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(1 edit)

I think I'm done for now because I've explored everything I could find and I keep getting ganked by the bastard whom I haven't been able to beat. A common trend in my day to day life. Also, at one point the game crashed while Dietze was saying "Wait" and I thought it was a mock crash at first, but no, it was real but restarting the game allowed me to progress further.

On that note, the auto-save might be too lenient because it will save when you are already dying or reaching a secret ending game over which is kinda pointless.

As for the writing, I see you've gone the full post-modern route although the self-pity element of the story is too self-aware to come across as schizo. It helps it come across as deliberate.

It's interesting to see how most of the placeholder town has a purposeful generic fantasy vibe but then the hero is Duke Nukem. I also noticed that even the designated punching bag character doesn't like Dietze, but the fact that he uses crab magic did make me wonder if he's secretly turned evil after getting rejected for the position of hero so many times. The fact that he uses a shield as a weapon wasn't lost on me either, the game has a lot of cool details like that.

I also noticed the healer comes equipped with an item that makes her easier to kill.

Finally for the writing, believe it or not, this isn't the first time I kill a kid in a game during a generic early game side quest. In Wasteland the first side quest you are likely to get involves looking for a lost dog only to find it's rabid and you have to put it down. This prompts the kid who gave you the quest to attack you too and you have to fight him with your party of 4 armed federal agents. They were ahead of their time back then, Wasteland came out in 1988, 5 years before Waco.

Moving on, I'm not sure what to say about the gameplay. The start is a little rough but you snowball pretty fast. Guard guy and Dietze feel a little redundant besides their ability to decrease the chance that a more important character gets attacked, but maybe that's the point.

The music is great as always. I wish I had the prerequisite knowledge to actually describe why.

Keep up the good work.

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"lso, at one point the game crashed while Dietze was saying "Wait" and I thought it was a mock crash at first, but no, it was real but restarting the game allowed me to progress further." 

Could you give me some more details so I can see where this happens? 

Never played the original Wasteland, probably should, though I played the newer games from the reboot. Combat is a bit iffy and poorly tested. I do need to work on it for the final build. Guard guy is OP though, he has the doyd "curse" ability which has always been the strongest shit. 

Two questions if feel so inclined: 

1: Did you jump down the hole? 

2: What did you think about the characters? 

Of course, in fact, I managed to recreate the crash. It triggers after the dialogue windows open and, as I said before, you only get enough time to read the first word. It's the stage you access from the stairs that spawn outside of Heroboy's house. Here's the error message. 

As for your other questions, I did jump down the bottomless hole, got the spin-off game ending and then restarted and went back to get the card.

As for the characters, apart from what I already said, I noticed how most of them seem to be at least partially aware of their role but are also unable to change it. Some characters are explicitly stated to not be creations by Dietz but he also says that he never got a publishing deal either so it shouldn't be executive meddling either. Perhaps an unseen player?

Flobbert might be important, I suspect a cat bias is at play.

The last note I have is that I liked Gargabelle. it's a shame that you have to shoot her with the ghost gun to turn her into an abomination later.

(+1)

That would be the train sequence then, I will have to look into it. Thank you. Yes, the characters, even the ones that Dietze once wrote, have "grown" even though they are mostly stuck to their roles. Things appearing that were not originally part of either his games, representations of him as a person, or his experiences, are outside things leaking in. This game exists in the bigger doyd narrative, and the concepts that makes all of the weirdness fit together are the same. 

In the future I want to add more "options" as for victims for the ghost gun. Once some more quests are added some of them will sort of feed into each other, or change the options available in one quest due to what you did in another.