Weeping Gods (WIP, 23/FEB/2026) (830K)

I’m shocked there aren’t more comments following the update. This is such a great WIP.

I played through it twice, one as a priest romancing Qenna, then as a noble romancing Narmer. It’s really hard not to romance Qenna, they are such a compelling character; especially when you play the noble, Qenna integrates themselves very organically into their life.

There was a lot I liked about the update:

hidden here for spoilers
  • the pov changes, giving more insight into the ROs
  • THE SONG. Omg, I could hear it in my head. And I was looking through my spotify playlists, trying to find something that gives a similar vibe to how I interpreted it, though nothing fully fit. The one that came closest was Secret Garden - Sleepsong though I’m aware how far off that is still. But what I most wanted to capture was that kind of “simple lullaby lyrics” along with the emotions (safe, warm, protected). @jcollins Is there something you used as a basis or reference?
  • the character interactions/dialogue/sentences. So many of them. Going back to the song the conversation between Demon-Narmer and Qenna is hilarious. Qenna throwing their bottle out the window. Qenna yelling at MC for changing their hair (if you trek through the desert). Kajet telling Qenna they are so shit at flirting. The choice “Fuck you, Ibarum” is so on point.
  • the dance with Petmes, omg stunning. Does Petmes only tell priest mc about stars in their eyes?
  • the angsty scene with Narmer. I don’t really get affected by angst, so I thought it was very sweet, showing what MC means to Narmer. It also gives good insight into Narmer’s character which was interesting.
  • going back a bit, before the update, I really like Pihu as a character. Her introduction makes her seem rather easy to dislike, but she really grew on me as the story went on.

Overall, I adore the WIP because it is so intricate. I often want to send certain passages to a friend of mine, but then I realize that often the scene is built on previous ones and it would be more difficult to grasp without also knowing the context. The story and the characters slowly get built up, giving details here and there, allowing the reader to make their own picture and draw their own conclusions. It is so satisfying.

I think my main issue with the WIP is that whenever you choose to spend time with characters, the RO typically will also be available and I feel like I should pick them to learn more about them and deepen the romance. Every scene holds a new bit of information and drives the relationship forward, which is excellent, but it also makes my MC feel super clingy. It would be nice to build friendships with the other characters as well, it would give the team more depth.
Aside from that, it is somewhat unusual that the game focuses on increasing 1 skill only. Most other games encourage a wider array of skills to pass skill checks. This is definitely something I ran into when I first played and I’m sure many new players will as well.
Both of those aren’t requests to change anything though. I feel the vision of the game is going for something else, so I see these more as traits of the game as it is.

It’s crazy how many variations this WIP offers. I’m trying to explore them, but it is honestly a bit overwhelming. Might play through again sometimes this week with a different background. Sooo looking forward to more, I have so many questions I’d like answered, fantastic work :sparkling_heart:

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That’s such a beautiful song! Thank you for sharing! It has a very Celtic vibe, I really like it. I think there is no way to know what Ancient Egyptian songs sounded like, but I imagine they had a folk-y tune, something catchy, not instrumental (at least the ones they sang at home or at work), and the popular ones were probably easy to sing. So this is a perfect inspiration for the lullaby version. When writing the songs in the game, I used Fields of Gold by Eva Cassidy for the slower ones, Christmas Truce by Sabaton and What’s left of the flag by Flogging Molly for the captain, and I hope they sell beer in hell by Mr. Irish Bastard for the thief as an inspiration, although they definitely don’t match the Egyptian theme :joy:

At this point, yes. It requires you to had died in the first chapter, and only the priest can do that. But every MC can die in the desert in this chapter, so next time Petmes might say it to others as well.

Yes, that’s a common problem with games like this. I don’t think it can be helped very much. I try to insert many scenes where you DON’T choose who you go with, and a specific character is always a given, but too many of that will mean you aren’t playing an interactive novel anymore. I would love to include infinite amount of scenes where you can just walk around and get to know everyone, but this is not the medium for that. The game is already quite massive as it is, and the romance routes are a very important (and large) part of Weeping Gods.

You will always spend time with Narmer, Zaia, Ahmose, and Tabiry separately in the first few chapters to get to know them, and Qenna is also there on their own in separate scenes without player choice. There will also be a few more scenarios while you’re on the road that include everyone, they just aren’t all written yet (like the one with the bridge and the shepherds, and the one with the Secundinus Cacor tree. I planned 10 like that, and you’ll probably read 4 of them in one playthrough). You guys are allowed to give me ideas for those by the way!!! :eyes:

In any case, you are right and this is an important thing that I try to keep in mind. The best way to learn in depth about a specific character is to go on their romance route though (or friendship route in the case of the MC companion character). But I’m glad I’m not the only one who pays attention to side-characters even when you’re not on their route! :eyes: I will try to keep this in mind!

I think that’s because most games have a wider selection of skills. I based these skills on DnD classes, so like you’ll get a rogue, a spellcaster, a ranger, and a melee fighter. You can cross-train, but considering the story, you’re not going to pass the checks with only basic skills in each tree. And to be perfectly honest, I haven’t figured out how to combine these efficiently, and I’m not sure I ever will :joy:

You are not the first to mention this though.

I’m still considering it, but I think I might include cross-skill choices toward the end of the game. Although I’m still of the mind that considering the circumstances, if you train in a skill that you aren’t already somewhat proficient at, you should be prepared to get injured because 1-2 months of practice is not enough to go up against mercenaries ready to kill you and expect to get out unscathed. But even if you don’t get out unscathed, it’s not the end of the world. The endgame will be different, and there will be many previous choices that will influence it. But like I said, it’s not set in stone yet, so it’s good to hear different arguments for this or that because it helps me consider and plan better.

Honestly, I am a bit afraid that the game is getting quite overwhelming. It’s… BIG. So I’m trying to cut back on some things (hence the removal of the poly). But observations and questions are always welcome! I really enjoyed reading yours and your observations were very insightful, so thanks for the comments and feedback! :sparkles:

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That was partly the issue I had! I don’t listen to anything remotely Egyptian sounding so Celtic was good enough :joy: I adored both the lullaby for the priest and the love song for the widowed noble. To me they fit really well in pretty much all aspects: story, character background, lyrics, emotions

Omgggg, that’s fascinating! I expect the story will elaborate later on, so I’ll eagerly wait for that.

I did die a couple of times trying to escape xD For a while I was convinced trying to escape was a death sentence. I think the difference is if you stop to take care of the guard following you or if you leave immediately? And being able to escape seems to be by chance? I think I somewhat prefer the path where you wait for rescue because the scene with Petmes is wonderful and if you romance Qenna there’s more content. However, I first picked escaping (and dying) because I tend to play more proactive MCs. With noble MC it was a toss-up. Are they too depressed to try escaping or do they think they’re too unimportant to be saved?

Off the top of my head, I see a few ways of handling it. Perhaps not for this game, you’re pretty far along now. But maybe if you are planning another game after this :grinning_face_with_smiling_eyes:

  1. you could limit the selection of characters for socializing scenes. It’d be pretty easy to say “A and B are off for a walk” or similar and then offer only other characters to spend time (or even spend time by yourself). I feel like this would be somewhat more effort because while you do not write content for every character, you do have to add in more moments overall where you get to pick who to spend time with.
  2. when picking who to spend time with you allow more than one character, like maybe 2? For scenes like going around the city/market this might not make sense, but if it’s at camp you could easily do a few things, like maybe help someone cook, then help someone set up a tent, who you sit next to when eating etc.
  3. this is a tool that very much depends on the context, but not every character interaction necessarily needs to drive forward the plot or the relationship. You could easily throw in “you spent the evening talking to A, then went to bed”. This focuses more on increasing the overall relationship percentage, meaning there’s a system in place where these values matter.

For me, there are 2 preferences behind this: one is that I want to learn more about the characters, another is that I want the game to recognize what kind of character I’m playing and who I’m friends with. And third I guess is that my MC feel clingy always picking the same character xD But like I said, these are just general ideas and not suggestions. I find it really interesting how you can design a game and I do think about it as a reader, but I haven’t written my own game, so my understanding is limited.

You’re right that the romance routes are important, and I definitely appreciate you putting the focus on them. I do really enjoy them and will try more paths in the future.

That makes me understand a lot more what you have in mind with the skills. If you like, you could let the reader know about the mechanics, e.g. when you first increase a skills the MC could think that it might be best to focus on only one skill. Players are still free to choose which one they might want to improve. On the other hand, it could also make it too easy if people pay attention, check which stat already has points, and then focus only on that. So I guess it depends on how you want to implement the skill system and if it matters whether skill checks are passed or failed.

That makes a lot of sense for sure. Cross-skill choices would be interesting. With what we have right now, I’m happy to focus only on one skill and be able to pass all skill checks with that. Depends on what you’re going for, though.

It is really big!!! I think the removal of the poly makes sense. But that’s easy for me to say, since I wasn’t planning on pursuing that romance path. I do however support it, if you plan to cut more. On this forum I keep reading the advice that it’s best to set the focus on finishing the game. You can always add in more scenes and variations later.

Thank you, that means a lot :blush: I’m always happy to give my thoughts and discuss games in more depth. Also would love to look at the code of the game. It must be huge and complicated at this point xD

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My simple review: I love it. One of my favourite IF books I’ve ever read and its not even done. Perfect balance of genuinely interesting plot and romances to die for (all of them. Id die for all of them). The amount of options and routes made available really gives me the opportunity to design the MC as I wish and be able to make the story my own. Thank you for your hard work and I look forward to seeing this masterpiece develop. :heart_hands:

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Might have cheered a bit when I saw this updated. I am going to do a from scratch replay and absorb the greatness.

Edit after reading: MY HEART

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I can’t overstate just how much I love this WIP. The characters feel so fucking real it’s uncanny.

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Celtic IS good enough! It’s so weird for me to see for example recreations of ancient songs on Youtube and other places because, yes, on one hand, they are usually beautifully made and hats down to the musicians, but on the other hand, there is absolutely no proof that their songs sounded anything remotely close to that. 2000+ years is a very long time. Even their spoken language didn’t survive, so how would we begin to guess what their music sounded like? So in this sense, Celtic folk music is probably just as accurate as any other folk music because there’s just no way to know.

Yes, exactly. The escape choices are determined by a die roll, and then it’s simply a question of timing.

These are actually excellent ideas, thank you!

I thought of that lol I really dislike that in games too when your MC is always like “oooh can I go with you plz :pleading_face:” for the 200th time in a row, so many times, I wrote the scenes in a way that even if you pick an RO to spend time with, that’s a sort of 4th-wall-breaking choice because in the text, it will be the RO who comes up to you, or sometimes MC just happens to stumble upon them seemingly by accident, so you don’t feel as clingy :joy:

Thank you, I’m so glad that this part works because that’s what I spend the most effort on :face_holding_back_tears:

I feel like this is becoming the general experience after every released chapter. Not that I’m complaining. That was the goal :)))

Best compliment I can ask for :heart: I try very very hard to flesh out the characters as if they were real people, with many flaws, regrets, good qualities, stupid decisions, and complicated lives.

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Okay I just played again because even though I replayed chapter 6 several times when it was released, I could NOT escape. I didn’t even know it was possible to escape until I saw the comments here so it was fairly surprising. Idk what I did wrong to never be able to escape before :thinking: BUT I managed to escape this time and oh my! I know who you are now, Petmes (but I also don’t know). It’s amazing just how many branches this WIP has. I absolutely can’t wait for its release :folded_hands::heart:

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Here is how the escape mechanic works:

Escaping is determined by pure, dumb luck. It’s a die roll. You have about 60% chance of success. You can cheat by making a save and reload until you succeed. Then, the injury is a question of timing. If you run straight out of the dungeon without stopping for anything, then nobody will notice your escape and you won’t get injured. I especially recommend this route if you play a noble widow MC :eyes:

:face_with_hand_over_mouth:

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One of the best WIPs I’ve played. I only did one run so far but the RO story was amazing and overall I’m looking forward to the rest of the story. I really appreciate that we get to see people solving problems without the MC around and we get to see how our getting captured affects our companions

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Finally getting around to playing the latest update, and I can’t stop laughing at how utterly bewildered and shamelessly upfront my noble!MC is. Especially with the interactions between her and Ibarum–I actually felt sorry for the guy :joy:

I love how you were able to carry her tone through the entire demo perfectly despite how much you have to work on, kudos to you for that. This is seriously my favourite WIP at the current moment and I look forward to seeing more of it (and Narmer) going forward. Thank you!

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Well, by now I am sure that Petmes’ pet name for MC, “birdie”, is completely totally random and not at all hint to any future revelations and developments. Yep. :innocent:

Loved the whole “Two asses crossing the dessert” adventure. I’m imagining the duo kinda like this:

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The protagonist’s torture felt so grueling and long as if I myself were losing sanity. And now that they (or she in my protag’s case) are free, it’s such a wonderful relief but I still can tell they’re traumatized and changed. They feel slightly hollow and disassociated in my opinion.

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