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Thanks for the feedback! Glad you're enjoying it so far. I do have a Patreon that I'll start promoting next update in the hopes that people like the project enough to support its growth. 

At the moment, dialogue choices are either only for flavor or affecting character relationships. Rather than changing the course of the story, they're simply different ways to justify going in that direction. I'm hoping to give players more agency over the story in the future, but the main story will follow a planned course for the most part.

 There are a few options that increase disdain at the moment, but they'll only have an effect in future updates. As for the text auto-scrolling, that was a stylistic choice that I'll probably end up changing, since it evidently can seem more confusing than effective.

Investigated that crash with Varsha and fixed the cause on my end, thanks for letting me know about it!

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Wow what a quick reply! All great information and I am all for following a main text. When you make a story too non-linear it is hard to keep players on the main thread of the plot or they deviate too often and then you have to write additional dialogue for the many different possible outcomes and happy/sad text for each character in each interaction. I COMPLETELY understand and support you not wanting to go that route.

I was more saying the way certain scenes are phrased make it explicitly seem like you have an A or B path so as great as the dialogue is you may want to tweak it a little bit "the context I mean" in those specific instances. They didn't occur often but when they did it wasn't subtle at all. Should I save them?    What do I do next? (but then the game just "does" its own thing. When you as a first person perspective narrator in charge of the story say those things it is important to have the right context. 95% of the time you hit the nail on the head but there are literal "Do I open Box A or Box B?" type dialogue where the character then just goes and opens box B. Its like umm what?

You may have misunderstood my criticism about the auto wheel text scrolling. I have no problem with that nothing needs to be changed there at all. That seems to be the defacto standard for every visual novel big and small alike now. No what I am saying is there are specific instances in the game where the text box jumps to the next line and you CANT scroll back. Its an actual bug. I have always thought of making a game like this but I don't have the patience or attention span but just from what little I can glean from Renpy and RPG MAKER type stuff in the past.

Your text box dialogue JUMPS to the next line usually a character "talks" at a specific text speed right? maybe it is adjustable maybe it isn't it could be a 3 or a 7 or 0 maybe you have an auto mode maybe you don't. I think what your intent is stylistically as you mention is for characters to be "talking over eachother) and I do NOT know the correct way to do this. Or to interrupt. Overlapping dialogue boxes I guess?

But what happens and I only encountered 3 or 4 times (but each line when looking through the text history once realizing I could seems important. Its like a character explaining something or yelling at another person comedically I think? The text "appears" but then its gone. And I don't mean the text "speaks as the character does but too quickly" I mean it literally "Flashes" on the screen. It never fully forms. its just an imprint in the eye. It was only the first last time I saw it tha tI realized oh I can look at the text history and then I could read it but before that.

You mousewheel to reread previous dialogue right? This doesn't allow you to get that line back. Its like you have line a then b then c then d. But C comes up in a half step between b and d so when you try to mousewheel back to it you physically can't. it flickers on screen and goes to b or d you can't read C scrolling to it and you don't see it in the actual text window. It "flashes" kind of like a strobe light but just once and then disappears.

Its hard to explain but ya its some kind of text based input timing thing I think. I don't know the right term for it. But I think it is two lines of dialogue from two characters trying to use the same dialogue window and one cancels the other out somehow. I have never actually seen it in a visual novel before but I only recently started playing indie visual novels (and have seen FAR FAR MORE GLARING REN'PY RPGMAKER issues in previous games you only notice this because the story is good and you are following along with the dialogue.