Tokyo Wizard (CLOSED, SUBMITTED)

I like how we can choose to desert our master after “the last straw”, or can continue being his apprentice-who-waits-to-betray, or… can be naive little wizards and continue blindly following him lol

Edit: now that I’ve thought about it, maybe some story to be added to the “run away” route, cuz between the time when we ditch the master, and the time when someone dies, there seems to be a time gap , of sorts.

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When having dinner with Bella, in one of the responses “nazi” should be capitalized. Whether you agree with the ideology or not is irrelevant, these are grammar rules (or however the rules regarding capitalization are called).

And all the responses felt as if they forced me into disagreeing, with the option to AT BEST agree on few points. I mean, it’s a text based CHOICE game, forcing someone into one view or another really puts me off. Just like that ChoiceComp game about rebels that forced you to feel bad for what you did, even though I didn’t feel like that at all. It’s unimmersive and makes me feel as if I’m participating in some political agenda.

You know, I’m sure there’s a joke in here somewhere…

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Exactly how do the undead catch the MC when he can fly away thanks to casting the flight spell?

Nor did I get the option to use my superhuman strength after enhancing that with my magic.

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Indeed, unintentional though.

How do you beat the air elemental? Also I think an achievement list would be a neat feature if it’s not too much to ask.

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It feels great! I beat it pretty easy and ended up destroying Arcanum with my catgirl waifu. Wish it were longer…

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Just patched the game with all the typos and points indicated above. Also, I’m about half way writing the chapter on Necromancy, which should be the last of the three paths in the second half of the game ( thinking of how to create the killer zombie hamster, and I might have a way @SeventhJackel

More specifically, regarding some of the points raised:

@Curious_Boy Incorporated several options throughout the way to find out what Akira is doing, and there is now a short epilogue to the story if you keep enough contact throughout the story. Let me know how it feels, and whether it’s too short… somehow much of my attention now is on the Necromancy chapter, yet I wanted to implement this also…

@UmbraLamia thanks! But, I didn’t understand very well your suggestion about the run away route… can you explain a bit better? (anyway, around here is where I’m planning to insert the opening of the path towards the necromancy chapter)

@stsword Well spotted! Must have forgotten to add these. Anyway, these options are now added…

@dun300 Yes, CoG requires an achievement list, though I haven’t got around to coding the achievements yet. Today I was looking at how the code works and started to think about which achievements to create. Any suggestions (by you or anybody else) are welcome! Regarding the Air Elemental It’s the most difficult one, you should be able to defeat it if you have the right combinations of spells and affinity -the damage by each spell tends to be related to affinity, so fireballs do more damage if you have high fire affinity- Let me know if you’re still having trouble…

@Tevin do you feel it’s too short? (or should I take your comments as that you liked it :slight_smile:)

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wow… that was fast!! :heart_eyes:
will test it as soon as i can (tomorrow :sleepy: )
and as for achievements… the obvious one i can imagine is achievements for : killing every elemental, dont kill elemental, getting killed (or die), befriend elemental, etc (sorry cant think clearly atm :grimacing:)
will be back after playtest the games XD

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Both dude!:stuck_out_tongue:

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WOW… I finished it (didn’t try the 3rd path yet)
some typo… [spoiler] Write a quick message to $(bf_name} to see how he is doing, and whether he is still angry with you

Obviously he believes nothing at first, but after you show him so spells his expression changes (maybe you mean it some spells :smile: )

[/spoiler]

well… it sure feels short, but i don’t know how to make it much longer… sorry (i dont have any advice yet). that being said… it feels nice to be able to getting back with your RO :blush:

Ahh… I meant that between the time when we get the first option to run away, and if we chose not to, leading to the death of that witch, there seems to be a gap in time, you know, after we head off to the countryside. Despite running away earlier/being abandoned later, the exact same events happen. (basically continuity, I think?)

But, if you’re adding some path split there, then maybe it’s not a problem, I guess?
Will wait to see what happens before commenting more about this.

I IMMENSELY enjoyed this game, and knowing the twist ending didn’t detract from the experience at all – I still very much enjoyed playing the game again, doing several things differently, to try to get a better ending (I lost to Arcanus my first few runs). When it’s officially released, I foresee myself playing it as I do Choice of Robots, meaning playing the exact same character repeatedly and still finding the story satisfying. yuo did gud, and I’m going to try and force my friend into recording a video of his first playthrough of this.

Also, RIP first familiar. My heart still aches for you, Wockward.

EDIT: Here are a few typos I spotted earlier: http://imgur.com/a/EESet

Rather than just a killer zombie hamster, it would be great if you could raise your first familiar from the dead!

@Curious_Boy thanks for those typos, just corrected them. And, I have an idea on how to finish the game, at least for Akira, so I might just write an ending just for him, though after I finish with the third path (necromancy)

@UmbraLamia well spotted… I thought about this myself but thought nobody would notice. I guess it becomes obvious when you play the game several times, so I guess I’ll have to add something extra there (will get onto it eventually, as this third path requires me to count the days so I might just have the answer)

@Blattella glad you liked it! As I just mentioned, I’m in the process of writing a third path that can eventually still lead to a fight with Arcanus or some other completely different ending. And, thanks for the screenshots of the typos, just corrected them. And yes, basically the idea is to be able to raise the first familiar and enhance it to become some sort of killer hamster/dog/turtle (?!?)

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Well, I just played it again on SuperEasy mode… and I died, again. (And this time I did have the friendly elemental there, too.) It was… basically about as easy as the original, actually (I hadn’t fought any of the elementals either time, so I had never been in any danger of dying there). Presumably there are certain spells I need to know, or preparations I need to make, but I would prefer it if I didn’t have to know what to do to survive in advance.

I was glad to see that my MC seemed to be getting back together with Akira (before his untimely death, that is), and that Arcanus got my sexuality right, though.

I did notice this typo:

Suddenly you get a text message from David, though it is in the form of a photograph, which immediately shocks you. In it, your friend tied up to a chair in him apartment. The next message then reads.

It should read “in his apartment”, and it would probably read better as “In it, you see your friend…”

I don’t really get how to recruit anyone other what the point of Untie Water Elemental is. I tried to be good and not kill any elementals but just talk to them but idk

@ParrotWatcher

Thanks for the typos, I just corrected them. Basically, I’m trying to create an experience where the player feels comfortable with the romantic options thrown at him/her, though doing this in a subtle manner is very complicated from a coding point of view (so any suggestions are also welcome). Basically, I’m also planning to write a more extended epilogue and maybe more options for Akira, given that he seems to be popular (but that is only likely to happen next week).

Presumably there are certain spells I need to know, or preparations I need to make, but I would prefer it if I didn’t have to know what to do to survive in advance.

Do you mean that it might be good in the super-easy mode to give some advice as to what to do in the fights?

@gamesrgreat you should be able to take into battle an untied water elemental, summon either an earth or fire elemental (from the books in the library or from Arcanus), Yuki and the Kappa (if friendly with them) and ghouls and zombies (if you obtained the necromancy book, though Yuki wont like that). Haven’t you encountered these?

Have many people studied the few necromancy options available in the game at present?

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Well, studied them, yes. Used them, nope.

Since, for the preparation scene, we are given the choice of learning either untie water, summon earth, summon ghoul, or summon zombie. I only chose untie water so far (idk why I chose the same option for multiple plays though… dumb me -.-).

So far, before the necro route is written, the only necromancy option that I’ve noticed after running away is the necromancy book, right?

Not really, no. If I recall, I ended up with about three options during the fight. I tried two of them, both of which failed to do anything, and then I died (which is exactly how it happened the last time). I don’t remember the kappa turning up, I couldn’t learn to summon the earth elemental (as I’d already learned to free the water elemental instead), and I couldn’t afford the materials needed to summon the fire elemental (I had bought the fireman’s jacket, foolishly thinking that its high price would mean it was useful). And this was in super-easy mode.


I didn’t have a problem with how Akira was handled; as I said, I liked that bit. :blush: