Uaah... I'm glad it finally works ~_~;... I'll try to post a full correct version at some point, but I'll still wait a bit... just in case >.>...
I'm not actually sure how some of the game was accomplished. Good job, and congratulations on making the first Ren'Py-based Sim-game.
Source code probably coming at some point.... and thanks ^^ I strive to push the envelope, or something.
On the diamond, heart, and circle buttons, set focus_mask=True.
Mmm, actually I didn't mind that much. Big button, big focus zone... If *you* thought it was confusing, I'll see to change it
You could probably save a bunch of clicks by returning to the "Assign a task to..." screen when a task has been selected
Never thought about this. Good idea. I'll see how it goes ^^
Hm... I don't think there is a way to lose the game.
Losing the game is a challenge in itself
... There is no gameplay-way to lose, and I'm pretty sure there is always a way to get up and go on, somehow. There is story-based game over though.... but it might be hard to find since it's rather... meta-gaming
, going against logic.
I really didn't want to make a difficult game. I'm not even sure I wanted any real challenge. I dunno... I guess I get scared that a player would just throw the game away he it stopped as he was about to finish it ^^;...
In the same way, the original concept of endings was that it was never forced on you. If you wanted to keep playing, you just did... once you were satisfied, you could trigger the possible endings you unlocked. We'll see if this can be implemented in MagBou2.
If you did this, then you could introduce skill-levels on the second and later play-throughs.
As in uh... Hard, Beginner, etc...? Or a "your level is... Snake!" at the end?
DaFool suggested the first one but I dunno... *shrugs*... it feels strange somehow ô_o
Finally, one thing about the end
Good point ^^;;.... I kept thinking about it... and I still didn't add anything. I'll add an explanation during the intro I think and have this in one of the next updates.
I hope you promote it by putting it on sites like download.com, as I think a lot of people who are not traditionally into VNs might be interested in this.
Yeaaah... Download.com seems like throwing your baby in a field of mines (bad comment attack!), but yeah ^^;... *easily scared*
mikey :
In any case, I'm so happy for you guys, it's great that two of our most active members have released a full game, and that you've managed to come back to it and make it through.
Haha ^^;... If not for DaFool, this might have stayed dead ^^;... He brought the motivation spark to resurrect it.
Great fairytale-ish graphics, they make up a lot of the atmosphere, as well as the customized menus which are so fitting somehow. Even the VN/NVL mode is inventive, with the indentations and colors and then the comic-style bubbles for the non-VN parts... very well done and so small!
Really glad you like it ^^. The mikey seal of approval is quite something
.
Though, given the bug problems, I suppose you hadn't reached the ending at that point?
Jake :
I'll download and play it later - like, April later. Wink
mokenju1 :
I'll play when I'll finish what I'm working on now
Hmmm... I guess Nanoreno wasn't the best time to release something XD...
Sed :
I get to the point where I am showing Framboise the room and I get a box "Call me Dalmaryon_". Nothing I do seems to make the dialog progress.
It's a "choose your name" box. You can backspace to delete the default name, type the name you want, and then press Enter. Same thing with the shop name later on