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Oneshot

Beautiful. I chose to save the world, but somehow I missed the area for planting the seed! Unfortunate.

And what's this about a new version? :o

Screenshot_20150222_110329.png

You are totally trolling us and we'll get a totally nondescript ending if we accuse Seymour, won't we? UNLESS THAT'S WHAT YOU WANT US TO THINK.

(Can't wait for the new version)

Last Word (IGMC Version)

I would recommend it, the joke is quite funny. Supposedly it's also possible to beat Prattle in the opening cutscene, but I gave up on that one.

HOME (OFF fangame) Review

author=TheJudge
I never really glorified genocide so I find that trait laughable but I shall leave
it at that.

What on Earth were you trying to say with the Judge's speech to the Queen, then? Because I honestly don't see how else to interpret him and the other cat ranting about how the zones really were impure and destroying them was actually a good thing. (And even if you had presented a good argument for that, it just leads to the massive plot hole of why the Judge has to stop the Batter when the Batter is doing exactly what the Judge wants.)

The entire message of OFF was that standard RPG behavior -- killing everything in your path and blindly obeying a railroad plot -- is bad. Instead of changing the plot and the characters' actions such that they no longer exhibit that bad behavior, you changed the rules of the world such that the exact same actions arbitrarily produced a different result by bailing the destroyer out of their immoral actions. That's cheating. It's telling a story in bad faith, and it gives the impression you disagree with the original work's message.

Logomancer Update needs your help (and already has it)!

Oh hey! This is a pleasant surprise. I was worried you had abandoned this page entirely. A shame about the Greenlight, but some people do get pretty hung up on art.

Personally, I agree that though a challenging game can be fun, there is fun to be had in figuring out how to break a game too. If you didn't intend for the battles to be terribly challenging, then I think the gamebreakiness is fine. A lot of those exploits (like farming infinite epiphanies) take a lot of time and are only feasible after you've completed most of the game anyway. Maybe fix the l'espirit de l'escalier bug since it was unintentional, unless you want to legitimize it?

I would say that Reinvention deserves some consideration though. That's easily the most gamebreaking thing, since it makes you practically invincible and lets you stall battles indefinitely. When something turns the secret boss' "you lose now" attack into a slap on the wrist, I think that's going a bit too far. Empty Mind at least requires proper timing and if I remember correctly has a higher cost. Anemnesis might also need rebalancing; though I do like the idea of subverting typical RPG mechanics by giving well-coordinated players infinite mana, it is what enables a lot of the bigger exploits and doesn't really have any drawbacks. Avoiding all damage on rebuttal triggers is also a little extreme.

In general, I think it's really that the player just gets so many options and combos; my experience was that the early game was difficult when I had few options and no idea what I was doing, and the midgame was decently challenging, and then the game kept giving me more skills until I could do pretty much anything. That was probably the intention though, and it is quite fun to play around with everything! Enemies remain varied and interesting enough to keep the game engaging even if they don't put up much of a fight, I think.

(In regards to the puzzle side of things, I'd really appreciate a better hint on how to get the prismatic claw. If it was just a cool Easter egg its obscurity would be fine, but since it's necessary to get the full story there should really be a way to find it other than blindly stumbling around in the attic. Maybe tweak the Composer's hint to mention it.)

Something to push the player toward the Forgotten Plantation early might also be nice? Maybe I just outfoxed myself, but I went on the sandbox logic of wanting to do all the sidequests before starting the story, even though that's a bad idea since everything outside of the Plantation is way beyond the starting party's capability and there's nothing that indicates that in advance.

Out with the Old

Actually I won't 'cause TV Tropes banned me, the spoilsports. Probably for the best, I was starting to stare too deep into the abyss. At least I have an alternate means of giving you publicity now.

But wow, seriously? Pretty much the only information about the game is that one blog post! That's some impressive dedication.

Out with the Old

That's a shame, I will miss them. But you gotta do what you gotta do.

I would like to request you revive the one on religion in videogames if nothing else, as one of my Dragon Quill reviews references it, so whatever poor soul stumbles across my thoughts on Final Fantasy X will probably be a little confused now.

Edit: So hm, will How Far be postponed while you work on The Tenth Line? That's a bit unfortunate, but this new project does look quite interesting. It'll be neat to see you branching out into a new universe.

Edit edit: Wait, are the dev blogs for IMTS and The Drop gone too? I do feel like those should be backed up somewhere, since they contain a lot of useful trivia and behind-the-scenes stuff people can't find anywhere else. Also I referenced them a lot in my review series so that's more broken links I'll have to remove.

The Reconstruction

Hm, double post months apart. It's been quiet here.

Anyway, while I was going over my review series (which is finally finishing next month), I noticed something. Maybe this is better suited to the I Miss the Sunrise page, but:


Tezkhra counts the emitter in the Watchers' room as one of the five he dropped on the planet, which strikes me as odd. It seems very clearly to be something the administrators placed there for the Watchers, not something the Watchers salvaged from the surface. It seems far more likely that there are still two emitters at large (possibly three, he never did check to see if the one in the crater was successfully destroyed), not just one. Is this an intentional discrepancy to be addressed in How Far, or have I stumbled over a plot hole?

A Very Long Rope to the Top of the Sky

Ah, paying attention to NPCs pays off! That is pretty convoluted, though. I get that it's supposed to be vague, but after the very explicit directions in the previous steps it really threw me off.


What might have helped here is if the brother reacted to the presence of potatoes to show you're on the right track, or at least mentioned where his sister was. I bought a potato just to see if it would do something with him, but he still says the same line about needing to steal for his sister.

A Very Long Rope to the Top of the Sky

I'm stuck at Silver Spring, where you have to get a present for Mint. I'm out of money so I can't buy the teddy bear (seems like an oversight, that), so I'm trying to do the fetch quest. I'm stuck at the part where I have to get something sublimely beautiful for Gerad. I've run all around the town but I have no idea what he's talking about. Even the walkthrough just skips over that part. Is it just impossible?