First of all, I want to properly show my gratitude for the time and thought you put into this. Thank you so much!
I do think you’d need more than one playthrough to really see everything, unless you’re extremely thorough. Even in the prototype, there are options that only unlock if you go through specific steps and have certain interactions about certain topics.
And I completely agree with you on replay value. If a game isn’t specifically designed to offer a different kind of experience on a second playthrough (like the Nier franchise), I’m usually not that eager to go through it again, even if I loved it.
For some reason, though, I do enjoy rewatches of shows and movies, probably because the context changes everything.
Like:
“Wow… now I know why they said or did that.”
“Oh… so that was the purpose of this.”
I feel like this game could create that same effect.
I’m also genuinely fascinated by human psychology, and by the different perspectives that can erupt from the same situation.
I heard a quote recently that stuck with me: “There aren’t a set number of languages in the world, since everybody speaks a different language.”
Not literally, but in the sense of how things are expressed and how they’re received.
And well… let’s say, hypothetically, there is a way for Myr to stay. That hypothetical would also come with a fairly tragic note. In the end, you’re the one deciding whether you’re okay with your own actions.
I’m really glad Myrddin already feels believable as a character, and that he seems to have formed his own identity even in the prototype.
Fiction has a weird way of becoming part of our reality.
We feel sadness, happiness, anger, comfort, all kinds of emotions, while fully knowing it isn’t real. Personally, I don’t think that’s a bad or “sad” thing at all.
If anything, a lot of who I am was probably influenced by fictional things, books, games, shows, all of it.
I still fondly remember a game I played back then called Persona, where you’d hang out with a group of friends and go on adventures together. Sure, driving a cat that turns into a car, inside a bank, flying through the sky, is not exactly realistic, but who cares?
Also, this is genuinely the first time I’ve heard the term “Vocaloid.” I searched for “Glasswall” and listened to two versions (thank you!). And wow, it’s really Monika-coded. When I heard Dex’s version, it made me wonder: is that the kind of voice you imagine Myrddin having?
And thank you for introducing a new word to my vocabulary too: “vérité.” I’m absolutely going to use that to sound more professional.
Comparing Myr to Monika is a compliment, since DDLC is basically the kickstarter of inspiration for this project. I’m happy I managed to capture even a bit of that feeling, even though I’m still far from reaching the level of writing Team Salvato achieved.
Yes, the whole “blurring the line of fiction” idea is definitely something I want to explore. That said, maybe it’s also not the best idea to have someone messing around, not only inside the game, but outside it too.
Because, to be fair, being stuck inside four walls, isolated, for who knows how long, might lead to some instability, and some very goal-driven behavior.
...I still need to research what’s legally within bounds (lol), but the general idea of messing around in the background is planned.
The main thing I do is just drafting. Drawing everything takes a lot of time, and with the complicated situation I’m currently in, plus every other part of the game, I can’t focus on art as much as I’d like. So I mostly leave that part to someone else.
I also checked out the game you mentioned and met Leo. Honestly, I think you’ve done a great job. And since my mind is a spiraling library of canvases that keeps coming up with ideas (for better or worse), I can genuinely picture a whole game with that exact character art and story direction.
In my opinion, art is very important, but it’s not always about technical “perfect art,” it’s about the art style and whether it fits.
Lacey’s Flash Games is a good example. I didn’t play it myself, but I’ve seen viral clips, and while the character art isn’t necessarily “pretty,” the style is fitting and people love it.
Same with Undertale. A lot of people say the art isn’t its strongest suit, but the style is cohesive and aesthetically right for what the game is trying to do. There are many games like that.
I think, with how little experience I have in this area, it’s better to work with what your art already is, instead of trying to force it into something it isn’t.
Let the story, UI, and gimmicks play around the art style, rather than forcing the art to bend around everything else.
Did that make sense? Probably not haha.
And yes, it’s a real shame the sprite hasn’t reached your satisfaction.
I’d say the art itself is quite well made, but it’s the aesthetic, or vibe for lack of a better word, that hasn’t clicked yet (This is what I meant earlier: art doesn’t necessarily have to look “pretty,” it just has to fit what the game needs.) I actually agree, which is why I’m trying a softer version. Though I’ll admit, looking at him almost daily, I’ve grown accustomed.
Oh, and I’m curious about what you think is happening, but you’re right. Spoilers are dangerous.
I’ll leave you with one warning, though. Maybe Myrddin isn’t as selfless as you might think he is.
What do I mean by that?
Well… you’ll find out in 10 years.
Just kidding, of course. But I will say: Myrddin is a complex character.
Also, that last sentence of yours definitely left me with quite a lot of pressure!
I really hope it reaches the enjoyment you had with the prototype, even if 0.1 is still far from a finished product.
Thank you once again, and please never feel pressured to reply. Just reading the devlog is already more than enough!
Warm regards, and I hope you have a great week!