Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Thanks for the detailed response! ^^

The navigation thing might be a skill issue, fair enough, though to be honest I haven't had that much trouble navigating other text-based games, including old school enter-a-word-into-the-box-to-do-a-thing ones so I'm not sure if my problem here was really an imagination issue. Unfortunately I haven't really been able to try this one again since the previous comment, so maybe there's still some hope that if I get back into it while I'm a little more awake that it'll be easier.

All very good things to know about the maze and the study and such though - I will definitely try using those to suck a little less.

Regarding the characters, yeah there are descriptions after an interaction starts, but my issue is more on the initial encounter. If the player hasn't encountered e.g., Merric before, it would be more helpful to have the text read something like "a battle-scarred goatman mercenary is patrolling the hallway" than "Merric is patrolling the hallway" as the former both represents what Summer is seeing and is more useful for determining the next action. 

Similarly, for the VIP guests, when choosing who to eavesdrop on, it would be helpful to have a reminder of which one is which before I make that decision since time is limited. Even something like "listen to John, the caecilian businessman*" (*I can't remember what John's actual job was, I'm sorry, it's been a while TT) would go along way compared to just "listen to John", y'know? 

Anyway, hope to have more once I get back around to it, but didn't want to leave you hanging. 

Ah, well expanding their titles in the many eavesdropping scenes should be easy enough, I can put that in on the next update.  Although it wouldn't make sense for at least a quarter of them, since they are not guests of honor.  A good chunk of the eavesdropping scenes are people you only know exist thanks to the eavesdropping scene.  Like two of the scenes you can potentially get when you approach the front of the house for the first time- Lady LaBlanc and Aqualia Granidine.  The chance encounter you see there is the only time either of them appear in the story, if you don't see them there, you will not know they even exist.  Unless you've beaten the story twice and unlocked Terastios' origin story, then you'd at least know Aqualia exists, lol.

The text for encountering people like that was similar to what you wrote originally, but was later changed.  If i would set up that...hmm, it would take quite some doing, I would basically need to create some sort of recognition system that tracks who you have already seen.  Because too familiar talk about them would be weird if you haven't encountered them, and too unfamiliar like this would be really weird if you have already encountered them.  The problem is that the story is free-roam, I have no control over when you see them or even if you see them at all in the first place.  So I would switch all the encounters for every merc to a much less familiar, fuller statement, but then rig a variable to each mention of their name in the story so once it has been said once, it swaps the text out with a more neutral version like I have now.

But that is quite an undertaking... their names are mentioned a lot, and because I have no control over where you encounter them... EVERY mention of their name would need to have this swap-out trigger.  Even the 192 ending sequences for the event you never encountered them at all, and they show up in the ending sequence.  So, I doubt I could have that in the next update, that is like, an entire update onto itself, like, two weeks worth of work at least, so that would be much further down the line.

The last update (1.2) should make things a bit easier for you- there is a retry mechanic now that the Bad Ending drops you off at, giving you the option to restart at the front of the mansion with your current or a different build- completely bypassing the library, prep, and intro sequences.

Yeah, totally get that. In terms of the coding itself, adding the pre-meeting descriptions is easy enough. Basically just <if metX> A [species] [role] is [action] <else> [name] the [role] is [action], but the issue is sheer volume. To that end, if it's too much I don't think you need to go through and do all that for this game, you can just take that more as advice for next time. It's not really game-breaking or anything and I certainly don't want you to do all that just because one guy said something "^^.