Kuroonist! He's a horror streamer so the game didn't really land but hey! That's alright. It's definitely a hit or miss.
QuasiDeificAlpaca
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Yes, development is going steadily. It's just not the usual lightning pace since I'm working on a more laid-back, wholesome RPG on the side. It's a remake of my first RPG. It's not a priority, but it might be a good palate cleanser when LOA's darker sections get out of hand, lol. It just gets tiring since a lot of the game's serious content draws from my real life.
The LOA is taking time since I have to do each character one by one. Having a side project is great for preventing burnout, so I'm looking forward to it!
That sounds great! I'm actually working on small talk with each character at the library right now! So, you beat me to it. But yes, if you're familiar with the Linne dialogue tree, you'll see that we're going to be making a party talk feature.
It's just to help us naturally chat with the characters and include audience questions and answers. We're also adding more small talk to the world map. So hopefully that helps!
Hey there! You might want to create a custom title screen. It's just that default assets have a bit of a stigma around them. A batch of screenshots on your sidebar or baked into the description can definitely help too.
The game seems good. I just wanted to leave a few pieces of advice if you'd be willing to lend an ear.
First off, it might be a good idea to go into edit game and change up your color scheme to something that really sells the vibe of your game, Just since to put it into culinary terms, people eat with their eyes first. So even a little change like making your page a different color or using a different font could be the difference between someone playing your game and them skipping.
Second off, if you can, I recommend either drawing an icon or putting one together. Just since the icon is an audience member's first impression of your game, so using your title screen might turn off new players. Even a nice-looking font on a black background can mean the difference between an extra view and a person clicking away.
Third and finally, if you can. Make a logo. a logo can greatly impact your game's success. Even just the name of the game in an attractive font can make your project look much more professional!
Feel free to ask any follow-up questions if you have any, if not no worries at all! Everyone's game is their own, I'd just like to give a few pointers having worked in this engine for a hot minute lol.
Thanks! I love how simple this game engine is. If it had come out earlier, I would have started as a game developer much sooner. It's definitely going to bring tons more developers into the indie scene. As a goofy JRPG developer, I can't describe how happy that makes me. Thanks for making the engine! Best wishes! I'll spread the word as much as I can, and I hope others do the same.
That's a great question! Kaas, Keito, Leran, Sylvanna, and Kaori were my friends' characters in the D&D campaign that this game was loosely based on. Whenever I'm stumped, I just text the original player. You can actually see them in the credits, LOL.
For game originals, I always start with characterization. Characters like Aria, for example, are also heavily vibe-written. The lore of each character comes second to their quirks, personality, and vibe, you know?
Nonetheless, this game is a tribute to my friends, and each character deserves that level of care.
Thanks as always for asking, Owlstar!
That sounds great! It's my pleasure. The rest of the game is a bit more lighthearted, but please let me know if you have any feedback. I'm active on our Discord server regularly. Otherwise, the Itch community board is your playground! Have fun! Post whatever you'd like, LOL. We value all community interaction.
(The Item is made and Kass'll start with it! Thanks Owlstar!)
I'm putting down a quick Q&A with some questions we've been asked in the last little while. Feel free to ask me just about anything below and I'll try to answer if it's reasonable!
Q: I'm stuck in an area! (Either because of a major Quasi fuckup or because I'm lost).
A: If you're stuck in an area: Join the Discord server for the fastest response times and fixes. I get notifications there, and we have a help channel. Otherwise drop it in the itch and I'll get a notification whenever itch.io decides it doesn't hate me that day.
Q: What are the game's biggest inspirations?
A: Well, my biggest inspirations were probably Project Moon, FromSoftware, and maybe a splash of Arc System Works and Type-Moon. Musically, the original tracks are heavily inspired by Mitsukiyo (pre-Blue Archive piano compositions, i.e., Green Letter/Yume Bako), ZUN (early Touhou), M2U (Cytus), and anything vaguely Dark Souls-related.
Q: Are all the areas secretly interconnected?
A: Though most of the map is heavily inspired by Dark Souls. Not everything is a shortcut, though I know. Bummer.
Q: Does this game use AI?
A: Well, yes, but actually, no. We removed the AI from the title screen in version 2.4a, but some vocal tracks use TTS and SynthV. Unfortunately, the LOA dev team is all men, and I can't afford to hire a singer. I sound like Sinatra from Wish. You wouldn't want to hear me sing.
Q: Okay, but what is this game really?
A: Think of it as a comedic, Souls-lite/Souls-like JRPG, mainly inspired by my old D&D campaign hijinks, meta horror, sketch comedy and whatever I unintentionally draw inspiration from because I also play a shit load of games. It's not going to give you that Dark Souls gameplay, but hey, the map's complicated as hell, and that's close enough!
Q: What do you play usually?
A: Surprisingly, I'm not a fan of most RPGs in my genre. I used to play Fear and Hunger, but I haven't touched Termina yet. I play a lot of Skyrim, Melty Blood Type Lumina, Dark Souls 1/2/3, AI: The Somnium Files, anything Project Moon puts out, and a lot of Gundam Battle Operation 2. I know the game sucks, but the sunk cost fallacy is real, guys.
Q: Why is the writing style the way it is?
A: I can't watch most fantasy movies. I find them boring, so the writing in LOA is inspired by sketch comedy, such as Key & Peele, CollegeHumor, Ryan Higa, Smosh, and other fast-paced comedy channels. It's also more fun to write when you format it as Setup -> Straight Man -> Payoff, or some variation of that. Whenever I can't think of what a character would do, I contact the original player and ask them. This makes the conversation feel fluid and realistic. The entire game is improv. I don't think before I type.
Thanks as always. Remember that Discord is available if you ever need help or an emergency bug fix. We usually complete them within a day. If I see it immediately, it's usually within an hour or less, but it depends on the bug.
Cheers everyone!
First off, I despise that trope. Friggin sucks. Biggest copout ending known to man. Second off, the original D&D campaign's lore delivery system was inspired by Black Souls, lmao. Not afraid to say the cut strings route is inspired by the SEN event system in BS2. Though the scenes were a bit too gross for me, I turned it off. No shame if people like it, but it's a bit much for me. Freaks me out. Which sucks because, outside of that, the game is actually ridiculously well made. Makes mine look like the great value knockoff by comparison, lmao.
Despite this, I've got a world in mind, and a campaign I owe some homies an adaptation of. This world is technically decades in the making, since the original worldbuilding bible for Aeon was written by my father when he was a kid with his D&D group. I played a campaign with him and the family for 7 years, and ended up running that same world for damn near my entire adult life, lol. In the end, it feels like a disservice not to adapt it. There's so much I need to immortalize because I know one day I'm gonna forget it all. That it's gonna disappear forever, and I just can't have that happen. I won't let it.
Moving swiftly onwards! I've got pictures of the physical worldbuilding bible, too! I don't have the book itself anymore, but I've it memorized, so it should be fineeeeeeeeeeeee (Map courtesy of the original player of Keito, everyone's favorite, JimmyJimmerJamJams).

I'll post a high res version when the game is a little more complete, but Rhun is just the top left corner. There's also unlabeled areas on the right, like Bheraghast and The Ortna Empire. Basically, I've got a lot of work ahead of me. But hey, price ya pay for goofy goobering.
Holy Yappanese, I think you're overthinking my goofy goober game. Like, don't get me wrong, you're 90% of the way there. The attention to detail is crazy, but, like, bro, I don't even remember adding this much of my worldbuilding bible to this game yet..
Yeah, good on you, though. I take full responsibility for developing Drunk. Still, don't take the comedy aspects too seriously. The meta comedy aspects kinda fall apart when you overthink them. It's best just to keep them separate in your head, since the world's just fucked like that. Most 4th wall break jokes are throwaway, and only the worldbuilding is designed to be held under a microscope.
The cut strings concept is also extremely metaphorical, as you said. Like, the world is tearing at the seams. But also, you shouldn't overthink it. In the end, it's meant to send a message and tell a story. There's a more traditional story that's being worked on, but until then, this cryptic shit is the story, lmao, so keep interacting with strange holes. It's a recipe for success! (Real talk, the game isn't even 10% finished yet. Even with 214 maps. So stay tuned homie)
Hey there! I've received several questions about the lore of each character, so let's dive in. I'll update this post with character details as they're released! Here's the Main 5 for now, but we'll add more as time goes on!
Name: Leran
Race: Ae-El-Din
Age: 192
Class: Wanderer
Alignment: Neutral
History:
Leran was cast out of his village at a young age, years later; he returned to find it gone. Since then, he's devoted his life to the pursuit of enlightenment.
He's not a bad person, but he's not exactly good, either, falling into a comfortable neutral alignment.
Despite this, he cares deeply about the people around him, but he struggles to show it because he was never able to develop his social skills properly from a young age. This left him socially stunted. During his travels, he spent years stuck in Drake's Run with the "Drake of the Valley." He only managed to escape by blinding it with ice. After this, he lost consciousness and ended up captured by bandits. This is where we find him at the start of his journey.

Name: Keito
Race: Cambion
Age: 800+ (?)
Class: Bard
Alignment: Lawful Evil
History:
Keito is a wandering bard. He's a bit of a womanizer, and kind of a cocky prick sometimes, but he's overall pretty well adjusted when compared to his party members. He enjoys cooking and blacksmithing, but gets kind of snobbish about weapons. Since he's technically not of Aeon, he can't die unless killed in his home plane. A few years ago, he picked up a young girl named Kaori and decided to take her under his wing. Years later, they still consider each other family, with Kaori often helping Keito stick to his honor code. It's likely the reason he's softened over the years. Despite this, they were defeated by a strange, armored man and captured by bandits. Leading to where we find them at the start of our journey.

Name: Kaas
Race: Human
Age: 14
Class: Assassin
Alignment: Chaotic Good
History:
Kaas was raised as a slave in the Kingdom of Bheragost. Having been raised in such a harsh environment made her distrustful of humans; her parents were the ones who had sold her in the first place, so, having escaped her cell. Her first destination was her childhood home, where she took the lives of both parents. After this, she wandered the streets for a few years before being picked up by a strange skeleton in armor. Her childhood left her stuck in a childlike state of mind, resulting in her peculiar third person speech patterns and innocent curiosity. This skeleton was later felled by an armored man that brought her to a den of bandits. Despite this, she managed to escape the cell by coating the bars in oil, though she was immediately cornered by undead hounds afterward. This is where we find her at the start of our journey.

Name: Sylvanna
Race: Ae-El-Dir (Half)
Age: 18
Class: Priestess
Alignment: Chaotic Neutral
History:
Sylvanna woke up in the Bandit's Den, remembering nothing except her own name. She has abilities provided by a god she doesn't remember. And oftentimes shows signs of strange bloodlust. Despite this, she's a bit of a lovable ditz, failing at simple tasks and missing 9/10 social cues in any given conversation. People often question whether her and Leran are related, but no evidence suggests such a theory is true.

Name: Kaori
Race: Celestial
Age: 13
Class: Brawler
Alignment: Chaotic Good
History:
Kaori was at one point a Celestial, but has since fallen to Aeon. Having chipped her Halo, she's been unable to return. Despite this, she seems plenty content to lounge around and adventure with her brother, Keito. On one of these adventures, they were confronted by a man in armor who managed to defeat them both and bring them to the Bandit's Den. We find them in their cell, almost too confident in their safety.
So, basically, we're switching to discussion. I've sent out an email to Itch Support asking to move comments into an archive thread here, but hey! Till then, welcome to the new system! Post your theories, or your hot takes, here! Wanna talk about the philosophical implications of a world that's built on a framework of existing via perception? Go nuts! Wanna talk about how you'd give your life savings to let Linne step on you? (You know exactly who you are, and cannot hide from me, Link and Meritocratic Orange.) Go nuts! Would it be better in the Discord? Yeah! But who cares! Engagement is engagement!
So, post anything! As long as it's SFW, we have a channel on Discord for NSFW, and it's strictly age restricted just for the sake of safety
Fair warning: You might want to create a custom title screen. It's just that default assets have a bit of a stigma around them.
The game seems good. I just wanted to leave a few pieces of advice.
First, if you go to the Edit Page tab, you'll be able to choose a color palette. This really helps sell the vibe of your game. To put it in culinary terms, people eat with their eyes first. Even just making your page blue, green, or another color helps. , you can create a unique visual identity that will help you stand out!
Second, if you can, I recommend either drawing an icon or putting one together. The icon is the first impression of your game, so using your title screen might turn off new players. Even a nice-looking font on a black background can mean the difference between an extra view and a person clicking away.
Third, a logo can greatly impact your game's success. Even just the name of the game in an attractive font can make your project look much more professional.
I don't think the project is quite a five-star game yet, but I know how hard it can be to get featured after leaving the Recent tab. So here's your first review! Hope it helps. It's the little things that make an indie game great. I wish you luck! Sorry if that sounds pretentious. I just want to see new developers succeed on this platform.
(Run Through DeepL For Convenience)
Advertencia: quizá quieras crear una pantalla de título personalizada. Es solo que los recursos predeterminados tienen cierta mala fama.
El juego parece bueno. Solo quería darte algunos consejos.
En primer lugar, si vas a la pestaña «Editar página», podrás elegir una paleta de colores. Esto ayuda mucho a transmitir la esencia de tu juego. Por decirlo en términos culinarios, la gente come primero con los ojos. El simple hecho de poner tu página en azul, verde u otro color ayuda. ¡Puedes crear una identidad visual única que te ayudará a destacar!
En segundo lugar, si puedes, te recomiendo que dibujes un icono o crees uno. El icono es la primera impresión que da tu juego, por lo que utilizar la pantalla de título puede desanimar a los nuevos jugadores. Incluso una fuente bonita sobre un fondo negro puede marcar la diferencia entre una visita más y que la persona haga clic para salir.
En tercer lugar, un logotipo puede tener un gran impacto en el éxito de tu juego. Incluso el simple hecho de poner el nombre del juego con una fuente atractiva puede hacer que tu proyecto parezca mucho más profesional.
No creo que el proyecto sea todavía un juego de cinco estrellas, pero sé lo difícil que puede ser aparecer destacado después de salir de la pestaña «Recientes». ¡Así que aquí tienes tu primera reseña! Espero que te sirva de ayuda. Son los pequeños detalles los que hacen que un juego independiente sea genial. ¡Te deseo suerte! Perdona si suena pretencioso. Solo quiero ver a los nuevos desarrolladores triunfar en esta plataforma




