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nortti

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A member registered Jul 03, 2018 · View creator page →

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Finally got around to actually playing this. Unsure I'd say I "enjoyed" the experience (getting inside Bao's mind, especially towards the end of the duel, was a bit uncomfortable at times and I'm not really into guro), but I like the game.

The graphics are beautiful, and I especially love the animation of the duel scenes. I personally only have experience with the foil, but the scene at the dueling path felt neatly familiar to that. It contrasts nicely with the very not-that feel of the one in the dream. (Also, looking this up again, I just now realized Bao fights left-handed. That's an interesting advantage for her.)

The music is amazing too, though I don't know how to really comment more deeply on that.

I was a bit surprised how little connection the fencing in the dueling society seemed to have with Mensur. Given Bao's scar, the high level of formalism, and the wonky ideas of honour and building character, I started the game off expecting you to have drawn a lot from it. Though, now thinking of it, I could very well see the differences being an intentional divergence on your part to comment on gendering: In Mensur by standing still and stoically enduring a cut on your face you demonstrate your honour/masculinity in a student society that bans female membership. By contrast, the Academy's dueling society is co-ed and majority of the highest-ranking members all appear to be women. Maybe that and the way that the duels aim to avoid visible injuries and incentivize quick movement are connected?

Bao's really internalized a twisted and sad way to approach social situations / relationships. She keeps hurting not only others but also self-sabotaging and seemingly manages to read malice into everything. Love the way you naturally get into the way she thinks as the game progresses.

I didn't realize there were extra endings until I saw it mentioned in Extra.zip's README. On my first playthrough, I tried to still be normal about it, until that option was struck out. Next I selected to stab her right away, in the hope that a quick and clean messy kill would satisfy Bao's (blood)lust. Alas. After that, I just went along with what I felt she wanted. Given how you do get the extra endings, I keep thinking about that wrt. you as the player being part of Bao's mind at that moment.

Of the endings, I feel the "medium" ending is the one where Bao's got the best chance of actually fixing her life. In the "least bad", the way Bao pleads Jan for just one more chance, I don't feel she truly understands just how she's fucked up and  I feel the rejection is only going to further entrench her into the same ways of thinking. In the "medium", she appears more aware of how she has wronged Jan, while Jan feels (interestingly enough) more sympathetic to her, telling Bao to fix her damn own self and stop hoping someone else will.

Okay wow this comment ended up way longer and less coherently organized than I expected. I'll probably make another comment under the Design Book after I've read it.

PS. This game is the reason why Ren'Py now works without issues out of the box on FreeBSD.

I'm very glad the last few enemies always shoot down, I was worried it could take forever haha

Adding a chance of the enemies shooting more-or-less straight down was actually one of the last changes I made.

It's on purpose to the extent that I did not have time to figure out how to do sound generation in LÖVE. I hope to do a 1.1 release at some point to add sound effects and possibly BGM, as well as some physics improvements.

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ah, that is annoying (re SDL bug). and yeah, I'd prefer it to use the key my keymap has as escape unless it's rebindable to that in which case the default doesn't really matter

I think a good rule of thumb for when to use which is to see whether you are using the key for its location (e.g. wasd for movement) in which case it should use the scancode or its semantic meaning (e.g. enter for accept) in which case you should see what the key mapping is. to me at least escape for menu is more a case of the key being used because of its meaning rather than where it is located on the keyboard

Esc for menu seems to not be working on my setup. I'm using caps:swapescape on linux (X11), and neither the actual key which is escape (located where caps lock usually is) or caps lock (located where esc usually is) bring up a menu of any kind when I start a new game – if menu is something I only get access to later, apologies for an incorrect bug report

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Hi! What setup did you use with VirtualBox? I can verify it works on my machine if you create a following VM:

  • Type: Other, Version: Other/Unknown for i686 or Other/Unknown (64-bit) for x86_64
  • 128 MB of RAM (looks like this defaults to 64, which is a bit surprising)
  • Do not add a virtual hard disk, click continue on the prompt asking if you are sure

On the first boot it will either tell you to select a disk to boot it from, or tell you "FATAL: Could not read from the boot medium! System halted". If latter, go to Devices → Optical drives → Choose a disk file. Choose either switcher-i686.iso or switcher-x86_64.iso depending on which kind of machine you created.

After this, you should be able to go to Machine → Reset and boot the game. If some of the game window is obscured, you can resize the VirtualBox window.

If you have any further questions or problems getting Switcher going, do tell me.

Ah, very nice. Shall watch the full series once I have time.