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frumiousfeminist

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A member registered Jan 08, 2020

Recent community posts

You're quite welcome. :)

I was logged-in when I searched. I just searched again now while logged-in and it's still not showing up for me. Not your creator name "Harlevin" nor "The Pretenders Guild" nor is "Celestial Crowns". I tried searching while logged-out too to make certain, no dice. I don't know if you can find them through the search function because you're the creator or if perhaps something is going wrong on my end. Maybe having someone else check too would be useful.

Good luck!

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Hello Harlevin,

I'm writing to let you know "Harlevin" and "The Pretenders Guild" isn't showing up in the itch.io search function. For "Harlevin", it says "No results found" whereas it simply does not list "The Pretenders Guild" at all. It does show up using a search engine under "The Pretenders Guild" + "site: itch.io". Thought I should let you know.

I just checked all your titles and "Celestial Crowns" doesn't show up in the search lists either. The rest do (Arena Circus, Lilith Hall, Mnemonic Devices).

Edited to add: "The Pretenders Guild" doesn't show-up in the game tag lists either. So checking "otome", "character customization", etc, it isn't listed in any of them.

Hi Coffee!

I gave 1.43 a test and yes, Samuel tells the PC to go to the Merchant's Guild instead and things proceed well. I'm excited to continue the story!

Um, I realized after I posted my bug report it sounded kinda... overbearing. Going on about the things I tried to do probably read as over dramatic complaining. I had intended to be thorough in explaining as much detail about it as I could to make it easier for you to find, especially when at that point I thought there were some hidden mechanics about triggering the next story phase. Sorry about that! Alas, I seem to be unable to prevent myself from acting like a numpty muppet. :)

Hiya Coffee!

Oh dear. More humility and failed perception rolls on my part. As soon as you mentioned how the double bonus is tabulated, it made perfect sense, especially since some of those double bonus rolls made were of higher values than the unit can roll unmodified. Thanks for taking the time to explain it!

As far as the grinding goes, it was my misunderstanding. I had expected there to be some complex mechanics about having to be of certain levels to progress the story. It was probably partly driven by my wanting to see what else the units, especially the elites, have to say as they level, mixed with the requirement to get the Water Mage to bond level 4. It wasn't the game's fault nor yours at all, it is entirely mine own. I'm sorry for confusing the matter.

And and and!! thank you so much for adding even more banter to help raise loyalty levels! That is super great! I already downloaded the updated version and am looking forward to giving it a whirl. I really enjoy the elites' different personalities and seeing what little tidbits they reveal through banter.

Yay!

Hello coffeedripstudios!

Oh, no worries, it was my impatience-induced oversight :)

If I had but taken proper notice of the differential in bond levels increase rates between the elite and common units, I would not have had the opportunity to be embarrassed at having missed it! It allows for personal growth, humility does...

Over-the-top tongue-in-cheek melodrama aside, I want to say it was a very good call to lower the common unit bond level requirements since, yeah, they aren't going to be used as often and there are many of them.

I did think of a little extra bit of feedback that may be of use. But first I want to say I know you're currently focused on making a game for the otome game jam and my suggestion isn't meant to put any pressure on you at all in any way. I think it might be useful for players (at least players similar to myself) to have a little bit of guidance on what step to take next. I do at times find myself a little at a loss over what to do. Maybe a little indicator the player needs to 'pass time' (duelling), as it were, until the next stage is initiated or something. For the steps which are made very clear (go to the temple, stuff like that) it isn't needed though it still may be useful as a reminder to players if they've been away from the game for a little while. Kind of emulating the function of a journal in other games, but I'm thinking of something far less elaborate. Of course, it may not at all be worth the work it would take to implement it. It's just a thought, anyway.

Thank for being receptive to listening!

Heya Coffe!

Oh, yes, I have the same issue as Xzrono in getting the next phase of the story going when choosing Beileph as the means to progress choosing "Let me speak to the Older Brother" rather than "Let me speak to the Merchant Leader" or "Let me speak to the Queen's hand". That is when the Bestiary first shows the option to request talking with the Beileph. We can have the initial conversation with him (I asked about his work), he babbles, then leaves in a rush. Every time I go there again to see if the story can progress he just pops his head out to ask the worker "Have we received word from the envoy-?" and once he sees the PC he turns away and slams the door and the worker basically kicks the PC out with an apology. Asking the worker to pass on the message to Beileph asking for him to support the Transient One also has nothing happen to progress the story line. I thought I had to get Samuel to level 100 to proceed (hint: that isn't a requirement! Haha!). I've tried going to the merchant guild but seeing his sister Beisel isn't an option when one chose Beileph as the means to progress the story so the PC can't challenge her to a duel. I tried going to the forest to sleep so the game registered time has passed (I don't even know if that is a mechanic but I thought I should try that just in case). It didn't occur to me it's potentially a bug. Hmmm...

Thanks!

Greetings coffee!

thank you for your swift reply! Playing your game is my pleasure and I greatly appreciate that you are making this otome and are so gracious as to post it gratis. Games take a massive amount of effort to make, and yours has the sprite animations (which I find adorable and are one of the features I greatly enjoy while playing) which make it even more work. So honestly, the thanks go to you!

I think it's great you're participating in the otome game jam and I wish you smooth sailing! The investigation into the potential combat bugs can easily wait until you have time to poke around and see if I failed another perception roll as I botched noticing the elite bond levels increasing at a slower rate than those of the common units.

I do want to report another potential bug which is: the double bonus seems to not be added to the total for players.

to give an example:

base rolls 1 + 12 + 12

with an element bonus of +1 and faction bonus of +1 which equals a total of 2

and double bonus which should double the sum of the bonus types [1 + 1] which should add another +2 to the total

1 + 12 + 12 + 1 + 1 = 27. It should have the added double bonus of +2 to make 29.

I want to say I agree with you fully that good side banter makes a game feel much more atmospheric and lived in as it gives some insight into the NPCs [for those not familiar with RPG [role-playing game] terms it stands for non-player characters], especially the LIs [love interests] and adds to the relationships. Your game is really good with that. The elites even sass each other and it's great! I really like seeing little bits of a character's personality shine through, especially in unexpected little ways the route talks don't get into that develop a sense of connection. And I must say, I was so pleasantly surprised to see the common units have bond level talks with the PC [player character]! I did not expect that and was so impressed especially given there are so many of them and each has his own story and things that matter to him.

To respond to your comment about being open to making adjustments to the grinding requirements, I want to say I find it really admirable you are open to listening and to potentially adjusting things based on player feedback. There are many developers who aren't as gracious nor accepting over adjusting functions of the mechanics so it's welcoming you're as nice as you are offering in earnest. Before I answer, I would like to make it clear I am well aware this game is a passion project you work on in your spare time and I wholeheartedly would like you to make the game you want to make rather than feel any pressure to accommodate this silly numpty who doesn't like grinding. With that said, in the spirit of honouring your efforts and not wanting to be obtuse, I will state I'd obviously prefer to have less grinding. Either in adjusting the loyalty required for bond levels 3 and up to be lower or to have more story induced combat rather than straight-up grind duelling. Though, to be honest, I'm not certain if the grinding I've done is actually necessary for story progression or if I only think it is. It's a bit opaque to me how to proceed at certain points so I'm taking a shot that Samuel has to be level 100 for the story to progress. I'm going to start a thread asking about this, actually. My point is: I'm aware I may be misunderstanding the story progression mechanics since I don't play phone-based games and am rather unfamiliar with that genre so I feel a little lost at times. That aside, it's a great game.

Thanks!

Hello!

I'm uncertain if this is a bug or if I'm just being impatient. When I raised Water Mage's loyalty to 80, it opened-up the ability to have a discussion with him effectively initiating bond level 4. However, with Katnir and Ruwin, I'm over level 83 with each yet neither are at the point wherein I can speak with them. I'm wondering if it's a bug or if to reach bond level 4 (apart from Water Mage) one must have an even higher loyalty level?

Thanks!

Potential bugs in calculating Lor's Affinity bonuses and the command skill Boost Morale.

I will confess right away math is not my strong suit. I realize the combat calculations consist of simple addition and subtraction calculations with mulitipliers for bonuses, thus, it isn't that complex. So I think I'm correct in my following report, though I could be misunderstanding and/or miscalculating.

I think the game is not adding Lor's affinity bonuses to the combat rolls. As an example, if he's adding a total of +8 to the Water Knight's roll, when the knight rolls an 8, it's apparent Lor's affinity is not being added to Water Knight's roll since rolling zero is not possible. I've seen this many times where the bonus number given by Lor (ex: 1 + 1 + 2 = +4) is the die number rolled (4) for the Water Knight. He isn't getting Lor's bonus. Another thing to note is when the Water Knight is supposed to receive Lor's affinity bonus, he cannot roll a number under Lor's bonus. So if Lor's affinity is adding +5, the Water Knight will roll no less than 5. Also of note, Lor is not buffing himself either. 

Boost morale doesn't seem to be tabulated into the final calculations even though it does show in the combat calculations line. It simply isn't counted. For example:

in a line-u p with Lor & Samuel & Katnir

base rolls: 8 + 6 + 3

with element bonus of -2 and faction bonus of 2

and boost morale + 10

8+ 6 + 3 +2 -2 +10 = 17. It should be 27.

Thanks!

p.s. even though I don't like grinding type of games in general, I like this game. The amount of detail and attention you put into ambient conversations and descriptions and into thinking about the setting and how the elemental affinities and the roles (rogue, mage, priest, knight) have on personality and outlook is quite apparent. It's wonderful to play a game made so obviously with love from the creator with enough hooks of things I enjoy to keep me happily playing along. I especially enjoy the interactions with the characters and am looking forward to get into those romances and friendships! Thanks for this fun game!

I like this kinetic novel. It's interesting, all the characters are likeable, and it is fun to read. You set the tone of the narrative very well from the very beginning which makes for smooth storytelling. The animations add a nice splash of vivacity to enhance the mood. I'm eager to see what shenanigans Micha & Damien get into. Thanks for sharing this demo of your kinetic novel!

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You're so welcome :)

Playing the demo was a pleasure. I really enjoyed the established relationships of the crew and their banter, how the dialogue makes it clear the characters are comfortable with each other, having the ho-hum of working in space get infused with a spike of exhilaration of being in freaking space! when doing more rare tasks, I like the female relationships are respectful and friendly, the atmosphere is well drawn and written which pulls me right in, and I like how grounded in the body the game is which very much evokes the human on a more primal level but it also gets enough into the mind to establish the basis from which to contrast human and android as it has this interesting split narrative between body and mind without actually splitting it. I'm looking forward to see how the body and mind are further explored through Ambs in contrast to Isaac. It's an excellent game thus far.

Usually I don't like android characters and especially not romance with them; however, I'm realizing it's more a problem with how they're written/portrayed and their function in the plot which makes me dislike them. Not that I have a tonne of breadth of experience with them, but the only other android I've liked is Agashi's Silas from This, My Soul. He was written on that fine line between android and human in a way that felt realistic to me and did not veer off-path of what an android is, which was interesting for how the game explores Silas and it drew me in. The game got into some of the questions of how and why humans comes to establish relationships with and act on their feelings towards androids. Most don't manage that. Certainly, it's in part a matter of what works for me rather than some grand imperative of how androids 'should be done'. I'm uncertain if etiquette suggests it's rude to comment in a way that seems to advertise someone else's work. If it is, I apologize; I'll delete this part of my comment if you would prefer :) I mention him only as a means of better explaining what I'm getting at and because I think, based on what's in the demo, The Azimuth Gap will go into that level of depth with Isaac and in the relationship between himself and Ambs. I am quite looking forward to it. Even if it doesn't though, I'm still very much looking forward to this game.

About alternate methods of donating... I'm not good with tech stuff, at all. The only thing I know about it comes from reading through old posts on Azalyne studios's blog on tumblr for the game Seven Kingdoms: the Princess Problem. There she came up with an alternate to Kickstarter allowing for donating through Paypal, but I wasn't even aware of these types of indie games at that point so I don't know how it worked. The posts about it were most likely around the time of her Kickstarter so beginning in August 2015. I'll see if I can find the specific posts about it and put the links here so you can read up on it if you'd like. [edit 1: it seems more info is in July. I'm making a list of links to useful posts]

Once again, thanks for the great demo and I wish you success. Cheers!

[edit 2: adding info on paying through Paypal for a Kickstarter campaign] Azalyne Studios set this up on their own prerogative. Here's a link to the tumblr post describing how it works on the buyer's end 7 Aug 2015. Seems part of the process involves becoming a Paypal approved merchant (5 Aug 2015). And they set it up after the initial Kickstarter goal was reached to avoid having to give refunds through Paypal if it came to that (20 July 2015). I'm not sure if this will be useful to you but at least the info is here if you need it. Kampai!

I'd like to back this but am unable to do so on Kickstarter. Is there a different way to support you which would go towards the Kickstarter?

Apart from that, the demo looks great and I am quite intrigued to see where the story is headed. I wish you good luck!

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I tried to describe this without spoilers but I fear I failed. Please be warned:

there be spoilers ahead!

I'm not great with words, thus, even though there is so much to say about this game, I'll limit it as best I can to a smattering of the most prominent points:

I like this game very much and find it to be well-crafted with many layers of interpretation and meaning woven into it with such acuity. This is a story which seems simple and pretty straight forward for about the first half of the game. This illusion gets stripped not as would be expected in the narrative when the story presents the mystery of some machinations going on in the background, rather, the illusion is dispelled after Cinderella is no longer bound. That is when the story guides the player from a surface-level tale into (the story-relevant) exploration of existential philosophy and the responsibility which comes with creation, presenting questions about ethics and morality in-so-far as how they affect culpability through intention, and examining a few aspects of the psyche through asking questions about what the self is and to which extent do nature and nurture shape what we are and whom we become.

I thought the stark contrast between Agatha's unintentional harm vs Cinderella's decision at the end which can lead to her causing harm intentionally was very evocative and thought provoking. You used the opportunity the medium of a fairy tale affords so well in keeping it grounded in 'reality' for most of the story but have the fantasy elements come out so poignantly to show massively important points of character development (as plays out in Cinderella basically choosing whom she wants to be) and as a herald of change. How you refrained from directly showing the audience Agatha using magic, and the one time she did, it was in an act of self-preservation vs the rather grand uses of magic Cinderella came into, illustrated in a very compelling way how intention is ever-present and always has an effect.

And when Cinderella frees herself, the mechanics of having given the player very little choice up until that point (which represents the state in which Cinderella has existed up until that choice presents itself) then opening up Cinderella's psyche (which is represented in slowly building-up giving the player choices), was both very noticeable yet also subtle at the same time. I am so very impressed with the different levels of narrative woven so seamlessly together in this game :) .

The question is asked whether 1 good individual who tries but has issues (uncontrollable magic she needs the means to learn to control and will make many many mistakes until she has the needed practice) is worth the damage she causes to those she needs to make use of until she can learn to be self-sufficient and survive by her own means. At what point does the 'social and mental calculus' shift from it being acceptable to make limited use of others until one is able to survive without doing so to it being not okay? And then the contrast of the royal family having all this power yet being afraid of one young woman who just wants to learn how to control her magic, to have a measure of freedom, and to be treated well going to those lengths to control her and lie to the citizens without caring one whit what effect it has on the populace. How many people hearing the royal family say "it's a witch! who abducted and tortured the princess" will have a deleterious effect on society? How much abuse will that encourage? How many women and girls will be harmed because of this? Though these aren't questions posed directly in the game, the contrast between the 'original' Cinderella story (*Hans Christian Anderson even if technically it isn't the original) [*edit Feb 2020: spelled Andersen wrong, geez. Also, it's the brothers Grimm, not Andersen.] and the way the royal family is set-up as the fairy tale's traditional 'evil witch' role, make these questions demand to be explored. It is very telling how the background people are shown as the vectors of disseminating information (gossiping market vendor & her customer) and are also the ones put under Agatha's spell, yet, it is only Agatha and Cinderella who give thought to them as people whereas the royal family gives thought only on how to use them.

Cinderella's growing consciousness was evinced so effectively, especially noticeable in the types of awareness she lacks. Agatha tries to improve things for Cinderella as soon as she realized what she's done, whereas Cinderella gives no thought to Agatha's suffering and is so focused on herself and how she believes she's been wronged, not once considering everything she has is thanks to Agatha. Not until much later when the story opens up near the end making for a symphonic coming together of all these story elements.

Speaking of symphonic, the game's music is appropriate and amusingly on point at times too. And I found the art quite enjoyable with the bits of dramatic lighting changes very effective.

I've babbled enough so I'll stop here. Thank you so much for sharing this on itch.io. I can't really describe how wonderful an experience it has been playing Cinderella's Spark. This game is excellent and I highly recommend it to anyone looking for a story they can delve into that is thought-provoking and has many layers of interpretation and meaning.

Heya!

Just letting you know that book 1 is missing pages (it seems at least all of chapter 03). From Ella having just arrived in chapter 02 it jumps to chapter 04 wherein she is speaking with a guy whom it's clear the reader is supposed to know but doesn't. A file with the missing pages would be greatly appreciated, thank you!

Oh goodness, no need to apologize for that. :) I did not expect a reply and I thank you for being so considerate in leaving such a kind a response.

Yours is the first game (first anything on itch.io) I commented on and I am so happy doing so had a positive effect on you! You are so welcome and I am very glad I could be of service. I practically shoved the demo in my friend's face and told him to play! right now! and he enjoyed the demo very much too. He especially likes the chicken clicking; we both still get a good giggle out of it. So simple yet it is fun. The whole demo is endearing and I can kind of imagine some of what the full game could be like and I'm eager to be able to play it!

I wish you all the best and am looking forward to what you come up with. Thanks again!

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I'm not very good with words so please, bear with me as I try to express myself.

The very beginning of the game had me feeling anger and frustration for how abysmal contemporary civilization is and it made me apprehensive of where the game is going. Then, when the next phase of the game shows the Twilight Realm and then there is, standing in stark contrast, Melanie with a lightness to her, I was very intrigued and wondered if there was going to be more depth to the game than I dared to wish for.

And, to my surprised delight, there was so much more.

I'm attempting to avoid going into too much detail so as not to reveal spoilers. I'll probably fail for how strongly I like this game and have a drive to say lots about it; alas, I can but try to rein myself in...

I guess the most important thing I want to convey is how great the game is from the writing to the art (character & background) to making such great use of the simplicity of the standard visual novel gameplay design and how they all come together to tell an incredibly well thought-out and executed story that has so many layers to it. Layers which are camouflaged behind the obvious.

DoubleH did a phenomenal job exploring very important concepts both overtly on the surface, and with more subtlety when one steps one's view of the game back from the up-close perspective of keyboard clacking player to a more distanced perspective of thinking about the work as a whole (the meta-level, I guess is what I'm getting at). It is more than just a story; it's a very significant analysis of culture and what it values and how it comes to both scapegoat people through labeling them using baked-in and hateful hypocrisy stemming from accepting social moors which originated from patriarchy and institutionalized discrimination as spheres of control and domination, and drives people to be on the outside and why; as the game also shows, in glorious art & design, and through the very limited but extremely poignant for it's lack of choice and options gameplay, the effect all of this has on the human psyche while also being a commentary on the futility of all expected (and socially acceptable) choices leading in a circle to the same horrible outcomes. Essentially making the point that 'playing the game' is a futile, enervating, soul-sucking, and destructive path to walk (or in game terms, choice to make) yet we are all (mostly) stuck within the constraints of this framework.

All the elements of the game come together so well to tell the story so beautifully even with the subject matter being complex and emotionally & psychologically more difficult. The themes aren't presented in too much depth nor with much detail and it doesn't get gruesome nor linger on a too oft employed fetishistic level detail, rather it uses the Twilight Realm as the vehicle to bypass that so players can absorb it at whatever level of depth they can/want. And that is incredibly amazing storytelling since it mirrors how society "knows" yet refuses to know the dark underpinnings of how it goes about choking and slowly decaying itself as it perpetually sacrifices it's individual members to keep writhing in it's slow apoplectic death as it takes down everything else with it.

The Twilight Realm is such a brilliant way to represent human civilization, human consciousness, and the individual landscape of the human psyche in one. How they all touch upon each other, affect each other, are dependent on each other. Being unable to escape when one holds onto believing in the system and those who are stuck within it playing their parts; repeating the patterns, the act of trusting the questionable stranger rather than assuming he's lying, trying to help... all of these elements weave so many layers of intersecting levels of depth showing how from the individual to the global civilization we are trapped within, playing by the set rules, having faith, trying to do what is good when it's upholding the system all lead to a continuation of the cycle.

I truly believe this game is a masterwork for it's subtlety and depth. For how brilliantly the gameplay becomes a part of the story telling, for the character art telling it's own story of what lurks behind the characters; especially the contrast of the showy Jester vs the cardigan wearing Melanie and the ninja-esque Faith. It's brilliant.

You have pulled together, and within the game jam restraints to boot! such an amazing game. I cannot heap enough praise upon it and you. There is a lot more which should be said about this game, especially if one delves into more detail and philosophizes, but I'll spare y'all my going on about it.

Thank you for sharing this game. I am especially grateful it's free. This is one of those rare gems where things came together so incredibly well and it tells a compelling multi-layered and deep story which seems simple on the surface. Extremely well done!

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I adore this demo and I would like to say I'm very much looking forward to playing the full game! I don't know if this is still being worked on and it's perfectly fine if this game has been dropped; however; I would like to say I think you've got something very good-feeling that is also light-hearted fun in this demo that would make for a very good full game. I like both of the main characters and their relationship dynamics. Lasta looks out for Dubh, that's clear, but she also looks out for him too, and how she does it is so sweet. I would like to see how they adapt and grow as individuals and in their relationship as they adventure together. Thank you for sharing this demo.