HASVERS'S PROFILE
Hasvers
1298
Exeunt Omnes
A game of strategic sophistry. Convince or crush the teenage girl who wants to end your reign of evil.
A game of strategic sophistry. Convince or crush the teenage girl who wants to end your reign of evil.
Search
Filter
Discourse-themed games (vol 1)
author=Kylaila
Thanks a bunch! I'll definitely check these out.
Actually it's thanks to you, your comment about the Ace Attorneys made me think of Socrates Jones and I knew I had to make that list.
author=Merlandese
I also recommend adding Goblin Noir: Cement Shoes are Highly Unfashionable. It uses dialogue battling, and has a lot of character. Another great entry idea to come from the contest.
Many thanks, I decided to try it for five minutes, and here I am one hour later. Best urban fantasy I've seen in a while, remarkably seamless battles of wit, and so much fun!
I'm welcoming more suggestions for a second volume of that compilation, coming shortly. There are tons of games where people talk, but I'm really interested in those that either do something new (even if slightly underwhelmingly, like Dangerous...), or do something more traditional exceptionally well. Goblin Noir is interestingly a bit of both, so it fits right in.
Last Word (IGMC Version) Review
author=Merlandese
Actually, speaking of channel excursions and "other games" simultaneously, I was contemplating making a sort of indirect sequel to Last Word starring a different person about five years later on a luxury cruise-liner. XD
I kind of like the world of it, and I've been tossing around an "upgraded" idea of the Discourse system that uses body language as well. But that's, like, incredibly early right now.
That would be fantastic, I'm imagining something along the lines of "A Supposedly Fun Thing I'll Never Do Again", but with monocles.
In any case, you absolutely have to do more with this world, this style and these concepts. Even if Last Word has something slightly final about it, it can certainly work as setting-building, The Hobbit-style. A prequel on the origins of the legendary Whitty Gawship. Will we ever get to know how her house fell, by the way?
Exeunt Omnes Review
author=nhubiSame here! Every time I see someone else trying there hand at this concept (from Facade, to Galatea by Emily Short), I discover new great ideas and I feel a little less alone ;)
with this and other discourse driven games being developed, I can only hope a trend is beginning.
And I am quite hopeful about the bluff system as well, actually it's a part of something larger: every link will have an argumentative style and some are so specialized (e.g. statistical inference) that you access them only with a highly skilled orator.
That way, when there's a link that doesn't seem right, you are never 100% sure whether it's a bluff (in which case you can ridicule your opponent) or a highly sophisticated argument (in which case you'll be humiliated if you call them on it).
This will be especially important in fights where you have an audience, and shaming your opponent is more important than convincing them.
Last Word (IGMC Version) Review
author=MerlandeseThere's always DLC. An excursion across the Channel, perhaps?
My only immediate regret is not naming the game Le Mot de la Fin
Glad my feedback helped a little!
Actually, what are you intending to change for the potentially commercial version? And since we're at it, do you have plans for other games in a similar spirit?
PS: Profit Motive has a lot of charm, it's more about business management than idle conversation but I'm quite sure you will like it, perhaps more than the Logomancer.
Exeunt Omnes
I do happen to fancy bow ties and top hats quite a lot nevertheless!
Even if that doesn't fit in a review, I'd still like that sort of commentary. A lot of things can be explained away by the rush of the contest, but there are many more I could have done better still. Who knows, we might find a way to combine our ideas and lay the ground for a new genre of perfect rhetorical games...
author=Merlandese
I know I would have struggled a little to refrain from speaking about design experiences.
Even if that doesn't fit in a review, I'd still like that sort of commentary. A lot of things can be explained away by the rush of the contest, but there are many more I could have done better still. Who knows, we might find a way to combine our ideas and lay the ground for a new genre of perfect rhetorical games...
Exeunt Omnes
author=Ratty524
I like the art and the premise of this game. I'll give this a shot sometime.
Please do, I'll be glad to hear your thoughts.
author=Merlandese
Alright, gearing up to check this one out! You humbly didn't mention it in your review of Last Word, but you can't hide these things. XD
Hahah yes I was only half-subtle about it, but it would have felt mildly knavish to openly advertise my own game while writing about someone else's. Even if we have very little conflict of interest as we're doing quite different things with our common interests ;)(I will have to be more tongue-in-cheek and quirky in the next game though, it just didn't fit so well with my angsty philosophical teenagers).
I hope you enjoy it as well!
Exeunt Omnes Review
It would be a mild understatement to say that you've just made my day :)
I was especially afraid of the reception of the writing, as breaking a conversation into pieces without making it too mechanical often felt nigh impossible. I still have ideas on how to make it more natural, but it's a huge relief that you liked it nevertheless.
I'm also glad that you got to see every ending! It is, after all, a game of final monologues ^^ There are four songs, two of which are used only in some endings, and I had originally planned to have different graphics for every one as well. (but working on the engine took most of the contest time)
Indeed, this is the part which I hope to improve on most in future games. First, the opponent will be much more active, making the possibilities less static. You will start the conversations with a certain number of nodes that are known (or learned from previous conversations), so that you can plan a trajectory in advance. And among other additions, it will be possible to create false links using logical fallacies, at risk of losing face if you're called on your bluff by the opponent.
But mostly, I will be counting on a lot of playtest, with players telling me what they would have wanted to say at any given point, so that I can refine the argument map. We will see when I get there!
Again, all my thanks for your comments!
I was especially afraid of the reception of the writing, as breaking a conversation into pieces without making it too mechanical often felt nigh impossible. I still have ideas on how to make it more natural, but it's a huge relief that you liked it nevertheless.
I'm also glad that you got to see every ending! It is, after all, a game of final monologues ^^ There are four songs, two of which are used only in some endings, and I had originally planned to have different graphics for every one as well. (but working on the engine took most of the contest time)
author=Kylaila
The only gripe I have is that you cannot freely form a tactic.
Indeed, this is the part which I hope to improve on most in future games. First, the opponent will be much more active, making the possibilities less static. You will start the conversations with a certain number of nodes that are known (or learned from previous conversations), so that you can plan a trajectory in advance. And among other additions, it will be possible to create false links using logical fallacies, at risk of losing face if you're called on your bluff by the opponent.
But mostly, I will be counting on a lot of playtest, with players telling me what they would have wanted to say at any given point, so that I can refine the argument map. We will see when I get there!
Again, all my thanks for your comments!
Exeunt Omnes
Thank you so much!
Ever since I read Das Glasperlenspiel ten years ago, I've wanted to make something that you could both play as a strategy game or read as a conversation, and that would make sense in either case.
There's still a lot of work to get there, but Exeunt Omnes was a fun proof-of-concept for the system. There's a "real" game in the works, I hope you will like it as well (but don't hold your breath until it's done!)
As for the bug, I think I've found where it comes from. If I get it, I'll release a patch within 24 hours. Thanks again for reporting it.
Ever since I read Das Glasperlenspiel ten years ago, I've wanted to make something that you could both play as a strategy game or read as a conversation, and that would make sense in either case.
There's still a lot of work to get there, but Exeunt Omnes was a fun proof-of-concept for the system. There's a "real" game in the works, I hope you will like it as well (but don't hold your breath until it's done!)
As for the bug, I think I've found where it comes from. If I get it, I'll release a patch within 24 hours. Thanks again for reporting it.
Exeunt Omnes
Thanks!
Would you mind sharing a few details about your system so I can try to figure out the causes of the crash? (which version of Windows and which resolution, mostly)
Would you mind sharing a few details about your system so I can try to figure out the causes of the crash? (which version of Windows and which resolution, mostly)
2014 Indie Game Maker Contest
Is anyone else creating a contest folder and just filling it with games to play? Currently I just have In Arcem Miseria, Painted Heart and Sunken Spire (which is oddly not listed here?). I played the first 20 minutes of each and they're all hot shit.
Ah great! I've been looking for a list of actually good games, after sifting through pages of, er, more naive stuff. Top votes unfortunately do not reflect that so well.
IMHO Little Briar Rose is completely underexposed. Not an RPG and gameplay isn't much, but it's easily the most beautiful game of the contest. I'll be glad to lose to them.
Entity is a quite nice little game as well (+ plays in browser).













