STORMCROW'S PROFILE
StormCrow
2877
>look StormCrow
You see not a bird but an American lady who likes other ladies. Oscillates between shy as a mouse and babbling violently, seemingly at random.
I like badasses. I like babes. I like badass babes the best. Okay...actually I like doggoes the very best, but I aspire to make games about badass babes is my point.
I use music from bands and artists in the free games I make: the frustrated filmmaker in me is very enamored of scoring scenes with rock'n'roll soundtracks Scorcese or Tarantino style. In addition to being a time honored tradition in cinema, this has a history in AAA videoogames as well (for a really great use of it, see Bioshock: Infinite). If I was a millionaire, I'd totally license these songs so I could actually use them legally.
You see not a bird but an American lady who likes other ladies. Oscillates between shy as a mouse and babbling violently, seemingly at random.
I like badasses. I like babes. I like badass babes the best. Okay...actually I like doggoes the very best, but I aspire to make games about badass babes is my point.
I use music from bands and artists in the free games I make: the frustrated filmmaker in me is very enamored of scoring scenes with rock'n'roll soundtracks Scorcese or Tarantino style. In addition to being a time honored tradition in cinema, this has a history in AAA videoogames as well (for a really great use of it, see Bioshock: Infinite). If I was a millionaire, I'd totally license these songs so I could actually use them legally.
Live Free Or Die
"The Tree of Liberty must be refreshed from time to time with the blood of patriots and tyrants."
"The Tree of Liberty must be refreshed from time to time with the blood of patriots and tyrants."
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Phantom Block Review
I'm slightly stunned to see Libby giving anything a 5 Star review. I don't want to get in the habit of telling anyone how to write their reviews but the presence of multiple substantive complaints in the review text feel at odds with the review score (even considering the extra +0.5 stars).
If I didn't know this was made in GM I'd have guessed it was made in SMBX or w/e it's called. The graphics on display (foreground, background, and platforms) remind me a lot of the ones from Super Mario World and Super Mario All Stars. Like...a lot. Idk if any resources from those games were actually used or there are just only so many ways of drawing trees in the background and blocks of ice you can walk on and so on.
Anyway, unfortunately, not being able to play this with a controller is a deal breaker for me. I cannot play any platformer worth the name with a keyboard it's like...fuck it it's 4:27 AM I'm too tired to make an analogy but it's really hard you give me a USB SNES-type controller and I'm a whiz at anything below super meat boy levels of difficulty, but using a keyboard I probably won't get past the first level.
Edit before passing out face first somewhere: it's cute that the little guy you play as is named boomer. Considering the cultural thing that's going on right now, it would be really freaking funny if every NPC (does this even have NPCs you cant talk to? or maybe just signs) winds up telling him (her? it?) "ok boomer". Well, I would laugh anyway.
Edit aftyer the last edit cuz I lied: I love seeing games like this with only 10 downloads or whatever getting attention/spotlight/love like this.
If I didn't know this was made in GM I'd have guessed it was made in SMBX or w/e it's called. The graphics on display (foreground, background, and platforms) remind me a lot of the ones from Super Mario World and Super Mario All Stars. Like...a lot. Idk if any resources from those games were actually used or there are just only so many ways of drawing trees in the background and blocks of ice you can walk on and so on.
Anyway, unfortunately, not being able to play this with a controller is a deal breaker for me. I cannot play any platformer worth the name with a keyboard it's like...fuck it it's 4:27 AM I'm too tired to make an analogy but it's really hard you give me a USB SNES-type controller and I'm a whiz at anything below super meat boy levels of difficulty, but using a keyboard I probably won't get past the first level.
Edit before passing out face first somewhere: it's cute that the little guy you play as is named boomer. Considering the cultural thing that's going on right now, it would be really freaking funny if every NPC (does this even have NPCs you cant talk to? or maybe just signs) winds up telling him (her? it?) "ok boomer". Well, I would laugh anyway.
Edit aftyer the last edit cuz I lied: I love seeing games like this with only 10 downloads or whatever getting attention/spotlight/love like this.
Fear and Hunger Review
I think the only thing I haven’t encountered is bestiality, and that may yet get patched into the final release.
Ohhhhhhh
Fear and Hunger Review
author=Leftongue
I think if the content was massively cleaned up to remove any form of 'rape' or 'gross orgies' feces
I crave to forcibly introduce Lefttongue to the entire cinematic ouevre of Mr. John Waters in order that they might gain a sense of the history of the grotesque in cinema--and by extension art, literature, media, and videogames.
IOW: people these days can take their collective squirmishness (you meant squeamishness Lefttongue but I can tell English isn't your first language) and cram it up their butts sideways.
By the way, this shouldn't be seen as a fan of the game defending the game. I played a much earlier build and was very impressed by it but I held off judgement and I am very much holding off judgement still. What I'm defending is the legitimacy of the grotesque in art in general, which is being called into question.
Besides the general edginess of the game, which I have played, I am not not sure what cued in Mr. Wombats or anyone playing the game that "Show Love" was a euphemism for rape. I'm still v. unclear on that point.
Live Free Or Die Review
Thanks for the feedback. Esp. on the writing.
I think I've been vocal that that's what I care the most about.
I'm sorry you didn't enjoy the demo more full throatedly.
Just so you know, you're making a bit much of the Shadowrun similarities. (Interesting fact, I do believe that the guy who made Iron Gaia went on to work for Shadowrun, was reminded of that when I saw the two mentioned in the space of a paragraph).
In general, the most obvious way to tell the difference between plagiarism and homage is that homage seeks to draw attention to the derivative works that inspired it as a shout out to them. The downside is that sometimes people see homage in elements of the storytelling where none was intended.
Besides the Treaty of Denver and Japan-Occupied-CalFree, nothing in the backstory is inspired by Shadowrun, it's just my (very pessimistic and somewhat idiosyncratic) extrapolation of where this country/continent is going. The fact that magic was a thing and that Indigenous Peoples figured it out first makes the geopolitics of the continental United States look radically different in Shadowrun than it does in Live Free Or Die.
Most importantly, in Shadowrun "America" is no longer a thing and not relevant. The UCAS and the CAS exist but the war for their relevance compared to the global megacorps is lost and over. Shadowrun is about surviving, thriving, and profiting in the cracks between the megas in a fully post-America world. Live Free Or Die is about a last ditch effort to save America and engages with sticky topics like nationalism and American Exceptionalism and the patriotism of dissent. It's a...sizeable difference in my opinion. I'm trying to mix the techno-noir cynicism of classic cyberpunk with political dissent and an in-depth critical dissection of the idea of "MAGA". Shadowrun was about mixing the techno-noir cynicism of classic cyberpunk with elves and dragons.
The American Federation (probably renamed the Christian American Federation in subsequent builds) isn't an expy for the CAS from Shadowrun. It's closer to being an expy of the NSF (as I see you pointed out) but honestly that is not there because it was in a computer game released by Eidos in 1999, it is there because I have been watching the NSF become a real thing for a decade now and it's terrifying. Looking at that kind of news out of the Northwest I've been like... "oh hey, wow, this is just like the NSF from Deus Ex....except that they are definitely not going to wind up being the good guys in the end".
Likewise, Mexico being a dangerously aggressive narcostate is pure extrapolation from observations I've made of Mexico.
The only thing you ascribed to being taken from Shadowrun that I thought was outright silly was the massive coastal flooding reshaping cities like LA and NY. It only makes sense to characterize that as being "from Shadowrun" if you're a climate denier or something. Like, the superstorms are coming, as is the sea level rise, at this point it's just science, not fiction.
Initially, G.K. Chesteron's The Man Who Was Thursday was indeed in there just because it's in Deus Ex. But then I got the copy of it that I'd ordered from Amazon and started actually reading it and now it's in there because it has very fascinating things to say about anarchy and law enforcement. Albeit from the perspective of a very antiquated time period.
The writing is nowhere near as taut or efficient as Gibson, you're right, but that's a hard bar to meet: I firmly believe he's the greatest prose stylist of his generation (our generation?).
In reality these characters would just use the jargon w/o explaining what any of it means. The dialogue would be much brisker but the player would potentially be even more confused. The dialogue between Hawkins and Tseng might look more like this:
Gets across the same points in less words (this is a hovercraft, it was a helicopter, Tseng is sentimental about it, it has a 30mm gatling gun in the front and two 40mm cannon in the back, the latter of which are what are used for the) but is less informative to anyone that knows nothing about military hardware ("VTOL? ECCM?"), and less entertaining to anyone who knows lots about military hardware, like myself.
That said, I cringed when I saw just now that I had Hawkins say "nice" three times in the dialogue about the dropship. It was the kind of thing I was specifically trying to avoid. Hawkins is at once a mostly-silent-cypher-protagonist and a meta-commentary on the mostly-silent-cypher-protagonist which is a tough line to walk.
In the game, there are basically two dialogues I felt self-conscious about when I released it, and that was the dialogue about the dropship, and the shaggy dog story where Hawkins reasons out that she's in Hong Kong. Future builds if I can motivate myself to release any will have the talk with Tseng radically altered or removed, and might even start with the infiltration on the Lotus Gardens run.
I'm not going to apologize for most people in the year 2076 not knowing what Star Trek is and not getting Star Trek memes. To me that's just logical (and while we're tallying references, "historical documents" is a Galaxy Quest reference).
A lot of the writing I'm proudest of comes later in the demo, towards the end of the Lotus Gardens run and then the final expository narrative dump (which you're not the first person to point out is hard to read: that at least is an easy fix).
Anyway, Tseng and the Mist Dragons (who are totally based on Shadowrun characters I made in high school lol) are not in fact the main characters and are probably, if I can manage to complete this game (unfortunately, I am in very dire straits financially so I moved on to a project that I can hopefully sell--my artistic vision for LFOD involves a specific soundtrack of copyrighted music that would make selling it problematic), going to wind up being the bad guys (although hopefully it's clear from the demo that this isn't the kind of story that's going to have simple open-and-shut good guys and bad guys).
I am not sure that I have an entirely coherent and logical reason for having you do the "tutorial" part of the game as the bad guys except that it struck me as interesting and experimental. I often experiment with things I haven't seen experimented with in other games, usually having to do with perspective and empathy. The idea was--is--that later on when the Mist Dragons are trying to kill Hadley and company, the player's gonna feel some things.
Sorry to run on so long. Thanks again for your feedback. I appreciate you leaving this unstarred considering this was indeed a demo that I rushed out perhaps before it was as fully baked as I'd have liked.
- Crow
P.S. If you or anyone else would like to draw me a new dropship sprite for free, I'm not saying no. :D
I think I've been vocal that that's what I care the most about.
I'm sorry you didn't enjoy the demo more full throatedly.
Just so you know, you're making a bit much of the Shadowrun similarities. (Interesting fact, I do believe that the guy who made Iron Gaia went on to work for Shadowrun, was reminded of that when I saw the two mentioned in the space of a paragraph).
In general, the most obvious way to tell the difference between plagiarism and homage is that homage seeks to draw attention to the derivative works that inspired it as a shout out to them. The downside is that sometimes people see homage in elements of the storytelling where none was intended.
Besides the Treaty of Denver and Japan-Occupied-CalFree, nothing in the backstory is inspired by Shadowrun, it's just my (very pessimistic and somewhat idiosyncratic) extrapolation of where this country/continent is going. The fact that magic was a thing and that Indigenous Peoples figured it out first makes the geopolitics of the continental United States look radically different in Shadowrun than it does in Live Free Or Die.
Most importantly, in Shadowrun "America" is no longer a thing and not relevant. The UCAS and the CAS exist but the war for their relevance compared to the global megacorps is lost and over. Shadowrun is about surviving, thriving, and profiting in the cracks between the megas in a fully post-America world. Live Free Or Die is about a last ditch effort to save America and engages with sticky topics like nationalism and American Exceptionalism and the patriotism of dissent. It's a...sizeable difference in my opinion. I'm trying to mix the techno-noir cynicism of classic cyberpunk with political dissent and an in-depth critical dissection of the idea of "MAGA". Shadowrun was about mixing the techno-noir cynicism of classic cyberpunk with elves and dragons.
The American Federation (probably renamed the Christian American Federation in subsequent builds) isn't an expy for the CAS from Shadowrun. It's closer to being an expy of the NSF (as I see you pointed out) but honestly that is not there because it was in a computer game released by Eidos in 1999, it is there because I have been watching the NSF become a real thing for a decade now and it's terrifying. Looking at that kind of news out of the Northwest I've been like... "oh hey, wow, this is just like the NSF from Deus Ex....except that they are definitely not going to wind up being the good guys in the end".
Likewise, Mexico being a dangerously aggressive narcostate is pure extrapolation from observations I've made of Mexico.
The only thing you ascribed to being taken from Shadowrun that I thought was outright silly was the massive coastal flooding reshaping cities like LA and NY. It only makes sense to characterize that as being "from Shadowrun" if you're a climate denier or something. Like, the superstorms are coming, as is the sea level rise, at this point it's just science, not fiction.
Initially, G.K. Chesteron's The Man Who Was Thursday was indeed in there just because it's in Deus Ex. But then I got the copy of it that I'd ordered from Amazon and started actually reading it and now it's in there because it has very fascinating things to say about anarchy and law enforcement. Albeit from the perspective of a very antiquated time period.
The writing is nowhere near as taut or efficient as Gibson, you're right, but that's a hard bar to meet: I firmly believe he's the greatest prose stylist of his generation (our generation?).
In reality these characters would just use the jargon w/o explaining what any of it means. The dialogue would be much brisker but the player would potentially be even more confused. The dialogue between Hawkins and Tseng might look more like this:
Hawkins: That our ride?
Tseng: Yep.
Hawkins: VTOL?
Tseng: Yeah, converted. From an old Chinook twin-rotor.
Hawkins: Armaments?
Tseng: 30mm gatling up front, independently tracking 40mm cannon in back, plus smoke, chaff, and ECCM, usual package.
Hawkins: It's a badass ship.
Tseng: You call a ship "she", not "it" Hawkins. This one, she's named the Fell Purpose.
Gets across the same points in less words (this is a hovercraft, it was a helicopter, Tseng is sentimental about it, it has a 30mm gatling gun in the front and two 40mm cannon in the back, the latter of which are what are used for the
air strike at the end of the demo
That said, I cringed when I saw just now that I had Hawkins say "nice" three times in the dialogue about the dropship. It was the kind of thing I was specifically trying to avoid. Hawkins is at once a mostly-silent-cypher-protagonist and a meta-commentary on the mostly-silent-cypher-protagonist which is a tough line to walk.
In the game, there are basically two dialogues I felt self-conscious about when I released it, and that was the dialogue about the dropship, and the shaggy dog story where Hawkins reasons out that she's in Hong Kong. Future builds if I can motivate myself to release any will have the talk with Tseng radically altered or removed, and might even start with the infiltration on the Lotus Gardens run.
I'm not going to apologize for most people in the year 2076 not knowing what Star Trek is and not getting Star Trek memes. To me that's just logical (and while we're tallying references, "historical documents" is a Galaxy Quest reference).
A lot of the writing I'm proudest of comes later in the demo, towards the end of the Lotus Gardens run and then the final expository narrative dump (which you're not the first person to point out is hard to read: that at least is an easy fix).
Anyway, Tseng and the Mist Dragons (who are totally based on Shadowrun characters I made in high school lol) are not in fact the main characters and are probably, if I can manage to complete this game (unfortunately, I am in very dire straits financially so I moved on to a project that I can hopefully sell--my artistic vision for LFOD involves a specific soundtrack of copyrighted music that would make selling it problematic), going to wind up being the bad guys (although hopefully it's clear from the demo that this isn't the kind of story that's going to have simple open-and-shut good guys and bad guys).
I am not sure that I have an entirely coherent and logical reason for having you do the "tutorial" part of the game as the bad guys except that it struck me as interesting and experimental. I often experiment with things I haven't seen experimented with in other games, usually having to do with perspective and empathy. The idea was--is--that later on when the Mist Dragons are trying to kill Hadley and company, the player's gonna feel some things.
Sorry to run on so long. Thanks again for your feedback. I appreciate you leaving this unstarred considering this was indeed a demo that I rushed out perhaps before it was as fully baked as I'd have liked.
- Crow
P.S. If you or anyone else would like to draw me a new dropship sprite for free, I'm not saying no. :D
Castle of the evil witch Review
Castle of the evil witch Review
Castle of the evil witch Review
christ man that fucking...gif...could you please spoilertag that...I don't want to fucking click on an RPG MAKER REVIEW and have a nonzero chance of seeing a grown man fucking vomiting up testicles, even if they're gag testacles
That actually made me nauseous. I guess I should say something about the actual review.



richterm wins the good sport award everybody. let's give him some MS.
That actually made me nauseous. I guess I should say something about the actual review.



author=richterw
Lol. Thanks for the review and for playing it.
richterm wins the good sport award everybody. let's give him some MS.
When You Were Young Review
I really wish it was a fully realized game, with all the talents of both developers brought to bear.
For the purposes of last year's Swap In The Middle With Too (Two?) event, the intentions I had for the second half of When You Were Young upon handing it off were...there weren't any intentions. I specifically wrote out in my notes that if the second creator really wanted to, they could go as far as just ditching the entire party I'd created and making up their own. I was definitely not expecting such a direct follow-on to my content. My assumption was the second creator would use the "15 Years Later..." break to dump whatever characters they didn't like and move on with the ones they did, putting them wherever they wanted to in terms of setting, doing whatever they wanted with them in terms of plot, and making up anything that happened in between. I was definitely not expecting such a literal and faithful continuation picking right up from the moment I'd left off!
For the purpose of my creative ambitions, the first half of When You Were Young is indeed a prologue to an experimental RPG called AfterSaga. The 'experiment' here was to take an archetypical JRPG and create just the prologue and the finale/epilogue, leaving out the 60 hours of gameplay in the middle and letting that entire section be merely inferred. AfterSaga is still in development and will revisit Ralph and friends, the ones that are still alive, anyway, two hundred and twelve years after the events of When You Were Young (1st Half). So, for what it's worth, there is an alternative canon ending (no middle, just an ending) to the prologue in the works as a full fledged game. It will be rather dark. I fully intend to enlist Doge to help me with level design (among other things), if he's willing.
When You Were Young Review
Thank you for this wonderful review, which I am still in the process of reading, I really appreciate how in depth you've gone and well, to be frank, I really kind of thought the game deserved this much attention and thought from SOMEONE since back when we released it and I'm really happy it's finally getting it.
That said, before I even finished reading the review, I had to jump in and say this:
Besides the time constraints and other challenges, in terms of the writing in the second half, the crucial fact is that English is not Doge's first language. So yes, while the ENGLISH WRITING in the first half is indeed dramatically better...if I had tried to write half a game in Spanish (which is MY second language), it would have come out so, so, so, SO much worse than Doge's output that...idk I've been a professional writer most of my life and even I LITERALLY cannot think of analogy hyperbolic enough to represent how much better Doge did at writing in a non-native language than I could EVER possibly do.
So actually, adjusting for that, I think the more impressive feat of writing, overall, was Doge's, even if that is the half you're using as an example of how to do writing less well.
Oh, let me clarify, on the internet where tone is invisible, I'm not yelling at you/being defensive/jumping in to defend Doge in anger. I am just somewhat in awe of bilingual and multilingual people, since the only other language I have is Spanish and I'm so ashamed of how poor my Spanish is I never use it around native Spanish speakers for fear of embarrassing myself. I am (perhaps overly!) proud of my writing in the first half and I am also quite IMPRESSED with Doge's writing, in English, in the second half.
Now to read the rest of this lovely review. I wish I had a cup of tea.
That reminds me, speaking of articles, this one on the topic is pretty good, tho short.
Okay, whew, done, great review! Thank you!
FWIW that was absolutely my intention. They are stock characters in the most literal sense as they're taken straight out of the RTP Database, sometimes names and all. My concept starting out was essentially DEFAULTIA: The Game: The Prologue. I wanted to take barely-one-dimensional stock JRPG characters and then treat them with a certain degree of sentiment and gravitas.
As far as the swearing, the two instances of hard profanity I remember writing best were both inserted for effect and meant to be shocking. The first is Elmer's cluster f-bomb when he first meets the party at Port Wistful. This was to hammer home the point that Elmer's childhood has him coming figuratively and literally from a VERY DIFFERENT PLACE than Ralph and Ulrika. Ralph immediately lampshades the cluster f-bomb after it's delivered (with a Simpsons reference no less). The second is Caroline saying 'motherfucker' in the woods when the kids pester her and pester her and pester her until she's frustrated into blurting out the truth. That one was particularly meant to be shocking. This is an adorable little girl and she's saying motherfucker? There's an incongruity there. It's meant to hammer home the point that Caroline is seriously, seriously bad news and clearly (even to the not-exactly-Holmesian party) not at all what she seems on the outside. As a final thought on swearing, if I were to have written the teenagers the way real teenagers talk (which I did in some ways but not others), there would be like eighteen times as much pointless swearing. Teenagers love to curse. : )
Okay, yeah, they're pretty random lol. But I mean, they're not new to medieval fantasy literature. What did you think Gandalf was putting in his pipe? XD
Wait, Elmer's mother? I don't remember encountering Elmer's mother when I beat the second half. Is it content it's possible to miss or did I just forget? It has been since October since I played When You Were Young.
Once again, thank you. In many ways, Doge's talents did cover many of my failings. My dungeon/level design was horseshit and he really improved that aspect in the second half. Likewise, my town's streets were completely empty of wandering NPCs making them feel like ghost towns and he went in and added the little touches that made those places feel alive, even covering for me back in my half. I am glad that When You Were Young gave you good and happy feelings. It was a pleasure to make, if a frantic pleasure (I think I probably put in over a hundred hours on my half in the two weeks I had), especially writing Caroline which was just a JOY. But yes, it would have been nice if we'd had more than two weeks and had been allowed to communicate with each other lol.
That said, before I even finished reading the review, I had to jump in and say this:
Besides the time constraints and other challenges, in terms of the writing in the second half, the crucial fact is that English is not Doge's first language. So yes, while the ENGLISH WRITING in the first half is indeed dramatically better...if I had tried to write half a game in Spanish (which is MY second language), it would have come out so, so, so, SO much worse than Doge's output that...idk I've been a professional writer most of my life and even I LITERALLY cannot think of analogy hyperbolic enough to represent how much better Doge did at writing in a non-native language than I could EVER possibly do.
So actually, adjusting for that, I think the more impressive feat of writing, overall, was Doge's, even if that is the half you're using as an example of how to do writing less well.
Oh, let me clarify, on the internet where tone is invisible, I'm not yelling at you/being defensive/jumping in to defend Doge in anger. I am just somewhat in awe of bilingual and multilingual people, since the only other language I have is Spanish and I'm so ashamed of how poor my Spanish is I never use it around native Spanish speakers for fear of embarrassing myself. I am (perhaps overly!) proud of my writing in the first half and I am also quite IMPRESSED with Doge's writing, in English, in the second half.
Now to read the rest of this lovely review. I wish I had a cup of tea.
author=Isrieri
This makes the dialogue between characters feel like a formality. As though there were pieces to be moved around the board and spout the lines they need to spout to propel the story forward. With good writing, you can accomplish the same needs of plot, not by exposition or empty phrases but by character development.
That reminds me, speaking of articles, this one on the topic is pretty good, tho short.
Okay, whew, done, great review! Thank you!
author=Isrieri
These characters may feel a bit stock
FWIW that was absolutely my intention. They are stock characters in the most literal sense as they're taken straight out of the RTP Database, sometimes names and all. My concept starting out was essentially DEFAULTIA: The Game: The Prologue. I wanted to take barely-one-dimensional stock JRPG characters and then treat them with a certain degree of sentiment and gravitas.
author=Isrieri
The writing can indeed be a bit heavy-handed and use strong language at times (needs a bit less f's and mf'ers and more t's and a's imo), but there's subtlety there and hints at what's come.
As far as the swearing, the two instances of hard profanity I remember writing best were both inserted for effect and meant to be shocking. The first is Elmer's cluster f-bomb when he first meets the party at Port Wistful. This was to hammer home the point that Elmer's childhood has him coming figuratively and literally from a VERY DIFFERENT PLACE than Ralph and Ulrika. Ralph immediately lampshades the cluster f-bomb after it's delivered (with a Simpsons reference no less). The second is Caroline saying 'motherfucker' in the woods when the kids pester her and pester her and pester her until she's frustrated into blurting out the truth. That one was particularly meant to be shocking. This is an adorable little girl and she's saying motherfucker? There's an incongruity there. It's meant to hammer home the point that Caroline is seriously, seriously bad news and clearly (even to the not-exactly-Holmesian party) not at all what she seems on the outside. As a final thought on swearing, if I were to have written the teenagers the way real teenagers talk (which I did in some ways but not others), there would be like eighteen times as much pointless swearing. Teenagers love to curse. : )
Its just been a while since I've played a game with a setup that clicked with me like this (sans the random drug references)
Okay, yeah, they're pretty random lol. But I mean, they're not new to medieval fantasy literature. What did you think Gandalf was putting in his pipe? XD
author=Doge
However, that time went for Elmer's mother, as I felt a need to tell the players how or why is Elmer an orphan as the players have already known a bit about Ulrika and her mother on the first part.
Wait, Elmer's mother? I don't remember encountering Elmer's mother when I beat the second half. Is it content it's possible to miss or did I just forget? It has been since October since I played When You Were Young.
author=Isrieri
This game teaches you how to do a lot with a little. Its not a perfect game, but its the good and happy feelings it delivers amid those imperfections that make it so endearing to me. I really wish it was a fully realized game, with all the talents of both developers brought to bear.
Once again, thank you. In many ways, Doge's talents did cover many of my failings. My dungeon/level design was horseshit and he really improved that aspect in the second half. Likewise, my town's streets were completely empty of wandering NPCs making them feel like ghost towns and he went in and added the little touches that made those places feel alive, even covering for me back in my half. I am glad that When You Were Young gave you good and happy feelings. It was a pleasure to make, if a frantic pleasure (I think I probably put in over a hundred hours on my half in the two weeks I had), especially writing Caroline which was just a JOY. But yes, it would have been nice if we'd had more than two weeks and had been allowed to communicate with each other lol.
the Little Music Box and the Daemon Review
Interesting, seems like the creator managed to get the hard parts right (custom graphics, some custom music, solid writing) and then got the easy part wrong (making your database numbers not fucking nonsense).
Well I guess it's actually probably relative to the dev what's hard and what's easy. Good writing is not hard for me but I imagine it's hard in general. Basic functional battle balance seems easy, and I'm always surprised at how many games fail wildly at it.
Well I guess it's actually probably relative to the dev what's hard and what's easy. Good writing is not hard for me but I imagine it's hard in general. Basic functional battle balance seems easy, and I'm always surprised at how many games fail wildly at it.













