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Dan & LS

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A member registered Jun 11, 2024 · View creator page →

Creator of

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Thank you! FG is absolutely a passion project. We know we're making something eclectic, and that makes it all the more delightful when it does tickle someone's fancy. Seeing what we've made chewed over in such detail is a huge treat for us!

You are correct that many of the features of Episode 1 are "tutorial" moments. Aside from the debate sequences (which are a core mechanic), our aim is to keep puzzles and "minigames" light enough that they don't bog down the experience, but existent enough to give some texture. Of course, when designing these sequences we try to offer alternate solutions as well - we know it's the story that people are here for, and we never want to gatekeep progress entirely just because someone isn't very good at Tower of Hanoi.

As for the decision menu, you can actually switch to a more utilitarian alternate in settings, trading out the scrolling one-option-at-a-time list for a static one where all choices are visible at once! I prefer the more basic and pragmatic UI myself, but others hunger for that visual flare, so I included both in the game.

To be honest, the map selection is probably one of the most complicated and troublesome screens I've built (having undergone more revisions than most other features over development) and definitely the most haunted by the trials of responsive design. It's not impossible that I'll rework it in the future, but my current plan is to leave it as it is and see if I receive more complaints/the parts I don't like about it still bug me down the line. So no promises that it's going away, but if you wanted to message me more specifics about what makes it your mortal enemy, that could be useful data for me.

Thanks for leaving your thoughts for us! I'll see about implementing an option for displaying more detailed roll information for those who want it.

The mysterious neutral/low/high indicators on the party menu give slightly more context on hover, but now that I think about it, I don't think there's any way to get that information to display for mobile players... I'll think on it to see if there's a way I can present the information more clearly in the limited space available in the layout. 

To answer your question though, the neutral/low/high icon shows the "tension" of the relationship. It's a vague indicator of how much you butt heads with a given party member and operates independently of whether you are friends/enemies. For certain characters, it's possible to bicker (high tension) but still have high friendship, or dislike each other but behave civilly (low tension). 

If it makes you feel any better, you're far from the only player to have this issue with the save menu! Definitely a design oversight on my part, I'll look into tweaking it in the next major update so people stop losing their progress through accidental loads. 

Glad you're having fun though and thank you for taking the time to leave us feedback!

Thank you for wanting to translate the game! We're super flattered. Unfortunately, it's not currently built in a way that'd allow translators an easy time. We may in the future try to set up a way to allow such a thing, but it isn't presently on our to-do list.

Should be fixed! If you're still having problems, use ctrl+shift+r to do a "hard refresh" on the error page. Just experienced a small domain hiccup - sorry about that.

Hey there! Glad you're looking forward to seeing how the story progresses.

I'm sorry the game is crashing on you, though - what exactly is wrong is something that's often dependent on browser and/or OS. What works fine for one person might not for the next.

If you haven't yet, you could fill out the bug report form (with some screenshots would be great!), and we will look into it!

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Sorry you're having trouble! What device are you playing on? On itch or download? Desktop or mobile?

It seems that the downloadable version has some unexpected behaviour on mobile devices. (Though it works fine on desktop!) I've marked the downloadable version desktop-only. If it's a different issue, let me know.

Thank you for the heads up! Issue should be corrected now.

Really glad you enjoyed the demo! We're already hard at work on the rest of chapter 1. : D

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Thank you so much for the review - we appreciate you took the time to type out your thoughts. Really glad you enjoyed it!

We tried to implement as many choices affecting later conversations or experiences as we could. We chose not to draw a lot of attention to it in terms of "character liked x"  or "character will remember x" notifications so as not to break the flow of gameplay. There's quite a few smaller instances of conversations being altered by earlier decisions. (For example - bringing Kaitos to visit Oscar's chambers and angering him changes his attitude for the rest of the demo.) 

Since the demo spans only one quest, long-term consequence was a bit hard to communicate here... however, the ending received in "In a Mansion Grand" does affect its surrounding quests in the full game. Hopefully it won't disappoint!

(During bugfixing today, I took a look into the links at the end not working, but couldn't replicate the problem. The moment I find out what's causing it, I'll patch that up.)

Good eye! This is actually one of the rare cases where a typo was intentional - King-Regent Alexander is prone to grammatical/spelling mistakes. (Perhaps we should add more misspelled words to his letters to make it obvious, I think.)

Thank you for the catch regardless!