Fate in the Darkness
As planned this is an RPG-sandbox in board game style, with a gothic fantasy atmosphere.
А living own life world, which you can interact through the game character, attended events, tasks and game deck.
The goal of this project is to port board game.
In this time the gameplay is a journey through the main game location.
This demonstrates the work I have done, from scratch.
The game is raw.
Core aspects such as: generation of game characters, map-pocessing algorythm, most part of AI logic and e.t.c. are mostly done. But still in need of optimization and content. Also there is a dungeon map-generator, but it’s unfinished and not integrated.
**Graphics will be changed and balance will be updated. Plenty of dialogs, events, tasks, items and objects are gonna be added.
Have in plans to add co-op up to 4 players and map-creation tools.**
Since it’s my pesonal project - I can change/add/delete any part of it if I see fit.
Patreon:
https://www.patreon.com/FiDsteam
Read More: Best CRPG Trading Card Game Games.
Fit For a King
Fit For a King is a relatively short game but is definitely an enjoyable experience. The whole game is centred around the summit that you will be throwing and your main goal is to outspend your rival.
Like the trailer says, you can pretty much do anything, from executing a foreign ambassador to marrying a literal piece of sh- ahem refuse.
At times it can seem a bit aimless and it can be hard to find the clues to get things you need but otherwise is quite fun and definitely worth a play.
– Real player with 15.8 hrs in game
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The game has a weak and slow start, don’t let this dissuade you. The controls are dated and supposed to feel like a mid to late 80’s crpg, but are way more straight forward and easy to understand then those ever were back then without 200 page manuals. Once you can get a good grasp of the controls the game opens up and the gameplay starts. For the most part it’s a puzzle game with some loot hunting in it. The humor is pretty good and the mix of both serious and silly just strikes that perfect balance. It’s only really down fall and biggest selling point is that it’s short and sweet and complete. It left me wanting more, which is rare for most game these days. It made me want to give ultima another shot or some other Crpgs. I guess some minor things that made me sad was that while there was a ton of lines for the NPCs I wish there was more , and by extension more tasks or quests. (Spoiler) Another minor thing was that it’s never explained in game that some walls can be walked through as a sort of secret entrance.
– Real player with 8.3 hrs in game
End of Realms
It is an old school RPG where the player continually decides between two to three locations where the main character should go to. At each location certain or uncertain events take place. The narrative itself is set in stone when certain events are triggered or certain conditions are met at various locations. The game is heavy on combat and randomness.
The game works with three main stats (fortitude, defense and magic) that are purely dependent on gear and acquired passive skills. Passive and active skills can be found randomly or are unlocked when certain not foretold events are triggered. As a new player it can be a bit difficult to understand these mechanics which have not been disclosed. Usually there is some sort of logic in it. If for example you want to wear heavier armor, you need passive armor skills. It then could be worth it to try to collect armor and wear as heavy defensive armor as possible to boost such stats. If you would like to unlock more mage skills or play as a rogue, then it can perhaps be worth it to experiment more with those skills in the hope of unlocking more of those. There is significant experimentation required to unlock a lot of skills and thus enable various viable builds. It is unlikely that you’ll unlock all the skills, find all of the rarest equipment or all of the crafting recipes on a single playthrough.
– Real player with 24.8 hrs in game
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A fantastic game!!!!!!
Easy to learn - harder to finish I guess.
I’m running it in a window 2560 x 1440 using Lossless Scaling - a program you can find in the Steam Shop.
– Real player with 4.6 hrs in game
Astrobase Command
Salvage the remnants of your civilization by starting anew in uncharted space, with a small crew and the beginnings of an Astrobase. Grow your base by constructing modules on all three axes, put out fires both literal and metaphorical, and send characters with real personalities and emotions on non-linear text-based adventures across a procedural galaxy.
The only mode is ironman and every section, module, deck and crew member added to your Astrobase comes with implicit risks and reward, so choices matter. How long can you keep from succumbing to the dangers of space?
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Grow - Expand your Astrobase in all three directions.
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Nurture - Build a home for your crew and their daily lives
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Design - Layout the Astrobase to counter crises such conduit leaks, compartment failures, explosions, fires, personnel issues, and more
The Astrobase can be constructed along three axes. Your crew can expand the base by building modules or contract it by salvaging them. They can add or remove functionality by building up or tearing down sections in the modules. They can even build ships that lets you explore the galaxy.
You choose what to build and when to build it. The crew needs to rest and they need to breathe, do you rush the construction of the Enlisted Quarters or the Air Pump first? What’s the optimal placement of the new module? Is it better to have the Plasma Reactor closer to storage or to the crew’s quarters? Keep the station well maintained and stocked with supplies or disastrous consequences may result.
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Characters - Your crew make their own decisions as they interact with each other and the world around them.
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Full AI lifecycle - They work, eat, sleep, use the bathroom, relax, and socialize all as part of their daily lives.
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Morale - Your crew can get exhausted, or suffer from low morale which affects the quality of their lives and how they perform tasks.
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Relationships - Your crew form personal, professional, and romantic relationships. The relationships can be either positive or negative based on how their personalities and actions align.
Your crew live their own lives on the Astrobase. They have things to do and people to meet. Exactly how well they perform depends on how good they fit into their job, what adventures they’ve had, and what horrors they have survived; even how well matched they are with their peers matters, some will become romantic partners while others become bitter work rivals.
You will run into stumbling blocks, maybe your crew is exhausted because you’ve pushed them too hard, or low morale makes slacking off more enticing, or maybe Jenkins and Rodriguez spend too much time arguing while the Fission Reactor goes critical. Figure out your problems and fix them!
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Explore - Build and dispatch ships across the galaxy to explore planets, fight killbots, extract resources, and interact with other civilizations.
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Delegate - The ranking officer of each ship will make decisions based on their personality, and take recommendations from their team.
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Overrule - Change the decisions in the logs they send back, or let them make their own mistakes.
The procedural adventures of the crew assigned to your ships can be read and interacted with in the logs they send back. Carefully handpick the crew for each ship you send out. Monitor their progress or leave them to their own fate. Whatever you choose to do, the outcomes of their adventures will be felt in what resources they get, what injuries they suffer, and in how it changes their emotional state.
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Assign - Choose the best person for each job based on their stats, personalities, and over 50 different skills.
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Manage - Prioritize tasks, clear task blockers, optimize the routes that the crew take during their day.
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Observe - Calculate resource depletion and stay on top of tasks to prevent the reactors from exploding, the conduits leaking, and compartments failing,
The desk is where you design the Astrobase into a functioning home for your crew, promote leaders, manage tasks, monitor resource consumption, read reports from your ships and give them your input.
Running the station means manning your desk. Be efficient, and use your time wisely or take a break and play some Asteroid Shooter.
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Individuality - Characters maintain emotional memory, and experience psychological growth over time depending on how results align with expectations.
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Expression - Each character’s personality is expressed in their conversations, thoughts, and ship log entries
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Story - Over 100 personality traits and 42 intertwined emotions combine to author narratives that reflect how the crew are actually thinking and feeling.
The Astrobase’s crew will have conversations with each other, or insights about their lives. Crew members join the Astrobase with revealed personality traits that drive the emotions that effect their job suitability, choices and actions. More traits become unlocked as they experience emotional growth.
Ensure that your crew’s psychological needs are met and they have the ability to grow as people. When you’re processing recruit applications you’ll want to keep an eye out for personalities that might clash with your existing crew, or will be compatible and create lasting friendships.
Ochitsubaki
A fallen camellia is a beheading, every time, every petal falling at once: a severing.
════*.·:·.☽✧ ✦ ✧☾.·:·.*════
TW: CSA, animal death, violence, suicidal ideation
OCHITSUBAKI || 落ち椿 is a visual novel about the impossibility of translating trauma. It is a bilingual JPN/ENG game about translation and how it can run as deeply as the way hypermarginalized people constantly “translate” their identities and trauma for the understanding of others, no matter how far it is from the source material. It’s about recovering from trauma through the genuine compassion and consideration of another person, who manages to See the aftereffects of trauma and are willing to meet that person’s unique needs, regardless of if they “understand” them or not.
Ochitsubaki is only loosely a visual novel, which is to say it is a story-based game with a strong aesthetic component. Ochitsubaki has a deep, rich tapestry of aesthetics in unifying modern elegance with unique retro anime-inspired character portraits. The original soundtrack derives inspiration from traditional Asian pentatonic scales, particularly but not limited to Japanese ones, that also derive a modern, Genshin’s Liyue-type twist that sets it firmly in contemporary times. It has three language options: JPN, ENG, and JPN translation. The ENG/JPN versions are two different renditions of the story, thus requiring a separate JPN translation, emulating what happens when you try to translate something as complex as identity. You can consider that the only real choice you make in the game is which language to play it in, and each language option provides a different “route,” a similar but very distinctly different iteration of the story. The language modes mimic the powerful loss that happens when stories–when trauma–is translated.
The demo only contains the first two ENG chapters, an estimated 30-45min of playtime.
════*.·:·.☽✧ ✦ ✧☾.·:·.*════
Hanashiro (he/she/they) and their few remaining kin all react differently to the trauma of being immortal and witnessing the apocalypse over and over again in different cycles of reincarnation. Shiragiku is unfazed and cheery and flippant and whimsical and capricious; Shirayuri is nowhere to be found; and Hanashiro? Hanashiro is planning on their death in 10 years, when the camellias fall, if they cannot find a reason to live by then.
Hanashiro and Shirayuri have witnessed THE END OF THE WORLD before. But no one believed them. Shiragiku has seen many, many apocalypses, but she has never been hurt by any one after the first. Shiragiku has remembered every single end; Shirayuri has remembered none; and Hanashiro only remembers some. Which? Even he doesn’t know.
Hanashiro misses speaking her fey mother tongue, but she can’t seem to find anyone willing to listen to her, not even her own kind. And then she makes an enemy who just might. Their name is Lun Kochouran.
And they might be the first one in a millennium to learn the Amayuri tongue.
They also might be the first to kill an immortal.
Your amazing T-Gotchi!
This game is AWSOME! If you are a gamer like me who loves games like Doki Doki Literature club and Danganronpa, (Basically games that have mature topics like death) then I definitely recommend this game for you! Its short but sweet, and its pretty cute. The Tamagotchi you are taking care of has a sweet personality and can be a little possessive (fine a lot but still who can blame her) To be honest, its not worth the 5 dollars, so try to get it on sale (I got it at 50% off). As I said above, it looks like a cute game so if you are looking for exactly that, I do not recommend you play it. Happy playing!
– Real player with 15.9 hrs in game
well, this game was certainly an interesting mental test and an exercise to futility…
(SPOILERS BELOW)
it was an emotional rollercoaster, and while at first i had hopes of giving her a happy or a better ending, all (early) attempts ended in disaster.
then, i tried to earn the other achievements, so i had to treat her badly in order to complete the games achievements.
it was a very thought provoking game, and it got into some very dark places.
its strange how you see a digital character, a character that doesnt exist, and yet it can cause you so much sadness when she suffers or when she is feeling hopeless and alone/depressed.
– Real player with 2.6 hrs in game