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FlamingTeddy

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A member registered Oct 28, 2018 · View creator page →

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This was an absolute treat to play. They were in a horrifying situation, but the humor kept it from ever feeling too dark. Managed to get two joke endings and a good ending, though I don't know if there's more than one main ending.

It honestly made me want to learn more about the girls and what led their lives to be so different, although seeing them bounce off each other's personalities was still fun. 

A very quick and kooky fun time. Played into the joke of the pun, and was delighted by the surprise end. 10/10

Yeah, already got a couple bugs to fix in the novice mode because a couple sparkles decided to be special and not turn off. Daggumit! D:< 

Creator's note: The hiding room needs work, at some point between yesterday, and today it decided to break.

Yeah, I could have attached some music to two of the endings, but hadn't since I didn't really find anything I felt would fit. I'll need to take some time to listen in the music vault to see what would fit them once I can edit the game again.  I'm seriously glad you enjoyed the game so much otherwise. :D

I'm so glad! Whenever I work on my games, I always worry about pacing. It feels like it can be way too easy to add too much dialogue, so it's a balancing act on what still feels necessary and what isn't.
If I had thought about it more, I should have included a tidbit on the main page that if an interaction with an item is longer than most, it probably has important items or dialogue. I was kind of thinking about the scantron tests, since most teacher's hints were "if one answer is longer than the rest, it's probably the right answer" when it came to those events. That, and that some items include hints as to what to do next, like I had in my first game ages back.
I think aside from the walkthrough in the manual, I definitely could have made a few things a little more obvious. Frankie pointed out the laundry closet not being terribly obvious as an example. 

I honestly want to look at more homes to learn their architecture and layouts for other games, since the house is based off my memories of my babysitter's old home. 

Thank you, I'm so glad you feel that way! ; w ; 

While all too brief, this was a wonderfully eerie experience. I think the handwriting could have been a little clearer on the note for the runes puzzle, as one letter is drawn in a way that it could be confused for a different letter of the alphabet in game. Had to write them out myself in order to fully figure out what the puzzle needed. 

This honestly feels like it could be a teaser for a much larger game. More archeological based horror please. :D

I think rather than a terminal with a large wall of text for the instructions, it would have been better to have a message show up when the player would get near the necessary equipment. 

Second, the numpad for the fuel is interesting, but having the player pull on a level with the mouse is cumbersome. I didn't even recognize that the lever was even there on the first playthrough because it has the same texture as the table. Speaking of the numpad, the controls for this game are just clunky in general. Movement works well enough, 
but I found I had to keep hopping my right hand from the mouse to the keyboard repeatedly when trying to perform my tasks.  Since we're already using wasd for movement, I don't see why that same control couldn't have been used for the shooting minigame. 

I played it twice. The first time I messed up and wasn't sure what I was doing even with instruction. The second playthrough I fed the entity, I shot the pink blocks, I kept the barrels cleared. The only thing I didn't do was the cleanup sectors because it never gave me any feedback that there was anything wrong with it, with both giant over head displays seemingly saying everything was A-ok. Me losing again determined that was a lie. 

As for the story, I couldn't really get far enough to tell you what the story was.  Managed to glean that we're some random Joe shmoe working for eldritch beings to keep them happy (?), but that's about it.

Lastly are the nitpicks, which are: test file flashes on screen when starting up, no sound options and the game is loud, when playing in windowed mode and adjusting it, the white text up in the corner blocked some of the text from the computer monitor.

This could be something, but in its current state with what I could do, I'm just not seeing it.

While all too brief, this was a wonderfully eerie experience. I think the handwriting could have been a little clearer on the note for the runes puzzle, as one letter is drawn in a way that it could be confused for a different letter of the alphabet in game. Had to write them out myself in order to fully figure out what the puzzle needed. 

This honestly feels like it could be a teaser for a much larger game. More archeological based horror please. :D

It was fun getting to see yours and everyone else's reaction to it on stream. This was a lot of fun to make, and I'm glad I got the cheese feel just right. :D

Thank you, I'm glad you enjoyed it! Thankfully, knowing players could potentially get stuck is why I included the manual. xD

But yeah, I was iffy on what to do for it, and initially just had the hall all wood before adding that one tile difference. I think once I can work on it again, I'll make some more sprites and take your suggestion to give it a door that'll be easily seen.I didn't want to use the same door sprite from one cutscene, as I was worried the player wouldn't realize what it is. 
Maybe little folded doors that are open would be the best looking visual cue, and turning that one blue tile into a little rug.

Another thing I'll have to do is edit the walkthrough and rewrite it for better clarity, since I was informed that it isn't as transparent as I thought it was. 

I think my writing wasn't as clear as I needed it to be, since I was also trying to keep it largely spoiler free. That way, even if the player knows what to do, the results of those actions would still somewhat be a surprise. 

Thank you, KV, I'm glad you liked it! ; w ; I probably should have mentioned in the main text of the page that I have a walkthrough in the manual to help get to the best ending, but I'm glad you were still able to figure it out with youtuber assistance. :D

I think I've gotten as far as I can in the current version. I got the store key and went in, buuut there are no events to get back out. 

Also for one choice option in particular, you MONSTER. ; w ; 

Also, where would you like bug reports? I'm seriously excited about this game and have been loving playing through it.

O H N O, gotta love it when there's little bugs that slip through. I already rated the game, and honestly even with those bugs the game is really solid, since I still had to make it pretty far (almost an hour) before the food issue eventually cropped up. Looking forward to playing the updated version since I have to start over anyway. :D

The good:
The art style is very cute, which offsets the horror elements brought in later very well. The Windows 98 loading screen is a nice touch with the old UI, although the UI reminds me more of 95 than 8. 
The bad:

Maybe I'm dense, but outside of "stuck in game must escape" I don't see much story here.  Audio was rather bad, with the crashes being too loud, and the audio log so soft and muffled I couldn't make anything out.

One enemy scared the ever loving shit out of me when their sequence happened. Reminds me a lot of the SCP story when day breaks, but with a lot more body horror than just people merging into fleshy blobs.  I think I may have to start the game over though, since I have reached a point with the food system where even though I'm eating every day, the character still ended up starving, even though there's plenty of food around.

I'm also not a 100% certain if the snacks are actually doing anything for hunger, since there was a tip saying it helps, but once a snack is eaten it just says that you regain some health and stamina, but nothing else in regard to how your hunger is doing. My health was halved and the lil guy was starving to death, even after a TV dinner and 3 snacks.  

Even though the fights are manageable, it's really nice that they are avoidable, since it is scary seeing what each different enemy type can do. I also came across an apartment stocked with supplies, and now I worry if someone is gonna bust into my apartment while I sleep. 

A very short, but disheartening ending for the MC, which to my understanding leads into your other games. 
Body horror is close since it features a loss of autonomy and great googly moogly was that a gut punch to see. The story encapsulated very well the hypocrisy of the MC's community doing whatever they pleased if it fit what ever they needed, provided they obscured it first. 

The only real critique I have is the candles, as the minigame for them is a little slow, save for one that felt like it was at a more appropriate speed (bottom left of the lower six candles I believe). Granted, I do understand that the MC would be in no rush to light those candles.

I'm glad you like, enjoyed it. :D

That may be in the future, since I really did enjoy working on this project and I had some ideas that I just wasn't able to implement due to time. Will be after I finish diving into JavaScript though, since I want to make a plugin or two for my own purposes. 

This is honestly a really well done and funny romp into the slasher trope. I like how, even though you can't necessarily fight in the slasher, you can distract him as a means of escape and keeping your characters alive. The graphics and audio remind me a lot of the old NES game Sweet Home, and I greatly appreciate that. 

The parody story is written very well, however there are some lines of repeated dialogue that pop up in conversation that it genuinely becomes hard to tell what was an intentional funny choice, and what was an accident that then becomes a distracting non sequitur. An example that comes to mind is one character going on about a recent family tragedy that pops up mid-chase.  I know they're supposed to be flanderizations of their respective archetypes, but that repeated dialogue creates a bit of tonal whiplash for the scenes that are meant to be more intense. However, it doesn't take away from the full story all that much, and even when it broke the immersion, it was still very easy to dive back into it.

That was so much fun to play through, and loved how silly y'all got with it.

Ah, I see why the main character has a hard time staying level-headed. 10/10 spooky atmosphere with a nice side of existential dread.

The art i s amazing, the environment is beautifully done, and the story is very sad for how short the experience is, making it hit even harder than if it had been a longer one.

I saw some comments saying that it references some of your other work, and I think I'm going to have to play those now too. :D

Thank you so much! I'm glad you enjoyed it, and also I love your pfp, the lil isopod buddy picture is perfect. ; w ;

Thank you for the comment. I'm glad you had fun! :D

Thank you, I'm glad you enjoyed playing it! :D

Been a few months since I last made a comment, and after trying to figure out how to use it on and off the whole time, I can say this: If you want to buy this, don't. Dev has seemingly abandoned the plugin with no answers in over a year. They may have abandoned the account all together, since there doesn't seem to be any new activity on their other projects either. Their YouTube and WordPress are just as quiet. 

The pathfinding also doesn't always work consistently, since I still sometimes get the x undefined error, and trying to use the plugin commands to make it work are also hit-and-miss. What bothers me most in attempting to use it is there's no wait function, and sometimes other commands in the event will run before the pathing, even if the pathing is the first command in the event. This happens regardless of using the scriptcall or plugin. 

TLDR eyebleeding font: Don't spend 5 bucks on this, not worth it.

Slasher and some comedy hopefully

T-minus 1 hour y'all! :D
And the host's streams are fun to sit in on. It's either chill or chaotic vibes, so it's always a good time.

That is all :D

There isn't a way to control lights using terrain tags, they're only used for shadow auto-detection and creation. 

If you want to have a lot of lights, you would need to use an event calling each light, so you wouldn't need to use region or terrain IDs with them for your lighting. If you want multicolored lights, you would need to make each one in the custom light settings, then call each light by name using comments in the relevant events. 

Do you mean the shadows? There are no terrain tag lights, only terrain tag shadows. If you want to change the shadow ambient color, it would be in map defaults. 

For changing light colors however, you would want to either modify an existing light, or duplicate one within the custom light setting. In your given light's settings, you can change either the tint or the color filter to change the light color. 

And if on the off chance you meant changing the numbers for the terrain tags, they're under the game settings. You can then change the tileset's terrain tags from there to the ones in game settings, in case you're using the tags for other purposes.

It's available in the newest version of the plugin, but the demo still uses region IDs rather than the terrain tags from what I last remember. By default, the terrain tags for walls are 1 and wall tops/caps are 2. 

If you want a great plugin that's customizable, you're in the right spot for it. Shora's is the only one I've meddled with that functions like Khas's light scripts/plugins. 

I keep trying to make an event chase after the player character, but it never works. I don't know if I'm just dumb or if there's something wrong with it? 

I'm trying to use KoTCPathfindToTarget(1, $gamePlayer) script call in the route option of autonomous movement, with the 1 replaced with the proper eventID #, but I get "Type Error cannot read property 'x' undefined". I can't really find anything on this page about it, or if I'm using it improperly. Any idea why I'm getting the error? o.o

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It's a perfect solution. My eyes and I thank you so very much. ; w ; 

You're welcome and thank you! Hopefully it can be easily added, since it would improve the general usage for those of us with sensitive eyes. ; w ;

Saw a couple of other comments about the program, and I just want to say that it's safe to use. Windows freaks out about it, but it freaks about any program where it doesn't recognize the publisher. Looking at task manager when it runs doesn't show anything untoward. No unexplained resource usage or similarly named windows apps taking more resources than they need. Additionally, Malwarebytes says it's clean, and that's good enough for me.

That said, this is a wonderful tool that's made fleshing out my stories a lot easier compared to other world building and writing tools. I have a few stories going at once that take place in the same town, and with the graph I get to see clearly how everything relates together. A nice touch is the option to exclude certain objects from the graph so they don't clutter it up. Plus, with everything interlinking through keywords, if I'm unsure about a detail I can't quite remember, it's just a click away. In say scrivener, I'd have to dig through my file sections, since I end up way more cluttered in it than I do in nebulous.

I will say, it is a smidge clunky feeling at first, since it took a moment to get used to creating objects to act as the over arching categories to nest new objects inside. Once you get used to that though, working in it is a breeze. It's making writing for my game easier since the way I use it works well with how I think, easily hopping from one section to the next, adding bits and pieces as I go. It's like super organized sticky notes.

My only request (if it isn't in the program already) is to have the writing fields be in dark mode too. Hurts my eyes a bit when I have to edit or add objects, and it's a flash of white from the text fields when I open them up. I know there's an option for changing themes in nebulous, so if there's an option for that to make the text field dark, I haven't found it yet. ; w ;

I hadn't tried the X key, holding shift didn't let me run before. I'll give it a shot. :D

Got this pop up during the mushroom collection scene. Also, currently cannot get past that section, as it seems Sombria talking to the player makes Luzia freeze in place and burns through the timer, leaving little time to actually move and collect the shrooms. I dunno if that's intended, or if it's in relation to the Null Error.