Play Visual Novel
Wolf Bolo Two's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Implementation of Theme | #13 | 3.421 | 3.714 |
Creativity | #13 | 3.948 | 4.286 |
Presentation | #19 | 3.290 | 3.571 |
Story | #32 | 2.665 | 2.893 |
Ranked from 28 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team Members
Unagi + TheSun/Skellymanbob
Name of Wolf/Wolves
Vandjam
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Comments
Unagi's specific brand of craziness just seems to keep, ahem, expanding.
I'm going to be honest, I've barely the slightest idea of what is going on. And yet, I really started getting into it for some reason? Something about it's wackiness stopped me from looking away.
On a more technical level, the amount of effort put into this is also crazy. All the sprites. The menus. The animations. The combat (which has a strangely large amount of depth for a narrative experience).
Okay, so it doesn't "look pretty" or "flow well", but I don't think it's trying to. This game is here to push boundaries and have some fun along the way. That's a goal I can get behind. Well, it's a goal I can get behind after it crashes Ren'py three times in one scene and I turn off that mechanic.
That sounds like my experience playing XC2 for the first time until I got about halfway Chapter 4.
You asked earlier in your final May Wolf stream if anyone knew how WBT played on Android, so I ran through it afterward.
Once I was able to toggle the memory leak fix, it chugged a bit in skip mode, but I managed to make it through without crashing. Most of the text had no issues; it wasn't until toward the end where things got a bit crazy.
The main culprits seem to be Pyrrhos' narrator boxes and Agnarr's text boxes ( I also can't remember from the windows version if the otter sprite is supposed to remain at an angle for most of the scene):
On a second playthrough to get screenshots it did crash on me after I swapped between apps, but that's fairly common for Ren'py android builds, so it shouldn't be as much a concern.
I ran this on my galaxy note 10+, which is not the latest and greatest, but has 12 gb of memory. Normally my phone uses around 4gb, but with the game running at the most intensive part, memory usage maxed at 7.6 gb, so it should work okay on most modern phones.
Thank you. I’ll fix these in July. Cardigan showed me that I have been doing NVL wrong this entire time.
I figured it was something like that. I debated on posting here or messaging you instead, but guessed this may be easier for you to refer back to later on. If you need me to, I can delete this review if you prefer.
I forgot to mention: keep in mind on the narrator box the first line is displayed behind the buttons when the box appears, as the buttons on the top aren't hidden. I think you had also discussed that in the same group of posts, so you were probably already aware.
Yeah, I don’t think I tested the NVL on Android at all but hey, at least the HISTORY can save people. sad uwu
You don’t have to delete this comment. Itch.io likes engagement via comments for the algorithm. happy uwu
I can’t stop thinking about Fire Emblem Engage while playing it, and I love it! Seeing all these wolves, and my Charles here 🥹 It was definitely an odd yet funny experience to play it ^^
Merci beaucoup !
If some other games of yours almost break the fundamental limits Ren'py, then this one might just actually do so; it made my laptop (which is, like, not that shitty and can run Minecraft just fine) scream for mercy. Some of the most visually intense scenes were actively laggy, while button presses in the codex took seconds to register. Limits of the jam and the engine aside, I feel like Wolf Bolo Two might be reaching a point where performance should be an active consideration – a lot of people play VNs on low-end devices, after all.
The sheer density of the visuals is kind of reflected in how the game reads as well. I was confused by the pixel filter at first, but in hindsight, it may be the only thing making it possible to see what's going on when so many characters are on the screen at the same time. Alternate ways to deal with this could have been explored, I think; the worldbuilding would have allowed having the wolves appear and disappear more flexibly. The UI is fun in its theming, though, and downright tasteful while still remaining true to the Unagi spirit.
In terms of writing, I think the conceit is communicated well enough at the cost of a lot of exposition-heavy dialogue. Honestly, battles aside, the pacing almost feels too quick? There's a lot of stuff happening and not a lot of downtime spent just hanging out in this world and forming an emotional connection to these characters. It's too early to judge the plot in its entirety, but I hope the last act has some crazy stuff in store, since everything has felt quite straightforward and literal so far. (oh and apparently the whole thing is a reference to a video game i haven't played, maybe someone who has will have something more insightful to say)
It does feel more than a little disappointing that there is no interactivity to the battle system, considering how many words the story spends on it and how hard the technobabble threatens to drown moments of characterization and plot happening within the fights. The structure even mirrors what you'd find in games you can actually play –there's the tutorial battle against a weak enemy, fights getting progressively more difficult and convoluted, filler random encounters between plot-relevant boss battles...
You just have to wonder: is it necessary to replicate the inspirations this faithfully without some kind of additional layer to provide the engagement you'd get from interactivity? There are strictly linear ways people enjoy this kind of thing – watching streamers play games, card game animes that do a little more to narrativize and dramatize the fictional game – but I don't think Wolf Bolo Two really reaches for the appeal of any of them.
There are a lot of bold ideas executed here. The first minute or so, with its onslaught of wacky exposition and wild visuals, was some of the most thrilling stuff in the entire jam for me. Unfortunately, a lot of the later parts just felt... kind of tedious to read, in a way? The constant references to other FVNs stop feeling exciting after a while, quality banter is too sparse for how endless the battles are, and the plot is as simple as the characters are thin. Really hoping to see a third-act rebound for this, but the currently released portion is far less compelling than your entry last year.
Was expanding the limits of what the game engine could handle part of the theme? I think it expanded so much, it sprung a (memory) leak! I tried playing the Android version first, then the Windows version directly from the Ren'Py launcher, but it finally stopped crashing after I hit the toggle.
I didn't hold it against you, though, as big name game console titles often have to put out patches right away, and they spend tens of thousands of dollars on development and play testing.
In some aspects, I feel like this is a tech demo of the absolute limits of what is possible in Ren'Py. If you ever do decide to implement an integrated combat system in the future, it probably will be!
Being unfamiliar with the source material (the game inspiration and some of the initial wolves), it took me a bit to catch on to the concept, but I got there soon enough, so I don't think it would be too confusing for most people to pick up on.
At the start, I wasn't sure if I was watching a cutscene or supposed to be playing (the gun and grass scene)... it reminded me a bit of growing up with an older brother who gave me controller two while he was playing a one player game and trying to convince me that I was the one actually playing (it never worked, btw). I figured out after the fourth time watching that it spelled out the bolo's name.
It was impressive how you took the time to customize the dialogue boxes out of the games the characters were from. That being said, the visual chaos was just a bit much for my eyes to comprehend. I think the same effect could be achieved while just using the custom fonts and colors in the name boxes, but you certainly went all out with references! I appreciate the tribute to so many other projects.
I've only just learned how to use transform to make a character walk off the screen on the last day of the jam, and you have everyone floating and spinning and stretching all over the place! I can't even imagine coding all of that in for, what, around 20 characters on the screen at once? Again, speaking while not knowing the reference material, it may have been a bit less cluttered to have small versions of the wolves or even just balls of light floating around that 'expand' only when speaking or attacking.
I did appreciate the 'Encyclowolfopedia' for the entries I was unfamiliar with, and loved the joke with WW's Charles understanding everyone's English, yet no one understanding his French. C'est tragique. I was confused for a bit with some of the other character gags, but mostly figured them out as the story went on.
As far as grammer, the main recurring issue I noticed was with capitalizing words that shouldn't be. It's not something that bothers me personally, but may be an issue for sticklers.
In terms of creativity, bravo! This one certainly stands out from among the rest of the entries. I wasn't sure what would be waiting for me playing your entry, but I was sure it would be something unique. Can't wait to see it finished!
Thank you for the kind words! It’ll be interesting to go through your VN’s in release order and see what you learned along the way.
Although I had a question regarding the “As far as grammer, the main recurring issue I noticed was with capitalizing words that shouldn’t be.” Can you give an example?
Sure, and here it can get a bit confusing, especially in regard to military ranks. Military titles, such as captain, major, colonel, and general, should be capitalized only when they are used as part of a name or in place of a name.
For example, "the lieutenant went to scout ahead" versus "I told you Lieutenant to get your butt over here!" or "Where is Commander Vandjam?"
Just saying "the army" would not be capitalized, whereas if the proper name were "The Interplanetary Offensive Coalition" it would be.
In 'Expand your next Wolf', wolf would not be capitalized, even if it is considered an army rank, but saying "Wolf Marcus" as if addressing him with a title would be.
Another line is "Then how does the Army know to use Bechamel instead of ricotta" Here, army would be lowercase, along with bechamel. Bechamel is not a specific brand of sauce with a proper name, thus would not be capitalized, similar to ricotta.
"He was a Government-distributed..." would be "government" unless it is part of the proper name of the government.
"... my Special Ability" probably should not be capitalized, though if they shout "Special Ability: Hoe Around!" it should be.
"Quarry # 63 has just extracted an Obsidian Slab with a Statisee." should be "obsidian slab with a statisee." You can sort of bend the rules a bit here if it is a computer reporting, as if it were reading the code it is programmed with.
"... a Medium-Small unexplored Catacombs will soon be revealed" would just be a medium-small unexplored catacombs, since it is not a specific set. If you were to even say "the French catacombs" catacombs would not be capitalized, as it is not the proper name, but "Catacombs of Paris" would be since that is the official name. (Though the computer reporting caveat mentioned above remains).
Again, this isn't something that bothers me at all. It was just one of the few things I still remember that drilled into me when I worked at the newspaper and had to assist in proofreading sometimes before going to press. We had to take a bit of extra care on any stories involving the military, as we would immediately be called out on it. I only filled in when the news editor was out or on vacation, so my grammar is FAR from perfect. I was only expected to catch major blunders since I wasn't one of the writers.
I have found that if you do err, it's better to do so with extra capitalization in a military story. Some military publications will break the rules themselves when writing, capitalizing a lot of things that aren't supposed to be, so you may want to take that into consideration as well. Sorry if this is overload! I'm probably not the best person to try and explain.
I hope this helps!
I’ll look at this after the activities for today are over.
Okay, finally time to look at this.
This VN is heavily based off of an Japanese-RPG so that’s why a lot of things are capitalized when in normal literature they shouldn’t be.
I do agree that bechamel should be lowercase. I swore that the Mother Sauces get capitalized.
Government-distributed should be lowercase.
Medium-Small should be lowercase too.
Everything else, I feel like is just RPG This-Is-Important-So-Capitalize-It, speak.
Thank you for reporting these. I will change those that I agree with you on in July.
No worries! I'm personally not a stickler on grammer, I just know some people can be! I can certainly understand your decision.
It was just a minor observation in passing, so when you asked for clarification, I just re-read through the beginning for examples. I expounded more on that part because it's something that for me personally that was confusing, and that I was reprimanded for once at my old job. I don't think you'll have veterans calling up your boss wanting you to get fired over it! (long story)
I also didn't go through past the first screen mentioning the catacombs, since I was just wanting to give a few examples, so there may be other examples later in the game, since I wasn't trying to beat you in the head with it.
I hope it didn't come across as nitpicking or critical; I just tried to mention things in my review that other people haven't already said. ; )
Don’t worry, you’re fine dude. I understand.
Spoilers etc.
Theme: Mentioning expanding knowledge? Meh. Using it as a mechanic for XBC2 and the additional wolf catalogue? Sure, I think that's working.
Story: Sweetie, you took too much from XBC2 that it left out your own voice outside of like the unagi notes. I kept saying during every fight "we don't need this". We don't need the XBC2 play by play hit by hit mechanics explanations. I think having briefer fights with a larger focus on the emotional why of the fight w/o the mechanics could have carried across what you wanted, let you get to where you wanted in the plot instead of what felt like filler moments, and still let you explore what you wanted to explore narratively.
As it was, I wanted to skip every fight. They felt very long with the minimal control I had over them. The only lets plays I watch are like randomizers, and that's sparingly. This doesn't even have any additional meta commentary, it's people playing XBC2 but I can't play it myself.
I think you were too enthused with your idea that you forgot you didn't have to go so literal in the adaptation. It was cute to have them present, and I enjoyed your notes in the encyclopedia, because those felt closer to your own voice rather than you echoing the beats of XBC2. The bunny was what, Morag-esque?
It was nice that you wanted to give all the characters voices (and I definitely giggled at the Futurama French dead language gag), but that also brought the narrative to a screeching halt as they all had something to interject all the time, or alternatively were just functioning not unlike the game as things to move the plot along (field skills, etc etc.).
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Story asides: If each wolf has a bit of amicus in them, could it be said that the more amicus in them, the closer to six stars? Because that would ring true for Lobo, to be a much as an anti 'my wolf' as he could be while still existing in the conversation :p
And huh, no cooper allowed. Smh. What fame will do to someone /s
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Presentation: Mazels on doing all that art. You put a lot of your heart into this, and I liked the animations you did, even if they were probably lagging things up.
I get the pixellation was to like, make the presence of all the blades less noisy, but like... that was still visually noisy and confusing as to why they were pixelated and clear in the wolf encyclopedia. I would have preferred it be closer to XBC2 in that regard, where only one per person is out, even though you wanted to give them all affection with some screen time. That works more in XBC2 because that game is a JRPG and has moments for spotlight spread out overtime, as opposed to like 1/1000th of the time of a work where you're cramming screentime together constnatly.
Also, the basketball looked like a rotating cock :sob:.
The font had one big issue, which was the "s" looked like "e" so many times i'd do a quick double take as they were too close at any size. Ooofoie.
Creativity: As someone that liked Heinlein's "Number of the Beast" more than he probably should, I appreciated the extended my wolf universe, but in another facet it felt very like XBC2 fanfiction except mirroring the beats with new chars. I think it could have been more of your voice if you strayed away from sticking so closely to the combat.
Overall thoughts: I like your motive of a sort of tribute to "My Wolves", and appreciate the love you put for everyone who you contacted, but you got too lost in the sauce of your parody? appreciation? for XBC2 that it pulled away from a story only Unagi could tell.
😵💫👌 I have no idea how you whip out Textwalls so efficiently but this is appreciated. I think I’ll put in a toggle to just skip the fight scenes or just cut out the fat.
There are only 2 fights in Act 3.
Also there is one point you made that I’ll DM you about.
Gotta take notes while reading to refer back to for one's textwalls!
An absolute fever dream of the VN...which kinda fits, coming from Unagi
tbh, although I do think that this VN showcases some cool effects/cinematic stuff, it kinda misses on the story front.
There's a lot of terminology front-loaded on the reader, and if you're not hyper-aware of the My Wolf VNs from the last game jam, it's a lot of "I think this is a reference but it's kinda incomprehensible to me"
In addition, there's a lot of jarring UI stuff that is mainly distracting and at the extreme, starts to make the computer run slower.
Thank you for the kind words. I am going to see if I can optimize some of the effects. I used an older version of Akiba’s pixelation code because I couldn’t figure out a way to use the current more optimized version. Also the toggle that I used to disable to Fake Crashes makes the pixelation code worse which I can fix but not right now.
An epic showcase of wolves and what is possible through animations, filters, effects, and customizations. With so much going on, the fix that has been implemented is worth doing to experience the rest of the game. There is quite a lot of variation in fonts and styles of dialogue, a little tricky at first, but I found it easy to adapt to.
I have just joined May Wolf this year, but am already getting a good sense of who these wolves are through their depictions and look forward to further exploring their sources. I feel that each character gets a good amount of representation and screen time. I looked forward to every reveal and read all unlocked entries. Hoping to return to the continuation of this, after I become more familiar with the cameos!
I like the "system" that is being used here, with a balance of elements and unique terminology. There is a lot of meta commentary that makes for an interesting interpretation of gachas and a character's individuality.
Thank you for the kind words. There is one more Codex entry that was written but we don’t see that wolf in the build yet. You can dig through the files if you want. I also have the stats written out for the 5 Wolves who were going to appear in Act III if you want to see that now.
Ah I see, I will have a look and make note of them right away!
Do you have a Discord or some way of DMing?
Sure, my Discord is shapeshiftstitch
I looked into this because Unagi put one of my characters, and many other FVN wolf characters in here. The idea of a big crossover is interesting, so 3 stars for that.
I would love to comment on literally anything else but the game refuses to be played past a couple of dialogue boxes. I tried waiting some hours when I learned it was a fake crash on a timer, which honestly I think is infuriating enough to get someone to put it down for good there, So I'd say I gave it more than a fair chance.
So much so that in fact I did continue to reload from the auto save that is created every time the fake crash happens, even when that happened after every single line of dialogue, for more attempts than I cared to count. The fake crash was so ever present that I barely remember any line of dialogue, because i was too concerned with clawing myself forward through this thing that seems like it doesn't want to be seen.
I wanted to give the story itself a fair shake so bad that I looked through the code, removed the fake crash screen, and the label that calls the crash screen, and still, the VN does not function.
This is a story that does not want to be read, as a piece of art in an of itself, that's an interesting premise, but as an entry to a game jam where the goal is to tell a story, it is a book that closes itself at random. I feel like I wasted my time, and I am utterly disappointed.
Which version did you play? After it crashes once, you unlock the option to turn it off.
Now that I’m looking at my code, I messed up really badly on the equations that determine the crashes. They seem to function differently on an actual copy compared to the Ren’Py Launcher.
In 0.1.1+ you have the option to disable the crashes once you experience one.
I would highly implore you to give this another shot, for Darlow.
I am now going to put an PSA Devlog warning people about this abomination that I have created since I can’t fix it now.
Also there are numerous thing that could have disabled the code, deleting it entirely was not one of them.
https://wagleunagi.itch.io/wolf-bolo-two/devlog/741481/how-to-not-get-softlocked-in-wbt
"Also there are numerous thing that could have disabled the code, deleting it entirely was not one of them."
Please do not condescend me. I will say, that I poked around in that code for a couple hours trying to find ways to disable it aside from deleting. The point is, that i had to open up the code at all if i wanted to actually read this.
I have spent enough time here already. I'm going to move on to the other may wolf projects, and I'll come back to this when it's updated and actually ready to be played.
Sorry, I didn’t mean to come off as condescending.
Thank you for giving me a second chance; all I can hope is that I made something that you won’t make you regret bestowing me permission to use one of your characters.