Nice little puzzle game! Won with 14160 - not sure how much more can optimize the score, but at least a little more is possible.
null painter
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Spent a little more time with this. I’m impressed with the wide-open world with so many locations and secrets. I didn’t take the best of notes at first, and have gotten kind of stuck.
Can you tell me where the location is that wants ‘the sound of darkness’? I can’t remember where it is and feel like it might unlock things, now that I know it.
The artist is a useful resource to progress, but now all the characters are in an area I can’t seem to reach.
Great work! I had decided this was a very hard, but well done RPG, but I was a little salty about the last boss - it seemed impossible given the turn economy.
Then I read Matt Bee’s comment about EasyRPG, and she got about 1/3-1/4 of the turns when I ran the thing directly with wine, instead. (WTF?!) No problems after that.
So, probably not the intended experience for the rest of it, but still quite fun!
Running defense/shutdown was a lot of fun, and I haven’t often gotten to use that toolkit, especially while the nuker is AI controlled.
Czarina wasn’t frustrating at all, and the sorcellons and danger of running were nice touches. Plus this game had nice vibes, felt like a nice bit of flash fiction and you had a story going with no real dialogue. Very nice!
Grateful you are putting these up for download now - the web interface is nice but a bit laggy.
Once I fully explored the dead end ‘tri-path’ end, I dropped back to a rote, right hand wall follow strategy. As soon as the cognitive load gets too be too much (I find myself having backtracked unintentionally) I tend to fall back on such a strategy, or start mapping if I think I can.
I think one way to keep the player engaged with an ever deepening dead end or ultra confusing maze is ‘stuff’. I you put odd happenings, strange marks and sounds, or other ‘things’ into the environment, I’d stay more engaged and probably not turn into a wall-follower.
The ‘stuff’ wouldn’t even have to build towards something, and maybe it would be cruel if it didn’t, but imagine a meta story playing out environmentally about a horrible monster or a frightening mystery where the environment gets more and more intense (and big, and labyrinthine), but eventually just peters out in a dead end like this game. It was just a side area. The main area might be plan, or all branches, main or side, might seem to have an escalating narrative.
Maybe that’s too cruel. I’m not sure.
There’s the one rpgmaker 2k game that I can’t remember the name of with all the huge, interconnected dungeons and visible on-screen enemies milling about. It was so sprawling, but there was just enough random treasure, some kind of fast travel points, and odd hidden connections between the vast dungeon ‘sections’ and such that it was still stimulating for quite some time. At some point, I had to tap out on that one, and I was fairly far in. It just ended up feeling exhausting at some point, like being lost in the inversion of a giant desert with no landmarks… an infinitely crowded city where every block is so noisy and full and interconnected with twisting alleys you aren’t sure if you’ve seen it or not… Hopefully you know the one I mean, I feel kind of stupid describing it like that.
It feels a bit like the vibe you are describing here, and it was quite popular back in its day, I think.
I actually found this one pretty challenging! First few games - trying to learn the system and find all the ‘camps’. Next few games - routing, culminating in me ‘being shamed by my cowardice’. Fair…
Then two more, using the fastest route I could find. First, killed by the first encounter (?!) a vine and ice magiya using jerk.
Second routed run - the boss seemed to mostly use physical attacks and the anti-phys armor, with a -str condition. Just kept them blinded and blasted away with the 2mp magic attack.
Then I saw here that I was actually lucky with that boss… oh well. I think I gave this one the most ‘tries’ out of all your sketches I’ve played to win, by quite a few - I’d guess around 10?
Protect your (fem)elf.
You have real skill (and enjoyment, that’s clear) for making up silly little guys. I’m glad you let yourself be indulgent on this one, it was a lot simple fun, even without your signature novel rulesets and punishing difficulty.
This is an idea I’d love to see you revisit, if you are ever feeling it! Having this kind of concept combined with your mechanical style would be so interesting.
If you like the GBA era of Fire Emblem, check out the “Storge” romhack (if you haven’t already). It plays with the exact space you outlined here!










