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zorkie

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A member registered Jun 11, 2020 · View creator page →

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oh wow! thank you 💚💚💚

thank you 💚

It’s definitely not something for every project haha – but it suited the needs of what I was working on :)

(2 edits)

I’m not sure – I ended up adding

if (string.IsNullOrEmpty(line)) 
{
    continue;
}

to the foreach (Choice choice in choices) loop in Narrate().

And since that fixed it, I haven’t looked into it more since.

joining late but I’ve been using the Gateway in Unity 6 with the Community Edition and haven’t run into any issues (yet haha)

thanks! :)

I also couldn’t get past the second (or maybe third?) email, but I loved what I got to play !!!

glad you liked it! :)

the prices are based on making a well-rounded character, not necessarily positives and negatives

i don’t think there’s a need! i’m open to just figuring out the new system in my next project – thank you !!

oh like using the “set save profile” block

this is really exciting and will be a huge time save! thank you so much for developing it :)

do you know if this system can use save profiles?

for the art? i was just trying to find something somewhat on-theme on Unsplash in as little time possible haha

this was really really exceptional. i love the rage and fighting spirit that permeates the game

i was a bit scared that game would be really hard and was surprised at how approachable it was! i don’t have a lot of experience with bullet hells, but the way the bullet catcher worked was fun and interesting

while this was simple, it was enormously fun and cathartic! i liked it a lot

ah that’s too bad! no worries & thanks for checking :)

incredible!! thank you for the link :)

i’m definitely including these in my future games! great ideas and an excellent method to explore these kinds of ideas through play

i loved this. accepting the status quo is always so detestable to me, especially when it’s being set by huge systems that you have barely any influence over. we need a united effort if we’re going to make change, and barring that, at least let me mad about how things are!!

the little ‘be nice to ur cousin’ in the bottom was an aggravating and excellent reminder throughout the game. especially when facing the depth of your feelings. i’m sorry you had to deal with such an incredibly frustrating situation.

on a slightly different note, i’m not sure if it’s intentional, but I couldn’t scroll on the “you’re getting pretty picky” page & i couldn’t zoom it out enough to see the options after “nice opinion, nerd.” (i wonder if the itch.io page option to add scroll bars would fix it or if it would break your theme?)

for my own curiosity, is more to the game after that page or are you just forced into the same ending?

fun and cute!

if you could please add a fullscreen button or choose “click to launch in fullscreen” my very bad eyes would much appreciate it haha (these should both be possible in itch.io without editing the game)

this was my favourite of the ones I got

great message, effectively communicated! i especially loved (hated) all the upgrade options haha

i really loved the ticker at the bottom but it was a bit hard to catch all of it – let me know if you ever post a full log anywhere!

very cathartic!! i loved the exit button haha

a really excellent game that’s beautifully elevated by the author’s note in the game description. both the game and note are wonderfully crafted and pull out all the right emotions.

Sure, that makes sense!

Would it be possible to set it up as a toggleable option? This way, people could leave it off if they need blank choices for whatever reason.

Yes, I think the save was done on the line right before the questions come up / possibly once the questions started showing but before one was selected.

Do you know if there’s a way to fix it, or would it be better to prevent saving right before a choice?

Thank you so much for saying so!!

The section that has the fallback is quite long (it has 16 choices, most of them with nested choices beneath them and most of them gated by conditionals), but here are a few that are above the fallback (with the nested sections removed because I would likely max the character count otherwise):

*   {CHOICE_COUNT()<3 and f_stress} [worries]
        Jin "You're worried about { beauty:losing your beauty{ fears: and letting others down}|letting others down}? # jin sympathetic # clinic quiet
        Florence nods. # flo downcast
        Florence "That's about right.
        
*   (party) {CHOICE_COUNT()<3 and ellis} [Ellis]
        Jin "How did you meet Ellis? # jin neutral # clinic quiet
        Florence smiles and her gaze wanders, seeing a time gone by. # flo shy
        Florence "We were at Dancing Arcs, a semi-annual evening party. The sun was setting and they had arranged prisms around the room to catch the light.
        Florence "A friend introduced us, and we hit it off.
        She laughs softly. # flo laugh
        Florence "He's awfully charming, and he did small things that exhibited a considerate heart. We started meeting up after that and he grew fond of me.
        Florence "My parents were so pleased. Ellis's father is well respected and Ellis himself is a perfect gentleman. # flo smile
        ~ f_clues++

*   {CHOICE_COUNT()<3 and fears2} [addressed worries?]
        Jin "Have you spoken to anyone about your worries? # jin concerned
        Florence drops her gaze but I catch the forlornness in her expression. # flo downcast
        { 
            - f_trust>5:
                Florence "I did once. It was a mistake. # flo neutral
            - else:
                Florence "They're only simple concerns, not worth worrying others. # flo smile
        }

*   {CHOICE_COUNT()<3 and CHOICE_COUNT()>0} [next phase] <> -> recommendation

*   {save_choice_count()}-> recommendation

Oh so the fallback choice always returns true. It’s there so I can check how many choices are left in the conversation when I move to a different section (if there’s enough left, you come back to these questions; otherwise, you move on).

Here’s the function that’s being called,

=== function save_choice_count() ===
~ choice_count = CHOICE_COUNT()
~ return true

But the issue with the blank choice on loading happens even with normal fallbacks that don’t have any conditionals on them. (I just don’t have a save file currently that recreates the bug, unlike for this fallback with the conditional.)

(1 edit)

Thank you for your reply!!

On one of the saves where I can consistently see the issue, the fallback choice looks like this:

*   {save_choice_count()}-> recommendation

where {save_choice_count()} always returns true. (To clarify, the issue also happens on other fallback choices that do not have a conditional in front of them, this is just one that I have a save file for.)

I thought the issue might have been space related, which is why there’s no space between } and -> (I usually have one). I also tried removing the spaces before {save_choice_count()}, but that didn’t work either.

Another thing I tried was adding in a CHOICE_COUNT()==0 check, and this did not work either.

My project can be found here, https://zorkie.itch.io/qdrp – and I’d be happy to share more code if it’s of help?

I hope you have a great day too :)

Hi! Thank you so much for making this Gateway--I've been using it for a little more than a year, and I really love it!!

I was wondering if I could please get some help with a bug I found? Sometimes when loading the game at a spot with choices that include a fallback choice (*    ->), a blank choice will be included that when clicked behaves like the fallback choice. It doesn't consistently happen, and I'm not sure why it happens sometimes but not other times.
Do you have any idea why it might be happening/how I might prevent the fallback option from showing?

If not, no worries! I think I figured out a workaround to not use the fallbacks, but I thought I'd check before going through the effort of adjusting everything.

this was much more stressful than I imagined going in, but very fun!

no worries!! we did find few small bugs with the current version after the update, so we'll be putting out another one later today, but the windowed option should fully work right now!

(2 edits)

The game's been updated! Just choose settings on the start menu (or, after you've started the game, hit pause on the textbox or press the escape key and then choose "settings") and un-check the "full screen" toggle.

Please let me know if it doesn't work!

Hi! Thank you so much for getting back to us! :)

We don't currently support a windowed mode, but I'll look into releasing a small update that includes the option. Hopefully I can have it available later today!

haha no worries! if you ever get to finishing it, i'd love to give it another go :)

thank you!! :)

you include things like: abusive relationship, stalking, manipulation, and gaslighting 

you can make it semi-hidden (and reveal it via click) on your itch page if you're comfortable with a bit of HTML. or you can set it up so at the start of your game it has the options to start or view the content warnings. this will keep the game spoiler free while letting the people who want to know more going in or make sure the game is right for them be prepared. 

as for why it's necessary -- some of these topics can be triggering for people who've experienced similar things or been exposed to them.
as an example, i've had multiple instances of people messaging me when i didn't want to speak with them (and couldn't block or ignore them due to social reasons, like working together). i would receive messages from them semi-frequently and felt (due to a lot of complicated reasons) that i needed to reply even when i was uncomfortable and didn't want to be talking to them. i felt coerced into continuing the conversations based on the situation and what was said in the messages (often very emotionally manipulative things). you can't really get away from an online chat--it can find you anywhere; it's wherever your phone is. i experienced high amounts of stress during these periods and a lot of anxiety around the chats (wondering can i end this?, how can i do that?, will it cost me future opportunities?, etc.).
when playing through your game, it brought up a lot of feelings and memories from this time. while overall it was fine (my mental health is in a better place now), i would have appreciated knowing some of these topics would be touched on before starting the game. it would have allowed me to prepare myself more and feel less ambushed by the topics the game touches on.
i still had a good time playing it! but with content warnings, i could have made sure to engage with the game during a time i was comfortable dealing with those topics. and the resurgence of the memories wouldn't have been as strong, since it wouldn't have caught me so of guard.

thank you so much!! i don't have the route to give your name since i was prioritizing self-reflection options, but hopefully i'll find the motivation to come back and add it sometime (along with some other things i didn't have time for) haha

i love the way the game appears one way but is really masquerading for something else. i tired a few routes and enjoyed the differences that still lead you to the same terrifying conclusion. i should have known better but was still surprised how it ended on the second route i tried haha

my only note is that you might want to add a content warning on the game page or as an option to click at the start of the game

this was fun and very sweet!! it felt like a much more wholesome version of the lobster haha

i got it! thank you :)