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Moral Anxiety Studio

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A member registered Jul 07, 2017 · View creator page →

Creator of

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Thank you, and there's no need! Actually, I just had a very good week development-wise, and it's lovely to start my day with such encouraging words. : )

Hi there! While the demo is indeed available, the link to the full game should be displayed to everyone with an access to the full game.

Lovely thoughts, thank you. : ) Pm some days it does feel overwhelming and I'm getting pulled closer to burning out, but seeing how little work I have ahead of me (when compared to how much I already built) motivates me quite a lot.

Thank you for checking it out! <3

Thank you for sticking around! : ))

Thank you for your encouragement! There are many changes that would be difficult to explain or are not flashy enough to turn them into a post, but I do feel like I'm addressing all the major issues with the game, one step at a time. : )

<3 My last few months have been very fruitful! The autumn release starts to look like a realistic option.

https://moral-anxiety.itch.io/windy-meadow Lovely that you're doing this!

Thank you for reaching out. : ) Ever since I stopped posting on social media, I was able to focus more on the development. I get anxious about how long some of my tasks take, but the game grows well - recently, I either write new content, or edit/rewrite one that's 2-3 year old. It doesn't give me many screenshots to show, but I do have this feeling of constant progression, which helps.

Thank you, Gunnar, I'll think about it. I never really used Discord, but seeing how the lockdown never ends, maybe I should start to get a bit more present online.

Thank you as well! <3 I put a lot of effort into them, and I think I'll need to write another one this month or soon after it. : )

Thank you for the feedback! I was actually just working on a new approach to the rest screen this very week.

Maybe the game needs to also make a better job at encouraging a player to save often. 

Thank you! : D Actually, the very long high-effort posts do a bit better and even manage to spark some interesting exchanges, so thanks to comments like yours I feel more motivated to work on them. : ) I apologize the game takes me so long, but I do think that the best parts to show are still ahead! : )

Thank you! : D Actually, the very long high-effort posts do a bit better and even manage to spark some interesting exchanges, so thanks to comments like yours I feel more motivated to work on them. : ) I apologize the game takes me so long, but I do think that the best parts to show are still ahead! : )

I appreciate your trust. ^^ I think what killed my enthusiasm for fetch quests is how pointless they often seem. In one game I was asked (multiple times) to bring animal skins and other resources gathered from respawning enemies. It usually involved almost no storytelling ("we lack meat, we won't explain why we can't get it ourselves, go get it, here's your coin"), and completing these quests had pretty much no impact on the story or the state of the world. It felt like a recycled structure, in which voice acting most likely costed more than the rest of copy-pasted code with hardly any innovations. And having a flexible motivation such as "we need help, do a chore for us" was also removing many possibilities.

I think about my experience with games such as this one a lot.

In my mind, Asterion is less of an object to fetch and more of a MacGuffin with a personality, kind of like R2-D2 from the original Star Wars movie, but he is present in stories and the results of his actions even before PC finds him. : ) 

Thank you for the review. <3 I think this is the kind of impression I aim for!

I'm actually not afraid of adding New content, it's figuring out which one is Worth Adding that scares me. : P There's a plenty of things already in the demo areas that can't be reached yet as they are unlocked in other places. Ideally, the PC will return to various settlements many times, revealing more layers of the things to do as well as reactions to PC's progress.  

However, I grow harsher when it comes to judging the quests structure. Some of the older in-game tasks involve fetching for items, and I start to see them as a bit lazy. But that's a problem for The Future Me - for now, I'm all about adding NPCs to new areas. 

aaaaaaaaaaaaaaaaaa

(I'm super anxious about bugs. : P)

I really appreciate that you took the time to post a screenshot, that's a great help. Is it ok for me to ask if you're happy with the current state of the demo?

Thank you! : D Trust me, it was VERY obvious in the 2019 prototype! ; ( ;

Thank you for taking the time to read it!

<3

Thank you! Ren'Py is really good at displaying text, managing choices, and making small "buttons" made of text / visuals. It's limited in many ways - a terrible tool for making a game with environments, walking sprites, or many things happening at once - but I strongly believe that it saves my time tremendously. 

Thank you for your support! I actually hope to post the new version of the demo and a quite long devlog this weekend, I'm really excited about showing all the changes. : ) 

Thank you for attaching the screenshot! Yes, it's a bug, but the new version of the demo will have this and many more issues addressed. : ) It should be out in about a week or two!

<3

Oh damn, thank you! <3

Very true! : D Having no bosses above me, I have to master the art of "it's Good Enough" on my own. : P

Thank you for the encouragement! A documented step-by-step process will be a fun thing to take a look at after a few years. : )

Thank you for reading! I feel better knowing someone took a look at it, a post such as this one takes me more than a day of planning / writing / making pics. : P

Thank you, and I sure hope you're right! : D

Thank you so much for your support! I don't know why Roadwarden is listed on GOG as not compatible with Linux, I believe the game's publisher - who's behind the  page - simply forgot. I'll let them know right away.

The few tests that the kind people interested in the game ran so far make me believe the game will work just fine on Linux. 

Thanks a lot! I keep delaying the next devlog since I try to focus on the development alone (and it's going pretty well!), but I have a lot of new stuff to show, so maybe it's time to get to it. : )

<3

You've reminded me that it's been almost three months since the last devlog,  I'll try to publish a new one before the end of the month. While the release will still need at least half a year, and more likely an entire year, I'm really proud of the recent development. For example, you can check out my Twitter to see what tremendous steps I've made updating the game's visuals.

Reading this comment is a really lovely way to start my day, thank you so much, Jamie! I'm currently playing the working prototype (which got really big) and I think you're going to love it. I try to improve both the things you mentioned, and some other areas which interest me personally, such as the quality of the illustrations, and even I'm getting excited seeing the progress. : ) The pandemic sure gave me a lot of time to.

I'll do my best to finish this project, though it may still take some time. : ( 

Haha, thanks a lot! : D I sometimes feel like the mechanics are still a bit flat, but I already have some ideas how to spice them up. : )

I'm glad you liked it, I think it may be the best devlog I released so far. : )

I think that thanks to the game's very simple engine (no physics, no actual character movement in a rendered space) it's much easier to fix some issues with the core systems even on the late stages of the development.  I don't have to pour tens of thousands of dollars into the trash bin.

I... don't know how to respond. : o 

Thank you, lhynnith. Back when I was a teen, purple prose was my usual style, and it took many years before I learned how to express myself with fewer, simpler words. When I read some English authors I feel like maybe I'm actually *too* simplistic and repetitive, but such insecurities are difficult to face since I don't have a publisher and a full-time editors collaborating with me. All I can do is hope that my best will be good enough, and I'm really glad you were able to connect with my attempts.

Still, I'm currently assisted by a kindhearted spellchecker, so I still believe that the final version of the game will be even smoother to read. : )

Lovely. <3

Thank you so much for your support! <3

I'm glad you think so! It's a new concept for me which I've been thinking about for a couple of months now - that, sometimes, being more transparent when it comes to explaining the rules (systems) may actually build the mood better than keeping these rules hidden for the sake of what I perceive as immersion-through-illusion.