The Censor [Dystopian/SF - English, German]

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saguaro
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Re: The Censor [Dystopian/SF]

#16 Post by saguaro » Fri Jun 19, 2015 9:16 am

Thank you for your feedback everyone!
cometgears wrote:I'm still a little confused about the RootPro part of the game. Does your censoring have an effect, or is it just for additional story? Regardless, I was surprised how much I liked reading the messages. I usually get bored of those kinds of things pretty easily, or just skim them to be completionist, but even with the hard-to-remember names it added to the worldbuilding/foreshadowing.
Random notes: I'm really curious what was happening in Agri. JE, argh. Poor gadfly was so sad when I censored their story. And now I ship outerlimt and SG874248/Sky.
Originally RootPro was supposed to be this elaborate mini-game/backstory delivery system where the player could censor messages, seed misinformation, report dissidents, and so on. It got convoluted fast and ended up being a lot of work for an optional feature players might not even use, so I gutted it to avoid scope creep. One problem with the censorship function was it meant the player wouldn't get to see the rest of the messages in a branch, because the users would stop posting messages, and that seemed counterintuitive? As it stands, censoring messages will cause certain users to retaliate, either with a warning message or in the case of the higher-level hackers, a spike that temporarily disables the system for a day and a gloat message, but I think I disabled all the other actions.

I'm very glad you enjoyed the RootPro, I wasn't sure how many players would even pay attention to it so I'm happy to hear about your interest. I'd like to continue experimenting with systems like it in future projects.
I think the original draft had more information about the infiltration of the Agricultural Bureau, but there are ongoing issues with the Outside attempting to compromise the food supply and recruit from within that area.
Carassaurat, thanks for those issues you caught. As far as game vs. demo... Li'l felt like the demo was too much, and on reflection I agreed. It just wasn't the vibe I wanted.
Carassaurat wrote:
About the choices: I'm not sure they always work. It is possible, for example, not to ever see Eff in person. Why anyone would, I'm not sure, but it really messes up the flow of the story, since she ends up fulfilling a rather important role later on. Some of the other choices are a lot of fun. Personally I kept flip-flopping all the time between the System and the Outside because both factions are made up of jerks and the actions of the characters had me change my reactions to others all the time. It's so easy to bring down the system when they set you up with Jay; it's so easy to support the system when Jennifer is so unpleasant. Perhaps because of my lack of conviction, I ended up in a situation where I could load a save before the last conversations and get four out of five endings by choosing differently there. I don't know if that was supposed to be possible, but I think it's a tad on the cheap side when you're having me make decisions quite consistently and seemingly relevantly for the entire thing, only for all options to be open in the end.
Thanks for your observations on this. I think originally the outcome was determined by a points system, but as I rewrote things I ended up using a combination of major decision flags plus points, because I felt CJ's final actions were more relevant than some of the smaller actions the game assigns points to early on.

There may also be some legacy issues because originally I was experimenting with the idea of letting the player NOT play the game. Usually, a game that gives a false opt-out option steers the player back to the main story, I figured if the player wanted to stand on the sidelines and be oblivious I would let them, the game would go on without them. I dropped the idea later but I think there are areas where I failed to put in guardrails to guide the player back to the main story. Development dragged on so long it was easy to forget what changes I'd made.

Ultimately, it's an oversight on my part that the situation you describe is possible. I wanted this game to be different from Locked-In in that regard. It's definitely something I need to improve on. I didn't recruit testers for this game and I should have.
Li'l magic deserves compliments too. The super theme is great, and it works really well with the sirens. I thought they were part of the score until I found the music files. It's an awesome moment when the music starts. I suppose 'cinematic' is the wrong word, but there is a kind of tension that is really uncommon for a visual novel.
I'll pass that along! I'm really proud of that ending sequence, it's my favorite part of the game.
ludeshka wrote:I found this very interesting.

I don't want to be part of the system...but the outside is horrible....but Mother is kind to me...yes, but she's in league with the very bad no good oppressors, she's manipulating me....aaaargh, this is claustrophobic and it's making me paranoid! XD

I liked Locked-In more, perhaps because I felt I knew who Jacqueline was (a boss bitch) and what she wanted (to be respected by all these fools, dammit! this "sickness" is but a temporary setback!) while being Cj is very confusing. Like, she wants to... stay alive. That's good, I guess? I want to say something about how CJ rejects her roots, and the very interface she works in is called ROOTPRO, and that, that means something, right?

All in all your game is beautiful, elegant. The sound does wonders. The soothing wall creeped me the hell out. I nodded sadly at the screen when it called me
a snitch and a traitor
because yes, I was, yes, I was.
Oh, and the telenovella they made her watch? Pfeh!. The love story I would read in a heartbeat is that of
SR8/Outer_limit
I hope I remember their names right.

Your games are something rare and wonderful. Please make more. :)
Thanks for playing. I'm pleased people enjoyed that particular "couple" on the RootPro. As I said above, I wasn't sure if people would take to the RP or not. I agree that Jacqueline is a stronger protagonist, CJ has a sort of ambivalence that I felt was necessary, but I'd like to write a stronger protagonist for the next one.

Oh, and right back at you on making more games! I am looking forward to Hierofanìa 2 you have no idea.

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Re: The Censor [Dystopian/SF - English, German]

#17 Post by saguaro » Wed Jul 08, 2015 5:30 pm

Version 1.2 includes a German language translation, thanks to Marcel!

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Re: The Censor [Dystopian/SF - English, German]

#18 Post by marauderspirit » Wed Jul 08, 2015 10:17 pm

Dude, I don't know if you work alone or in a group, but the visual novels you are churning out are just marvelous. I have to say I really enjoyed 'Locked In' and I just finished downloading this and am preparing to give it two thumbs way up.
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Re: The Censor [Dystopian/SF - English, German]

#19 Post by Godline » Mon Jul 13, 2015 8:22 pm

You are amazing. :)
Truly. I wish I had more to add. I didn't get all of the endings... sadly. I'll have to go back and play for more and it ended on a rather huge cliffhanger (you could do more with this story for sure).

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saguaro
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Re: The Censor [Dystopian/SF - English, German]

#20 Post by saguaro » Wed Jul 15, 2015 9:58 am

marauderspirit wrote:Dude, I don't know if you work alone or in a group, but the visual novels you are churning out are just marvelous. I have to say I really enjoyed 'Locked In' and I just finished downloading this and am preparing to give it two thumbs way up.
Thanks for playing Locked-In. The Censor is a different vibe but I hope you enjoy it all the same.

LSG consists of myself and the resident composer, L'il Magic.
Godline wrote:You are amazing. :)
Truly. I wish I had more to add. I didn't get all of the endings... sadly. I'll have to go back and play for more and it ended on a rather huge cliffhanger (you could do more with this story for sure).
Thank you for playing! Development dragged so long I needed to get this game off my back. There are definitely areas that would have benefited from further exploration, and I never got close to the level of interactivity I really wanted with the Rootpro, but it was time to move on.

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Der Tor
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Re: The Censor [Dystopian/SF - English, German]

#21 Post by Der Tor » Wed Jul 15, 2015 5:08 pm

@ saguaro:

Have you ever heard of something called "A Mind Forever Voyaging"?

Could that have been an inspiration?
My Itch page:
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Besucht mein deutsches Visual Novel Wiki:
http://www.visual-novel.de

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saguaro
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Re: The Censor [Dystopian/SF - English, German]

#22 Post by saguaro » Thu Jul 16, 2015 1:32 pm

I'm not familiar with it, but I could have been inspired by something that was inspired by it. I think my biggest conscious inspiration was the film the Lives of Others (maybe better known as Das Leben der Anderen)

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Re: The Censor [Dystopian/SF - English, German]

#23 Post by Morhighan » Sun Aug 28, 2016 7:30 pm

I really enjoyed this, saguaro!
I got this ending:
Survivor
I'll see if I can get more endings.

As a fledgling programmer I really admired what you did with this VN.

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saguaro
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Re: The Censor [Dystopian/SF - English, German]

#24 Post by saguaro » Tue Sep 06, 2016 8:40 pm

Thank you for playing, I'm glad you enjoyed it.

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