True, it's sad. But at least we've been there together.
Mosu
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Thoughtful meta, thank you!
I think the motivation behind writing little confirmation of whether the Queen will be able to resurrect or not after the game ends is because all the dialogue happens within the reign of the Dark Queen. Before it's over, before the status quo ceases to be, it's still bound to treat her capacity to change as an unknown.
You're absolutely right that the Queen's fate is left to the player; to their understanding of who or what she is and how metaphorical death is in this world, to their beliefs about change. It's a fair point that this uncertainty has potential to come off as a tad grim, perhaps moreso than I expected it would. Still, that freedom has resulted in a wide variety of interpretations, which has been fascinating for me and hopefully valuable for the players.
I feel you there. It's a story about change through the eyes of someone who cannot change; a story about hope from the point of someone who doesn't understand it. Importance highlighted through lack, if you will.
If it helps... I myself consider there to be meaning in the game ending the moment of the Queen's death. The game tells the story of the Dark Queen of Mortholme, but beyond its end the title is no more. I like to think that the person bound to that role is released from it.
It's possible, yes. I wrote that alternate ending scenario to cover for the likelihood that someone will figure out a cheese strat, so that player ingenuity could be accounted for in a way that still supports the main story. It ended up being found almost immediately after launch--I've watched enough speedrunners to see that one coming.
Thank you for the very thoughtful comment!
The way I headcanon it myself is that what the Queen and the Hero did get to have was a fully realised relationship, weird as it was and not meant to last. They saw each other for who they truly were and were irrevocably changed by their time together--for the better, one could argue (when death is viewed metaphorically). Not exactly a classical happy ending, or even one that shouldn't be mourned, but not entirely unkind either.
Oh no unfortunately you've encountered one of the currently known bugs I haven't been able to reproduce and fix myself. The Hero sometimes goes invulnerable after being hit once in phase 2, when they really should be killed. Thank you for making this video--now that I can see how it happens, it will help me fix it for the next update!
It is indeed a frustrating and rigged experience! Poor video game bosses.
Funnily enough the hit boxes do stay the exact same (unless you experienced a rare phase two invincible hero bug, which I've yet to figure out how to fix). The way it works is that the Hero is coded to dodge all attacks perfectly, but those dodge fuctions only have a random chance to run based on how many times the Hero has seen the attack and how far along the game is.
The refusal to fight "ending" has been buggy in so many different ways I've had trouble catching them all--this seems like a new one. (It's not a fully fledged ending like the main story, but still t he game should eventually get to the end credits no matter what you do.) Sorry about that, but thanks for the report. I'll see if I can fix it for the future.
That's really cool! I've also been mulling over this game for many years--we must've been going at it concurrently. There were so many game design problems to solve that I thought the idea would never work in practice; but over time various solutions presented themselves so I had to do it :D
It's great to hear you feel inspired. I'd love to see the games you'd make.
If it helps, this game's narrative isn't really about multiple endings. It's meant to work a linear story, with those two extra scenarios covering for player behaviour that steers away from that path. Still, I believe someone uploaded a youtube video of the tactic they figured out to beat the Hero. It's in the comments somewhere
Ah yes the problem is that this game is old enough to have been created for 32 bit Macs. Nowadays Apple has made everything 64 bit only so old games don't work anymore unless the developer updates it. Sadly, updating Storyseeker would require me to remake it from scratch due to the original build files being broken. Sorry about that! I hope you can maybe find a PC to play it, sometime.
I'm glad you enjoyed your time!
There's something about how a lot of (especially fantasy) games are built around getting to *do* stuff, to subject a world to our influence--it's so prevalent it's often an unquestioned player expectation--and I do enjoy that, what greater fantasy / wish fulfillment is there than getting to help people? But the feeling of being unable to find a way to make an impact, of being a creature too small to change our world as we please but perhaps big enough to at least understand it... That's also something we experience in our lives.
Trying to settle into that feeling and make peace with it can be at the same time frustrating, bittersweet, unfathomable, comforting... I think maybe that's why Storyseeker feels the way it does.
Also yes the music, Joel the composer is a gift from the heavens