[WIP] Blue Dominion [70k Demo] [425k Full Text] Book One

Yes, that will take some time. At the moment, my focus is on fixing current bugs :slight_smile:

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I don’t think you understand what happened. The drink gets stuck, and then you have a choice of how to handle it: Strength, Agility (IIRC), gamble by getting another one, or walk away. What happened is that after I checked my stats on that screen the choice disappeared, and when I reloaded to a previous point and then played to that bit again the choice just didn’t appear at all.

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Ah, got it! I’m currently watching a YouTube tutorial on how to fix that issue, and I should have it sorted out by tomorrow. I didn’t catch it earlier since I rarely check the stats screen before the marketplace hub.

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The game is very interesting, with the right stat placements, I can almost achieve anything.

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Wish we could get all the info/convo options for the Guild missions before we actually go on them, also the transition for the undermarket mission feels abrupt, like there was supposed to be an explanation but we directly start it without knowing why at all; overall, I like it very much and wanna see how it evolves.

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Hey, thanks so much for the feedback, I’m really glad you’re enjoying it so far!

You’re absolutely right: there’s some missing text in the base demo. I originally wrote this project as a traditional narrative with the help of my English teacher, before I ever planned to convert it into a ChoiceScript game. That’s part of the reason the middle portion is more fleshed out, while some transitions,like the one into the Undermarket mission,feel a bit abrupt. The story was restructured from my original manuscript, so there are still gaps I need to fill in.

I’m currently working on adding more context, including pre-mission dialogue options for the Guild missions and a smoother lead-in to certain scenes. I also plan to add an encyclopedia page beneath the stats tab, which will provide more lore and character profiles to help bring the world to life.

Thanks again for playing and taking the time to share your thoughts, it helps a lot!

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Thanks, Patrick! Attribute management isn’t my strongest area, but I’m hoping to polish it up during beta testing.

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Update: I spent some time last night working on the Encyclopedia/Codex page—it’s now accessible through the stat tab. I also fixed a few grammar issues and cleaned up some line break errors. Mission transitions should now run more smoothly.

Just a heads-up: a few scenes leading into the missions have been temporarily removed, as several combat sequences are still broken (I’m actively working to get those up and running). Please continue to send feedback—the more, the merrier!

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I read your story and I need to say it’s amazing and scary because of the time taking from the people. The characters are quite enjoyable (especially our little orphan). Do we have love interests there too?

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Hi Queen_Zelda, Im glad you enjoyed the demo! Right now, there are three main romance paths available (with a fourth one in the works, coming in the next few months). At one point in the story, a group of characters will take you out of New Haven on a special mission beyond Sector 1. I can’t reveal much more at this stage, as the Beta version will be released for closed testing. I may also offer temporary access to members of my Patreon.

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By popular request, the Prologue has now been added to the base demo (you can find it on the second page). I’ve held onto this piece for nearly two years, but please note that some elements may still change as I refine my approach to the story’s endings.

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Are there going to be weapons and armor in this story? Thanks

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Love the world building. The arbitrary of present antagonist and how people affected by new living conditions. Poverty, survivability, criminality, even the working conditions reflected beautifully in the story.

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Hi Patrick! I’m glad you brought that up. I’m currently planning a full overhaul of the combat system (both melee and ranged). The cage scene at the beginning is more of a preview of what I’ve been developing. The setting features low-fantasy rifles, and possibly plasma weapons, since the world takes place well over a century after the fall of human rule.

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Thank you so much, I really appreciate that! The current demo covers Part One of Book One , and I’ve outlined four parts total (though I may expand that as the story grows). I’m currently developing two antagonist characters that shift depending on the path you take during the playthrough, so your choices will directly shape who (and what) you’re up against. I’m glad the themes resonated well!

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Hi, I really enjoyed the demo so far. I like the balance of combat and dialogue, I think it flows really well. I would suggest adding visible stat markers as a general choice before starting the game. Also, when is the expected release for the full demo?

P.S I would be willing to help with beta testing, just let me know! I may be useful with balancing time deductions.

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Hi Spent, I noticed you’re new so welcome to the forum. As for the full demo, I’m aiming to release more sections over the next few months (still a work in progress). And I’d absolutely love to have your help with beta testing, especially with balancing choices and combat. I promise to reach out when I get closer to that stage.

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Typos:

A reckless fire ignites in your gut. “I’ll do it,” you say, the words tasting of iron and adrenaline. " *line_break Caster looks you up and down, a new respect in his eyes

Your apartment is at the very end of the fourth-floor hallway, the faded number [i[417 barely visible on the peeling, synth-steel door.

During the fight, I could let my stamina go negative with seemingly no effect on attack choices.

Your Health: 23% | Your Stamina: -30%
Vex’s Health: 50%

If you lose the fight, your health is still negative later when you get those choices to do contracts and sell stuff. I think after some food and rest, it should at least go up a little even if not fully recovered.

The cover art is pretty nice. Is it a stock image?

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Thanks for the feedback. Over time, I forget to include the end bracket of italics, I’ll be sure to fix that. And yes, the combat system is a bit…puzzling even to me. I am going to add an inventory system down the line, but currently I am using basic *create false functions. I think it’s a good idea to implement passive health recovery (either from sleep or food, however that brings the dilemma of some players having to much health.)There’s a delicate balance to it but I’m glad you shared your insight!

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Dropped in to say that I really liked the demo so far! The world building and concept is very interesting and unique and I’m already attached to little Eri. I’m looking forward to seeing how the rest of the story goes.

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