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Hasvers
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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.
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Forum Game: One Letter Off
Gosh, this is the bestest topic. Lemme try a few.
Prion Break : A herd diagnosed with mad cow disease is sent to the slaughterhouse. One heifer, with spots shaped exactly like a map of New Zealand, devises a clever escape plan.
The Silence of the Labs : Young biology students disappear one by one after registering for ominous Animal Lectures.
No County for Old Men : Struggle of Republican Party in local elections.
The God Rush: Young missionary travels to Utah, starts holy war.
Oldfinger: Trendmaker with dazzling good looks must stop has-been designer from making steampunk go stale.
Vertig: German movie. A detective retires. The end.
Pup Fiction: Sequel to Fight Cub, deemed "best Samuel L Jackson poodle impersonation yet" by critics.
Apocalypse No: Actually, Vietnam wasn't that bad.
I will refrain from making one on Mass effect.
Prion Break : A herd diagnosed with mad cow disease is sent to the slaughterhouse. One heifer, with spots shaped exactly like a map of New Zealand, devises a clever escape plan.
The Silence of the Labs : Young biology students disappear one by one after registering for ominous Animal Lectures.
No County for Old Men : Struggle of Republican Party in local elections.
The God Rush: Young missionary travels to Utah, starts holy war.
Oldfinger: Trendmaker with dazzling good looks must stop has-been designer from making steampunk go stale.
Vertig: German movie. A detective retires. The end.
Pup Fiction: Sequel to Fight Cub, deemed "best Samuel L Jackson poodle impersonation yet" by critics.
Apocalypse No: Actually, Vietnam wasn't that bad.
I will refrain from making one on Mass effect.
Time to work on this game again*2.
I'm expecting some incredible plot twist that will reveal all these Mexican standoffs were in fact Canadian lie-ins all along.
Time to work on this game again*2.
author=kentona
Will there be duel pistols?
There were a few mexican standoffs already so it would be appropriate. Although I was sorely disappointed by the lack of doves.
Also, I believe the tridents are actually epileptic trees.
Time to work on this game again*2.
Well I finally managed to get back to this game, and just completed the first four parts, and I would like to signal before going further that you, sir, are among my heroes. Like, totally. I'll try to write a review one of these days, but in a few words, this game continues to shine by its depth and consistency of gameplay on one hand, and atmosphere and character development on the other.
I was well aware of the first aspect already, so I was mostly impressed by the second, which really takes flight as the chapters go by. Everything is conveyed subtly yet very efficiently, and I loved all the small clues, the red herrings, the elegant decay of everyone and everything and the intrinsic awesomeness of Mister Lee.
I should remark that worldbuilding through logs and diaries is slowly getting tired in videogames, but this is one example of a game where the balance with other narrative options is adequate and I didn't mind it a single second.
Therefore, I couldn't be more happy to learn that this hiatus is already over. You have all my support and cheering in your advance toward the glorious conclusion of this project.
I do realize that this is not a very constructive comment, but darne it, you're doing a great job and that's worth saying every so often.
I was well aware of the first aspect already, so I was mostly impressed by the second, which really takes flight as the chapters go by. Everything is conveyed subtly yet very efficiently, and I loved all the small clues, the red herrings, the elegant decay of everyone and everything and the intrinsic awesomeness of Mister Lee.
I should remark that worldbuilding through logs and diaries is slowly getting tired in videogames, but this is one example of a game where the balance with other narrative options is adequate and I didn't mind it a single second.
By the way, as I think you'd like to know that your red herrings worked - although I have no idea of what was intended as such and what is pure hermeneutics on my part - I'll give you a few reactions to the plot itself. I guess you'll find it even more entertaining if it wasn't planned at all.
For instance, I was instantly suspicious of Derichard. There's a lot of small things that are unsettling about him - about the others too, but it is clearer that they are mostly just losing their mind - and there are many sinister comments that briefly seem to apply to him.
When Columbine said "there is a monster right under your eyes", I really though we were going to corner him at last. Needless to say, the mimic managed to be totally surprising despite the fact that I had seen the sprites here before.
"Okayyy a monster, of course I knew it, well imma check the stupid desk and box first and WHAT THE oh, ok"
Likewise, there's a lot of foreshadowing of events that I took as herringish explanations for the current state of the station - including the insects or the parasitic synthesis when they are first mentionned in part 2 or something (strangely enough my thoughts hadn't clicked on the VR, so our dear nihilistic friend bringing it up was great too) - yet turned out to be (probably) completely different from what I expected.
Oh yeah, also I have no idea of what to expect about the tridents, but the moment I saw the artifact and realized that these seemingly purely meta, gameplay-related constructs are conspicuously shaped after it, I thought it was a brilliant idea, whether it has any deeper significance or not.
For instance, I was instantly suspicious of Derichard. There's a lot of small things that are unsettling about him - about the others too, but it is clearer that they are mostly just losing their mind - and there are many sinister comments that briefly seem to apply to him.
When Columbine said "there is a monster right under your eyes", I really though we were going to corner him at last. Needless to say, the mimic managed to be totally surprising despite the fact that I had seen the sprites here before.
"Okayyy a monster, of course I knew it, well imma check the stupid desk and box first and WHAT THE oh, ok"
Likewise, there's a lot of foreshadowing of events that I took as herringish explanations for the current state of the station - including the insects or the parasitic synthesis when they are first mentionned in part 2 or something (strangely enough my thoughts hadn't clicked on the VR, so our dear nihilistic friend bringing it up was great too) - yet turned out to be (probably) completely different from what I expected.
Oh yeah, also I have no idea of what to expect about the tridents, but the moment I saw the artifact and realized that these seemingly purely meta, gameplay-related constructs are conspicuously shaped after it, I thought it was a brilliant idea, whether it has any deeper significance or not.
Therefore, I couldn't be more happy to learn that this hiatus is already over. You have all my support and cheering in your advance toward the glorious conclusion of this project.
I do realize that this is not a very constructive comment, but darne it, you're doing a great job and that's worth saying every so often.
Left in the Dark
Hey this was rather fun, mostly due to the nice setting (urban fantasy in my RMN ?), sheer charisma of the protagonist, and funny little messages (which did detract a bit from the atmosphere at first, but were great for giving a sense of progression). This could become the basis for a real game, if you find a way of using magic that involves a little more thought than "detect type of obstacle - backtrack to portal".
This game is hard.
I do it all the time actually, saves a lot of mental health since only one guy at a time is frightened by enemies.
Set Discrepancy Review
I've been meaning to play the new release for a long time and then write a review, but since we're at it, I find this review interesting but quite harsh concerning the gameplay : I'm not a big fan of being castrated by a Random Number Generator either, but (unless the game balance underwent huge changes since version 0.something) I found that this game shines in that actual careful planning is almost always able to reduce the risk of failure to a very acceptable margin. Especially in combat. As for crates, I do understand your frustration a bit, yet I would hardly resent a game for failing to open some totally random and optional container without even having a skill level vastly superior to the requisite minimum.
Having to be really careful in your use of MP and the relative scarcity of the associated medicine are IMHO an essential part of the gameplay : for instance, it encourages breaking groups apart to send the saner characters as scouts, and then using clever timing in moving different characters between different rooms, which is really challenging and fun. It also comes with a simple lesson : if you don't know how to shoot, don't use a firearm ; I had a feeble engineer too, and I did quite well relying on more able characters and using wrenches and having enough action points to hit enemies thrice before they can retaliate.
Anyway, the most elegant way that I know for avoiding repeated strings of failure (that's the law of small numbers for you) is something I saw on a P&P design website : random sampling without replacement, i.e. instead of a D20, having 20 cards that you draw and don't put back until you've got them all. Of course each type of activity needs to have its own set, so that you cannot ensure a critical in a fight by failing to open a crate 19 times before.
But honestly, knowing how to deal with probability can be a good design element if there are significant ways of concentrating or diluting the probabilities, as there are in this game. Becoming proficient at this kind of games makes you a better financier, too.
Having to be really careful in your use of MP and the relative scarcity of the associated medicine are IMHO an essential part of the gameplay : for instance, it encourages breaking groups apart to send the saner characters as scouts, and then using clever timing in moving different characters between different rooms, which is really challenging and fun. It also comes with a simple lesson : if you don't know how to shoot, don't use a firearm ; I had a feeble engineer too, and I did quite well relying on more able characters and using wrenches and having enough action points to hit enemies thrice before they can retaliate.
Anyway, the most elegant way that I know for avoiding repeated strings of failure (that's the law of small numbers for you) is something I saw on a P&P design website : random sampling without replacement, i.e. instead of a D20, having 20 cards that you draw and don't put back until you've got them all. Of course each type of activity needs to have its own set, so that you cannot ensure a critical in a fight by failing to open a crate 19 times before.
But honestly, knowing how to deal with probability can be a good design element if there are significant ways of concentrating or diluting the probabilities, as there are in this game. Becoming proficient at this kind of games makes you a better financier, too.
Episode 5 Beta - Next Week
Woo-hoo !
New versions of both IMTS and Set Discrepancy coming out at the same time, it's like RM Christmas ! Or the summer Steam sales !
Count me in.
New versions of both IMTS and Set Discrepancy coming out at the same time, it's like RM Christmas ! Or the summer Steam sales !
Count me in.
Old demo download link
author=blueperiod
it actually won't be a huge part of the main plot. The story revolves more around politics and family and less around fantastical concepts.
Glad to hear it ! Having fantasy elements without them becoming the sole focus of the plot is rare enough. I really appreciate that this game will stay more character-centric, seeing as you do this very nicely.
I'll be waiting for the next release with much interest :)
Old demo download link
Yay, I finally played through this ! (took me some time to muster the courage to replay the old demo too due to the save file bug, but it wasn't that bad since some scenes have been added)
Honestly, I don't know why you want to revamp the beginning, it is great already ! Everything from the mapping and especially the writing and music are way better than most games to be found around these parts.
Although the historical/political/chivalric setting isn't the most uncommon in videogames, this game does a better job than most in rendering it, probably thanks to the great characters and writing - whose slightly overdramatic formality actually contributes quite positively to the atmosphere. Therefore, I feel that there're lot of things to explore in your setting already without adding some more standard RPG/fantasy elements
But, well, that's your call to make and your story to tell, and I will follow the future releases of this game anyway !
Honestly, I don't know why you want to revamp the beginning, it is great already ! Everything from the mapping and especially the writing and music are way better than most games to be found around these parts.
Although the historical/political/chivalric setting isn't the most uncommon in videogames, this game does a better job than most in rendering it, probably thanks to the great characters and writing - whose slightly overdramatic formality actually contributes quite positively to the atmosphere. Therefore, I feel that there're lot of things to explore in your setting already without adding some more standard RPG/fantasy elements
i.e. I don't care much for "saving the world from demons" situations and this feels like it might become one.
But, well, that's your call to make and your story to tell, and I will follow the future releases of this game anyway !













