Power fantasy? YES
I’d say this could be interesting if you make the mc not a brooding solo wolf guy with a giant sword (sorry Guts) but whatever you do with the mc is up to you just don’t copy those inspirations too much.
Also, no offense, but can you remove the artbreeder portrait? It just doesn’t feel right for this type of setting and ik it’s hidden but still i hate it so much lol
Yeah i like it when a WIP doesn’t have personality bars and instead let you decide on your own how the mc’s gonna be, more or less like how I The Forgotten One does it
I’ll try to make the protagonist’s personality types as diverse as I can. As of right now, I can assure you, you can be the exact opposite of Guts - despise violence, joke lightheartedly, and be a soul of a group (well, it’s not all of his traits, but you get me). Ah, and no big-ass sword.
Though the world is harsh - perhaps, it’ll change your character, or maybe not. It depends on how the player sees it.
(For those who are interested in being Guts - don’t worry. You will be able to be someone like him.)
I know that sounds difficult to implement, but I’ll try my best.
About Artbreeder portraits - well, I always thought that they’re a nice addition for those people who want to visualize the characters. I’ll probably hold the poll for their removal if enough people are concerned.
As a huge Soulsborne Fan (Although I’m personally much more into DS3 and Elden Ring), seeing one of my favourite game styles mesh with one of my favourite storytelling styles is incredibly exciting . Now, here’s hoping that the difficulty is as high as the Soulsborne games, and then I’ll truly have everything my heart desires.
As to the demo itself, I love the atmosphere and tone you’ve gone for, the dark and mysterious aura very much made me feel like I was sitting through the opening cutscene of something like DS2, and you have a very good grasp of writing fluid action. As far as feedback goes, I wouldn’t mind character personality sliders, I find that they’re a good measure of what decisions you’ve made, but I really dislike when they’re tied into stat checks.
Oh, and one more thing, as much as I love the games, please don’t make me read item descriptions to understand the story lol.
Is it normal that in my first play through I killed them both thinking they’re gonna mtfn eat me
To be honest im not sure if they just wanted to kill us or eat us but either way ENTIRELY justified my friend.
Hello, and thank you for this comment! I’m glad that you like the story and the atmosphere.
I know what you’re talking about - the feeling of conquering a challenge with which you’ve struggled before is damn fulfilling in the Soulsborne games because of the difficulty.
But the thing is, I have trouble thinking of a way in which you can make the ChoiceScript game difficult without making it too much of a hassle, considering that the only factor that decides how difficult the game is are stats. And let’s be honest, everyone hates this micromanaging you have to do in order to achieve the result (well, actually there are some fans of that, not gonna lie).
Because of that, I’ll make it so there are many ways to succeed in a stat check (brute-forcing through one stat or combining a few together). However, you will need to pick your battles wisely, as stats will be raised during training sessions (and some unavoidable encounters), and if you’ll slack off and then think you’re gonna beat everyone’s faces - well, let’s say you’re kinda wrong.
Yeah, that was my intent! I remembered the opening of Dark Souls 2, where you’d wake up hell knows where (not that it’s different from the other games of the series), and wanted to make something similar. Glad it worked out!
Although, it’s not the only reason for such a prologue. I want to make the game immersive first and foremost - if I want to achieve that, I need to make the player feel immersed in the character they’re playing as. And, agree with me, when the player feels lost and disoriented like the protagonist it just works better.
I took great joy in writing the battle scene and its branchings, though I thought I’d fuck up since it’s the first time I’ve tried writing as a whole. If you liked it, then I’m happy!
That I have yet to decide on since there will be opportunities for your character to change your opinion by 180 degrees and react accordingly. I think that when I’ll publish an update I’ll ask the readers about it. But the personality stat-checks won’t be in the game - that I can assure you.
Storytelling will be more direct, so you don’t have to worry about it. xD
My mouth is shut.
Sorry, but your being entitled. Just don’t look at them.
I agree that personality stats should never be used in stats check (except in very specific circumstances, like, I don’t know, Santa Claus only giving you a gift if you’ve been a good boi). But they are nice to add flavour text, for example, a PC that is always sarcastic suddenly acting serious and an NPC pointing that out (“You know, I’m actually impressed. I didn’t think you could behave so well.”)
I don’t know if this will help, but I can think of these two Soulsborne inspired TTRPG systems. I don’t think they’ll smoothly translate one-to-one to a ChoiceScript game, but you can take inspiration on those. They are also supposed to be rules-lit and favour role-playing.
You can also add difficulty option. I know it’s a sin for a Soulsborne game but it’s one way to please as many players as you can.
I’m down for combat stats but my advice is to make a near perfect but successful combat stat checks as in “80% combat=you successfully slaughter the demons 60% combat= it was a struggle and you suffered a few injuries but you succeed in slaying the demons tho some got away” that sort of thing, most IF here just outright fail you if you don’t have enough “specific” combat stats so having near perfect successful stat checks would breath some life into the overall choices imo
Also will appearance and reputation be a huge part of the game? As in the more rugged scarred and wounded you look the more intimidating you are/the more notorious and open yo are with killing the more people will hunt and fear you that sort of thing. It’s a hard thing to implement but if appearance and reputation does matter in the game then it would be a huge improvement towards the overall immersion
It’s not that i’m being entitled at all it’s just that i think they are immersion breaking considering you can see how clean and modern like they are compare to the medieval dark fantasy theme and setting, basically the portraits clashes too much with the overall theme and setting of the game. Again i’m not trying to be the golden boy here just saying my opinion and giving some feedbacks
Then you say exactly that and not something like this:
It’s just a joke jesus chill out it’s not that i outright despises ai art just that i think it’s not fitting for the overall theme of the game, that’s it
I should’ve worded it better i know i understand that, so let this thing die out already
I am chill, and I am not even saying anything else. By the way, you can edit your previous post instead of flooding the thread.
Fair enough just don’t go around calling people entitled next time
Yeah, this is one of the aspects I want to focus on. There totally will be different reactions to your sudden change of disposition toward some subject. This will work both ways - either you’re always kind and then lash out, everyone’s scared, or you’re always angry, and then you’re kind toward someone, everyone’s puzzled (this includes not only the main cast of characters). And it won’t be limited just by peaceful/angry situations. Sarcastic/serious, persuasive/menacing, etc.
I’ll have a look at that, thanks!
Yes, depending on how much your stat exceeds the needed value, you’ll come out healthier or more successful.
That’s actually planned too! Customization will impact some dialogues (same eye color with a RO, for example), and some scenes will differentiate depending on the protagonist’s physical appearance. The first impression will change based on how menacing you look (like you said: scars, wounds). I’m already working on the two possible scars you can receive after the first fight. If you kill people, your reputation will spread and make them fear you: but who said you have to kill where someone other will see you doing it?
I know I have way too much ambition, but I really hope I’ll succeed at what I’ve already planned.
Awesome demo! Absolutely obsessed with the MC already and looking forward to being a menace to society with them!!
Thanks! I bet you’ll be satisfied - the absolute menace of the protagonist is one of my favorite archetypes. The dark world will give you plenty of opportunities of showcasing it.
I sense another I The Forgotten One. Nice to know that appearance impact the game too, very much interested in this wip