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Fates Gamble: a Russian roulette horror game with an interactive story!!!

A topic by Chillitch created Feb 23, 2024 Views: 21,332 Replies: 507
Viewing posts 361 to 411 of 411 · Previous page · First page
(+1)

Art Update:

So I have some design ideas for the tranquilizer, although it doesn't look like a chamber on top, so i should change that. If I'm correct, I got this idea based off of an old German gun that had a clip on top instead of the bottom like most other guns. (I forgot what it was called)

Art Update:

Ok tell me what do you guys think of the slight redesign? Changed the color of the handle but also added some more detail to the chamber. 

Maybe the GIF is a little too big.

Art Update:

Changed the color of the Long barreled rifle!

Also finished the shoot self animations for the tranquilizer. Right now I'm doing the animations for the Opponent using the long barreled rifle, so that should be fun!

Art Update:

Finished animations for when the Opponent shoots themselves and shoot you.

Art Update:

I redid some of the animations when the player shoots themselves, although the tranquillizer animation isn't totally finished. I also fixed up some animations with the Opponent using a tranquilizer, as you can see I added detail to the chamber. The Long Barreled Rifle should also be completely done, just needs some more testing.



Hey sorry if this is a little disappointing, but most of my time was spent experimenting and finding bugs. One of the main things I was experimenting with was you and your party members having different weapons for battle, but unfortunately, due to the event system limitations, it would take waayyyyy too much work. On the bright side, I finished the tranquilizer animation. 

Miscellaneous Update:

So I'm thinking of re-doing the defense syringe animation and changing its name. The reason being that it gives defense to both players, which wouldn't make sense for an animation that plays once and also O_Tire said that its a bit weird that you and your party member share the syringe which sounds unhealthy. I'm honestly thinking of using the defense syringe for the revive as it makes more sense and is used for one member of your party. Also I finished the MP Syringe animation.

Hooray for repurposed animations!!!

(1 edit)

Art Update:

Im planning to use a magic crystal to replace the defense syringe. I know... Wild right. It went from Herbs, Healing syringe, defense syringe, to a defense crystal. Wild lore for the making of this item. Also, Im gonna plan on fully adding in the MP syringe and revive and Items should be fine. OH! and Im gonna do some pixel art for them.

Also what do you guys think. Should this be changed?

(+1)

Art Update:

Fixed the weird perspective on the Crystal.

Battle system Update:

Also. I FINSIHED MAKING THE BATTLE SYSTEM FOR THE PLAYER ANED PARTY MEMBERS. I wont have to work on it again! Well... That's assuming I don't run into any bugs, and I will need to test out the class powers every time I add a new party member, BUT BASICALLY IM DONE. 

Now I need to work on Opponent AI again, and also make an animation for the Opponent using the Crystal. I'm so happy!

(1 edit) (+1)

Battle System Update:

I fixed some bugs with The Opponent and now they can use MP Syringe. In other news... I'm making another beta! This one wont be too big. Mainly this beta will contain no cancelled items, bug fixes, and redone pixel art. Also I'm replacing the Insta-kill mode with Long Barreled Rifle Mode. I'm also adding a mode I wanted to add in the first beta, but never was able to. I'm adding the Party Member system! Lets call this beta "Beta 2.5"

hey, I’m back. Sorry for dipping out again. I had to take another mental break, so I had to spiritually recuperate. And I’m doing hella way better! Anyways I’m making another devlog video! It’s about an idea I have been planning in my head since fates gamble started. I can’t wait to show it


ALSO HAPPY 4TH OF JULY

Media Update:

Plan on editing tomorrow for my devlog video for Fates Gamble! Hope it goes well 

:3 

Also in the meantime while you waiting. Go play the beta for Fates Gamble and tell me how you do on chance mode :D

Media Update:

Go check out my new YouTube Devlog, where I talk about my changes in RPG combat for Fates Gamble, so it can be more interesting!

Miscellaneous Update:

Was working on some bugs and adding stuff for beta 2.5 release. I'm starting to realize how bad the 2nd beta is. While I cant fix everything, I hope to give some updates to the browser version. Gonna be doing some art tomorrow as well!

Art Update:

I'm finishing up some art for the zip ties, I've been doing a lot other things than working on my game unfortunately 3:

Combat Update:

Yeah I'm just gonna call it Combat Update now. I'm getting rid of the random chance of "1 live, 1 blank", after watching my friend play the game, they talked about how the 1 live, 1 blank is BS. TBH, i agree, whenever you choose to shoot an opponent SUCCESFULLY, you then have to shoot yourself. So when the rounds reset, and gets a "1 live, 1 blank" its basically a lose, lose situation. Either shoot yourself or have the Opponent shoot you.

Miscellaneous Update:


So I have added the zip tie, so Im done with Opponent animations hopefully. Also, my Ex BF will not be helping with Fates Gamble anymore. He was gonna act for my game, but due to controversy with me and friends we will not be talking anymore, sorry.

Beta Update:


Beta 2.5 coming tomorrow. Mainly was just bug testing and found some bugs. So I'm gonna test out some more ideas for my game tomorrow as well and see if they work.

For now go check out Fates Gamble!

(+1)

Beta Update:

Beta 2.5 is out now. Again not much, but I'm glad to make it because it helped fixed some bugs and also gave an idea of how I want my game to look.

I said I was gonna work on some ideas I wanted to add to fates Gamble, but I again was play testing and fixing bugs.

To download Beta 2.5, go find the one that says "VX Ace" and has "FatesGambleVer2.5"

https://chillitch.itch.io/fates-gamble-a-russian-roulette-rpg

Combat Update:

Sorry for not updating yall on here. If you want more updates, its best to go to my Twitter or Bluesky. However Ill try to update on here more.

Anyways I have been experimenting with it, its really cool. I'll need to balance it a bit more though and I wanna see what else I can do with, I have lots of more planned. I'll figure out what to work on tomorrow.
The picture below is just a test.


For exclusive info, go to my account and check out my Twitter and Bluesky.

Side Quest Update:

Added a new side quest to my game. It popped into my head and felt like it needed to be in. “You wander into a cave. At one point you spot a pile of children’s shoes. While inspecting them, footsteps can be heard. You look behind you to see a shadowy figure. What do you do?”

IMPORTANT ANNOUNCEMENT:

To anyone who doesn't know, Itch.io has allegedly gotten rid of some games due to pressure from Payment Processors, which may or may not effect my game.

Im not happy about this. Payment providers should not dictate what we buy. Watching the MoistCritikal video on this, made me realize if they get rid of “Fates Gamble”, for what it has in the game, is insane. I don’t want my game banned on itch.

Miscellaneous Update:

I have been focusing on keywords. I'll work on BB rounds later. I realized that I can't make dungeons because I need to focus on dominators, but I cant focus on them because of ROLE, and I cant focus on ROLE, because of keywords. So rn I'm focusing on keywords. 

I'll also be making a beta trailer for Ver 2.5!

(2 edits)

ROLE Update: 

So I have decided to give every NPC 57 event pages. All you need to know is that this will make NPC's very interactable, I know it's a lot... Also I'm adding more options to ROLE, I'll see if I can explain them another day.
I also realized that making the ROLE system in Combat sections is hard as there aren't really any conditions you can give the event pages, or at least GOOD ONES. So expect the ROLE system to be slightly unique in combat.

Also Right now I'm good on keywords. I still haven't thought of all the ones I want, but mainly I was focusing on the more important ones that are story focused and for the Dominators. The other ones I plan for are more specific.

NPC Update:

I have added a Steal Option to the game.

Again, I think this is very good for roleplaying. 

ROLE Update:

Mainly been experimenting again. I like when you get a certain number of kills, people start to feel worried that there is a killer on the loose. I think this will be an interesting moment to talk to an NPC. Also I have a cool idea with NPC's. To save up on time and due to rpg maker limitations, I had to get creative. I have made multiple versions of NPC's that have a specific idea in mind. Here's there code names

  • Battler
  • Talker
  • Dealer
  • Discusser
  • Lunatic
  • Duster

I'm not gonna fully explain them, so I'd rather you use your imagination. 

:3

ROLE Update:

So this is a condition that will be met when you kill specifically 15 people and you make the NPC angry You can see I have 9 event pages. Which is what it will be when in the "MV" version of my game while the "VX Ace" version will be 57 

@w@

ROLE Update:

So I have an idea for ROLE when using the battle system. I realized if you make the enemy happy easily it wouldn't be fun and when it feels like you just need to be lucky and hope the enemy is happy, then it's repetitive. This is something even Toby Fox tried to get rid of when making Undertale as he was inspired by Shin megami tensei. So I was thinking about how Undertale lets you pacify enemies and remembered how it felt like a puzzle almost. So I decided to make keywords part of the way to pacify enemies. 

Also been testing out party members with the Role system, instead of having the option "Ask who he is", I'll instead make the party member talk full sentences like "Who are you?"

What do you guys think?


ROLE Update:

Apologies for no update these past 3 days. So I took some advice from someone who made a comment on my recent devlog video. They suggested something called "Blades in the Dark." which has a "Clock" system. Basically, think of it like a pie chart that fills up. Once it fills up, you get the dedicated outcome. In short, think of it like, you trying to break into a bank, if the clock is filled, you're in.

I'm even thinking of giving every emotion a clock. The enemy will have a clock for getting angry, happy, sad, or scared. When one is filled, it'll become harder for them to pacify ( Although I might make the enemy purifiable if they're scared). The way you fill up the enemy with negative emotions is with consequences, which is a feature I'm taking from blades in the dark. Consequences fill up BAD clocks, while Successes, fill up GOOD clocks! Bad clocks don't have to be just changing emotions though, it could also make the enemy wanna attack you more.

Inspiration came from watching this video around 5:45 - 12:46

There's a lot more to explain as it's a bit complicated, so I'll explain more when I make a video on this.

Also been messing around with roleplaying as party members, I'm getting better at planning how to use them in these situations. Especially with how an NPC can react to them, It will totally make it feel way different. Also another cool idea is, if you attack an enemy out in the open (not in a Russian roulette battle), you can have a party member protect you depending on their ATL (Action Luck), which I think is cool.


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Media Update:

Ok so I’ve been working on my script for my next devlog. It’s probably gonna be a long one, haha. It's mainly about how I'm making dialogue in my game and of course im gonna talk about pacifying opponents in my game featuring the clock gimmick from Blades in the dark.

Media Update:

Go check out my new video! 

(1 edit) (+1)

ROLE Update:

Ok. So I worked a little bit on using ROLE when in combat. When testing it out, I figured it would be best if all emotion clocks (which I was talking about in my latest devlog) were all the same amount, then it would make the enemy go into there neutral mode.
Now I was gonna mainly focus on using ROLE in combat today. But I decided to not to focus on it so much, because keywords are important for combat. 

If you don’t know what keywords are, then I recommend you watch this video:

anyways, I’m having a lot of design ideas for how I should go about using keywords. I think even using keywords to learn other keywords is a cool idea. Also I’m making the player able to ask question and judge, insult, compliment, intimidate, and more over a keyword. At first my plan was to just make keywords used for asking questions, but I’m going to use them in other areas.
Also, I should’ve explained this, in my latest devlog, but I never really cared to talk to NPC’s… ever. I’m always thinking, why should I care to talk to NPC’s. While the fact you can talk to NPC’s in any way is a way to motivate me, I want NPCs to also encourage the player talking to others for potential benefits. For example, i want NPC’s to talk to players to learn something about a keyword.

^ its a bit broken but it will appear normal in game


I like where things are going, so I hop ROLE goes well.

ROLE Update:

You should watch this video before reading this-

Ok so when thinking about Role, I got a good idea. Instead I'm going to make only the Happy emotion and Scared Emotion the only emotion clocks. So the other emotions (Angry and Sad) will be more like flavor for when the enemy is desperate. The enemy can only get angry and sad when In Desperate. While in a Risky position, The enemy can only get Uncomfortable or Neutral in the Risky position. So I'll have to think about Consequences more but I'm liking where this is going.

ALSO, when you roll a 6, I'm allowing the player to go up a tier. Example: If your at Desperate and roll a 6, you got Risky, and if you roll a 6 on Risky, you go to Control.

ROLE Update:

Ok I have a lot I wanna show off, because I have a lot on my mind for ROLE. For one I will not require the player to be in Control in order to pacify an enemy. It will now simply rely on the pacifism clock. I will also not allow the player to go up a teir when thy roll a 6. That was what I was planning on doing, but got rid of it. I was basically trying to take Blades in there dark's system and making it more original but I'll try and follow some steps it does for clocks.

Also, I'm adding more lore and consequences

Consequences: 

  • Enemy attacks you
  • Enemy can become angry or sad which will affect their playstyle and effect how they act.
  • Lose ROLE Items.
  • A shoulder demon will manipulate the enemy.
  • A shoulder demon puts a curse on you, which will limit what options you have.

Now you're probably reading this like, "Why is there a little demon?" or "There's items for ROLE now?" Well I'll talk about ROLE items later, but basically, do you guys know about "Shoulder Demons" that you see in media? It's kind of like that. In the story, I'm giving the player a magic ability to see shoulder demons using a power called "brain link". Which will be used to create more consequences. Since you have brain link and the demon manipulates the enemies brain. That means it can transfer a curse to your brain IF you get a consequence. So brain link, is a double edged sword.

Item Update:

I decided to add items for ROLE. This is to reduce repetitiveness and also create some strategy around balancing money and pacifying enemies. When I was thinking of how to make ROLE less repetitive and figuring out how to make it more balanced, I thought "Hmm well, ROLE is so unbalanced and un-fun, the Russian roulette combat has more strategy, magic, and items... ITEMS!" LOL, I literally had a Fantastic 4 moment! If "Thing" was right by me, he would've said "say that again."

  • Memory Leaker: This will reveal some backstory on the enemy which will give you a keyword to use so you can pacify an enemy.
  • Tier Bumper: bumps you up a tier. Ex: Desperate → Risky
  • Clock counter: Pacifism clock goes up by 1.
  • Love ring: Used to spare enemies, but it will break in one use. (works kind of like a pokeball)
  • Great Love ring: Used to spare enemies easier, but it breaks
  • Master Love ring: Used to spare enemies a lot easier, but it breaks.

Also no, I'm not using rings as a way to spare enemies, again its strictly due to the pacifism clock, but it's a way to spare enemies even when the pacifism clock isn't filled.

Miscellaneous Update:

I'm adding Accessories. These aren't the typical items, since items go away once used. I'm adding accessories to my game that are specifically for ROLE.

  • Nightmare Machine: Can put the enemy to sleep which can give more slices on the pacifism if you roll a 4-6 and can prevent an enemy going down a tier all at the cost of TP
  • Carnyx: Can resist consequences for one turn, but you have to use it before getting a consequence, meaning if you use a turn when you don't get a consequence, you used TP up for absolutely nothing.
  • WaterPhone: Can get rid of consequences, but it cost a lot of TP.

Yes I said "TP." I said I wasn't going to use it for the VX Ace version of my game since it will be a dual release, but I found a use for it. Does this mean the gambler class wont be in MV? Well it depends. I'm honestly thinking of using TP differently in MV but there's a small chance the Gambler class will be in the MV version.

(1 edit) (+1)

ROLE Update:

I added the consequences, but it needs more testing. I ESPECIALLY need testing for when trying to pacify 2 opponents. 

Item Update:

Added all the items except for Memory Leaker, Great Love Ring, and Master Love Ring. I will see about how I can balance all of them if I can as like I said, it needs more testing.

Music Update:

Using "Dungeon 5" as the Airship theme.

\
(2 edits)

ROLE Update: 

Thinking about giving enemies a bigger clock to be pacified to make it a little harder. Still figuring out how to make pacifying fair and balanced.

Item Update:

The Memory Leaker (which is a handheld mirror) will not be deleted once used, It will stay in your inventory and be given at the start of the game. In order to use it, You must play rock, paper, scissors with a hand in the mirror. If you win you get a vision of the enemies past which is good info on pacifying them. If you lose, you take 2 HP damage.

Music Update:

I am right now writing some info down for O_Tire and Roxanne to help with the direction I wanna take my songs. Right now, Roxanne is making a song, but I won't be able to show it yet. Expect a devlog on music coming... Uhhh sometime.

Go check them out right now if you can:

O_Tire: https://www.youtube.com/@O_Tire

Roxanne: https://www.youtube.com/@ShatteredFlames/featured

(1 edit)

ROLE Update: 

Ok I have been testing out ROLE more and I'm feeling more confident in how it is. It's really fun and I'll get into why.

Accessory Update:

Yep "Accessory Update." Nightmare Machine, Water-Phone, and Carnyx have been added to the game. However they all have something unique. ALL Accessories will have the same power as the Memory Leaker. Which if you remember, you have to play Rock, Paper, Scissors in order to get a keyword. All of these accessories will have that power INCLUDING to get rid of consequences. Although I should say "curses" instead of "consequences." I realized I explained Water-Phone terribly. What I meant was the Water-Phone can be used to get rid of any consequences that are specifically around limiting your actions UNTIL the Opponent shoots you. For example, If you use Water-Phone, a shoulder demon can't limit your CML (Charismatic Luck). I decided to give every single Accessory that power to create more decisions and strategy around MP. So I think it's better that way.

Will this mean I'll get rid of Water Phone? No, instead I gave it the power to revert both angry and sad clocks and give +2 for the pacifism clock for free. However it uses 6 MP, which is a lot considering that my game has very limited Max MP for every class.

Will this mean I'll get rid of Memory Leaker? Probably, unless I find another use for it.

In the menu, "Gear" has changed into "Gear & Music" and "Accessory" has changed into "Instruments"


Art Update:

Ok so I was doing some art for my video game and I made this. Based off the "Apprehension Engine." I didnt wanna take it's full design so I made something more creative. Some thing's don't make quite sense, but hey it's ok it's not meant to be.

Also I finished the design of the Carnyx. Please do tell me what you think about the art design and if you think I should change it.

It's definitely way different from a typical Carnyx instrument you see.

Also in unfortunate news, I didnt bother to check before, but the Water Phone is copyright striked. UUUGGHHH. I'll have to think of a different instrument, if I can. Here's a look at what would've been:

Art Update:

Ok so I have done mainly art, and also took RPGMaker sleep animation and made it into a crayon art style. I have also changed the Water-Phone to a Squid-Phone. Also took inspiration from the ring triangle.

Story Update:

I wanted to get back into the side quest again, due to me focusing more on my main story and its involvement with the side quest. I have gotten rid of 1 side quest, I rewritten some, and wrote 2 new side quest that I plan to be in the game.

(1 edit)

Art Update:

Go check out my new animations with SFX, provided by O_Tire.

Twitter/X: https://x.com/ChillDev_Offic/status/1963764176892858422

Bluesky: https://bsky.app/profile/did:plc:baveydrspsub7mc5v4bgmoh7/post/3ly2glgzjo226

Unfortunately I cant show much on here so I recommend checking out my twitter and bluesky post.


 https://bsky.app/profile/did:plc:baveydrspsub7mc5v4bgmoh7/post/3lybg6jjicc2i

https://x.com/ChillDev_Offic/status/1964771282928664721

Art Update:

Ok so I didnt get a whole lot done, but that's just because I was experimenting a lot with the ROLE system and also rpgmaker's animation tab. I'll finish the squid phone tomorrow if I'm willing.

https://x.com/ChillDev_Offic/status/1965222897544560928

https://bsky.app/profile/did:plc:baveydrspsub7mc5v4bgmoh7/post/3lyek22yrjk2w

Going to be making another devlog, where I explain all the items for Fates Gamble. Right now I finished the draft for my script, hopefully I'll do some editing on the script and do some art tomorrow.

Media Update:

I edited the script to my devlog video more. I'll be recording tomorrow if I can. I'll show off some pixel art for my ROLE items, though.

Art Update:

Finished recording and doing art for my next video yesterday. I'm going to be editing tomorrow.

Media Update:

I'm editing my video with ShotCut instead of Clip Champ. I see both its flaws and advantages. The main problem is that its SO CONFUSING and doesn't tell you what's happening most of the time! Anyways, I thought it would be best to use Shotcut instead, since I've whined about Clip Champ not working at some times. AT FIRST I was ready to give up, because Shotcut is confusing, but I think i like ShotCut more. I feel a lot faster with Clip Champ but ShotCut is not only more advanced than shotcut, but runs faster. Which means I don't have to worry about lag as much on Clip champ. Granted, there is still lag, but its a lot better on ShotCut. Hopefully no more problems persist in Shotcut.

Hopefully I can finish my video this week.

Media Update:

Accessory Update:

I added the squid-phone instrument and also tested out the instrument powers. theyre working good. 

Item Update:

Fixed a bug where the padlock animation wouldn't play. I'm gonna see if I can fix some bugs with the briefcase item though. 

Fixed balance with the Briefcase. The briefcase would only activate if the Opponent was hit 3 times, I have changed this. 

Object Update:

Also I fixed a bug involving objects still showing even when i coded it not to. (If yall remember the lamp)

Miscellaneous Update:

Ok so I decided for Party members to have instruments. So you can have a Carnyx while a party member has a Squid-Phone. Gives more reason to have party members for ROLE.

Music Update:

Made by Roxanne Raccoon!

Go follow them on bluesky: https://bsky.app/profile/shattered-flames.bsky.social

And Youtube: https://www.youtube.com/@ShatteredFlames

(1 edit)

WE HIT 20,000 VIEWS LESSS GOOOO


I apologize for not updating much here. Its so much easier and faster to make post on Twitter and Bluesky compared to here. I hope to update more here, but i haven't been able to do much.

In the mean time, go check out my jacksepticeye game jam video:

Item Update:

The briefcase exploding does -6HP now and can work for 2 enemies instead of 1. 

Music Update

I have changed the music, got my X or Bluesky to check it out.

Miscellaneous Update:

I'm thinking about adding some more horror to the beta. I remember O_Tire said that my beta isn't scary and i told him "Well its just a beta." However, the more i think about it, I wish i listened. I'm going to try to make it more scary. Also fixed some bugs. APPARENTLY, players couldn't access chance mode...ugh, fixed.

(1 edit)

Item Update:

Honestly, I've been thinking of adding more items. Not ones that are for battle but more like something from the old Metal gear games or Zelda, where they're used to get past certain areas and give a sense of progression. This was a suggestion given by my BF Wubbzy about putting in special items after you kill a boss. I was at first against the idea but I'm thinking he's right. Also, I got inspired by this video:

I don't think I will be able to follow everything in this video, but it helps me get a better idea of how I should make the dungeons of my game and how I should pace it. What's funny is that I actually have something similar to the metal gear call cutscenes. In my game you can call the Opponent (or the Opponent can call you) to get certain info, kind of like an instruction manual. I also think it will help with people who aren't that good at the game. Now that I bought the og metal gear games on steam, It's funny to think I went full circle, haha. I think playing them will really help.

To give a little bit of details, I'm thinking of adding gloves that give you super strength and you can plow through walls with it. I also have an item idea to slow down time, thanks Dead Space. I wont reveal everything though.

Story Update:

Rewritten some lore for the Opponent.

Also in the beta, I added some hints the what the full game's story is like at the very end.

Enemy Update:

I'll see if I can have some enemies in the beta inside dungeons. Though they will be more basic I want to show off the chase sequences in the game, so I can show what the game is truly about. I really want to make the beta more scary, like what O_Tire said. 

Miscellaneous Update:

I will be posting some new SFX and music on my bluesky and Twitter. Go to my Itch.io page to find my social media.

ART Update:

crayon made explosion!!!!!!!!!!!!!!

Also I fixed an error with the dark space, where if you look closely, it cuts off a bit. This is fixed with the improved one.

Map Update:

Hey wassup. I got a good plan for how I want the map to go for the beta. Yes I'm adding a short dungeon to the game with enemies roaming around :3 

Item Update:

Also I tried to have an item that would detect enemies in a level, but I'm having a tough time implementing it.

Item Update

Remember me talking about that item to detect enemies? Well that will probably be exclusive to the MV version of my game. GOOD NEWS. I made another item based of "Signalis" called "Flares". Use them so enemies cant revive! 

Miscellaneous Update:

Also added more SFX and added a warning, since my Dad suggested it.

Art Update:

Here's some progress. Sorry that they're blurry for some reason. Also I have some sprite art for the enemy, but I'd rather not show you till beta 3 comes out. >:3 If you're wondering, green tiles are how the player heals themselves. 



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