Magehunter: Phoenix Flame Discussion Thread (OUT NOW)

Thanks for your feedback, everyone! Sorry my response is a little late, I took a small vacation.

Steam curates their games based on wishlists, yes. Meaning the more wishlists a game gets, the more visibility Steam will give it.

Thanks. The victory paths don’t really start developing until the second half of the game. There are several ways to win and lose with each faction, and from my playtests it feels fairly easy to choose a faction and even change your mind before the end of the game.

The different factions are mainly represented by the characters in the game. By getting to know each character, you can understand why they support their faction. Each faction also has leaders which you can do missions and tasks for to understand more. Beyond that, I tried to include the factions in the makeup of the city. Magetown has its own architectural style which includes the classic architecture of the nobility, and magic is always used instead of slipflame there. The hunters are present in the more modern slipflame improvements added onto buildings, and the people live in the older sandstone homes of the city and they have a strong food culture. I’m always trying to add to these descriptions, so I’ll keep your feedback in mind.

The Riverside vs Phoenix rivalry isn’t the main faction split, but it has a full arc through Xiaoxi. The conclusion isn’t obvious though, it’s something you’ll have to uncover through your choices. I might develop this rivalry a bit more because of your feedback. The Wu thing is now mentioned in all the paths of that chapter, but I only recently changed it so you might have read a different version before.

As for the trials, I know what you mean but I don’t think it’s possible to make it any easier. There just aren’t very many stats to test this early in the game. Victory in the trial requires choosing exactly the right choices, but it is very possible.

Thanks for the feedback. Unfortunately, making a save function is out of my hands. It’s not Choice of Games style to use saves. It’s also CoG style to use fairmath increases on stats, meaning each stat gain adds for example 10% to the total instead of 10 points. You’re right that this means there are diminishing returns on stat gains, but this is a common practice for RPGs - the stronger you get, the harder it is to reach the next level. Aside from that, there are no stat losses in the game except for Slipflame Level and Rank. Slipflame Level doesn’t decrease by percentage, and it replenishes by 6 points every chapter. Rank is only reduced in rare plot situations, and likewise it is measured in whole points instead of percentages so there are no big swings with these two stats. As for the opposed stats like Intellectual/Adventurous, adding points to one does subtract from the other, but both are useful and I haven’t added any choices where they are penalized. In other words, the best way to increase a stat is by trying to use it.

The one exception to all this is romance stats. You can get losses on these stats by choosing incorrectly, and they are done in percentages. But I think this serves an important narrative purpose. Personal relationships often involve large swings of opinion - if you do something to make a character mad, you can easily swing out of their favor. The reasons for these feelings also tell you about the character and their opinions of the world. Pleasing them might involve betraying the faction you support, and to me that’s an interesting dilemma.

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The official beta is open! (Thanks for everyone’s patience on that).

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Hi! Sorry it’s been a while. I was on vacation.

I wanted to thank everyone who gave feedback on the forums and in beta. I tried to address every comment with some form of change, unless it was simply impossible (some people suggested entire storylines, which is really cool and flattering to see that you’re so invested, but some things were virtually impossible to implement before release). A lot of people loved this both as a standalone and as a sequel to Battlemage. Some people thought Battlemage was better, which blows my mind but it’s also flattering again to see that people became such passionate fans of the first game. I hope those people will come to appreciate how I’ve continued the story. It’s a common sentiment in game development and art in general that the project is never done, it’s just done enough to ship. I think I’ll get the final results back from copyediting any minute now, and then it’ll be done enough to ship. Thank you all again for being a part of that. I couldn’t have done it without you (really), and to return the favor, I’ve tried to create something meaningful for you. I hope it makes you think about the world we live in, and the ways in which different perspectives and choices shape it. I won’t try to spoon feed you the themes, though, and let you play it for yourself when it comes out next Wednesday (the 27th of November). I hope you enjoy it!

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Thanks everyone for a successful release! If you want to discuss the game or ask me any questions, I’d be happy to talk about it!

(Except secrets. You can discuss those, but I won’t be giving them away. I will just say that there are some not so obvious storylines and easter eggs.)

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I’ve played only once so far (during the beta), but I really loved it.

  1. Do you have ideas for any further ChoiceScript games, set in the same world or otherwise?

  2. Which was more fun to play around with, the basic elemental magic of Battlemage or the slipflame of Magehunter?

  3. Can you hint at a less-traveled path or two I might want to check out next time I play?

  4. I love Embla. This isn’t a question, I just want to thank you for creating her because she’s my favorite character in the story.

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Oh, great questions, thank you.

  1. I was thinking that it would only be natural to skip a few generations into the future and see what the world is like one last time. I’m not sure how this would look though. If slipflame is an alternate technology to the real world steam in the industrial revolution, it could be like an alternate 1900’s, or it could be some kind of alternate cyberpunk/urban fantasy hybrid. But I don’t know if such a radical change would fit in this world. I think it could be cool to have RPG elements that included both slipflame expertise and magic, and have a larger variety of quests. I leaned a lot on fact finding missions (unintentionally) in Magehunter; I’d like to do other mechanics like maybe hacking, putting together clues, pursuit, infiltration or any larger variety of actions (I’m just throwing out ideas right now. I didn’t actually have an answer when I started and now you have me thinking about all kinds of things I’d like to do).

  2. I think I liked slipflame more, just because the mages use more traditional kinds of magic. I like trying to think of unique and surprising ways to resolve choices. But I will say slipflame parallels the Battlemage system in a lot of ways, and that was intentional. Actually the entire structure of the game follows Battlemage in subtle ways.

  3. I’ll just say that I tried to structure the choices to lead to the content that satisfies those choices. If you are curious about the world, there are choices that lead you to find out more about the world. If you are just interested in a power fantasy, or playing devil’s advocate, or being a hero, or learning more about one of the characters, there are choices that lead in those directions. As many as I could possibly write, anyway.

  4. I know you do! I really noticed that from your beta feedback and I was happy to see that you uncovered most of the Embla storyline as intended. She was hard to write because I am not considered a positive or chirpy person, and forcing myself to be like that can feel false. But I know people who are like Embla in a very genuine way, so I stole their personalities and put them into her. She ended up having one of the best arcs of any character I’ve ever written as a result.

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Muahahaha! Really though, I just hope you’ll keep writing, and I’m glad I gave you something to think about.

For now, I’m happy to have this game. I enjoyed having my character learn as much lore as possible, but I’m sure there’s a lot more I haven’t seen yet. And of course, I need to play Battlemage again so I’m better prepared to find Easter eggs.

I’m a little honored you noticed stuff about my beta feedback - I came into the beta pretty late and most of my notes on my one playthrough were about little fiddly stuff, so I’m surprised I made that much of an impression.

Your experience of writing Embla makes me love her even more, to be honest. I’m personally about as cheery as Eeyore playing Hamlet in a rainstorm, and I’m usually not a fan of chipper characters, but Embla is just such a genuinely warm presence. And her efforts to fit in a world she knew was just one wrong step away from rejecting her completely spoke to me deeply.

Thanks for answering my questions!

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