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PostPosted: Thu May 25, 2017 9:36 pm 
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Posts: 251
Location: Georgia
Projects: Pinewood Island, Possessed, By Moonlight
Organization: Scribble Games
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Deviantart: breakfastdoodles
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I finally got a chance to play it!

the art was wonderful, and I really liked the character design. It seemed really well thought out with all the symbolism as well. The puzzles were stupidly hard for me, but that's because my brain tends to shut off when playing games or... I'm not sure but they seemed really hard. I think I came here for most of the solutions after 4/5 attempts lol

it might be a good idea to program something to give the solution to players so they don't just stop playing. If I hadn't found the answers here I would have only played about half the game - but again that might just be me.

Auto did some weird things too, I expected it to just run through the script, but an empty yes/no frame popped up instead? I took a screen shot if you want to see it, but maybe it was just me.

The music and theme were all very fitting, and overall it was a really cool game/concept overall. Great work! I look forward to seeing what else you do ^^

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PostPosted: Sat May 27, 2017 9:27 pm 
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I really need to try this game out it looks interesting!


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PostPosted: Mon May 29, 2017 3:30 am 
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Miira wrote:
I really need to try this game out it looks interesting!


its very fun, so satisfying when you finally figure how to solve a puzzle, notice the foreshadowings within doing a 2nd or more playthrough and see all the endings :3


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PostPosted: Wed May 31, 2017 12:37 pm 
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Joined: Thu Jul 02, 2009 1:46 pm
Posts: 147
Location: Los Angeles
Completed: Dream Savior Gakuen, Let's MEAT Adam
Organization: Soulsoft Electronic Arts
itch.io: soulsoftea
@Scribbles - Hey Scribbles, I'm really glad you enjoyed it! Especially since Pinewood is along the same vein (thriller, murder mystery) as LMA. Because I'm nosy as you played my VN did you happen across any scenarios that you were like "Omg! That totally happens in mine!"? There was a demo for a VN called "Remember, Remember" that was also an escape room/999 type VN where the 1st scenario was eerily like LMA's opening death sequence.

Anyways, yeah your suggestion about the puzzles is totally valid. A lot of people have suggested it, and next time I plan to do a system where if you fail lets say 3x at inputting the code, then the game offers up hints and possibly eventually the answers if people can't get it themselves. :)

@Miira - I sincerely hope you get to play out LMA too! Did you manage to try the demo? If the trailer video and the imagery piqued your interest I can say confidently that you will most like be into this VN. If you do get around to trying it out, hit me back up on LSF as I'd love to get your feedback on it.

@HyouVizer - Hey HyouVizer! Yeah the foreshadowing is especially prevalent once you've beaten the game and do another playthrough. Definitely many "Ahhhh ha!" moments. Anyways you've been one of my biggest advocates for this VN and I really thank you so much! I've added you as a friend on here btw. I'm not sure if LSF's add friend system actually notifys people or its just a way of adding "favs"? But anyways add me back! :)

PS. Your avatar on LSF doesn't show up for some reason.

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PostPosted: Wed May 31, 2017 12:53 pm 
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Joined: Wed Sep 21, 2016 4:15 pm
Posts: 251
Location: Georgia
Projects: Pinewood Island, Possessed, By Moonlight
Organization: Scribble Games
Twitter: @wafflesrthebest
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Deviantart: breakfastdoodles
itch.io: scribbles
illuminate001 wrote:
@Scribbles - Hey Scribbles, I'm really glad you enjoyed it! Especially since Pinewood is along the same vein (thriller, murder mystery) as LMA. Because I'm nosy as you played my VN did you happen across any scenarios that you were like "Omg! That totally happens in mine!"? There was a demo for a VN called "Remember, Remember" that was also an escape room/999 type VN where the 1st scenario was eerily like LMA's opening death sequence.


lol, no not really but that's a funny thought. I can't go into it b/c spoilers > < of course I'm practically blind to my game at this point from working on it so much for so long. So maybe there is but I just didn't see it.

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PostPosted: Fri Jun 02, 2017 7:05 am 
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I blasted through this because I didn't have anything better to do on a thursday night, I guess.

I like the idea of the game, and I loved the art, but I felt like... The story needed to be tuned up?

For starters, I get what the message was supposed to be, but having the killers come off as crazy minorities who needed a Strong Proud White Man to talk them down from killing all the hot white buff guys because of how jealous they were about not being as buff or white felt... Well, real gross to be honest. Lars's death and Eric calling Kang a race traitor were both kind of... uncomfortably senseless?


Ugh I kind of enjoyed myself but I also kind of didn't. Let me try and organize my thoughts better now that I've thrown out a weird thesis.

Starting from the beginning,
Lars's death and the setup of the killers doesn't make a lot of sense. Why did Eric, Lucky, or Vince have to be in the game? Vince I can maybe get since he was the bait for the (much more blameless, compared to everyone else) juicy media exposure fish that is Adam, but Lucky and Eric didn't need to do anything other than be naked in a pool of blood together and stab to death anyone who stayed out in the halls. It can't be to see if they can be redeemed or anything, because they absolutely went in with the mindset to kill them all, so why did all three of them have to take part in the game, even though they could have just thrown in two other vapid wehoans (easy to find, tbh) into the grinder to keep all the rooms? Normally when that kind of thing happens in a "I am a mastermind making you play a game" kind of story, the villain has legitimate reasons to have boots on the ground (Dangan Ronpa has the reasoning of "they need to have a chance to figure me out, because I win when I lose too", and 999 had June as bait and Santa there because lmaopsychicsiblings), but Eric, Lucky, and Vince didn't need to be found out for any of their plans, and they didn't need to keep such close contact with their victims.

Also why did they need to establish the presence of a killer? I mean, everyone knew there was some spooky shit going down when Lars drowned (have I still not gotten to that? Christ), but why did they need to establish a goat-headed killer? Wouldn't their plan have remained the same, minus the victims knowing what was stabbing the ones left behind to death? Couldn't they have just built a longer chase or something to run from Vince in, or a final room/escape thing to really make it look like there's one killer before the three? God this is nitpicky at this point. Sorry.

But to Lars. Why kill him? Sure he's a gay sex symbol, but so is Adam in a lot of ways, and he's firmly established as completely innocent, just a victim of his body (not unlike the villains but I feel like that comparison was unintentional). Adam is the masc4masc dudebro with a shitload of followers, and it's super likely you'll get the same kind of visiblity with his death than you would with killing a completely innocent dude, which Eric mentions once or twice. It's even weirder when you take into context that you talk Eric into letting you go because you're innocent in a way that lead to your insensitivity, which is something obvious about Lars from the jump to Eric. Lars honestly is an even better version of Adam in every way, not just in story The Pinnacle of White Gay Perfection,
but in the sense that he's genuinely done nothing even a little wrong, at least from what's in the game. Also Lucky really has been trying to hint to you about symbolism, but this room and the next one don't... seem to have a lot of meaning? I mean, neither does the third one but I can make a little bit of a case there. But even then, is it a hamhanded interpretation of how everyone here is going to die for being wicked? Why that? Why is the deathtrap not a part of the symbolism there?


Phew. First pair room.

I actually don't have as many complaints on this one?
I mean, the hamhanded imagery about whiteness is hamhanded, but the flowers are... kind of a weird touch that makes the overall theme weird? Like, it'd make more sense if the flowers were white kind of to drive in the point? Unless the black flowers are supposed to mean something else, like... minorities kept away from the white? Even though there's still plenty of black accents in the room, which kind of muddles it a little. I will bring up though that the lack of punishment for failure or taking too long is kind of weird and negates the "if you fuck up you'll experience a sudden terrible death" thing. Like I get the deathtrap thing is mostly a lie, in that there's just a lot of knockout gas and crazed killers with knives,
but it's another weird thing to establish as being true when the victims wouldn't really behave any differently than if you'd just gone "if you fail, I turn on knockout gas and brutally disfigure you with a knife" or some similar cheerful message.


The third room is where I kind of start to get lost, as far as symbolism goes.
Are the lights supposed to be white? Because it's... kind of pinkish to me? And also if it's that it and it's white that outshines and looks over the other colors, it's basically the same metaphor as the last time which...
Isn't the funnest thing. My notes on the weird execution of the metaphor would be the same as the last one if that's the case, it's really not super well communicated and is mostly pretty. Kang's death is weirdly unceremonious too, and again with Eric NOT REALLY NEEDING TO BE THERE is done super weird. Steve didn't need like, a left behind to die kind of death (nobody really did), and it would have been easier to say "STEVE KILLED ERIC, TIME TO DEATHTRAP" instead of trying to force the psychological Drama of leaving someone behind, especially someone who was a weird dick nobody liked before the reveal.


The fourth room has the super irritating sudden inclusion of
the seven deadly sins. I... I like that this adds the chimera symbolism finally, but it leaves two people weirdly left out (Lars and Kang/Adam) and a few of the sins seem redundant, especially considering that you could throw Kang/Adam as pride, Bart/Lucky as wrath, and most of rest as lust. I also don't really understand the thoughts of Eric here? So, if Bart was somehow able to convince him to let him live instead of just...
I don't know, killing him immediately later on, how come he's still tied up and still in danger,
if he's already proven himself? How is he still in trouble if, say, you were an asshole and picked Pierce and Lucky to go with you, where he graciously accepts his death and calls you all cowards?Wouldn't he have the kind of sexy moral victory Eric's looking for in the first place? It's weird,
especially after Eric spares him once. Also, since there's not really anything in this room, can we briefly mention how weird it is to bone down in there? Especially when earlier you can tell Pierce that it's a bad time for it? Why on earth is it suddenly a good time when you're in the last room,
surrounded by a (actually slightly metaphorically solid) slaughterhouse of perfect body forms,
covered in pepto bismol blood?


For the last puzzle, it's... It's not very well broadcasted and there's not even any clues that would really point you to the right culprit. In 999 and stuff like that, even if it takes multiple loops to set up, you get enough information each loop and the story subtly changes each time. The details needed to even hint at the villains are very very minor and, unless you want
sex with Pierce
that badly, show up in almost every path you take. I would absolutely have not been able to guess it if I hadn't super cheated super hard to get the perfect ending because I wanted to have and eat my cake at the same time. It's all small visual or one off lines that are supposed to be the key, but they're all overly subtle to the point a lot of it went over my head.

I'm gonna once again bring up how the moral seems to be "minorities, listen to your white savior", because again, it's super weird, tonally. Like, the chimera could easily be taken at face value as "political correctness gone wrong", which I know wasn't the point, but the way it ended up working out got really gross really fast, especially when your reward for surviving the evil fat fem and asian deathtrap to punish you for being a white man only interested in buff white men, is getting a boyfriend who is a buff white man who is ALSO only interested in dating a buff white man.


And as my last little nitpick, why on earth are they sitting across the aisle from one another in the perfect ending? I know Adam needs a window seat for let the cute new guy sit down (to show Character Development), but it's so weird that the two of them would be full on "TWO BROS, CHILLING IN A HOT TUB, FIVE FEET APART CAUSE WE'RE NOT GAY" if they're together in some manner.

Also, a super minor thing: It is driving me nuts that I can't skip past scenes I've already technically done because I did something different leading me up to it. I only lightly have dabbled in renpy, so I am probably wrong, but I think flags and stuff would be helpful to just throw in "I stood with Pierce, who was jerking his hog super hard" in scenes where you'd be with him instead of Lucky, for example. Plus when it stops skipping it'll actually be somewhere you're unfamiliar with, as opposed to the same thing as before with minor variations.

I'm gonna admit to my failings and say I've only gotten the bad, okay, and perfect endings, because I don't know what combination of things would lead to the good and to be continued endings. Thank you for reading this all if you have! I know it's a lot, and I'm a neurotic nightmare who writes a lot, but I like the idea that's going on here in places and I'm trying to be constructive. (May not come off as constructive, but oops)


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PostPosted: Sat Jun 03, 2017 6:07 pm 
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@illuminate001
It's been hectic week for me so I only managed to start playing the demo a little, but I'm definitely intrigued! I have no idea how this goes for me though I love puzzle games but I'm the WORST puzzle solver, so this is going to be interesting.
I'm pretty sure I'll purchase the full game after I'm done with the demo just to see if I get a bad ending on my first try. xD
I'll keep you updated on my progress~


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PostPosted: Sun Jun 04, 2017 10:27 am 
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Posts: 145
Location: Spain
Completed: A Hand in the Darkness
Projects: Chasing the Stars
Organization: Ertal Games
Twitter: @ertal77
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itch.io: ertal-games
Hmmm, thanks to this game I've realized I don't like puzzles in visual novels XDDDD I've always liked them in point and click games, though, so it's been a revelation, hahaha! So, I'm glad people put here the solutions, so I can advance in the game. Apart from that, I'm really loving it!

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PostPosted: Wed Jun 14, 2017 10:51 am 
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Joined: Thu Jul 02, 2009 1:46 pm
Posts: 147
Location: Los Angeles
Completed: Dream Savior Gakuen, Let's MEAT Adam
Organization: Soulsoft Electronic Arts
itch.io: soulsoftea
Hi everyone, apologies for the late reply! I've just come back from a vacation and once I returned to work a few days ago it's been a challenge getting up to speed again. Anyways I'm back! (for a bit lol) So I'll do my best to address the latest posts.

@Druidcandy - Hey there Druid and welcome to LSF! :) Ok, so there's ALOT going on here and I'll try to answer any of your ideas/concepts/gripes that are new (if I end up missing any...oh well oops). Oh, also I'm not going to answer anything that has already been addressed in previous posts, for example, I totally understand what you mean about there not being enough clues as to the identity of the villain and agree wholeheartedly. Next time, I shall improve! ;)

- Madness is senseless. The villains projected their own accusations onto the rest of the victims. It doesn't need to make sense. We see it all the time. For instance, people see someone on the street, project that this person is mean or sweet, or everything they've been hoping for.

Mmm tbh, I get what you mean about it seeming weird/uncomfortable that Adam had to talk Chimera down from killing him and "opening" their eyes...but tbh if you ask me...I don't think he would have been able to no matter what he said...and I've had this feeling that the BAD ending would most likely be the canon ending. But what is uncomfortable, that he HAD to talk them down, that he did and succeeded or the irony that he was able to at all?

I've said it before, but there never was an intended "message". The 3 members of Chimera are personifications of the negativity associated with the NO FATS, NO FEMS, NO ASIANS issue we have in our community. Pure and simple. What they do, what they believe and how they go about spreading their "message" is not to be taken literally. Just because I wrote it, doesn't mean I agree with it or their values.

- Also the puzzles don't have symbolic meanings lol so you may have been trying to read between the lines too much. A shortcoming, as I think and admit, it'd be WAY more poignant if all the puzzles had a tie into the theme. I shall do that if there ever is a LMA2. :)

- Why did they the killers have to be in the game? Why not :p? Speaking personally, if I was a villain I'd LOVE to be in the game, up close and witnessing the mayhem first hand, seeing all the emotions unfold and relishing in the fruits of my labor. Why pretend to give the other men a perceived fair chance at winning when the intent was to kill them all? This is fucked, but haven't you seen kids put ants in mazes only to burn them with a magnifying glass at the end just before they escape? It's called toying with your food. It's about the disparity of power and being drunk by it, and we all know taking away a perceived sense of hope from victims is the evilest thing a villain can do.


- Oh! Druidcandy, you can hit "Skip" which should allow you to rush through dialogue you've already seen.

@Miira - Haha ok please do! And good luck on the puzzles, there are answer guides in this thread if you get stuck. I'd love to hear your thoughts on it and I'm glad so far you're intrigued by LMA. PS. I've been crazy busy too, sorry once again about the late reply.

@Ertal - LMAO! Well that's good that you discovered that. ^_^ Honestly if I was a better coder what I think I would've liked to have done was after character dialouge...it go into a sort of point and click puzzle solving mode. I think i'd have to use imagemaps? Which I remember researching abit and thinking it looked incredibly tedious lol. So I'm sure Chasing the Stars will not have any puzzles in it then.

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PostPosted: Wed Jun 14, 2017 1:57 pm 
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Joined: Sat Feb 27, 2016 2:33 pm
Posts: 145
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Completed: A Hand in the Darkness
Projects: Chasing the Stars
Organization: Ertal Games
Twitter: @ertal77
Tumblr: ertal77
itch.io: ertal-games
illuminate001 wrote:
@Ertal - LMAO! Well that's good that you discovered that. ^_^ Honestly if I was a better coder what I think I would've liked to have done was after character dialouge...it go into a sort of point and click puzzle solving mode. I think i'd have to use imagemaps? Which I remember researching abit and thinking it looked incredibly tedious lol. So I'm sure Chasing the Stars will not have any puzzles in it then.


:lol: I think my first reaction was the same as yours: checking imagemaps very excited about the idea, but afterwards deciding it was too much of a hassle. I'll leave it for the future, perhaps. BUT I can tell you now that so far I passed all the puzzles in Let's Meat Adam without looking at the clues, hahaha!

I have downloaded it again and I'm restarting it tonight; I hope my little bug is solved!

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PostPosted: Sun Jun 18, 2017 3:02 pm 
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Joined: Thu Jul 02, 2009 1:46 pm
Posts: 147
Location: Los Angeles
Completed: Dream Savior Gakuen, Let's MEAT Adam
Organization: Soulsoft Electronic Arts
itch.io: soulsoftea
Hi guys! Now that Let's MEAT Adam has been out for awhile now, I wanted to share, what I thought would be an interesting series, some dev secrets and stories. Perhaps this will help or encourage other authors to showcase their process when designing the aesthetic for their VN's. (this can pertain to anything like characters, visual thematics, backgrounds, world building etc.)

I'll be posting in the next few posts whatever I can scrounge up that might be of interest and hopefully you all enjoy it! :wink:

Today I'll showcase the visual references I was using while designing the main cast. Before I design any character I will grab a ton of references to help me brainstorm the theming for them, while increasing my visual library and awareness for visuals I can incorporate. Sometimes the least likely influences are the ones that end up fitting and describing your character best.

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