Thank you for playing it! I'm glad you enjoyed it! <3
Recent community posts
Hi. It's me again. I finished watching your livestream, and discovered that you didn't finish the game. Spoiler alert, but the crash was intentional. You actually haven't even gotten halfway through the game. ;)
Spoilers: For some reason, after the intentional crash (from picking the secret passageway), the game is not continuing the story once you re-open the game (like it's supposed to). I'm not sure what is causing this issue, but it may be OBS. Be sure to set OBS to record the desktop rather than the game's window, as some problems may occur otherwise.
Hi! Right now, I'm finishing up writing the last two scenes of the game. After that, I'll start revisions, and finish up the remaining art. Then I'll coding it all in. But I really want to finish it before Halloween. Thank you so much for commenting; people showing interest in my projects really make my day! :D
Thank you again! I agree with you. Short indie games seem to have a more strange, different art direction than larger games (I guess because indies are made by a smaller group of people, so it's more unified). The Sexy Brutale is a great example. I've been becoming more disillusioned with bigger AAA games these days (though there are some lovely exceptions--I've recently been really enjoying the humour in Fallout 4).
Hi! I'm sorry for the trouble. I'll do my best to help. Firstly, have you downloaded the latest version (1.6) of the game? I've checked the Mac version, and Adrian.rpy should be located in: redactedLife-1.6-mac.zip\redacted Life.app\Contents\Resources\autorun\game
Do you see it there?
Were you able to complete the game all the way through to restart that way? If that doesn't work, I'd suggest re-downloading the game at this point (maybe one of the files got damaged, preventing you from restarting it?).
Edit: Also, deleting the "persistent" file in the game's "saves" folder may also manually reset the game (though you may want to save the "persistent" file somewhere on your desktop just in case you need to put it back in the "saves" folder).
Furniture crafting idea: Fish tank. I'd love to see swimming, friendly ocean fish in my raft home.
The crafting recipe could be something like: Wood + Nails + Glass (found as washed up debris).
Then fish for a live fish (with the fishing rod) and place the fish in the tank. Watch them swim around.
Ahh! :D Thank you, that was so sweet! I love this! I love all the lore you've added to Three Guys That Paint in this fangame. How did you come up with the names, because I tend to always have trouble with that.
I'm not too familiar with Macs, so I had to look up some fixes for running Ren'Py-made games on the plateform. So far, I've heard that moving the game's folder into the Mac's "Applications" folder and opening it from there can get it to work. I also came across this fix tutorial (it requires you to download Ren'Py).
Let me know if it's still not working or if either of these methods work. I'm sorry about the trouble you're having with launching it.
I played this once over a week ago, yet I can't get this game out of my head. It's like a good idea you can't get rid of.
I've played games where you can play as multiple, pre-made characters (the Lego games, Pocket Mortys) and interestingly-different RPG Maker games that plays around with what the engine is capable of (Middens), but this game feels different. I've never heard of an RPG Maker game where you play as 99 unique, pre-made characters at the same time.
And that fascinates me because of what you can do with that idea:
- Is it possible to make a player feel emotionally-attached to all 99 characters?
- Can you make each character a fully-developed with their own unique personalities?
- You could play around with the "Chosen One" cliché that is so common in RPGs: If this game's world has 99 chosen ones, then how does that affect the game's world?
- Later on in the game, you could force the player to sacrifice player characters as you progress, slowly dwindling your party and forcing the player to "pick favourites" and deal with the consequences (similar to games like Lisa: The Painful RPG or No One Has To Die). With that idea, you could even explore Torment: Tides of Numenera's driving theme: "What does one life matter?"
In terms of gameplay mechanics and what the game itself is right now (rather than what it can become), I rather apologetically must admit that I couldn't complete the game due to the amount of lag it experienced for me (during the dragon's attacks). I feel really bad about that, because I'd like to give you more insight on whether or not the turn-based method is too repetitive or not.
But from what I've been able to play, I'd give the following reflections:
- Yes, as you asked, do please focus on the story more! I'd like to see that.
- Also, keep the comedy. I loved that opening cutscene.
- Consider what you want the main theme of the game to be: Attachment? Sacrifice? Determination? Teamwork? Being an individual?
- Try to give the characters more depth. You've already managed to accomplish quite a bit with the titles and designs of each character (one's a teacher, one's a monk, etc. Their designs seem to tell their own backstories). That's quite an accomplishment, considering you have 99 characters!
- Since the player has to control 99 characters, consider who the player is versus the player characters. On TV Tropes' websites, it's referred to as "Player Versus Protagonist Integration." Is the player meant to be ALL the characters and this control is not questioned/explained in the game's story? Is the player an advisor giving orders to the 99 heroes (like a King/Queen). Or is the player an entity that exists in the game's plot and there's a story behind how they're controlling the characters (to use one of the XCOM games as a story example: The player is actually an alien with the ability to control multiple human characters, who are the protagonists).
- I'm not sure how attached you are to the game's current turn-based/JRPG mechanic. Would you consider other methods for simulating fights, like card games? Or the Tinder-style choice method used for the fight scenes in the game Reigns?
- I'm trying to think of work-arounds for reducing the lagging in the game. It might be good to swap teams of 10-20 characters at a time on screen (dividing the characters by class: All the warriors on one team, mages on another, etc), and the player switches between them as they fight.
- The game's title sounds a lot like a pun on another game, Mighty No. 9. Was that intentional? (I haven't played Mighty No. 9)
Sorry for this novel of a post; I hope you don't mind how long it is.
Hope this helps! And thank you for making the game! I love this concept.
With the growing list of game jams on Itchio, I'd like the ability to view every upcoming game jam on the Game Jams page. Currently, you can only view jams that are starting within two months. Are there any plans to accomplish this? Is there any way to view every single upcoming game jam that I'm not aware of?