Left stranded in a city you don’t know, with a body you don’t remember having, and unable to even recall your own name, one cryptic note sends you spiralling into a grim world of death, torture and bad jokes. Uncover the truth, kill, create bad coping strategies, manage your failing mental health and maybe even fall in love along the way.
Do you push yourself to your limits by recklessly pursuing answers, to save others from the terrible fate you endured, your relationships turned broken, loveless from your lack of attention to your mental health, until you break down completely? Or do you try to reclaim your happiness, discovering who you are, finding answers with the support of your friends and not risking your mental health, but risk being too late to save them?
Forgotten is a game about dealing with trauma, suicide and mental illness. While it attempts to be humorous, it paints a (hopefully) very realistic and dark description of mental health, murder and the value of human life.
It’s most likely not as bad as I’m probably making it out to seem, but, just in case, here’s a short list of possible triggers:
Possible Triggers
- Anxiety
- Depression
- PTSD-esque symptoms (No personal experience on this, so just vague symptoms.)
- Death
- Self-harm
- Suicide
- Unethical (and inaccurate) medical procedures/torture/both
- Unhealthy and/or abusive relationships, one-sided relationships
This game hopes to feature:
- A realistic mental health mechanic with actual consequences to ill health
- Gameplay influenced by the characters emotions
- Slight (and by that I mean slight) randomisation of chances to increase/decrease mental health
- Mercenary/Assassination missions
- Straight/Bisexual/Pansexual NPC Romance (or just platonic relationships, depending on player choices)
- A Cisgender/Transgender/Non-binary Player
- Straight/Gay/Bisexual/Pansexual/Asexual Player Orientation
- Strength, stealth, instinct and skill mechanics
- A protagonist that isn’t too annoying or bland
- Characters that are at least vaguely interesting
- Jokes that don’t make your cringe too hard
- A storyline that can be classed as passably enjoyable
If that sounds like your thing, then stay tuned.
Fair warning though; I work with software, not hardware, so any advanced tech/surgeries/medical things are pretty much hand-wavy science and bits of internet research. Feel free to correct anything.
Current word count, including code, not including unplayable scenes (e.g: startup): 9.2K
Link: https://dashingdon.com/play/melancholy/forgotten/mygame/
Available Content
- Prologue: Done! (latest patch: 20/08/18)
- Chapter One, Introductions: Done! (latest patch: 20/08/18)
- Chapter Two, Not-So-Forgotten Skills: Working on it!
- Chapter Three, ???
Also, if you would be willing to do the huge favour of beta-reading/beta-testing, please feel free to DM me! This would mean you’d get access to unreleased chapters, and I will make sure to make a little easter egg in-game just for you.
That aside, any comments or criticisms you have on this game are very much needed! Feel free to nitpick as much as you want, from annoyingly phrased sentences, tiny bugs to this game’s entire premise, mechanics, characters and writing. (And thank you for reading this, and/or playing it!)
Changelog
v.0.113, tiny update:
- Fixed some wording/bad writing
- Added more content to the prologue
- Added new asset for chapter two.
- Patched a few bugs, then spent an hour fixing bugs from fixing those bugs
- Crawling along with the next chapters
v.0.112, yet another patch:
- Fixed a part in Introductions where a bit of text disappeared
- This is the last one, I swear
v.0.111, 15/06/18 patch:
- Added a feedback link
- Fixed some grammatical mistakes
- Fixed some odd wording
v.0.11, 15/06/18 update:
- Added Chapter Two to public release!
- Finally made a post for this game
- Added more mental health mechanics
- Added another asset (which is totally not the title pic cropped)
- Reworded a couple of scenes
- Added (small) random mental health events
v.0.08, 12/06/18 update:
- Massive code optimisation (refs and subroutines make everything SO much easier!!)
- Actual emotional story influence system introduced (good, because my fingers hurt from coding so much for so little content)
- Went and reworded some stuff
- Added stuff to the prologue (again)
v0.07, initial public release:
- Basic mental health mechanics
- Added new asset (the one and only pic. Looks so cool!)
- Added mental health influencing choices
- Added mental health influenced dialogue
- Added ‘debug’ mode
- Added the Prologue to public game version
- Minor reworking/rewording of story
- Major bug fixes
- Code optimisation
- Removed herobrine (shoutout to 2010!)