I use my GPU (RTX 4070) to generate images locally on my machine using ComfyUI offline. I do not use a website.
Liferake
Creator of
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The images in Amber Burrows are generated with AI, touched up in paintNet to remove some AI blemishes.
Both Alberto Verde (Harlowe) and Amber Burrows (Sugarcube) use html to insert the image. For instance:
<img src="AB-Content/img/FGL/Support/Director.png" width="512" height="512">
If using variables or math to determine the image it looks like this instead:
<img @src=" $player.path + _imageResultant + '.png'" width="512" height="512">
Where $player.path can be the string "AB-Content/img/FGL/Stella/" and _imageResultant is the string "1A"; so twine will have this tag will mathematically resolve and ends up calling
<img src="AB-Content/img/FGL/Stella/1A .png" width="512" height="512">
For testing the game you want this in your Twine's "Scratch" folder; so Twine/Scratch/YourGameContent/...

When publishing your project, This content folder and the game should be in the same base directory (for instance Amber Burrows 0.1.3.html is in a folder named Amber Burrows 0.1.3 alongside AB-Content. When publishing for web-play; instead name your game html to "index"
These set a series of variables with each path (Moon/Sun/Tide)
Right now the changes are:
Moon state: Cat Interviewer Tam Void's chest in the Intro is smaller for full moon and bigger for new moon due to the consequences of those paths in the first game.
Sun State: (None yet)
Tide State: Currently determines which story Sister Tim will show you after reading holy text.
In the future you can expect these to:
Moon: Change the appearance and dialogue centered around Albero Verde's Moon Elves, Fox, and Domestic Shorthair (Like with Tam Void)
Sun: Changes whether an Eclipse Elf or Sun Elf Android confronts the player later in the game. This character will speak and act differently but the end result of her encounter will always be the same.
Tide: Has the least impact; only affecting the holy text already in the game and some knowledge dependencies for the story's events for mermaids and Fertility Goddesses.
Suggestion 1 - Now that I've made Rest link to Festival in the correct context; I also nerfed Rest to not appear if the TOTAL of your mana exceeds 40 (With draconic mana counting as 4 each; by default the Dragon can't rest until after conversion) (You can still rest at any time if your mana < Max Mana at the FGL)
Suggestion 2 - Nah; Ollie isn't a Dragon, she can't hold it.
Suggestion 3 - Overhauled to implement a limit of 1 automated Maiden and one (once) assistance per day; with some exclusions in place to prevent soft-locks with expensive characters. Planned for Story progress to allow for more Emily automation.
Suggestion 4 - I think we'll keep it with Festival appearing after Maiden Impregnation if eligible; this is a layer of QoL that may be too much hassle for too little worth.
It is always exciting to see players express how they chose to play the game. It is true that I left some cheese in for mana maximization; the dragon player especially is meant to be able to effectively break the system as a reflection of their power, so she becomes perfect for players wanting to min-max which I personally think is cool even if it shows the flaws in character's game balance when comparing them against one another. Each protagonist has appeals to different types of players and I'm glad Abyssnella clicks well with you.
I am aware that with Emily's help the players are able to roll through the festivals as early as they want which is not entirely desired from my end either. What I will likely do to cope is just add in jokes on how jacked/strong Emily becomes if players choose to play this way. Never in a way to interfere with this style of play, but more to poke fun with it since the expected play experience is for players to want to do as many as they can. It is very likely in the future I will return to Tey's method and handle Backup Witches in another way so that they still feel like they're able to help you; but this is the compromise I have for letting Emily be a true assistant of sorts and for Fii to be a leader in her own way. I look forward to making the game deeper as time goes on, and there may yet be time for these systems to be remixed as I receive more feedback. Thank you for playing my games!
Amber Burrows 0.1 is still under construction. Here's everything you need to know about how my progress is going so far:
- The game's introduction sequence/tutorial is completed
- Codebase for the underlying systems was made, cleaned up, killed, remade, and then re-cleaned up. Now it's at a point I'm happy with.
- Out of 9 characters planned to be repeatably impregnatable (Maidens/Yourself) for version 0.1, four of them are complete and I'm halfway through the fifth (~50% done). This involves characters in the areas "Surface Park" and "Undercity"
- The Player (You!)
- Emily (Wasp / Backup Witch)
- Abbigail (Brown Mouse / Maiden)
- Meadow (Deer / Maiden)
- Speargrass (Green Slime / Maiden)
- Tammy (Spider / Maiden)
- Pauline (White Mouse / Maiden)
- Randy (Ant / Maiden)
- Yggdra (Lamia / Maiden)
- A central exploration area that connects to all others is completed with a secret I will keep until the game is out.
- A unique side task connected to the area "Surface Park" is partially completed with a task setup for full completion in a later version.
- A unique side task connected to the area "Undercity" is partially completed with a task setup for full completion in a later version.
The project is currently 45,509 words strong (Roughly 1/4 the size of Albero Verde 1.0.0). I want to make sure there's a lot to do, thanks for checking in!
Partway through the game after you've impregnated everyone once Tey will have given you a list of tasks that you can revisit at your mirror. The tasks on it will help you make advancements for early-mid game. If you've done both Sun and Moon, the Mermaid Haven is where most of the end-game story is.
The easiest one is getting tutor's study to go, then giving the coffee to Pixie (elf witch). She will give you a Jade Ring which you can then give to Jessica during a festival by scrolling down to her on the festival page.
The Panther Witch can be lured out if cookies are on you (Learn from History Set). After lured out and spoken to you can complete her quest by visiting Ranko and then giving a name Ranko gives you to the Panther. Then she'll give you something.
Lastly Marelia gives you something after you've sunk 300 mana into helping her.
Once you've done any one of those 3 you can re-gift their gift to Jessica after shes given birth at the festival.
Found and will be part of the first bug fix patch for this version once I'm home from work, thank you for reporting this.
I will add an option in the Extra's menu so that players that have already encountered this bug have a way to get their name back/change their name if they were affected by this (or just wanted to change their name in general)
Create a manual save then test if you can load it by exiting and re-entering the game page and clicking "Load Manual Save", then choosing the save file.
If you can successfully load it, then you can exit and re-enter one more time and start a new game by clicking "I understand". You can load the old save whenever you like without losing it. The most recent save game will claim the auto save.
If you can not successfully load a manual save, then you will not be able to have multiple save files
Yes, I do have plans to make a sequel that explores another city on the planet. I can use many things I learned while building Albero Verde to make the next game better and try some new things. These stories will likely be my pet solo project series. I do also want to find time to collaborate with others for more small scale games too, whether that be a small RPG, an incremental game, small arcade game, lot's of options here. I had a very good experience making Coronation Report.
The Panther Witch, Zen.
After scaring her at the start of the game in the witch's library: Get the learn from history set to get leftover cookies. Return to the library and lure her out with them. Attempt to visit her again and there's an input box which doubles as a way to put in cheat codes. (The input box remains even if you clear her quest with the expected answer you learn from Ranko)
Wheel puzzles requires both wheels to be correct to unlock something. There are no other puzzles in the temple, the rest is set dressing. The Tides story goes more into what the temple is all about, and in some cases the tides story is required before you can solve the temple wheels.
The answer for the wheels are "Fii" and "Caputo".
Can you provide any further details? Here's a few that may help:
- Low Tide is unavailable if your other story beats are Full Moon and Sunset
- When asked to assign people, there is only one failing sequence. As long you don't repeat the same assignments twice, you should find your way to complete Low Tide.
In the mermaid haven, speak with the locals to discover the underwater temple. Then you will need to draconic shove the gates open.
Once inside, the direct route to low tide is down north north, the direct route to high tide is up north north. Depending on the sun and moon paths you did, one of these may be blocked.
For Version 0.7.0 (The next one) I finished implementing this.
It will jump you to a day 60 position with most beginner and intermediate stuff already done, discounts maxed, etc. and you can tackle the Sun/Moon Stuff from their delayed starting positions. You will be able to select this head start option by simply clicking (tapping for phone/tablet) the image of Bibi 20 times before you start the game proper:

The game will inform the player they can do this after reaching a certain point. Again, not in yet, but soon(tm), I hope it will help.




