The Onryō of Osaka. [WIP] (Act Three part one released 31/1/2025. 164k Words.) [Supernatural Vigilante | Japanese Mythology]

This is the code my guy

#I'll go [i]the other way around.[/i]
        *set time -1
        You move to the door that opens when the train stops at a platform.
        
        "Don't tell me you're thinking of doing what I'm thinking you're thinking of doing." Kage says in an excessively quick voice.
        *fake_choice
            #I am doing it.
                *set agility +1
                *set time -14
                *if stat_notify = true
                    (Agility test)
                    
                *if agility > 24
                    *if stat_notify = true
                        (Passed)
                        
                    You locate the emergency open button, and slam your fist on it. You grab the nearby handrail as the door begins to slide open.
                    
                    "Holy shit, ${he}'s actually doing it." Kage rambles, almost too quiet for you to hear. You grow unable to hear Kage as the wind overtakes your hearing, the sheer speed of the Shinkansen almost flinging you out of the door.
                    
                    You move slowly towards the door, making sure you keep a hold of something to ensure you don't fall. When your feet reaches the edge of the doorframe, you rotate so that your back is to the outside. You reach your left hand up, and after fumbling around for a moment, you find a handhold, and you grasp it with a firm grip. You slowly move your right hand up to meet your left, taking your time so as to not fall out.
                    
                    Steeling your resolve, you pull yourself up.
                    *page_break
                    *goto roof
                *else
                    *if stat_notify = true
                        (Failed!)
                        
                    You locate the emergency open button, and slam your fist on it. You grab the nearby handrail as the door begins to slide open.
                    
                    "Holy shit, ${he}'s actually doing it." Kage rambles, almost too quiet for you to hear. You grow unable to hear Kage as the wind overtakes your hearing, the sheer speed of the Shinkansen almost flinging you out of the door.
                    
                    You move slowly towards the door, making sure you keep a hold of something to ensure you don't fall.
                    
                    You now stand on the edge of the door, the scenery flying past at breakneck speeds. You feel as though you are falling forwards.
                    
                    You realise that you actually are falling forwards. You lose your grip on your handhold, and fall out of the door. It feels rather nice for a few seconds, the wind blowing on your face. But then you make heavy contact with the ground.
                    
                    Every bone in your body must be broken, you realise, as you cannot seem to move an inch. You do manage to slightly move your head to look back at the track. The Shinkansen is already long gone, having left you in the dust.
                    
                    It is not long before you feel nothing at all anymore.
                    *page_break
                    *set deaths +1
                    *goto rewind

Welp maybe it was old wrong coding thing, since i got succec at the first version where it was still at 1 chapter and uhh i was also comment here to before.
Also how about the code? It was also random? Or not
The one where we choice number from 1 to 10

The only random code is the locpicking minigame, or as you refer to it:

And the code for that is this:
*rand lockpick 1 10
*if found_lock = true
        *if c11_unlocked = false
            #Attempt to pick the lock.
                You bend down next to the padlock, and pull out a bobby pin that you keep in your pocket for emergencies.
                
                (This is a tough lock! You will have to choose a number between one and ten, and if you guess the correct number, then you will successfully pick the correct number, then you will successfully pick the lock. Good luck!)
                *fake_choice
                    #Try to pick the lock.
                        *set time - 1
                        Choose a number between 1 and 10.
                        *fake_choice
                            #1
                                *if lockpick = 1
                                    *set c11_unlocked true
                                    *achieve lockpick
                                    You hear a click, and the padlock falls off of the door. You have successfully picked the lock!
                                    *page_break
                                    *goto c10
                                *else
                                    The lock doesn't budge, you have failed to pick the lock this time.
                                    *page_break
                                    *goto c10
                            #2
                                *if lockpick = 2
                                    *set c11_unlocked true
                                    *achieve lockpick
                                    You hear a click, and the padlock falls off of the door. You have successfully picked the lock!
                                    *page_break
                                    *goto c10
                                *else
                                    The lock doesn't budge, you have failed to pick the lock this time.
                                    *page_break
                                    *goto c10
                            #3
                                *if lockpick = 3
                                    *set c11_unlocked true
                                    *achieve lockpick
                                    You hear a click, and the padlock falls off of the door. You have successfully picked the lock!
                                    *page_break
                                    *goto c10
                                *else
                                    The lock doesn't budge, you have failed to pick the lock this time.
                                    *page_break
                                    *goto c10
                            #4
                                *if lockpick = 4
                                    *set c11_unlocked true
                                    *achieve lockpick
                                    You hear a click, and the padlock falls off of the door. You have successfully picked the lock!
                                    *page_break
                                    *goto c10
                                *else
                                    The lock doesn't budge, you have failed to pick the lock this time.
                                    *page_break
                                    *goto c10
                            #5
                                *if lockpick = 5
                                    *set c11_unlocked true
                                    *achieve lockpick
                                    You hear a click, and the padlock falls off of the door. You have successfully picked the lock!
                                    *page_break
                                    *goto c10
                                *else
                                    The lock doesn't budge, you have failed to pick the lock this time.
                                    *page_break
                                    *goto c10
                            #6
                                *if lockpick = 6
                                    *set c11_unlocked true
                                    *achieve lockpick
                                    You hear a click, and the padlock falls off of the door. You have successfully picked the lock!
                                    *page_break
                                    *goto c10
                                *else
                                    The lock doesn't budge, you have failed to pick the lock this time.
                                    *page_break
                                    *goto c10
                            #7
                                *if lockpick = 7
                                    *set c11_unlocked true
                                    *achieve lockpick
                                    You hear a click, and the padlock falls off of the door. You have successfully picked the lock!
                                    *page_break
                                    *goto c10
                                *else
                                    The lock doesn't budge, you have failed to pick the lock this time.
                                    *page_break
                                    *goto c10
                            #8
                                *if lockpick = 8
                                    *set c11_unlocked true
                                    *achieve lockpick
                                    You hear a click, and the padlock falls off of the door. You have successfully picked the lock!
                                    *page_break
                                    *goto c10
                                *else
                                    The lock doesn't budge, you have failed to pick the lock this time.
                                    *page_break
                                    *goto c10
                            #9
                                *if lockpick = 9
                                    *set c11_unlocked true
                                    *achieve lockpick
                                    You hear a click, and the padlock falls off of the door. You have successfully picked the lock!
                                    *page_break
                                    *goto c10
                                *else
                                    The lock doesn't budge, you have failed to pick the lock this time.
                                    *page_break
                                    *goto c10
                            #10
                                *if lockpick = 10
                                    *set c11_unlocked true
                                    *achieve lockpick
                                    You hear a click, and the padlock falls off of the door. You have successfully picked the lock!
                                    *page_break
                                    *goto c10
                                *else
                                    The lock doesn't budge, you have failed to pick the lock this time.
                                    *page_break
                                    *goto c10
                    #Leave.
                        *goto c10

And the only other random code I have is the blood shot, which increases one of your stats randomly.

Code:
*fake_choice
    #Move to carraige seven.
        *set time -1
        *goto c7
    *if shot_drunk = false
        #Drink the shot on the bar.
            *set time -1
            *if stat_notify = true
                (One of your stats has been randomly increased!)
                
            *rand shot 1 6
            *set shot_drunk true
            *if shot = 1
                *set aim +1
                You pick up the shot glass, and raise it to your lips. You down the liquid inside in one gulp.
                
                It tastes like blood. No other way to put it.
                
                For some reason, you find yourself feeling like you have improved your ability to shoot targets with precision.
                *page_break
                *goto c8
            *if shot = 2
                *set dex +1
                You pick up the shot glass, and raise it to your lips. You down the liquid inside in one gulp.
                
                It tastes like blood. No other way to put it.
                
                For some reason, you find yourself feeling like you have improved your dexterousness.
                *page_break
                *goto c8
            *if shot = 3
                *set strength +1
                You pick up the shot glass, and raise it to your lips. You down the liquid inside in one gulp.
                
                It tastes like blood. No other way to put it.
                
                For some reason, you find yourself feeling like you have become slightly stronger.
                *page_break
                *goto c8
            *if shot = 4
                *set persuasion +1
                You pick up the shot glass, and raise it to your lips. You down the liquid inside in one gulp.
                
                It tastes like blood. No other way to put it.
                
                For some reason, you find yourself feeling like you have improved your ability to persuade people.
                *page_break
                *goto c8
            *if shot = 5
                *set agility +1
                You pick up the shot glass, and raise it to your lips. You down the liquid inside in one gulp.
                
                It tastes like blood. No other way to put it.
                
                For some reason, you find yourself feeling like you have improved your agility.
                *page_break
                *goto c8
            *if shot = 6
                *set perception +1
                You pick up the shot glass, and raise it to your lips. You down the liquid inside in one gulp.
                
                It tastes like blood. No other way to put it.
                
                For some reason, you find yourself feeling like you have improved your ability to perceive the world around you.
                *page_break
                *goto c8
    #Move to carraige nine.
        *set time -1
        *goto c9
1 Like

Hiya again guys!

I’m dropping in for a quick update on the implementation of difficulty levels. After many hours trying different things that ultimately felt like setting off a bomb in a pool of oil, I have come up with 2 possible solutions.

  • Option one: Two difficulties: Standard, which is how the game plays now, and luck-based, which rolls a dice with influence from your stats.
  • Option two: easy, medium, hard. Stat requirements are increased/decreased accordingly

0 voters

Which one do you think would be best? Or do you have any other suggestions?

Have a great day!

5 Likes

HIya guys!

I’m happy to announce that I have finished implementing the difficulty levels, and I apologise for the delay in getting this out as I was focusing on my uni exams. My full attention is now on act 2.

So, difficulty levels. I was set on implementing them, but I also wanted to tie it in with the story rather than throwing another meta “choose this or that” at the beginning. So, here is the solution:

The game now contains 3 difficulty levels; easy, medium, and hard. (Look at that I used a semi-colon!). The default difficulty level is normal, and upon your first non-scripted death, you will be pulled into the void by Hasuke, who will provide a lore reason for choosing a difficulty level, and will prompt you to do so.

(Please note that if you do not die at all in act one, then this scene will instead occur at the beginning of act two.)

This is also the point where I felt like it would be appropriate to reveal an important plot point, which I was originally planning to reveal in Act three, but I felt it would make more sense for the MC to know about it from the beginning.

A more technical explanation of the difficulty levels for those who care.

Okay, so you may be aware, that in order to pass a skill check, the skill in question must be over a certain number. If it is not over that number, you die, and time rewinds.

There are three different types of skill checks.

Easy check - Is likely passable with your weakest skill.

Med check - Is likely passable with your 3 strongest skills.

Hard check - Is likely only passable with your strongest skill.

(These descriptions pertain to the normal mode. Summaries for easy and hard can be found below.)

Easy

Easy check - You are pretty much guaranteed to pass this 100% of the time

Med check- Is likely passable with your weakest skill.

Hard check - Is likely passable with your 3 strongest skills.

Hard

Easy check - Is likely passable with your 3 strongest skills.

Med check - Is likely only passable with your strongest skill.

Hard check - Probably impossible.

Each check is a varaible, and for each act, the variable changes to what I would expect the average player to have skillwise.

for example, here is the code from the beginning of act one:

*if difficulty = 1
    *set easy_check 6
    *set med_check 11
    *set hard_check 15
*if difficulty = 2
    *set easy_check 11
    *set med_check 15
    *set hard_check 23
*if difficulty = 3
    *set easy_check 15
    *set med_check 25
    *set hard_check 28

Again, you will be playing on normal difficulty until your first non-scripted death, where you will be prompted to choose your difficulty level. If the player does not die at all in act one, then you will instead choose the difficulty level at the beginning of act two.

That’s all from me for this update. If anyone has any gripes with the new system, or just the game in general, do not hesitate to tell me.

Have a great day!

20 Likes

Not really an update today, but I felt this was something worth notifying everyone about.

I GOT THE GAME ONTO DASHINGDON!

Turns out, that the website didn’t like the letter “ō”, and so couldn’t have the title as saying “Onryō”

It’s no biggie though, better to have the game uploaded rather than not at all thanks to a technicality in the title.

So, now you have the option to choose between Moody, and Dashingdon. Whicever suits you best. :3

Have a great day, cause I know I am!

23 Likes

I noticed in the stats page it said onryõ abilities or something, so will we more spells than rewind in the future?

1 Like

Yes! :slight_smile:

As the story progresses, the energy that allows you to remain in the mortal world will slowly deplete. But as it does so, it also becomes more powerful. Kind of like how a star becomes bigger as it burns through it’s fuel.
At 4 points throughout the story, with the first being in Act 2, you will be able to pick a new Yurei ability, and will end up with 4 by the end of the game, including your inherent rewind power.

5 Likes

So some point the Mc will eventually get sent back to the land of the dead but gets stronger as time runs out. Suddenly I don’t want to get close to the ro’s now so they don’t suffer from my absence

5 Likes

I was thinking exactly the same thing

4 Likes

Do not fret, my friend

For ends are not set in stone

Rewind to prove

If it’s not obvious, this is me tryna to answer you in as non-spoilery a way as possible.

5 Likes

Ohhh so we gonna do the old classic back in the future eh

1 Like

Hiya guys!

I’m back with a new update that no one asked for, but one that was necessary.

The stats screen has been overhauled with the following features:

  • New header featuring Chibi Makoto

  • Kage’s case files - many documents related to the world, featuring Makoto’s sometimes incoherent ramblings.

  • Glossary - I have contained a glossary of Japanese terms that I have used because I realise that not everyone will know what they mean.

This was done as a kind of precursor update to part one for Act 2, as this update also implented some hidden stats that lay the groundwork.

That’s all, have a good day! :slight_smile:

23 Likes

Ooh, it’s finally on Dashingdon!

But the save slots are broken… I keep refreshing but they’re still broken. :skull:

1 Like

Omahgerd, I had it working as well.

I apologise, this is probably due to the many quick patches to fix one typo within the space of five minutes that I released the other day. I blame myself for switching between dashingdon and moody for this.

I’ll fix it immediately.

5 Likes

It’s fixed now. My wifi decided that it was the perfect time to go on the fritz, so I apologise for the delay.

Save system is now working. From this point forward, i need to organise my files into Moody and dashingdon.

For some reason there is no more difficulty choice i already using the agility stats and try to go around it and fucking die for 3 attempt and i was fucking stuck at carriage 9 and 11, how about trying lockpicking?? Damn random asf after chosen from 1 to 9 the answer is actually 10! (Wow what a waste of time) Then after i succesfully open the door i meet someone that wanna kill me again, either shooting or slash him oh quess what? Either of those didnt work! Ahahahahaha! die again try again lmao funiest shit, after thinking again to my stupid dingdong brain why dont i just using my old save? Lmao and again luck is not in my side, I cant load!!! (Hey buddy you re doing great job, but let me tell you something tell me where to find the keys to open the eleven carriage?/sigh sorry for my outburst, but even since before i still hated that carriage where we either jumping around or need lockpits it)

1 Like

I’m sorry, but this made me laugh.

You didn’t get to choose your difficulty? It is supposed to occur upon your first non-scripted death (so any death other than Kaito stabbing you in the eye). Could you tell me which death you got?

And the key is in the engine carriage, kept safe by a Yakuza member.

I’m sorry for your bad luck :pleading_face:

After i try to go around it before new update there some dude who tell me that there difficulty choice, but now after new update i dont get the difficulty choice after i die ( i was already happy to get easy difficulty to enjoys the game without challenge )

You are aware that…

You only need to choose the difficulty once, correct?

After your first death, you meet Hasuke, and choose your difficulty, and it is locked in for the whole game and cannot be changed without restarting.

But ill check the code just in case because im paranoid now.

1 Like