WiP: Invicto (UPDATE: 11/12/2022)

I personally have three MC‘s therefore I have three different reactions to this

MC number one absolute fury thinking that they either brainwashed her sister or cloned her and spitting out threat after threat

My second MC is a little more reserved and calculating as he’s a police officer he takes stock of the situation determine whether or not it was really her and if it was he start devising a plan on how to get out without letting anything slip and keeping them distracted he’d get them to start talking.

My third MC is a bit of a paranoid mess he question if any of their life together was real and question their intentions for him all the while absolutely being in fear of his life thinking that she might actually be the enemy

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Played through with a very bitter MC, pretty sure the Guards are going to have to pull her off Caroline and of course there are going to be issues with the MC having let her fists speak for her

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Yeah hot head Mcs can be dangerous but I always liked the idea that the quiet ones are what you need to watch out for my second MC is going to listen to everything they say but if he doesn’t like any of it well dark days are coming :smiling_imp:

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One thing I always look for I enjoy in IF games, chances for revenge! Like Im talking dark, hardcore, they will suffer revenge. Of course I doubt that will no be possible in this one, so I’ll settle for mild, Im pissed you never wrote revenge

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You after they finish with you cause they’re superhuman:

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Update: I have completed Chapter 5, which is approximately 26k words in length! It covers your MC’s first descent into the Leivy. All of the ROs will either have had a direct or indirect appearance after this chapter.

Chapter Features:

  • If you choose to, the chapter opens with the MC being given the opportunity to look into the mind of one of two deceased Leivyans, as a trade-off for the storytelling they’ve done thus far…
  • There are two distinct routes to entering the Leivy-- find them on your own or be taken. Each mini plotline has its own unique encounters and exposition.
  • Properly meet several new characters, including Queen Ishtah
  • Learn the answer to a question that has haunted you for years… you know the one.

Additionally, I’ve set up a stats system. Here are the bare bones of it:

Summary

There are three main “families” that each ability stat falls into: Brains, Brawn, and Charisma stats. Your MC will be able to choose a natural affinity for two of these three via their chosen extracurricular in high school and their career field/college degree as an adult. Each extracurricular/college major/career path is associated with one of the three stats “families” (Charisma, Brawn, and Brains) and will result in a boost in stats scores for each stat in that family if chosen. Your MC will also choose a stat family that they struggle with, which will decrease their base scores for each stat in that family.

There is also a fourth category for stats, which are “combo” stats. Your MC’s base affinity with each of the combo stats is determined by their strengths in two of the three stats families. There is one combo stat for each combination (ie, one ability each that is tied to brawn/brains, charisma/brains, and charisma/brawn).

The base for each stat is 20, so an MC with a Power stat of 20, for example, has an average amount of physical power. At various points in the story, the MC will be rewarded for their progress with additional EXP points, which they can directly use to increase each of their stats. You can also choose to spend your EXP any way that you would like-- for example, maybe your MC has low Brains overall, but you want to give them kickass codebreaking abilities. That’s totally possible, it just requires earning and spending more EXP points.

Finally, if you have EXP points, the current plan is that you can spend them at any point in the story simply by going to the stats screen. This means that you won’t have to get to any particular checkpoints to increase skills in a particular area, and the narrative won’t take any breaks to provide those checkpoints. Hypothetically, I guess that means that your MC can suddenly decide that they’re kickass at science the second a perceived science stat check comes up, but… I figure that I’ll leave that up to you as the player. Cheat a little if you want to, or don’t, it’s all about your playing experience after all. I will also let the players know when they’ve earned for EXP points throughout the game so they can immediately go to the stats page and spend them, if that’s their style.

The stats are listed below:

Summary

Charisma:

Intuition:

How well can your MC discern the feelings of those around them? This is useful for gauging another character’s trustworthiness, receptiveness, and feelings they may be trying to hide.

Deception:

How good is your MC at concealing their emotions, or their intentions? That’s what Deception is in a nutshell.

Persuasion:

Can your MC easily get others to see things their way? Can they talk themselves out of bad blood? If so, they have high Persuasion stats.

Gravitas:
How is the MC’s command of a crowd? Do they get stage fright, or can they rally hundreds of people together? All of that falls under their Gravitas stat.

Brawn:

Agility:

How fast is your MC? How are their reflexes? Agility measures speed-- physical, as in running, and reaction time.

Stamina:

Agility informs speed, while Stamina informs endurance. How long can your MC keep up their sprint? How long can they keep up a fight? That’s Stamina.

Power:

In essence, Power is all raw strength. How hard can MC punch, how much can they lift?

Resilience:

This is like Stamina, but specifically involves how hardy the MC is. Everything from withstanding blood loss to surviving poison and other intoxicants (will those be the in the story? Hmmm…) falls under Resilience.

Brains:

Science:

First of all, forgive me for trying to boil all the diverse scientific disciplines down into a single stat. For fiction reasons, it’s much easier to do so. If your MC is high in this stat, they have high general knowledge of the major disciplines of hard science, ie. biology, chemistry, and physics.

Strategizing:

How good is your MC at Chess? Can they corner the cleverest opponent with cunning tactics, or do they go in blindly and follow no strategy besides “punch stuff?” A high Strategizing stat implies the former, a lower one the latter.

Mechanics:

How good is your MC at understanding machinery? Can they try to intuit how something works by taking it apart? That’s mechanics.

Codebreaking:

In essence, is your MC good at pattern recognition? Can they notice similarities between symbols, and deduce the meanings of messages written in unknown codes? The Leivyans have their own common and ritual languages, so this stat is pretty useful!

Combo stats:

Intimidation (Charisma + Brawn):

Sometimes, you don’t even have to fight your opponent. You can make them imagine your victory, and cow in fear. You can defeat them with a hard look before they even lift a finger against you, if you have the right combination of social savvy and muscle.

Intrigue (Brains + Charisma):

This is sort of like applied Intuition. Not only can the MC discern emotional states, but they can also sense relationships between others, who has power and who does not, and what specific weaknesses someone else may have. MCs high in Intrigue can paint an accurate picture for themselves about the social networks they find themselves in, and plan accordingly.

Combat (Brawn + Brains)
Even hand-to-hand combat and isolated fights require a mix of athleticism and quick thinking. MCs with high Combat stats can quickly discern their opponents’ strengths and weaknesses and quickly apply that to their fight.

Finally, I’ve included a new backstory option for your MC. They can now be the child of parents who they never knew, which was the default backstory, but they can also have run away from a bad home life or have been put into foster care after their parents died. This will be referenced a few times in the subsequent chapters.

Hopefully, I will be able to make sure that the chapter is up and running by Monday. I still have a lot of editing/playtesting to do, but so far I’m happy with the progress and hope that the chapter plays out well!

As I’m in the late editing stage right now, it would be awesome if you guys had any further questions or requests for MC customization/flavoring, stats checks, or anything else mentioned. I’m super excited to share this!!

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I’m loving the premise of this, can’t wait to see more :slight_smile:

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Actually I have a question can we get an option for police officer Mcs to try and pull their off duty gun during the kidnapping. It seemed strange that an Mc with a background like that would be least likely to be suspicious of someone following them or at the very least announce their position as an officer. I haven’t played any of the other backgrounds yet but I plan to this was just a minor detail I thought I’d point out.

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So, notes on progress! After playing through my whole game, I’ve decided to add more to the next chapter. So it’s about 33k words in length now, and I’m going to have to polish it again, but I want to make sure that I’m sharing something that is a certain quality level with y’all.

Also, something that’s held me back slightly was my CSIDE files getting… jumbled up. I had to scout through docs on my computer to restore many of the latest chapters, and I still have to reinstate a few rewrites from previous chapters.

@Atomicurtchen to your question, I think that having an off-duty police officer MC state their background in that scene makes perfect sense, so thank you for pointing that out! One of the rewrites I want to include in this coming update or one soon after is including more references to MC’s current life and work in chapter 4.

Just wanted to let you guys know that we are very close to a next update, even though I missed the deadline that I wanted to get it out by… hopefully any more waiting will be worth it. :wink:

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Chapter 5, In Vetitum, is available to play!

Overall, Chapter 5 is approximately 38k words in length and I am planning to refine/add to it as I go along-- but all the meat is currently there.

Features of Chapter 5:

  • As payment for your narration of your life with Caroline, you will be offered the opportunity to peer into the memories of two Leivyans from the past, whose histories inform the Leivy’s present.
  • Find the Leivyans on your own, or be taken against your will.
  • Meet two ROs face to face. Depending on your choices, you may encounter all five ROs in some way in this chapter.
  • Choose to play it risky and face a steep skill check at the end-- spend your EXP points wisely beforehand. If you succeed, you’ll be rewarded with more EXP points to spend. If you fail, you will pay with your life. You’re not the hero of this story, after all.
  • Discover clues that link the Leivy to the stories you’ve heard in your hometown.

Additionally, I’ve implemented a stats system, tweaked the personality stats, and included distinct backgrounds for the MC before they came to foster care. The latter can currently be referenced in Chapter 1 and Chapter 5, and I will add more references in previous chapters as part of my continuing updates. I’ve rewritten parts of Chapters 2, 3, and 4… just tweaked some wording/characterizations.

Now, another important note: Unfortunately, my computer doesn’t support Choicescript, which means I use CSIDE to write code. A downside of my version of CSIDE is that there is no randomtest or quicktest feature available-- all of the debugging is done by hand. If you encounter a bug, let me know. I try to do as much as I can, but some bugs still slip by me.

I’ve been having some persistent technical issues, which got to the point where I needed to delete the older version of this game on Dashingdon and upload a new version. Because a lot of you probably don’t want to replay the whole game, I’ve added a Character Creation/Skip Chapter option. You will see it when you first get to the game. All the essentials for your MCs should be there and will let you skip to Chapters 2, 3, 4, and 5. Let me know if there are any problems. It’s 12:30 am here right now, but I can probably get to any issues by tomorrow.

Also, since I rewrote the earlier chapters a bit, it might be interesting to replay them if you have the time!

Addendum:

Authors love feedback! If you have any ideas, please let me know. I will add them to my tweak list-- I don’t always get to them right away, but I love to receive feedback and will do my best to integrate it with my writing.

Thank you for playing my game!

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We’ve finally reunited :sob:

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I found this error

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Ah-- typo! See if it works now.

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Found another. I will edit this post if I find more

Firstly a glitch I ran into: I had grabbed the tulip head and when I tried to use the specific option for it in the not-seapeople-garbage-chute room it gives me the error:

22 line 2118: increasing indent not allowed, expected 8 was 20

Enjoying the story and setting so far, has a similar-ish feel to Dishonored with the Lovecraft-lite style which I’m digging.

So far I’ve liked the characters but aside from Caroline, Evil-Not-Kid, and Diana it’s a bit more surface level since there just hasn’t been enough interaction to properly say if I like them one way or another.

The dialogue and dialogue choices have all been great, I rarely had to struggle to find a choice that I felt fit my character.

For example one of my favorite moments was at the start of Chapter 5 where even though it’s objectively worse, you can refuse both sets of memories out of nothing but sheer spite and to piss off Evil-Not-Kid which imho is 10000% worth it.

 
The stat system could probably use some refining/defining, which not unexpected given it’s just been added.

Contextually the stat checks could do with some clarifying, as is I don’t know if a score of like 46 is average, good, or really good.

Like that was my Physical stat levels and I passed almost every Physical check I came across.

It also seems like the stats have randomized rolls for how good you are at them, the only/main issue I’m seeing is that on first roll these have some vastly different ranges of like 30 for some stuff, and some of the Jobs/College-degrees seem inferior stats-wise but I can’t tell if that’s because of the RNG making it look bad or not.

Also sorta muddying the waters for context on stat numbers, and I’m not sure this is intentional, but all your tagged stat sections passively increase with every choice but at the end of my playthrough my top stats were:

Intuition: 146
Deception: 146
Persuasion: 146
Gravitas: 146

Which given 44 was enough for my Physical checks feels like it might be a biiiit excessive.
 

Oh the only other thing I kinda wish we had is Caroline’s response on reuniting if you choose the “Why are you here?”:

“They wanted to bring me to my home,” she says, “where I came from. Just like you would have wanted, if someone in your family went…”
She catches your gaze, and cuts off, looking down.

is the same for each foster-home origin choice, and it’d be pretty neat to have a unique one for each.

lowkey mainly want it so I can watch Caroline put her shoe in her mouth again when she says that to the abusive-parents background :V

 
All around it’s been real enjoyable so far, I’m looking forward to where things end up going

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Keep dying at the end, anyone know how to get through this.

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need to have high stats in physical stats, not sure how many exactly

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Or you can find the tulip. Maybe the ‘brain’ stats comes in play there

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I have a 38 in all the physical stats, honestly feel like there’s way to many skills tbh.

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I had 44 Physical at my lowest stat, and that seemed to work, for origins, I played sports and went to college with wildness leadership major, hope this helps!