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Ssekkaha

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A member registered Dec 27, 2023 · View creator page →

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Heya, thanks for the feedback. I'd have gotten to this way sooner but life's been kinda wild in and out of hospital BUT ENOUGH MOPING.

Presentation issues seem to be the through line. Yeah, I struggled with it. My artists didn't have enough time, scope management was more a suggestion to us. 

The intent was for the first half and second half to have a much smoother transition, though that didn't quite play out. My own fault for slamming the breaks on too quickly with it. 

I am however glad you enjoyed the second half. I'll admit I think that's where a lot of my focus went.


Thank you for playing, and I will 100% check out yours now that I actually have time again

Heya, thanks for the feedback. I'd have gotten to this way sooner but life's been kinda wild in and out of hospital BUT ENOUGH MOPING.

Have to agree that the first half is weaker. Yeah. I struggled to work out exactly where to start things off.  The flashbacks in hindsight do especially feel iffy looking back.  I could have probably found a way to make it way more natrual. The original plan was for all the flashbacks to be done in a campfire scene that would serve as the stories first half, the group telling tales to try to calm themselves down as they prepare to face Coca.

I said in a comment earlier that the contrast was meant to be my intent, though I did it way too fast. Essentially I wanted it to start like a normal DnD game,  With heros going out to do what heros do. In my mind however, I've always liked stories where good can only come from sacrifice, or even just kinda downer endings in general. Pretty sure that's just me being English ngl. 

to quote myself from another comment "As for the difference between the two good endings. My intent, was to imply that if you went back to help Valenti you would gain an ally for that step longer, to actually give you more of a gap to preform the ritual.  Meanwhile when you sacrifice him, the pair become catatonic and it doesn't really buy you any time. Maybe a little convoluted and by the time I got to making my second pass at that segment, I was sadly pretty busy. "

But, all in all thanks for playing and I am glad you enjoyed.

Heya, thanks for the feedback. I'd have gotten to this way sooner but life's been kinda wild in and out of hospital BUT ENOUGH MOPING.

So, you kinda hit the nail on the head. Its only really based on the tale of the Dragon of Palma in the sense that  used the name, and its a Dragon and he was a bit of a dick, everything else is my own mind. 

Presentation, yeah. We planned for more sprites, we planned for CG's, we planned for the moon and missed the mark. Essentially me and my artist had a lot of obligations in may. They had exams, and I had work and family matters, and we both had Confuzzled. 

I'll admit that I am VERY new to writing romance, and even sex (Outside of a fetish capacity.) We did plan originally to have CG's for the sex, but again, god laughed at those plans apparently. 

Thank you for playing, and leaving the comment. It is deeply appreciated. 

Heya, thanks for the feedback. I'd have gotten to this way sooner but life's been kinda wild in and out of hospital BUT ENOUGH MOPING.

Yeah, I've been saying this as I've been going along. My presentation I agree really let me down. Sadly I bit off more than I could expect my team to do given their situations, and paid the price. And yeah, I REALLY didn't establish Coca well enough. My intent was to have it flow naturally because everyone should know why they are going up the mountain in the story, but that doesn't really work in a narrative like this.  I'd say that's probably a hold over from my RP days. 

I am going to have nightmares about the footsteps. I think it might have been a sound channel issue but in my latest test I can literally see where it says stop and for some reason it doesn't. Coding remains mystical to me. 

Thank you for playing, and I am very glad you enjoyed.

Heya, thanks for the feedback. I'd have gotten to this way sooner but life's been kinda wild in and out of hospital BUT ENOUGH MOPING.

So the mismatch came about when I realized I wrote WAY too much. My initial plan was for it to start in a happy go lucky adventure, but slowly the characters realize that, yeah, they probably won't actually come back from this. That slow descent was my aim, think how soldiers in the first world war went in energized and optimistic only to have that shattered, but I can see where I missed the mark in actually doing that.  Again, a common thread in all my replies. I have 0 scope management.

As for the difference between the two good endings. My intent, was to imply that if you went back to help Valenti you would gain an ally for that step longer, to actually give you more of a gap to preform the ritual.  Meanwhile when you sacrifice him, the pair become catatonic and it doesn't really buy you any time. Maybe a little convoluted and by the time I got to making my second pass at that segment, I was sadly pretty busy. 

All in all, I'm glad you enjoyed bits, thanks for playing.

Heya, sorry to hear you didn't like that. Personally I'm a sucker for "bad" ending so, different strokes for different folks.

Heya, thanks for the feedback. I'd have gotten to this way sooner but life's been kinda wild in and out of hospital BUT ENOUGH MOPING.

I can only say that I agree with your first segment. Yeah. I may have dove too much into flashbacks and character banter, and missed out on a lot of characterization of the BBEG. My initial document even noted this saying that I never really established a lot of their motivations, and you kinda come away knowing so little about them. In a larger project yeah, I'd have done both but yeah I feel like you are right in saying that I should have put my focus there. 

Presentation was probably where I struggled the most. As a team we had pretty limited time, I had work and my artists had exams at the end of the month, and we both had Confuzzled to go to. So we ended up missing out on a lot of CG's and Sprites. The initial plan had 2 sprites per character with expressions, and a few CG's. However it just became not practical in around the 23 odd days we had.  As I said in one of the comments below, my fault as the creator for not properly doing scope management.  This was the first time I've coded in over a decade, and that was in Scratch, so I was very much learning by doing. I still have nightmares about how finicky I was finding the text box and name tag sizes. My initial idea was to have a colored name tag, and the name itself be in white, however after 3 solid days of trying that, I decided that I just didn't have the skills to do that at this time, and made what I did as a compromise.  

Glad to hear you enjoyed the Spanish stuff., although I aimed slightly more at Catalan in particular given the region. So a lot of the names, they were helped by Umber, who is actually from Mallorca, where a lot of the folkelore was taken from. That said, MAN I went far off from the original tale. Re-imagining for sure.    

As for your final note. Honestly. I think you might have been right. I went into this writing backwards, so I made each ending first.  My main theme was actually the idea that sometimes we will need to do things that we'll never see the benefit for, even if it costs us. Perhaps fatalistically, I went in fully intending there to be no ending where everyone gets to live and things work out.  That being said, as you said I think if there was an ending where you got away, you see that everything you loved is now gone, and maybe Oriel leaves you after you release him, would have been the better leave ending. 

Thank you so much for playing, and your review. I hope to take part in the Next Maywolf, and hopefully be way less busy so I can actually review the others in time. 

Heya, thanks for the feedback. I'd have gotten to this way sooner but life's been kinda wild in and out of hospital BUT ENOUGH MOPING.

Yeah, going into this I kinda knew art was going to be my biggest issue. As a team we had one artist and they sadly had exams. The intent was  to have at least 2 expressions per sprite, yet we ended up just not having the time.  My own fault as the creator for trying to add in more characters.

The SFX I honestly got so many mixed reports on from playtesters. Some were saying they didn't work, and then in the release they overplayed. It was BEYOND infuriating. I just didn't have time with Confuzzled to actually go back and fix them.

Yeah, I'd agree. Scope management is fully something that got away from me.  But I do thank you for playing.  I hope to actually read yours now in return, at the very least, now that  I actually have time.^^

Heya, firstly I want to say thank you for taking the time to read. it means the world really. An additional thanks for your feedback. You really went above and beyond with it. I'd address everything, but right now I am not in the headspace to do so with the respect it deserves. So, for now I'll latch onto the talk of CG's and additional sprites.

Yeah. That was the original plan. In fact the reason why it remains looking at the tent for so long is that I fully intended to go back in once we had the Cg's made. However, between attending a convention, Umber's study, and job, our original plan didn't pan out. It fully is in my mind the weakest point of the presentation outside of the issues with parts of my writing. 

I'm not sure if we will return to this project to add in the CG's. Though when I have some more time off work I would like to fix some errors with the text, and tidy up the latter half. But you are 100% correct.

Again, I really do appreciate the feedback.