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ABOUT THIS GAME:

Vindictive Drive is a Thriller/Action game with cyberpunk elements and Real Time Action/Stealth mechanics following Arris Fern, a young woman in her cold blooded revenge against her father, the president of the most powerful nation, for the assassination of her mother 12 years ago.

Completely consumed by hatred and resentment, Arris will use the most cruel methods at her disposal to achieve her goal.

FEATURES:

  • Vindictive Drive's "battle system" rely on outsmarting security systems, avoiding cameras, and fooling your enemies using your computer and jamming devices, leaving the pistol as last resort.

  • Stealth is an important part of the game, you will be able to disable alarms and create distractions.

  • Story rich scenarios and suspense.

  • Talkative and friendly NPCs.

  • A lot of illustrations and animations made frame per frame.

  • Arris’ sour behavior.

  • Multiple endings.





Warning: This game contains depictions of suicide, abuse, and other forms of violence

VINDICTIVE DRIVE ON STEAM: http://store.steampowered.com/app/507400/Vindictive_Drive/

Thank you for supporting this NEET massacre.

Facebook page: https://www.facebook.com/balthasar02/

Latest Blog

Free Keys Event! - Vindictive Drive Definitive Edition

Hello players, I'm happy to announce the definitive version of Vindictive Drive, it fixed most of the issues in the previous versions of the game, and offers more content.



Changes:
  • *New areas and new pieces of the story revealed
  • *General bug fix
  • *Spanish language now available!
  • *Big graphic improvement(Portraits, hud, sprites and CG)
  • *Animated scenes improved
  • *New animated scenes
  • *Chapter 7 big Puzzle nerfed
  • *Added a bonus game, after reaching the good ending you will be given a code for it, in this new chapter you play as Eureka and Xera, an older hybrid, trying to escape the Seiten labs, here you will learn a lot of new details of Eureka's origin, Amy's plot, and more. This bonus game also contains two new bosses


Thank you for following the development of Vindictive Drive, special thanks to SometimesYou Publishing, as they did a splendid job as publisher, and to Morgan, who was an incredible support for me all this time.
A big thank you to my testers and reviewers, who helped to make this a better game too. It took some time to make, and it makes me feel proud to see some of the reactions it caused, I appreciate all of them.



I hope you like the new things and feel free to let me know what you think, even though I couldn't include all the things I wanted, I listen to my players and they have a lot of influence in the things that changed.

-Bal

Posts

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Yellow Magic
I'll never regain the bones I lost from my loneliness and sorrow
2993
This looks fantastic - I'm all about that cyberpunk aesthetic. Subscribed, and looking forward to trying out the demo ASAP.

Sick cosplay as well!
author=Darken
^best post

relevant rpgmaker cosplay is the best
author=Balthasar02
↑↑best post
Thank you forever Morgan! It's wonderful!
If anyone wants to see more of Morgan's work, here's the full photoset
Follow her for more amazing cosplay, she makes a lot of indie game ones.

And the project is still alive, going for the full version!

author=kalledemos
yooooo cosplay!
author=Yellow Magic
This looks fantastic - I'm all about that cyberpunk aesthetic. Subscribed, and looking forward to trying out the demo ASAP.

Sick cosplay as well!
Oh my goodness haha thanks you guys! I love this project
"Art style and gameplay looks familiar" *Checks Author* Insta-subscribed. Can't wait to see this game finished and also the sequel to the War of Existence.
author=MimickingApple
"Art style and gameplay looks familiar" *Checks Author* Insta-subscribed. Can't wait to see this game finished and also the sequel to the War of Existence.

Thank you so much! That's so kind of you, I hope to deliver a good product soon.
So, since the creator seems to have forgotten to update the RPGmaker page for... quite a while, I will have to inform the people here on his/her behalf.

Let it be known that the full release of Vindictive Drive is out now on Steam! Be sure to pick it up!
pianotm
The TM is for Totally Magical.
21633
And this game is buzzing! As it should be!
Alright, firing up my new copy.

I'll post any feedback/bugs/impressions here (unless you'd rather I PM'd it to you, Balthasar?), and when I've cleared the game, I'll put a review up on Steam.

-The cut-scenes are fantastic for an indie project. I really dig the visuals. That said, the intro credits feel a little cluttered, and the font feels blocky and basic. A slightly more discreet font would really help emphasize how much work went into that intro.

-The writing feels capable, but not polished. It might have benefited from an editing pass just focused on flow.

-Despite being the action key, Z does not confirm actions. Space does. I have not fiddled with the settings. This is how it runs out of the box. Both X and Esc work as cancel/menu.

-I ADORE the way stamina works re: sprinting. It's a hard, numerical gauge that depletes, waits, and then slowly resets. That is just right for a stealth rpg.

-Examining the bathroom door in Arris' room enters the bathroom, but so does standing in front of the door, facing in any other direction, and pressing confirm.

-Soundtrack feels atmospheric and cyberpunk and absolutely on-tone for what the game seems to be about.

-Arris really doesn't feel 14. She feels like a college kid. It keeps pulling me out of the narrative.

-The writing kind of swings back and forth between perfect and narmy. Some moments ("I don't want to spy on my neighbors anymore") are amazing. Others feel like the way they're phrased are actually detracting from the drama of the moment and of the visuals ("Wait, did I just call him abusive?")

-Compared with the polish of the menu screen and Arris' room, the first outdoors area doesn't really hold up. It feels vacant due to inattention.

-It is sometimes very unclear which objects on a map are interactive.

-The Hex Market layout, design, music, and visuals are all completely dope. I almost get a Persona-ish vibe.

-It's a little jarring, having Arris just make decisions to do stuff (like go after the college students) with little leadup or explanation as to why she's doing it. I like slow-reveal storytelling, and I like motives unfolding over time, but things feel kind of random at this point.

-It seems very possible to end up in the bank job without having any ammunition in your gun. Maybe start with a few bullets? I almost did this to myself, buying the hex gun at the bar, but decided at the last moment to play it safe by buying ammo.

-Combat feels very abrupt, but in kind of a good way.

-Targeting with the AP180 feels really weird. In the bank, I encountered things I could target, but that the AP180 missed because my sprite was facing in the wrong direction. Is this intentional?

-The latter half of the proper bank job, which Arris guiding the team, feels perfect. This feels like the game at its best.

-It is sometimes very unclear what sensor range is for the AP180. It is also sometimes very unclear when the player should be mashing the button for it every five steps, and when they should be sprinting. Are there map cues for detectable objects?

-Guns don't say which kind of ammo they use in their description. This feels like an oversight, when bullets are listed by caliber and not by the type of firearm they go in.

-The narrative gets much smoother as it builds, but that first impression is tough. You're going to have to coax potential players past the jankiness of the first twenty minutes. I'm not sure what to suggest about this, since a lot of the jankiness comes from the hotkey interface. The rest of it comes from the anticipation of the plot being a mess, although this anticipation doesn't actually manifest into reality.

-Chapter 3 starts really abruptly. Going to sleep after the bank job and then suddenly waking up tied to a chair could have felt more natural if there'd been more explanation of how it happened, but the story dives right into Frankie instead.

-BUG: Pistol bullets apparently do not pass through targets directly in front of you. I walked right up to Frankie and every shot started on the other side of his sprite, not even generating miss messages.

-I feel like "don't kill him" should be changed to "something else". I attempted to spare Frankie since Arris said she needed him alive, but the spare him option just results in her deciding she doesn't need him for anything after all. That feels like poor design, as it gives the player no indication of what they're actually choosing. "Something else" at least gives the implication that Arris is going to be sadistic instead of merciful. I think it might also be worth retweaking the dialog so that Arris considers sparing him because she needs him, and then discards that idea out of hand before the choice is presented.

-Plot elements like Arris falling asleep start off feeling very arbitrary and sudden, and then begin resolving into a clearer picture of what's going on. I really like this, and it's very genre appropriate, especially in a cyberpunk story that focuses on depression and damage and guilt. Without outright describing them (so far), the game also does a really apt job of telling the player what a panic attack is like, and what depression is.

-Luna's Pistol is "powerful, but harder to use", but it has higher accuracy than the standard 9mm

-I feel like a simple selectable map of places to visit would have been better for this game than walking from location to location in rpgmaker map mode. The insides of houses, "dungeons", etc all need to be done as rpgmaker maps for gameplay reasons, but the least polished part of the game for me has been walking around the city, and your art and animation skills are really solid.
author=kumada
Alright, firing up my new copy.

I'll post any feedback/bugs/impressions here (unless you'd rather I PM'd it to you, Balthasar?), and when I've cleared the game, I'll put a review up on Steam.

Hello Kumada, thank you very much for playing and taking your time to share your thoughts with me. It is fine like this, maybe you could just hide them though, just in case someone reads a possible spoiler(if any).

There will be a new update of this game once the translations are finished, and just like I did with the critics to the previous builds, I will absolutely have your thoughts in mind to fix certain things, so thank you very much for helping me improve the game even more.

As for some of the points here, it is impossible to leave the bar before the bank raid without ammo, if you try it you're stopped and instructions pop up, however if the player spends all the money in other things(just after getting warnings about ammo) there's a chance of them getting stuck in the bar, temporarily, since they can re sell whatever they bought and that scenario sounds very rare, however I'll just add some ammo by default.

Luna's pistol should be harder to use(for some) because it has a small cooldown between shots(I think 25 frames against 5 frames for the other pistols)

Arris is 22 years old.

My intention with "don't kill him" was to show that attempting to show mercy going against Arris' character will only end with a sadistic act unless she developed certain level of humanity, which is impossible so early in the game, she lets him live after all.

I made one tile shots to always fail for players using pistol simply to make a bit clearer that Arris kind of sucks with these in the first part of the game, I could reduce her accuracy instead, though.

The AP180(and also the Netframe) have poor range, the direction you're facing doesn't really change this.

Thank you very much, I will have your thoughts in mind for the last build(especially those about the quality of certain maps)
The AR180 thing definitely sounds like a bug. I'd locked on to the last motion detector in the bank and had to send out three pulses or so in order to hit it. I ended up running my battery down to 300.

One tile shots always failing feels weird from a verisimilitude perspective. At that kind of range, it should be difficult to miss, unless the enemies have all been trained in Krav Maga or something. If you're going to go with it, I'd suggest making a mention of it somewhere in the game. Otherwise, it definitely felt like a bug to me.

It seems like Luna's pistol should just say it has a longer cooldown.

I'm not sure why I thought Arris was 14, but that as a very distinct impression I had. Was the age 14 mentioned anywhere in the text? Have other players had that impression? It is also very possible that I just imagined that detail.

I genuinely like that Arris' choices are to kill or maim, and that turning aside that drive to kill results in her being sadistic instead, and that killing, for her, is therapeutic and helps her normalize, but I don't think the way the choice is written and what the choice is actually about lines up right now. By not letting the player know what they're choosing, it takes away player agency, and player agency is what gives meaning to choice.

I'm going to play a bit further, and I'll try to keep anything spolier-ish sufficiently obscured in my feedback. I've always had troubled with spoiler tags on rmn, but maybe I can get them to work this time.
better hide that bad boy before the mods kick in your door and throw you out the window for double posting ;j

jokes aside, it says at the very beginning of the game that arris is 22
I don't remember the number 14, the closest thing would be 12(as for mom died 12 years ago)

About how things are narrated in the game, there's an explanation for that later, I don't want to give spoilers, but what I can say about Arris and Frankie is that Arris wasn't aware of these things herself. So I don't find it fair to let the player know what they are choosing.

As you may discover later in game with the Cartridge Locked Choices, choices are all about Arris' mindset and not the player "choosing" directly, the only thing the player can do to choose in a different way with different views is to make Arris develop her character differently, which is impossible so early in the game.
EDIT: Sorry for accidental double post, I thought I was responding to a new comment.

author=kumada
-How on earth do you unlock the car? I can't use items, and I've talked to everyone as both Arris and Luna. Both the exits to the west and the south are plot-locked. Is there something I'm missing, or is this a bug?

Use the netframe to unlock it, then collect the item using the Micro Drone.
@Atlas, I'd thought I could remove the post after testing the spoiler tag, but apparently I cannot. I'll move the content from it to the post before it.

@Balthasar, I like the idea that the choices are slow, small changes in how Arris behaves, but that first choice still feels like the wording is off.
Paralyzing the guy, leaving him alive, not using him to further her agenda, and leaving her fingerprints on the blade
is like being given a yes/no choice to brush your teeth, and then when you choose 'no' you sort of half-brush your teeth and then jam the toothbrush to the hilt into your eye. At least with "something else", there's enough of a warning to the player that Arris is about to behave very unstably.

Edit: here's the moved stuff from the above post.

-Every time you re-enter the Freija lobby, the sensors respawn. You can creep in the back and, as long as you have enough batteries, endlessly farm sensor codes off of them.

-The long custscene after
opening Geris' computer
felt really disjointed. The graphic for the tree also felt really out of place, my first reaction was to start laughing when it appeared. The animation is cool, and I like how much of it there is, but this felt like a bit too much.

-It is pretty unclear (until you die the first time to it)
how the helicopter's tracking solution works
. It's basically a big invisible circle on the map, loosely correlated to the sweeping red lights. I was several squares from the lights, the circle popped up, and I died instantly.

-The soundtrack starts to play a different song for half a moment after
Arris gets shot in the eye
, then unfades from black and begins playing something else. Was this a messed up audio cue?

-Pachelbel's Canon feels like a weird soundtrack choice. Tone-wise, it's spot on, but I can't shake the part of me that instantly goes "really?! Pachelbel's Canon?!" whenever I hear it.

-A lot of plot details that come out during
the stuff in the Freija building
feel like there's this long backstory novel I should have read to understand where they're coming from.

-"Chapter G"? I no longer have any idea what this game is doing. It would have ruled on Newgrounds back in the day, but there's a narrative coherency that just kinda feels like it's missing.

-I really like how the sniper rifle works. Selecting enemies in stopped time is way more satisfying than trying to line up with them in realtime for the pistol.

-The longer this goes, the less I feel like I'm playing a game and the more like I'm watching a very confusing cutscene.

-Saying 'thank you' gets you a bunch of painkillers from the nice stranger. This seems...weird.

-How on earth do you unlock the car? I can't use items, and I've talked to everyone as both Arris and Luna. Both the exits to the west and the south are plot-locked. Is there something I'm missing, or is this a bug?

2nd EDIT: Sorry. I did this to us. Now our post order is all screwed up.

@Balthasar, I can't use the microdrone or the netframe. I have both items hotkeyed, but neither can be used. There's no error message. Just, pressing the key does not cause them to happen.
author=kumada
I can't use the microdrone or the netframe. I have both items hotkeyed, but neither can be used. There's no error message. Just, pressing the key does not cause them to happen.

Not sure how you got that to happen, but if all else fails you can bust out your crowbar and give it a good whack.

EDIT: Okay, actually I believe you may have just missed the top right path in the next map over.

-

For the choice thing, I think instead of looking at it through the lens of 'my choice will have x effect' if you looked at it as 'my choice will reveal x about the protagonist's mindset,' it becomes a lot more reasonable :0
author=kumada
@Balthasar, I can't use the microdrone or the netframe. I have both items hotkeyed, but neither can be used. There's no error message. Just, pressing the key does not cause them to happen.

That's extremely weird, it was tested and dozens of players passed through that area without a problem.

I'm assuming you mean the puzzle after you talk to Luna, follow her to the repair shop, and go back, right?

EDIT: Here's a video of how to solve this puzzle

author=kumada
It's basically a big invisible circle on the map, loosely correlated to the sweeping red lights. I was several squares from the lights, the circle popped up, and I died instantly.


Okay to correct you on this one, it's not a big circle, all of those lights are independent attacks - what probably happened is that because each one is kind of small, when it triggers an attack on the next tile over it looks like it's still distant from you especially because of how slow they are. Also, they're not actually instant death if your HP is high enough.

author=kumada
"Chapter G"? I no longer have any idea what this game is doing. It would have ruled on Newgrounds back in the day, but there's a narrative coherency that just kinda feels like it's missing.


Just look at the names! Arris's alias Gevie, based on her mother's name Geneveive, who founded the project that she's now accessing. Also 'Galick' Key -
there are a lot of Gs involved here, I don't think it's a stretch to see the connection or draw some kind of narrative coherency from this.
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