glasses quests and the puzzles in the forest and of course talked to everyone and now the only repeat their last sentence! Shouldn't he be there by now?
I'll try to sell some potions to take the last date too and let you know if he is there. (I will edit this post when i check it out)
Even if he isn't tho i downloaded a bunch of your games last night so i'll be keeping myself busy until you figure it out :D There is no rush! Thank you for the quick reply :D
Hey there, I just checked it out!

He appears for me fine, and I'll kinda' mention what I did.

I started a new game, immediately talked to Anne and asked more about her so she agrees to meet with you. I then went to Reynald and did his battle. I chatted with everyone in the lodge and checked all of the objects multiple times.

One thing I did, though, is I talked to the receptionist and agreed to talk with them more (they will tell you that they're busy anyways). Then I went and talked to Gordon outside of the lodge, selected "talk" and that I'd meet him later. Then I went to the campfire around the trees and he was there.

Try these out and get back to me! Also, if you tell someone that you're not interested in hearing what they have to say. For example, blowing off the guy north of the campfire, telling the receptionist you're not interested, those things will lower your disposition. Same with blowing people off (which is a great thing if you're heading for a serious ending, just blow everyone off!).

Let me know if it works!

Even if he isn't tho i downloaded a bunch of your games last night so i'll be keeping myself busy until you figure it out :D There is no rush! Thank you for the quick reply :D


Awe, thank you!
Heeey! So yeah i got the innkeeper's date and there he was! I think i missed him in a couple of locations so i might start it over :P

Just finished the game by the way,not sure which ending i got.
The guild captain kinda blew me off because i fought the monster without consulting her and that was the end of the game?

So the first half was reaaaaaally interesting and fun with the puzzles and the dialogues and all, it kept you going. I liked the mapping, the characters, the dating options,LOVED the statue puzzle, it was clever.Overall there were a ton of things to do.
Still i think there could be a bit more to it,like the archeologist could unlock a couple of secret locations with goodies or characters, or be able to sleep to change the time since it is extremely straight forward you can miss things easily.also if Ella did some talking would also be nice, since everyone told me the story of their lifes it would fair to share some of my own along the way. By the time you get to the boat you know everything about everyone but nothing about your character, how did she end up being a hunter,how old is she that she made it to veteran and all that...Also
when you find the ghost,the last time, there is message about being able to go to the hill behind it, is there anything to do up there? if not it would be nice to be able to open the house and find something.

The second half was...boring? I saw in some of the comments that they found it difficult because of the battles, but it wasn't really!With good equipment and the right moves it was pretty easy to go through the forest, although the battles were too many, like every second step, so i'd say annoying rather than difficult.
Why can't Ella's "other" slot equipment is blacked out? The other can equip stuff to boost them up a bit.
The dialogues in this part of the game were also dull, no informations or anything just idle chat between NPCs, Ella still doesn't talk!
Also the game was lagging quite a bit at the second half,but that could be my pc.

Other than that i found it quite enjoyable, and i am going to try the other endings too and maybe i'll come back with more :P

P.S. I really hate the fact that is only playable with keyboard, but it was fun so i kept playing anyway! :D :P
author=VampirePrincess
Heeey! So yeah i got the innkeeper's date and there he was! I think i missed him in a couple of locations so i might start it over :P

Just finished the game by the way,not sure which ending i got.
The guild captain kinda blew me off because i fought the monster without consulting her and that was the end of the game?


Spoilers inside:

That ending is the neutral ending, Liberty has three of them. The bad ending is acquired by fighting the boss and losing, and the good ending is acquired by returning to the guild master.


So the first half was reaaaaaally interesting and fun with the puzzles and the dialogues and all, it kept you going. I liked the mapping, the characters, the dating options,LOVED the statue puzzle, it was clever.Overall there were a ton of things to do.


Thank you, I am glad you enjoyed it! It makes me really happy to know that someone enjoys their time playing a game I (half) made!

Still i think there could be a bit more to it,like the archeologist could unlock a couple of secret locations with goodies or characters, or be able to sleep to change the time since it is extremely straight forward you can miss things easily.


That archaeologist thing is a good idea, and that's actually what I wanted to do. I wanted there to be a couple hidden areas both in Enbury Village (kinda' like how the tree line goes in a bit and it looks like it's getting ready to exit the screen), and also in the Forest area, and I wanted to make it require the archaeologist. Buuut, time constraints put an end to that idea. I had maybe three days to get the game going before I headed out to Dallas for the weekend (which is where I am now!), and some tweaking when I got back, so I wish I could have done more with him. But I'm glad you took the time to seek him out!

I let you in on a secret with what I was going to do, provided I had more time: the goal of that archaeologist was to unlock some areas that would allow the player to explore under the island, and unlock a subplot which reveals that a special energy governs the island, and that energy was going to be "innocence".

also if Ella did some talking would also be nice, since everyone told me the story of their lifes it would fair to share some of my own along the way. By the time you get to the boat you know everything about everyone but nothing about your character, how did she end up being a hunter,how old is she that she made it to veteran and all that...Also
when you find the ghost,the last time, there is message about being able to go to the hill behind it, is there anything to do up there? if not it would be nice to be able to open the house and find something.


Yeah that was one of those design decisions: leaving the main character a blank slate so as to represent the main character. In other words, your aspirations become their aspirations, your thoughts their thoughts, that kinda' thing. It was my first attempt at a silent protagonist, and it's one of those things you either love or hate. I may not have pulled it off the best, but still, thank you for your feedback!

As far as that secret graveyard thing you mentioned:

I'm glad you caught that ghost thing, that was actually a joke! When I published the game, I didn't realize I had left that mapping error in. But I thought I'd throw a little bit of humor in. Kinda' like the Sonic the Hedgehog game manual. If you remember in the original Sonic, there were these weird glitches that would sometimes occur that would instantly kill Sonic for no reason. If you looked in the manual, they'd hand-wave these glitches in the game as being "Dr. Robotnic's deadly traps"!


P.S. I really hate the fact that is only playable with keyboard, but it was fun so i kept playing anyway! :D :P


I feel bad about the mouse not working in the cockatrice event, but nevertheless thank you for sticking through it. I'm glad you enjoyed your time!
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