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Remi-chan

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A member registered Aug 07, 2016 · View creator page →

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Was a joy to enter, definitely had some dufficulty pacing the story, as it was kinda designed to be longer but the game hit the 30 minute mark WAY quicker than I thought it would so i kinda had to cut it early. :3

The abrupt ending was me writing out five days of dialogue only to realize I suddenly had the full length on only the first day! Wasn't so much the time of production as it was the time limit that the game had to adhere too,.


The setting is hard to define due to the planet its on all being fairly alien and while it has modern elements, it's meant to largely be i guess a 1980's kinda setting with cellphones? The medieval aesthetic is more down to the tilesets I chose to use than an intentional kinda thing, it's hard to explain!

Thanks much for the feedback. Tone consistency definitely got left by the wayside a little!

I geddit!

Some known issues about the new build that dropped just now:

1: The credits have not yet been updated. Feel free to let me know if I missed crediting someone all the same as it's good to have a second or multiple eyes on that!

2. Some of the voice acting is placeholder, this is very true of the Blood Council Boss Fight, the pre-rendered boss intro cinematic for Svoli Mystralese and a few others.

3. Some of the optional bosses in Disk 2 have not been probably tested yet.

4. There is no macintosh build yet, and linux support for the game has proven to be impossible to give, even after the nwjs libraries were updated. I don't know why this occurs but I'm sadly not in a position to fix it. So you'll have to boot the game through an emulator like Wine or Bootcamp, sorry. :(

5. The freezing issue has been fixed. This was a known issue with prior builds that was related to the refresh rate of 50hz and better monitors, now this issue simply put- does not exist. Both me and my QA tester has done extensive checks. if a freeze does occur, let me know!

6. The game will now boot in the top left corner of the screen, this is due to the update to the nwjs libraries, you can drag this window around via the bar at the top, or simply press f4 to full screen.

7. In the first phase of the fight with Tristy Heals, Lilac is unable to deal damage to her. This will be fixed in due course, just missed it while working on this build.

8. There might be some hiccups with the new gameover scene, let me know if any bizarre or buggy behavior occurs. I do intend to in the next update make the text on the gameover demon'stext easier to read when against the chosen messageback.

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Haha, so funny stuff, I'm still using the Batch collision plugin you wrote for me back then, it's been very very handy! And yeah it's been a while!

Heyo, good to see you back and still at it, buddy! :D

"*A game made to prove that AI can create something worth playing.  Not slop, not a demo, but a real game with real choices and real weight. With more time and polish, much greater games than this one can be made using similar techniques.*"

It only proves how utterly out of your way you are willing to go to not put in any of your own effort. The game wont prove anything because no one is going to play this clowncar bullshit sans the potential of yes-man like the other person in the comments.


You used 13 A.I. agents to make basically slop. it doesn't matter if you think it's a good game, because your dogshit ass is convinced that Star Shit: Onahole and Starshit: Rectum are worth people's time and in one's case... money.

So no, all you've done is shown how far you're willing to go to do the least you can at the loudest possible volume. You embody a cancer that endorses laziness and soullessness in place of commitment and quality.


Calling you a game developer is too high a praise, as you're closer to a leech who thrives exclusively upon the work of others while putting in as little of your person into anything as possible. Granted: 'thrives' is a strong word. But at least this failure only cost you eight hours of your life.


Wanna try again just to fail anyway, or can you do the entire indie game developer community a favor and get lost? We have plenty of ideas guys as it is and even most of them have more integrity than you do.

Yet you don't know how to fix your own fucking plugin lmao. Yes, i can see your progress with coding has been very helped along.


"I'm just one game dev"
This does not excuse or justify anything. I too started out as one game dev doing everything on my own. Also i know you literally have people who work for you so that line is complete bullshit to begin with. Don't give me that humble crap.

I too make the games i want to make, but I don't steal resources and let dodgy programs do all the remotely difficult work for me. It's not an excuse for what you've done and continue to do, period.

The power tools metaphor is flawed because it ignores not only the immoral theft of what you're doing, but also you have to typically pay to upgrade from a rock or hand tools to power tools. Someone who is then paid gets to use that money to feed their family.

Further, you still need to know the fundamentals of building for either set of tools to serve your purpose. You can't build a house on accident just because you have power tools. It's made it easier. The better comparison to your metaphor would be coding in notepad compared to coding in something like visualcode studio. Makes things quicker but you still are making it yourself.

Your practise of using shady A.I. programs is more like calling in a team of construction workers to do all the work for you, then you taking credit for their labor and not paying them. It's not that difficult to understand.

A.I. is theft, period. To use it, makes you a thief. There is absolutely no way to avoid this reality, it is factual.