It doesn’t seem to be complicated to do a sequel, there isn’t a lot of variables and there really isn’t any complicated branching.
We had several instances where you could be accompained by different characters in this game, I don’t see it being difficult to do the same thing in the next.
Maybe so, but I imagine a game where you are partnered with Gunther would be vastly different from one where you are alone, and the ROs add an additional layer of complexity.
I saw @idonotlikeusernames rave in the romance thread so I decided to give the demo a spin. I enjoyed it immensely, so I decided to purchase the full game. I had difficulty finding it via a search in Google’s Play Store for some odd reason (although now I’m seeing it just fine) so I picked it up from Amazon’s App Store instead. I’ll comment further once I’ve had the opportunity to play it through until the end, but placing a mystery in a fantasy setting is delightfully different. And our wanton half-elf absolutely shines in the Demo. I love her playfulness.
I downloaded the demo and give the five stars … However, I don’t know if bought it or not … The story seems ok, the flow is good. However, characters seem one dimensional and annoying. I don’t find any of them enough interesting to remember… So could I just kill them all and keep with my live or I have to carry them like puppies? I swear if That orc tries to shout and menaces me again i will kill him on spot… COULD I KILL HIM AND STOLE ALL HIS LOOT?
I don’t think this game is for you, if you don’t like any of the characters.
Spoiler about death: yes, you can let all of them die but you can only kill one of them at the ending, the others can be killed by the antagonist (3 of the will die offscreen, when they try to leave them inn).
I have to say, Dwarves are OP in this game, (specially because they can get Gilly to talk with then easily), combat + guile beat every other combination of stats, and if you raise your perception a little , then you can do everything. Just look at my stats at the ending:
Name: Uldrek Olhelm
Race: Dwarf
Weapon: Longsword
Stats:
Combat: 97%
Guile: 85%
Perception: 57%
Magic: 35%
Gold: 23
Mana: 30
Status: Full Health
Warnings: None
That is a VERY impressive build.
I also think that my build is somewhat OP.Perception is useful in some situations,and Magic is still the most OP stat of them all,in my opinion.
The stats:
Name: Axilya Alerothi
Race: Elf
Weapon: Staff
Stats:
Combat: 46%
Guile: 24%
Perception: 83%
Magic: 99%
Gold: 16
Mana: 150
Status: Full Health
Warnings: None
I don’t know, Combat is better than Magic in battle, because it doesn’t need mana, Combat allows you to intimidate people so they will reveal their secret even if you don’t have enough Reputation with them, it allows you to use brute force to open doors (useful when the inn is attacking).
I know Magic allows you to read minds and cad divination spells, but being a dwarf gives you a boost in reputation with Gilly, she tells you 5 clues, making Magic irrelevant for a dwarf.
Being a dwarf make Perception less important. When it’s dark you don’t need it because dwarves can see in the dark.
And Guile is one of the most useful stats, it allows you to use stealth, lie, pick locks, etc. Things that if you use magic, you need to use mana, while Guile is free to use.
And being a magic user gives you 3 or 4 health, while my dwarf had 6.
I always had a knack for conserving Mana,so I never really seemed to have a shortage for it.
Sure,you can intimidate every character you come across,but my character got along with practically everyone,so I saw no need for that.
I never really went to Gilly.I usually went to Leah.She can update clues 2 and 4 to the maximum,and can give off 2-4 clues.I also like her more.
I’ll admit,Perception isn’t the most useful of stats.Sure,you can find some nifty items here and there,and it can also help with combat at various times,but that’s about it.
I’ve never really gotten around to using Guile.Lockpicking using Magic costs 5 mana,which is essentially nothing.I also never really saw the point of lying to people.As for stealth,I can turn invisible,which costs 10 Mana.It can drain you if you’re not careful,but if you’re conservative about it you should be fine.
But honestly,at the end of the day,all of the stats can be useful if you pair them up correctly.
Also,if you’re not too busy,could you make a brief little guide on that dwarf build?Those are some EXTREMELY good stats.
@AAO @Urban
This discussion is my new favourite! It’s the classic Dwarf vs Elf. Cunning and Strength vs Magic and Grace. The age old rivalry haha I’m very glad you were both able to build characters that were so successful despite being so opposite
At some point I’ll try to post an Evertree Inn basic guide but it rivals for time with the next projects (and real life?). In the meantime continued thanks to everyone supporting this project and driving me forward. I try to read every comment and review and each is incentive to keep writing so thank you!
Thom
Ok, so I’ve just played the game and I would like to share my thoughts on it.
First of all, I’m just going to say that I played the demo and I really liked it but when I played the actual game I was disappointed. I think that most of my issues are related to the ending, and the fact that I think that it was a nice idea that was kind of wasted.
Ok, I have to say that I love murder mysteries, and the idea of doing one using Choice Script was really appealing. I know that I’ve not played as many games as other users (especially in the hosted games section), so I don’t know if there are similar games that explore the mystery genre.
Anyway, I really loved the concept and the mechanic that you use about getting clues, gathering information, have total freedom to explore the inn and meet the characters. The second chapter is a perfect example of how any author should do a mystery with Choice Script. Although, it might be a problem that there’s a lot of focus in that chapter, at least so early. Maybe it would have been better to use that chapter to stabilize the situation, getting to know the characters, maybe getting some little details. It’s just that most of the investigation happens in chapter 2, and I think that the best is focus in the investigation after the murder rather than before.
But I’m generally happy with that, my real problems start after the murder. It suddenly replaces the mystery with action, which I don’t think that works very well. And then, the actual ending where we learn who did it was just really disappointing. I wasn’t sure how to explain it but I read a review on Steam that just summarized it perfectly with “the first part did feel like the fantasy-cluedo I was looking for. The second part did leave that setting suddenly”. I would love if it was just like Clue and there were different endings that could vary depending on your choices, taking full advantage of the Choice Script.
But even if that’s too difficult or you don’t want to do that, having just one possible culprit, that’s fine. My issue is that I don’t think that I was resolving a mystery; I didn’t feel that my choices mattered. It’s ok if they don’t affect the story significantly, but there has to be something that makes me feel that I earned resolving that mystery. For example: a lot of graphic adventures about murder mysteries are very lineal and have just one stabilized culprit, but they work because the player is actually resolving puzzles and doing things that lead to the ending.
And, even leaving that aside. Where did that ending came from? I guess there was some foreshadowing about a secret in the inn, and that ending made sense but… Nooo…I don’t know exactly how to explain it but it wasn’t a nice twist, I swear that I was hearing in my head M. Night Shyamalan saying “What a twist!” Maybe it was just that it wasn’t build up to really well. I also have some problems about how rushed it felt at the end, it’s like the game felt a lot shorter that it really was. I have read some similar complaints in Steam so maybe there’s someone with a higher level of English that can explain it better.
I also have some issues with the characters. I like the fact that we get so many customization options for the Main Character, but I’m not sure if they really matter.
How about the rest of the characters? Well they’re kind of stereotypical, and they can vary between annoying to incredibly bland. With two exceptions, and those are the romance options. I love Dandy and Lamuel, they’re still stereotypical but they’re interesting anyway. The romance seemed genuine and well developed, it tied into the story, there was some personality and I was really looking forward to the romance scenes. In fact, I think I might recommend you creating a game entirely focused on romance, like a dating sim, I would play the shit out of that game.
About the fantasy elements, I don’t think they’re really needed or at least not used to their full potential. I guess that they explain the ending but… yeah, you know I’m not a fan of it. However the magic didn’t bothered me too much, but I understand some of the complaints about it.
Blah blah blah, complaints, complaints…
So, wow! I must really hate this game… No, this is not the worst game ever, I enjoyed it; it’s just that I have some big issues with it, enough to ruin it for me. There’s undeniably a lot of effort put into it, and there are a lot of interesting ideas that I would love to see in more CoG games. The writing is good, and I think that the author has a lot of potential; I wouldn’t be writing all of this if I didn’t think so.
There are a some reviews in Steam that bring some good points, listen to them, because I think that if you take notes of the criticism you could write a really memorable game.
I don’t regret playing this game, I just don’t think that I would do it again. The possibility of a sequel? I’m not sure… I don’t know if it’s actually possible or if it’s just too difficult to continue after that epilogue. I guess that if you do one, I’ll wait to see the reviews. I think that a spin off, could work better than a sequel. And I definitely think that something different created by the same author could be worth paying attention to.
I encourage you to keep writing, you have a lot of potential. Sorry for the megapost, my English, and my endless criticism.
Have a nice day.
I agree with the post above mine. I was really looking forward to this game but somehow ended up feeling a bit disapointed in the end. I’m not sure if I’m eloquent enough to pin-point exactly what bothered me about it but I’ll try. Let’s tackle each issue one-by-one:
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First of, customization and choices should be important and somewhat impactful in the game we’re playing, otherwise it becomes redundant. This is something Evertree Inn failed to deliver IMO. I was a conniving, thieving, female elf with a body full of scars, quite the constrast if we’re talking about your stereotypical, beautiful and honorable elf found in Tolkien books… yet nobody the game even made a reference to that (at least that I know of). I’m aware you’re planning on a writing a sequel so I can assume the choices we made here are not going to be immedieately impactful until later (if at all), however, as a reader, it can be a major buzz kill having to wait several months or even years just to see the fruits of our labor. It doesn’t have to be something major but rather a several little things that add up. Instead of the selling point of the series being the story arc sold through out several games (aka; the bigger picture), I think each individual title should be its own thing, a foundation of what’s to come, somewhat independant but still relevant for further games.
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The story felt rushed - it happened and concluded too quickly. I get the feeling you’re trying to make each game into a short “episode” of the this great story you’re trying to tell and it somewhat reminds me of the Doctor Who series where each episode has its own gimmick but each one of them build up to something. However, for it to work, the content has to be more deliberate and fleshed out, a slow burn as they say, a gripping story that can keep the player on the edge of their seat, wanting to know what’s going to happen next. All good mysteries take a while to conclude and most of them keep their readers guessing what is going to happen next, the event and evidence that lead to a thesis, the hows and whys and the possibilities. Take your time with it, make us wonder and ponder. Make each game matter rather than simply being an introduction or a filler for what’s to come.
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Also related to the issue above - be careful with mixing themes on a single installation (aka, a game that tries to be many things at once) as they can lead to rushed results. IMO the focus of the first game should have been a more in-depth customization of our character, their backstory (ex: childhood, teen years, etc), personality and interests, people reacting to us (our origins and appearance) relevant lore to help us situate ourselves, followed by the mystery of the murders, gathering evidence, deducing theories and ending on a quasi-cliffhanger as we’re about to caught the culprit or similar (or even reaching a conclusion). Think of Agatha Christie or Sherlock Holmes. While the story did have these elements, I felt like they could have been much more in-depth. A mystery suddendly transitioning to action can be quite daunting, not to mention all immersion and suspance built up to that point is suddendly cut off like a rope snapping under the pressure.
I think that’s all I can think of from the top of my dome. There may other things but I feel like these are basically the most important aspects I wanted to talk about. Please, don’t feel discouraged by my criticism as I merely wish to see you improve. I hope to see your future works one day, and count them among my list of favorites!
Thank you for taking the time to leave such in depth feed back. I’m sorry the concept ended up not being to your taste and hope that you will still give future works of mine a chance, be they sequel, spin-off or separate story. Constructive criticism is always helpful and I try to make the effort to read and absorb the not-so-positive reviews as well as the positive ones.
Thom
The game has found its more demanding clientele.
I’m a total perfectionist and a huge critic, too, but for some reason I wasn’t disappointed. I think that’s because from the very beginning it was obvious that the narrative had been structured with replayability in mind (the player having the option to pressure Mrs. Dupree with outlandish questions as they check in, even when the MC has no motive for doing so, was quite a clear hint). I felt odd about it at first, but thanks to the playful writing, soon settled into the game’s unique way of presenting itself. Honestly, I think you have to preserve a lot of CoG’s affinity for the adventure genre even when making a mystery title - replayability is one of their key principles, after all. Plus, who was out there increasing their combat stat like, “Oh yeah this is going to help me solve the mystery,” not expecting action?
Anyhow, what I actually hopped onto the thread to say was this: Although my first playthrough was oh-so-dreamy and perfect, and I encountered only one bug, on my second playthrough I mixed things up and encountered several. Like, glaringly obvious and immersion breaking bugs/issues. I’m thinking, was your beta test period very short or something? Maybe for your next title get more testers? I know I’ll happily volunteer!
What were the bugs? If you tell us, then the bugs might be fixed.
I bought the game and i like it All except how easy the game was in fact I could have save everyone not fixed without spoilers. I ended with Daisy and the mud guy and Sherlock Orc alive but hate Mara.
What. I totally miss is a SELFLESS BASTARD OPTIONS… like Mud guy I save your live GIMME MONEY also Sherlock Orc I solve the case GIMME MONEY OR ITEMS… And dryad I SAVE YOU GIMME A MAGICAL trinket made of wood.
The problem here is time, in chapter 2 you waste a lot of time speaking with Leah, while if you speak with Gilly, you can do a lot more. And Gilly gives more clues, and with Leah you need to have others clues to maximize.
If you speak with Leah, I doubt you will have the to fight against the [/spoiler] Centipede[/spoiler]
But that is why Guile is better, you don’t need to be conservative.
And Guile let you skip the final battle.
It would be too complicated. I always got the maximum bonus fit each chapter and raised my perception by listening the door for each room.
Speaking with Gilly should be the first thing you do in chapter 2, do outside but do not speak with Leah and I don’t remember the rest.
Which is why I do everything else first,and when my time is almost up,I go outside and talk to Leah.That way,the timer can’t do jack shit.
If I remeber corectly,you said Gilly gave off 5-6 clues.Leah,including the upgrade to the clues,also gives off 5-6 clues.
Clues 2 and 4?They’re basically handed to you on a silver platter in the first Chapter.
But why would I want to skip the most badass part of the game?
Also,I understand the complications of writing a guide.It’s cool.I think I’ve already found out how to do it on my own.
Right. I spent a good while testing that particular playthrough tonight. I’ll get back to Thom about the details tomorrow.
If you do talk with Leah last, you will miss the fight in the cellar.
If you want to maximize the clube for what happened with Wen’s parents, you need to have others clue when you talk with Leah, with Gilly you don’t.
There is a clue that only Gilly can give you (the missing knife).
Why not? The result is the same, the Antagonist’s death.