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Hi. I've spent quite a long time in the game and I have a couple of comments and suggestions.:

1. Can I add an internal notebook or journal for the player? Since there are long breaks, there are situations when I just forget about a quest or some small things and it would be convenient to have a notebook.

2. Is it possible to create a save in the dialog? The game focuses on dialoging, and often, in order for the AI to understand me correctly, I have to bring the dialogue to an end. Sometimes it can take 30 minutes or more...

3. I don't know why, but the bartender can't give out money, only request it for check-in.

4. This is no longer a problem, but rather a matter - Is it possible, when creating a character, to indicate your past in a text for  roleplay? 

Every time you start the game, you are asked about who you are, what brought you here, etc. It would be interesting if player could choose 1 or more NPCs and indicate how you are connected to them.

For those who are wondering how to describe this product:

Imagine Skyrim, where you are free to do anything, but instead of responding and speaking in prepared phrases, you can say ANYTHING, and they can react to it and pass the information on to others. (As an example, Darian almost arrested me for suspicion of harassment because I made a bad joke and Mirel took it as harassment!). 

I don't regret spending 8 dollars!

The game does occasionally hiccup. Especially with Darian, seems like. I was doing a bit of truth or dare with Mirel and Rozy, and at one point while we were talking about the nightwatch the guards were called on me. 

Turns out despite Mirel egging the convo on and being the one to tempt Rosalyn with streaking she called the guards on me for being loud-in the bar-and being nude. 

(We were in Rosalyn's flat, and all characters to my knowledge still had their garb on.) Very silly stuff. 

The dev is creating a more advanced memory system so you can hopefully write in some of those story ties you are keen on. That along with making a custom character (curse you, tiny 300 character description limitation!) should help. 

And yes, the game has been a blast. I've been recommending it to my friends and I'm about to purchase another copy to gift it to another. 8 dollars well and truly spent, haha!

Speaking of Mirel, do you happen to know their schedule? Do they come by the tavern every night? 

She tends to show up at the trading box late at night around 10-12 pm. Otherwise her staying at the tavern seems to be an occasional thing, every couple of days in my playthrough. 

1. You can export NPC Memories and read through what they remember about any jobs, or quests they gave you. If you don't see any you do remember, then they forgot and you can consider any like that concluded. If you and any NPCs don't remember a quest, then it's not really worth worrying about it.

2. You can leave in the middle of any conversation, save the game and click back on the NPC to resume your conversation where you left it. This might not work if you leave while an NPC is talking to another NPC and you haven't interrupted.

3. I believe the pop-up dialogue box for renting a room is from the system and not Gareth. Though Gareth can change the price it shows if you haggle him down before it appears. Its not suppose to give money, but you can ask any NPC for money and they might give some to you. It might only be in RP sometimes.

4. Not at the moment, no. The best you can probably do is try adding to your character's description that they wear a crest that designates they're from (wherever) relative to Silverpine. Alternatively, constantly editing their memories so they always know is another suggestion, but it's a hassle to continuously upkeep and the more NPCs you want to do this to make it many times more annoying. 

Your Skyrim comment reminded me of a video where the player was speaking to the NPCs with a mic and the AI was speaking back through the game as the NPCs in their voices with all of their background lore and world lore to roleplay them believable. It was impressive.