First--the game has been updated to v1.1. You can see the changelog
here on the Cyanide Tea blog. I've also replaced the Windows .zip file with an actual .exe installer and the Mac .zip file with a fancy .dmg file. I had to do this because... Dun dun da duuuuun!!
Ristorante Amore is now available on Desura.
following the most humbling, "oh my god REALLY?"-inducing email and moment between me and Auro Desura is a "digital distribution service", aka a game portal, sort of like Steam? Anyway, you can now download the game through Desura. The nice thing is that it has auto-patching so if we ever do add more stuff to RisAmo, Desura will patch the game automatically for you.
I highly recommend getting the game through there and keeping up with our stuff. If you don't want to use Desura or if you're on a Mac, RisAmo is still available via standalone downloads. (still via Desura, but you don't have to download the game through the client, they're just hosting our files)
Second--the .rpy files are now available. The reason it took so long is that I wanted to make sure I fixed all the bugs and whatnot before releasing the code. Hopefully I won't have to update these... Anyway, you can download all the .rpy files
on this page. I really hope that they're useful. If you have any questions whatsoever on how/why I did something, please PM me and I'll try my best to help you out.
@psyduck: Thank you very much! (: I'm glad you enjoyed it.
@azureXtwilight: Thanks for playing and leaving such a long comment. <3 I'm so happy you enjoyed the post-prologue, though it's a shame you avoided some of the endings. D: If you don't full-comp, there's a certain scene/CG you can't get, you know? ;_; I think the extra scene's pretty awesome (if I do say so myself) so you should just skip through them just to get it. ;A;
@SilverxBlue: I don't take any offense at all. XD I would say "ick", too. I'm really glad that you enjoyed the game and could relate to the characters. ;_; Thank you so much! Haha, one of my friends said that the fun part of playing the prologue was thinking about how anti-Camille it is. XD
@Ziassan: I actually saw that review yesterday. :3 I had to put it through Google Translate so I don't think I understood it 100%, but I could understand and agree with most of what was said about my writing/the plot.
Originally, we actually didn't plan to have romance in the post-prologue at all... It was supposed to be more of a daily life kind of thing afterwards, but then we thought that having romance might have it build up a bit more to something. (also, I think a lot of people would be disappointed if there were no romance at all, but perhaps I'm wrong about this?) So each route is meant to show that love interest developing a little and getting over a problem that has been vexing them.
Liam's story is about getting over his feelings for Josh. (whether he's successful in trying to date him or not, he does resolve his feelings) Angelina's story is about finally deciding to do what's right for her instead of worrying about what society/her family thinks of her. Ethan's story is about learning to open up to people and not overwork himself. And, finally, Laura's story is about getting over her inferiority complex. So there really is a plot to each story, it's just that they're a little more subtle/slow. Josh also develops a little bit alongside each of them and A) figures out that he wants to be a chef instead of an actor, and B) learns how to adapt himself so that he can get along with his friend/significant other better. That happens in every route, just in different ways.
It's not very grand, I suppose, but a lot of people could relate to the problems and the stories of the post-prologue were meant to be more realistic. That's also why the backstory/logistics of the post-prologue world were very brief and quickly explained away.
We might have been able to elaborate more on the world and set up a more defined plot if there had been more time, but just this alone was already 60,000 words and I also had to program on top of that. ^^; So while I agree with what they said, I also think that RisAmo isn't necessarily a good depiction of what our normal work is like. I've been told that people are a little more harsh on RisAmo because it's so polished that they forget about the fact that it was only made in a month. (normal players, ie: people not part of LSF, almost never comment on that) Break Chance Memento is completely different in terms of story, writing, characters, and gameplay, so you probably shouldn't judge BCM too soon based on what RisAmo was like.
Err wow that sounded rather defensive, but I really did appreciate the review and it surely gave me a lot to think about and consider for the future.