INDRA'S PROFILE
Hallo, I make games.
I'm a mapper/writer and try to escape all other aspects of dev as much as I can.
My pastimes include consuming unhealthy amounts of manga, yaoi pr0n and begging people to work with me so I don't have to event or do gameplay.
Also expect HOARDS of typos from me. And rants. Much typoed rants.
I'm a mapper/writer and try to escape all other aspects of dev as much as I can.
My pastimes include consuming unhealthy amounts of manga, yaoi pr0n and begging people to work with me so I don't have to event or do gameplay.
Also expect HOARDS of typos from me. And rants. Much typoed rants.
In Search of Immortality
The Alchemy Guild sends an expedition to retrieve the Elixir of Immortality from the sage Tarneu's tomb.
The Alchemy Guild sends an expedition to retrieve the Elixir of Immortality from the sage Tarneu's tomb.
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Origin
AHHHHHHHHHH! Don't do that! Don't do that to me, you vile fiend!
If you raise my expectations like that I'm going to die waiting for the release!
Noooooooo! OTL
If you raise my expectations like that I'm going to die waiting for the release!
Noooooooo! OTL
Origin
Origin
Lorelai, Queen
Hah, you'll eat your words XD The other chapters are now running too dang long. I'm having to make "sidequest breaks" to make the plot density lower.
I apologize for the blandness of the battles in the demo. Databaseing and balancing was my lowest priority so far (meaning I have more trouble setting to work on writing and eventing, databaseing is just less interesting but not as troublesome as writers block, or writers tangle, or writer's "omg wtf, where am I, where was I going?!"). The demo's combat will probably be heavily revised in the final release, overall I didn't want to bog down gameplay as being too hard on the demo (I will openly admit I go more for showcasing the story u.u) The idea is that since combats are limited (no repeatable fights) each will be challenging (that's the idea, I will try, and then I will be flamed for being unfair and cheap. I see hellish balancing issues ahead...XD)
Anyway, thanks for the praise, and hope you like the finished game when it's out >3
I apologize for the blandness of the battles in the demo. Databaseing and balancing was my lowest priority so far (meaning I have more trouble setting to work on writing and eventing, databaseing is just less interesting but not as troublesome as writers block, or writers tangle, or writer's "omg wtf, where am I, where was I going?!"). The demo's combat will probably be heavily revised in the final release, overall I didn't want to bog down gameplay as being too hard on the demo (I will openly admit I go more for showcasing the story u.u) The idea is that since combats are limited (no repeatable fights) each will be challenging (that's the idea, I will try, and then I will be flamed for being unfair and cheap. I see hellish balancing issues ahead...XD)
Anyway, thanks for the praise, and hope you like the finished game when it's out >3
The end of the Witch of Lorven
Beginner's Intimidation and High Standards
In my experience, feedback of any sort (including the thoughtless or overcritical sort) has been of help, specially starting out, even if it's when it hurts the most (because you're not used it it).
When I first started REALLY putting some work to any one project (years after I first fiddled with a RM program) and felt secure enough to show anyone other than a close friend (who, no matter how hard you prod and poke to be objective would never be able to say "it sucks" to my face) I got some damage over the fact that, *gasp*, my project was not as awesome as it seemed in my mind.
That by iself is helpful. Getting self-complacent doesn't help as far as I'm concerned (lazy by nature). Yeah, part of me is always wishing for praise and showers of "wow, awesome game!" comments. Even if those answers do come sometimes, they are not as helpful as real (if annoying, accurate or even things you don't feel like changing) criticism.
The very first demo I posted on the first game forum I participated went largely unnoticed (to my frustration) until it got a official review (or sorts). It basically boiled down to "has potential, BUT...". What really hurt was that the story and dialogue, which is what I always thought was my forte and the aspect I liked the most, was criticised. It also got some other feedback that pretty much knocked all my pretentious and complacent opinion of my own work to the ground. In a good way.
While it was a blow, I got over it and it HELPED. If I look back now at that demo (and it was, what, half a year or so ago?) I've gotten much better (I hope, I think).
In my current project I literally PESTER every single friend to give me feedback and prod them to be harsh, because while "it's nice, keep at it" is good for the ego, it doesn't really help me much when it comes to improving.
It's nice to dream of being famous and skilled (I know I do), but refusing to listen to advice doesn't help. Even if said advice can seem downright offensive to you when you first read it, as if someone was insulting your firstborn baby. It takes some getting used to accepting that yeah, the thing in your head and the game people are playing is not the same. Or your tastes are not the universal standard.
So yeah, being a begginer is harsh, but it doesn't last forever. You eventually stop being a begginer (if you listen). Actual criticism should be cherished. Also, life is a bitch too, so learn to take a few hits, for your own good.
(Sorry if I came off slightly chaotic in the post, new and not used to the community XD *insecurity raging in the backbrain*)
When I first started REALLY putting some work to any one project (years after I first fiddled with a RM program) and felt secure enough to show anyone other than a close friend (who, no matter how hard you prod and poke to be objective would never be able to say "it sucks" to my face) I got some damage over the fact that, *gasp*, my project was not as awesome as it seemed in my mind.
That by iself is helpful. Getting self-complacent doesn't help as far as I'm concerned (lazy by nature). Yeah, part of me is always wishing for praise and showers of "wow, awesome game!" comments. Even if those answers do come sometimes, they are not as helpful as real (if annoying, accurate or even things you don't feel like changing) criticism.
The very first demo I posted on the first game forum I participated went largely unnoticed (to my frustration) until it got a official review (or sorts). It basically boiled down to "has potential, BUT...". What really hurt was that the story and dialogue, which is what I always thought was my forte and the aspect I liked the most, was criticised. It also got some other feedback that pretty much knocked all my pretentious and complacent opinion of my own work to the ground. In a good way.
While it was a blow, I got over it and it HELPED. If I look back now at that demo (and it was, what, half a year or so ago?) I've gotten much better (I hope, I think).
In my current project I literally PESTER every single friend to give me feedback and prod them to be harsh, because while "it's nice, keep at it" is good for the ego, it doesn't really help me much when it comes to improving.
It's nice to dream of being famous and skilled (I know I do), but refusing to listen to advice doesn't help. Even if said advice can seem downright offensive to you when you first read it, as if someone was insulting your firstborn baby. It takes some getting used to accepting that yeah, the thing in your head and the game people are playing is not the same. Or your tastes are not the universal standard.
So yeah, being a begginer is harsh, but it doesn't last forever. You eventually stop being a begginer (if you listen). Actual criticism should be cherished. Also, life is a bitch too, so learn to take a few hits, for your own good.
(Sorry if I came off slightly chaotic in the post, new and not used to the community XD *insecurity raging in the backbrain*)
The end of the Witch of Lorven
Hi-ho~
@Despite: Sadly I'm not a spriter, so~ *escapes*
@Goud Cloe: It was a friend who usually (I think) goes by Cass or Fallow. I have no idea of what her account name is here.
@Brent: It's already avaliable~ Just look for "The end of the Witch of Lorven" and "Lorelai, Queen" in the games~
@Goud Cloe: It was a friend who usually (I think) goes by Cass or Fallow. I have no idea of what her account name is here.
@Brent: It's already avaliable~ Just look for "The end of the Witch of Lorven" and "Lorelai, Queen" in the games~













