HOUSEKEEPING'S PROFILE

My name's Kasey Ozymy. I'm a game designer from Texas. I made Jimmy and the Pulsating Mass and am currently working on Hymn to the Earless God.

Check out Hymn to the Earless God:
https://store.steampowered.com/app/2165130/Hymn_to_the_Earless_God

Buy Jimmy:
https://store.steampowered.com/app/706560/Jimmy_and_the_Pulsating_Mass/
Hymn to the Earless God
Live and die on a hostile world.

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A Very Long Rope to the Top of the Sky

I'm glad it's still engaging you! And, yeah, I'd totally love to get a review--any attention this game could get would be great. Now that I've got some time off, I'll probably be playing some more games and firing off reviews (just submitted one a second ago).

Needing some RPG title names?

The Kaname Code

...Please forgive me.

The 2013 "Official" Misao Predictions and Discussion Thread

author=Addit
author=Housekeeping
would a game released in December be eligible for the Misaos in, like, 2014?
No. Any games that were released prior before January 1st, 2014 cannot be eligible for any Misaos. I’m not sure about if a game had a demo release, say, in 2013 only to have the full version released the next year and can be voted for “Game Of The Year," I guess that’s the only exception to the rule, but I’m not 100% sure.



Well, crap. I don't think I'd win game of the year or anything, but a shot at best storytelling would have been pretty sweet. I guess it's not the end of the year, yet, so who knows. Too, I really just want what everyone here wants: lots of people to play my game.

The 2013 "Official" Misao Predictions and Discussion Thread

Since we're on the subject of selfish inquiries, I have a question: is there a grace period for games that are released late in the year? In other words, would a game released in December be eligible for the Misaos in, like, 2014? You know, like a game that didn't attract much attention, but then slowly built a fan base over the course of a year...hopefully...

A Very Long Rope to the Top of the Sky

Hey, I'm glad you're enjoying it! Don't feel bad about not knowing you can save on the world map; I grew up playing RPGs where this was the standard, and it's easy to forget that everyone might not have the same frame of reference as me.

A Very Long Rope to the Top of the Sky

Mint says:
...

A Very Long Rope to the Top of the Sky

Yvette says:
It's no big surprise I'm a breakout star. If it were up to me, this game would be called "Yvette's Magical Unicorn Adventure." They had to can the idea in pre-production because we spent all our money buying a real, live unicorn. It was really sad to have to let all the cast and crew go. That unicorn was delicious, though.

A Very Long Rope to the Top of the Sky

Ah! Do you have an old version (like several months old)? The boulders shouldn't be able to knock you off the map, and if you update the game and move your save file over, the puzzle is a lot easier. If that's not the case, here's my advice for that boulder part (and I need to figure out how that glitch is still happening):

-First off, you can save on the world map; you're the second person who hasn't realized this, so I should throw some dialogue in about it the next time I update it. I was just using old school rules thinking everyone would be hip to them.
-You can get to right before the first gap in the steps and the boulders will hop over you.
-I'm not sure exactly why people have trouble with this part, but it might be because they're panicking. Don't be afraid to take things slow (though you should hold shift to run). What I mean by this: every step up is progress. I ran through it again and paid attention to my behavior. I tend to run into the gaps between boulders and then while the boulders to my left or right are moving down, I plan out my next route. You still have to think fast, but there are little pauses as you run up the mountain. I don't know if that'll help or not, but I hope it does! Let me know how it goes.

Edit: also, if you do see that boulder at the bottom of the step, just walk one screen to the left and go back; the puzzle will reset.

A Very Long Rope to the Top of the Sky

Dang. This was a puzzle I was a little afraid of. You do have to memorize, but I think of it as, like, "move straight up" when there's no pits and a wall in that direction, then like "two left" if there is a pit. Writing this down will work, too, which I guess you did.

However, the real exit is in the basement with the spikes. You don't even have to do the lights out puzzle. The sign before that room says "The path to God is covered in thorns." So, this puzzle is completely optional.

[Poll] What do you think about multiple endings?

author=unity
author=RyaReisender
SaGaFrontier is my favorite game of all time. =3
I can understand that. It has a lot of charm and good points, despite its messiness. Even though I only played through it once, I'm glad I did.

Back to the topic at hand, I have a specific question. If I have a situation where the main villain of the story unleashes a greater evil, but at some point realizes that he's in error and tries to redeem himself and help the heroes, would it feel like a cop-out that when it comes time to deal with that villain's fate, the player doesn't get a choice in the matter and the story/characters just decide if the villain lives or dies?

Especially when giving them that choice would necessitate a separate ending to it. So either the story is told regardless of how the player feels about a major part of it, or there's the need for multiple endings, which could annoy the player.

If the game gave the choice to kill the main villain, would it work better if there really isn't a "right choice" and both endings are happy but different? Or at least neither of them feels like a "bad end?"


That's something that you have to decide for yourself. Either way would work fine, but it depends on the themes and intent of the story. If your game is about morality, then giving the player the option would work into that. That's not to say it has to, especially if you haven't been giving moral actions that impact the story/gameplay prior to this. Forcing your game to give the player a moral choice out of the blue could just end up seeming out of place and irrelevant. Think about the intent of your story and what would be best for it.