UNITY'S PROFILE
I don't want to wake up because I'm happy here.
Izrand Allure
A JRPG-style WLW romance adventure. Monsters have invaded Izrand! Heroes Vivica and Lynette find love and despair as they seek to save a continent.
A JRPG-style WLW romance adventure. Monsters have invaded Izrand! Heroes Vivica and Lynette find love and despair as they seek to save a continent.
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Another day where I wish I'd picked a different name
Novel Meets Game
While I prefer the usual RPG progression, this all sounds like it has a lot of possibility, esp in how you've used and balanced similar systems in previous games :D
Another day where I wish I'd picked a different name
Epilogue Adventures
I Have Two Conflicting Plot Ideas for the Same Game Concept. Help!
Do whatever you want, and more power to you. I'll always be all-in for people making the games they wanna make. However, I have noticed a pattern where you ask for advice, ignore all advice and just do what you want. Forum threads where literally, as far as you're concerned, we might as well just blot out everyone else's posts because you aren't gonna take in any of the comments :P
It all makes it hard to take you seriously. This doesn't help either:
If this a joke, then that's one thing. If you really believe this, you may want to pause for some self-reflection.
It all makes it hard to take you seriously. This doesn't help either:
author=KrimsonKatt
I do want this. This story is my life's work. If it takes the rest of my life to finish this story to it's conclusion, so be it. If no one cares, it doesn't matter. It's what I want to do with my life. Tons of famous artists were never appreciated when they were alive. Picasso, Van Gogh, Henry Darner, etc. I just want to put something out there that can be remembered for all time, even if no one cares about it while I'm still here.
If this a joke, then that's one thing. If you really believe this, you may want to pause for some self-reflection.
IzrandScreenDesert1a.png
Hymn to the Earless God
Sounds great! :DDD I know the game's in good hands and I'm so excited to see the game morph from this larval stage into its final completed form over time, if you'll pardon me being cheesy :P
Boulevard of Broken 2k3 Dreams event is now live
Hymn to the Earless God
I wanted to give some more thorough thoughts now that I've played all the available gameplay from the demo :D
The graphics are amazing, the heroes all have these super-fluid walk cycles that are almost hypnotizing to watch, and all of their in-battle actions look incredible, both the physical blows and magic casting. The battle animations are punchy and the sound design in battle ensures that you feel the hits in a satisfying way.
Enemy sprites are big, bold and do that wonderful Chrono Trigger thing where they'll either be hanging out in the environment or jump out of holes or water or whatever when it's time to rumble. It's great and makes me smile! Also the way item-holding interactables on the field spring to life and give you their goodies also looks and feels awesome!!!
The music is amazing, and sends you down a deep dark hole all the way to the center of Gloom. It helps sell the dire eat-or-be-eaten feel of Pox's chapter as well as the general otherworldlyness of Gloom as a whole. As someone who regularly returns to the Jimmy and the Pulsating Mass soundtrack, I can already tell that I'll surely be doing the same for this game's OST :DDDD
Pox's segment in the demo is certainly a feast, no pun intended. It feels desperate and like every moment's going to be your last, and really conveys the bug-eat-bug world we're in and put me in the mindset of Pox and his plight to get any damn health so I could survive and get the hell out of there.
Atmosphere of the locations really shines here from the everyday locations of the hive to deep clawing darkness of the pit you get tossed in, shrouded by darkness where the fallen are desperate for their next meal or otherwise hiding for survival.
Capella's chapter had more of the feeling of what the RPG's standard mode of play will (I assume) feel like. That's not at all a bad thing, as having a more normal less frenzied pace to explore and just do the RPG dance is very appreciated in and of itself; every moment can't be super do-or-die or there's no ebb and flow.
All in all, her chapter felt like playing a really tight Chrono-Trigger area with a tense but satisfying boss battle at the end. It left me both feeling satisfied but really wanting to see more at the same time, which is a positive feeling IMO.
All in all, this demo just reinforces the hype I had for the game, it is excellent. Do I have any suggestions or criticisms? Some very small ones, I'll leave them under a tag since I've already rambled a ton:
Okay, I'm done giving my thoughts! :DDD As I said elsewhere, this has so much potential that I hope that you not only get fully funded over on Kickstarter but get as many of those stretch goals as humanly possible! :DDDDD Really pumped for this and I can already tell this is going to be a masterpiece. I cannot wait to see everything that Gloom has to offer and to hear the Hymn of the Earless God!!!
The graphics are amazing, the heroes all have these super-fluid walk cycles that are almost hypnotizing to watch, and all of their in-battle actions look incredible, both the physical blows and magic casting. The battle animations are punchy and the sound design in battle ensures that you feel the hits in a satisfying way.
Enemy sprites are big, bold and do that wonderful Chrono Trigger thing where they'll either be hanging out in the environment or jump out of holes or water or whatever when it's time to rumble. It's great and makes me smile! Also the way item-holding interactables on the field spring to life and give you their goodies also looks and feels awesome!!!
The music is amazing, and sends you down a deep dark hole all the way to the center of Gloom. It helps sell the dire eat-or-be-eaten feel of Pox's chapter as well as the general otherworldlyness of Gloom as a whole. As someone who regularly returns to the Jimmy and the Pulsating Mass soundtrack, I can already tell that I'll surely be doing the same for this game's OST :DDDD
Pox's segment in the demo is certainly a feast, no pun intended. It feels desperate and like every moment's going to be your last, and really conveys the bug-eat-bug world we're in and put me in the mindset of Pox and his plight to get any damn health so I could survive and get the hell out of there.
Atmosphere of the locations really shines here from the everyday locations of the hive to deep clawing darkness of the pit you get tossed in, shrouded by darkness where the fallen are desperate for their next meal or otherwise hiding for survival.
Capella's chapter had more of the feeling of what the RPG's standard mode of play will (I assume) feel like. That's not at all a bad thing, as having a more normal less frenzied pace to explore and just do the RPG dance is very appreciated in and of itself; every moment can't be super do-or-die or there's no ebb and flow.
All in all, her chapter felt like playing a really tight Chrono-Trigger area with a tense but satisfying boss battle at the end. It left me both feeling satisfied but really wanting to see more at the same time, which is a positive feeling IMO.
All in all, this demo just reinforces the hype I had for the game, it is excellent. Do I have any suggestions or criticisms? Some very small ones, I'll leave them under a tag since I've already rambled a ton:
The pop-up text in battle could do with a black outline around it, In Capella's quest the poison pop-up is almost impossible to see for me on the green of that level, an outline would make text like that always clear no matter where you are. It would also allow you to have, say, white floor and still be able to see HP damage pop up.
It seems weird not to have character level displayed by their names. You have to go into their status menu to see their level.
While devour works really well when you're in dire need of health, I'd watch it closely as a mechanic. In some instances in Capella's campaign, devouring will recover less HP than the average attack of the remaining monsters. If this escalates over the game as battles progress, it could make the devour command a forgotten or underused mechanic.
An idea you could incorporate to give it even more oomph is to have some enemy corpses give devour-exclusive perks for spending a turn eating them. Like say the mana-eating enemies could recover some mana on top of the HP restore, or maybe a speedy or buffy enemy could give you a speed buff or some other short bonus blessing when consumed. Just an idea.
It seems weird not to have character level displayed by their names. You have to go into their status menu to see their level.
While devour works really well when you're in dire need of health, I'd watch it closely as a mechanic. In some instances in Capella's campaign, devouring will recover less HP than the average attack of the remaining monsters. If this escalates over the game as battles progress, it could make the devour command a forgotten or underused mechanic.
An idea you could incorporate to give it even more oomph is to have some enemy corpses give devour-exclusive perks for spending a turn eating them. Like say the mana-eating enemies could recover some mana on top of the HP restore, or maybe a speedy or buffy enemy could give you a speed buff or some other short bonus blessing when consumed. Just an idea.
Okay, I'm done giving my thoughts! :DDD As I said elsewhere, this has so much potential that I hope that you not only get fully funded over on Kickstarter but get as many of those stretch goals as humanly possible! :DDDDD Really pumped for this and I can already tell this is going to be a masterpiece. I cannot wait to see everything that Gloom has to offer and to hear the Hymn of the Earless God!!!
I Have Two Conflicting Plot Ideas for the Same Game Concept. Help!
I think you may be getting a bit too caught up with lore and plot details. You've got a fresh new start here where you can do literally anything.
Instead of worrying about all this lore and details, instead you should boil down what you find interesting and fun about all this and do that instead. No one's going to care about the lore unless you've already made a successful well-known series.
I'm planning on remaking a game I made at 14 one of these days and I'll tell you, I'm throwing out details by the truckload and only keeping the really good stuff. I'm cutting the character roster in half so I don't get bogged down on loose threads that don't contribute to the core of the story.
I think figuring out what would be a fun experience for the players matters much more than getting the exact details of which conflicting plot ideas to use. Merge, use, drop or ignore plot details completely as you like, work on making a good game, make the game you want to make, and it'll shine much more than something that has to be bogged down in previous plot details.
Instead of worrying about all this lore and details, instead you should boil down what you find interesting and fun about all this and do that instead. No one's going to care about the lore unless you've already made a successful well-known series.
I'm planning on remaking a game I made at 14 one of these days and I'll tell you, I'm throwing out details by the truckload and only keeping the really good stuff. I'm cutting the character roster in half so I don't get bogged down on loose threads that don't contribute to the core of the story.
I think figuring out what would be a fun experience for the players matters much more than getting the exact details of which conflicting plot ideas to use. Merge, use, drop or ignore plot details completely as you like, work on making a good game, make the game you want to make, and it'll shine much more than something that has to be bogged down in previous plot details.














