VXAce - The Cube Trail - Demo Version 1.3 [Comedic Fantasy RPG]

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Started by cthulhusquid 33 posts Page 1 of 2 View original ↗
  1. Game_QzA2lvUGHR.gif

    “I died less on Gorsts and Goffins” - Demon Lord Asjaijgfiejg the Keyboard-Bane

    Story


    Alfus, the Demon King of the Island, is in possession of a chaotic artifact known as “The Cube”. However, Alfus is chained to his throne by menial requests and other bureaucracies. This distraction has allowed adventurers to gain a foothold in the ruined city of Old Ascarion, the last bastion of civilization before the perilous Cube Trail and Alfus’ Castle.

    Unbeknownst to him, but knownst to us, a masked figure washes ashore on the Island. They enter a land where even the strongest of heroes can be brought to their knees by the weakest of enemies, all because of The Cube.

    Will the masked figure triumph over Alfus and his Cube? Will they find out the secret behind the Z-Chest? Or will they shamefully flee using a Reasonable Request?

    Game Features

    Experience four times the monster killing potential with Charles the Warrior, George the Mage, Clair the Priestess, or Sophie the Sailor. Each character has their own unique dialogue and quest rewards, giving a fresh experience each time you face the Island.

    Take on 280 different monster variants in tense strategic battles. Will you scream towards the heavens in triumph, or will the Demon King Alfus mock you in death?

    Explore an Island filled with mysterious locations such as the Seaside Sentinel, the Gilded Temple’s Catacombs, and the Old Cove.

    Characters
    Spoiler
    Charles1.png
    Charles: A Warrior who washed ashore with amnesia. Charles is chivalrous, loves studying nature, and gets easily distracted around animals. His combat focus is Tanking and Control.

    Fey1.png
    Fey: An Elf who is visiting the Island. While looking for her mother, she loses all of her Silver and gets trapped on the Island. She gets jealous easily, and is generally cheerful. Her combat focus is Damage and Healing.
    Emma2.png
    Emma:
    A girl who lives on the Island. She is bored with life, and spends most of her time reading romance novels like Fantasy Star Love!!!. Her combat focus is Buffing and Debuffing.
    Natalie.png
    Natalie (not available in demo):
    A Shaman who lives on the Island. Hidden away in a monster community, she is destined to marry another one of her kind, but doesn't want to. Her combat focus is Damage and Control.


    George2.png
    George: A Mage who washed ashore with amnesia. George loves fashion, sarcastic comebacks, and is obsessed with loot. His combat focus is Damage and Control.

    Otto.png
    Otto: A Brawler who is visiting the Island. Otto is a man of few words, and who's fighting techniques are unrivaled among the Island's inhabitants. His combat focus is Damage and Control.

    Collin.png
    Collin:
    A Bard who is visiting the Island. Collin enjoys underground music techniques like tri-tones, double bass drumming, and changing time signatures. His combat focus is Healing and Buffing.
    Amber.png
    Amber (not available in demo):
    A Vampire who lives on the Island. Secluded in the Cube Trail, Amber watches the struggles of the Island through her crystal ball. Her combat focus is Tanking and Debuffing.


    Clair4.png
    Clair: A Priestess who washed ashore with amnesia. Clair is bubbly, cheerful and loves meeting people. Her combat focus is Healing and Buffing.

    Stella2.png
    Stella: A Soul Mage who is visiting the Island. Even though she won the "Miss Heroine" contest, Stella is shunned by many for her soul-powered magic. Her combat focus is Damage and Control.
    Willow.png
    Willow:
    A Chaos Priestess who is visiting the Island. Blessed by both the God of Heaven and God of the Abyss, Willow was thrown out of the Priestess-hood for being "too clumsy". Her combat focus is Healing and Debuffing.
    Peter.png
    Peter:
    A Paladin, Peter is visiting the Island. Known as the Evoker of Heaven, he is disparagingly told he "evokes too much Heaven". His combat focus is Tanking and Damage.


    Sophie1.png
    Sophie: A Sailor who washed ashore with amnesia. Sophie is the only one who remembers her family, and loves sailing. Her combat focus is Damage and Control.

    Cory.png
    Cory:
    A Juggler who lives on the Island. Cory has a vendetta with Alfus, but doesn't like to talk about it with others. His combat focus is Damage and Buffing.
    Robert.png
    Robert:
    A Captain who is visiting the Island. Forced to retire from navy life, he wanders looking for a new purpose. His combat focus is Healing and Buffing.
    Blueberry.png
    Blueberry (not available in demo):
    A Dragon who lives on the Island. Blueberry is much smaller than other dragons, but is nearly as powerful. His combat focus is Tanking and Debuffing.

    Screenshots
    Spoiler
    Screenshot (242).png
    Screenshot (256).png
    Screenshot (177).png
    Screenshot (181).png

    Screenshot (196).png
    Screenshot (269).png
    Screenshot (292).png
    Screenshot (249).png

    Download Link:
    Version 1.3
  2. A few small but important updates, with an updated the download link. Version 1.1 includes:
    • Buffed hitrate to 70%, multi-hit skills are still 50%. This should combat some of the frustration, while still making combat dangerous.
    • Each class now gains 1 HP on level up.
    • A few other small things, like typos.
  3. I gave this a try, though I ended up being trapped after finishing the Seaside Sentinel since I couldn't seem to leave that map. :kaoswt2: I don't know how much more of the game is there, but I think I got enough of a taste to give some feedback.
    Feedback
    First thing I noticed is that the light window background makes it hard to read the white words, especially if the tiles under it happen to be light-colored as well. People with better eyesight may not have a problem, but it started to give me a headache after a bit of reading so it may be a good idea to either outline the letters in black or darken the window so that the white letters stand out better.

    The intro is short and lets me get to the gameplay quickly, which is nice, but it seems like it may be set to parallel process instead of autorun since I could turn the character in place while Dereck walks up to me. I do think that giving a lot of controls at once is a mistake though. Since the first time I can fight is after the intro, I had already forgotten what had been said about the which parameters affect what. Instead, having a tutorial fight where those details are explained would make it easier to remember since the player can see how things work.

    Speaking of a tutorial fight, I really think that would be a good idea. There's the fight with the slime, but nothing is actually explained during that fight which felt like a waste to me. It took me a few battles to realize that the skills are only available once per fight, which would have really helped when I was trying to figure out a strategy for the fights with the bats. I also would have loved if 'Impacted Armor' had been explained. It felt like another name for 'Miss' to me, since I couldn't see any rhyme or reason to when it happened, but if there was some reason to it I wish I had known it so that I could have tried to use it to my advantage. Having luck affect battles is fine, but it's important to let the player know how it affects battles and how (if at all) they can do things to get Lady Luck on their side during a turn.

    Once I got used to battles the bat fights in the Seaside Sentinel weren't too bad, though a bit more variation in the troops would have been nice.

    As I mentioned at the beginning, I was stuck after reaching the top of the Seaside Sentinel. I had the Ring of Recall, but I had used all my Souls to recover after my first few fights that went poorly so I couldn't use it (well, I could use it to go to "Previous Place", but that just caused the game to crash because it didn't have the data for Map000 :rswt). I went back outside of the tower, but there didn't seem to be any map transfer that I could find. It's important to make it obvious to the player where transfers are so they don't get stuck like I did, so maybe add a path where any transfers are. Since I didn't find a way to leave, I stopped playing there.

    I ran into a few things that seemed odd to me, or could use some adjustments. The dialogue scrolling when there's more than four lines in cool, but it seemed strange that the faces would scroll away too. I assume that's due to a script, so I don't know if you can fix it but it would be nice if the face stayed still while only the words moved. I was unable to use the Soul Wheel, which was a shame since it seemed like it could've been fun but the guy only talked about playing it and never gave me the option. Personally I found the tint in the Seaside Sentinel too be too dark on my monitor, as it was hard to see where the bats ended and the walls began during battles. Instead of making it just dark, you could make the tint more blue or purple to make it feel darker without actually making the screen hard to see.

    The intro to the town was set to parallel process like the beach intro, but unlike on the beach I was able to move... Which meant that I could walk to the church and enter it before the map finished scrolling. So the town intro didn't finish properly, and it restarted once I left the church after removing the mask. Setting the event to autorun should fix that issue.

    Overall, even though I got stuck pretty quickly and wish there were some more details about battles, this was a fun little game. Best of luck improving and finishing it. :)
  4. Thanks so much for the feedback! I am definitely going to go through all your points, you made a lot of good observations I hadn't thought about. Thankfully, there was pretty much no content past the Seaside Sentinel except for some quest-finishing dialog, so you didn't miss much if you only played 1 character. Nice to hear that you enjoyed it, even though there were a lot of issues! :kaopride:

    Pretty much all of your points will be fixed in the next update.
  5. New update! Thanks to some feedback, I made a lot of changes that should help. Original link is updated.

    General Changes:

    Added a new combat tutorial quest.

    Ring of Recall fixed, now you can't activate "return to previous location" unless already teleported.

    You are now fixed in place when the Cube Town map pans.

    You cannot turn yourself around on the intro beach.

    Changed window tint to increase readability.

    Seaside Sentinel Changes:

    Made the exit from Seaside Sentinel map clear.

    Added some enemy variation.

    Changed to tint to make things more visible.
  6. Big new update!

    Everything has been revamped, and I mean everything. Maps, dialogue, equipment, combat, you name it, and a new demo has been released.
    Only 4 years later... :kaosigh:
  7. Gave it a spin for about 35 minutes.

    Here are my thoughts:

    Gameplay:

    • (+) Frigging amazing that you coded through 4 different options based on the character the player picks.
    • (=) I would really have to like playing this once in order to try it again with someone else though.
    • (+) I like how the game is so far contained into one town and surrounding areas, so there isn't much walking needed.
    • (+) I can see what enemy I am about to fight, and I can avoid most of them.
    • (=) I thought the amount of quests thrown at me right away was a lot, but turns out those quests aren't too bad / complicated. I did like how as soon as the quest is added, you get taken to the Quest scene.
    • (+) Quest scene looks pretty nice.
    • (-) Is there a way to enable dashing? I couldn't find options in the main menu or title screen.
    • (-) I feel the game is currently missing identity. It feels like another generic RPG.
    Dialogue:
    • (+) Emma / Fey banter as you leave the inn was pretty funny (I picked Charles). I hope there is more of it later in the game.
    • (-) No character movement as characters talk. This makes conversations seem dull and not lively.
    • (-) Charles' sciency nature just didn't appeal to me or something, so I found him a bit boring of a character.
    Difficulty:
    • I haven't figured it out yet. Most of the fights, I got through just by spamming Attack. And yet, I died twice trying to fight one of the first bats. Not sure how the combat works as far as damage calculator goes. Damage is all over the place, 1, 4, 6, 15.
    Miscellaneous:
    • Going to the 2nd floor of the inn and seeing the 1st floor was frigging sick. Bravo!

    Bugs
    • After talking to the Sentinel and coming back to the Inn, Emma walks towards you, but you can still walk around, so she ends up not facing you while you talk. [Also, why was Fey quiet during this whole conversation??? Thank goodness she started talking as soon as I left the inn]
    • After Emma joins your party, you can still find her NPC in her dad's house.
    Overall, it's a decent start. I haven't gotten too far with it yet.
  8. TESTOSTERONE said:
    Gave it a spin for about 35 minutes.

    Here are my thoughts:

    Gameplay:

    • (+) Frigging amazing that you coded through 4 different options based on the character the player picks.
    • (=) I would really have to like playing this once in order to try it again with someone else though.
    • (+) I like how the game is so far contained into one town and surrounding areas, so there isn't much walking needed.
    • (+) I can see what enemy I am about to fight, and I can avoid most of them.
    • (=) I thought the amount of quests thrown at me right away was a lot, but turns out those quests aren't too bad / complicated. I did like how as soon as the quest is added, you get taken to the Quest scene.
    • (+) Quest scene looks pretty nice.
    • (-) Is there a way to enable dashing? I couldn't find options in the main menu or title screen.
    • (-) I feel the game is currently missing identity. It feels like another generic RPG.
    Dialogue:
    • (+) Emma / Fey banter as you leave the inn was pretty funny (I picked Charles). I hope there is more of it later in the game.
    • (-) No character movement as characters talk. This makes conversations seem dull and not lively.
    • (-) Charles' sciency nature just didn't appeal to me or something, so I found him a bit boring of a character.
    Difficulty:
    • I haven't figured it out yet. Most of the fights, I got through just by spamming Attack. And yet, I died twice trying to fight one of the first bats. Not sure how the combat works as far as damage calculator goes. Damage is all over the place, 1, 4, 6, 15.
    Miscellaneous:
    • Going to the 2nd floor of the inn and seeing the 1st floor was frigging sick. Bravo!

    Bugs
    • After talking to the Sentinel and coming back to the Inn, Emma walks towards you, but you can still walk around, so she ends up not facing you while you talk. [Also, why was Fey quiet during this whole conversation??? Thank goodness she started talking as soon as I left the inn]
    • After Emma joins your party, you can still find her NPC in her dad's house.
    Overall, it's a decent start. I haven't gotten too far with it yet.
    @TESTOSTERONE Thanks for trying it! To address your thoughts:
    • You hold down Shift to dash, I did include it in a "Credits and controls" notepad file in the game directory, but I guess I forgot in the game itself.
    • The story is supposed to be really simple on purpose, almost a parody of complex rpg stories (which my other two games in development are). It also directly ties into the game mechanics.
      What the Cube actually is
      • The Cube is literally a magic 6 sided dice. That's why the basic damage rolls are 1-6 plus modifiers. Some are 1-8, 1-10, etc.
    • I have no idea how to make characters move and talk outside of making the party disappear and have separate character events that show up. Frankly it's not something I'm concerned about.
    • Charles is the most level-headed and "proper" out of the 4 characters, so he's not going to have outbursts like the other 3. I can understand why'd he'd be boring to some.
    • As far as the difficulty goes, you must be having good luck. On one of my recent playthroughs my party got wiped 6 times in a row. Damage is also supposed to be all over the place, due to tying in with the story.
    • I'll make sure to fix those bugs, thank goodness there was only like 1 or 2!
  9. Admins, I'd like to let you know that the links this person is sharing leads to download a Trojan virus, NOT A GAME. I'd assume there's some sort of rule against that. I don't know who the other commenters are, but I assume they're bots since they're clearly lying about what is being offered here.
  10. Ok, no offence, but both @hiddenone is a mod, and she played it, so....
    Maybe it's just you? I'm downloading it now.
    EDIT
    Also, @TESTOSTERONE is not a bot. Can pretty much guarantee that. ,
  11. It's an .exe file that installs the game. Windows is going to warn you about running an "untrusted" .exe file. It's not a virus.
  12. I can confirm that neither TESTOSTERONE or hiddenone are bots. Is it possible your antivirus could be flagging it?
  13. What an excellent marketing strategy!
  14. I just looked in here after an empty thread, and man what a roller coaster! @Aslanemperor please don't assume peoples games are viruses just because you got a false positive, plus I've been on this forum for 6 years more than you so I think I would've be caught if I were distributing viruses.

    TESTOSTERONE said:
    What an excellent marketing strategy!
    You could call it... Viral marketing.
  15. I played this updated version since you shared it in my status, unfortunately I don't really recall how it felt playing it the first time so I can't really compare. :rswt There were some neat ideas and some interesting mechanics, but the complete RNG-ness of it really made it hard to enjoy because my luck in games is terrible so I spent most of my time on the game over screen.

    Feedback
    Your maps are looking good and the lighting details are nice, though I think you could weaken the sun beams a little bit because they are distracting. It would also be nice if you added some buffer to the map edges. At the moment a lot of the entrances are right up against the edge, meaning that the party is hidden behind the message box during a lot of cutscenes. Even if you don't add a lot of movement to cutscenes (which could look cool, but is a lot of work), having the party be more visible on the map would add a lot.

    The fact each possible main character has their own personality is nice, though I didn't play far enough to see how different their lives really are. The writing worked well, but I think having an editor or at least someone else go over it would be good because there are minor spelling and grammar errors here and there. The quest journal is a great resource, but I don't think you need to have it pop up after every single change. Often an npc would tell me what to do, and then the quest journal popped up to repeat that as if I didn't just learn what to do next. I'm sure some players would find that helpful, but I didn't so it would be nice if there was an option to turn it off in-game.

    I tried the mage, priestess, and sailor characters and found the mage to be the best option because Otto's One-Two skill was the best way to do damage. The other party members were interesting, but their skills just didn't measure up... Especially since their skills all missed about a third of the time! With such a limited amount of AP and choices in battle it's really painful for those skills to miss so often. I can understand them only doing 1 damage, since you want it to be tough and random, but having the enemy completely dodge or the skill miss made it almost feel like using skills was worthless.

    And this is a minor annoyance, but Dereck offering to help out my character with a place to stay and then not being able to sleep there felt cruel. I had to make sure to save some coins after any shopping trip to be able to heal at the inn, and even if it was only 2 coins it still added up since I had to heal after almost every fight.

    Battles in the first dungeon were tough, too tough. As I mentioned earlier, I spent a lot of time on the game over screen and that was often because my attacks would miss and the enemies would use attacks that did 12+ damage to my measly <10 health. I know it's random, but it's demoralizing to start a battle and get wiped out in the first turn just because the enemies could target the whole party with their skill... I ended up avoiding battles as much as I could, because it felt like that's what the game wanted me to do.

    All the possible enemy types was interesting, but there were too many at the start. I actually stopped paying attention to their titles because for the most part my main source of damage was normal attacks and Otto's One-Two. I ended up quite often fighting troops with multiple 'boss' enemies, and at that point I just accepted my fate and quit the game to restart. The fact that each troop was made of 3 enemies each made each battle feel the same, it would have been nice to fight a single powerful monster every once in a while instead of knowing that I was likely to get 3 powerful monsters in a fight. If there were like 2-4 possible enemy types in the dungeon and a mix of 1-3 monsters it's likely that I could have learned tricks to defeat those types and also not die so often. But the fact there were so many types to keep track of made it hard to memorize things.

    Item drops were another big issue for me; mainly that I didn't get them from every enemy! I can understand not getting coins from monsters, but my luck is bad so I often would barely survive a battle and then be rewarded with an empty rewards screen. When I did get something, it was just one or two items that would be worth at most 8 coins (subtracting the 2 I need to use to heal), so I couldn't afford to equip my party with better armor or weapons. RNG can be cruel, so please consider adjusting the drop rates so that players are sure to get something to make battles worthwhile.

    During my run as the sailor the game crashed when I returned to town after finishing the Seaside Sentinel quest, there was a missing audio file: Audio/ME/Gameover15. It didn't happen during my mage run, so I don't know why it happened. But after that first quest I had played enough to get a good feel for the game, so I stopped.

    I did run into a few bugs and errors, or at least odd happenings:
    • For the Priest's line "Here, both of you breath onto my hands..." it should be 'breathe', not 'breath'
    • Jacob's Turtle Stance skill says "25% chance for enemies to target Charles"
    • The Player can use Souls as items in battle, which does nothing but wastes a turn...
    • Odd effect, but your lighting effects appear above the message box, which means sometimes the faces get a weird glowing circle on them
    • Had an issue with Otto's Breath Control, it only healed 2 AP instead of the listed 5 AP a couple of times
    Overall, you've put tons of work into this game and it shows. But I think tweaking the RNG to account for unlucky players or lowering the number of enemies in troops for the first dungeon would really help players get over the fact that they'll end up dying in almost every battle. :)

    There was enough to intrigue me to keep playing to finish that first dungeon, but my bad luck made it hard to want to check out the rest of the game. :rswt
  16. hiddenone said:
    I played this updated version since you shared it in my status, unfortunately I don't really recall how it felt playing it the first time so I can't really compare. :rswt There were some neat ideas and some interesting mechanics, but the complete RNG-ness of it really made it hard to enjoy because my luck in games is terrible so I spent most of my time on the game over screen.

    Feedback
    Your maps are looking good and the lighting details are nice, though I think you could weaken the sun beams a little bit because they are distracting. It would also be nice if you added some buffer to the map edges. At the moment a lot of the entrances are right up against the edge, meaning that the party is hidden behind the message box during a lot of cutscenes. Even if you don't add a lot of movement to cutscenes (which could look cool, but is a lot of work), having the party be more visible on the map would add a lot.

    The fact each possible main character has their own personality is nice, though I didn't play far enough to see how different their lives really are. The writing worked well, but I think having an editor or at least someone else go over it would be good because there are minor spelling and grammar errors here and there. The quest journal is a great resource, but I don't think you need to have it pop up after every single change. Often an npc would tell me what to do, and then the quest journal popped up to repeat that as if I didn't just learn what to do next. I'm sure some players would find that helpful, but I didn't so it would be nice if there was an option to turn it off in-game.

    I tried the mage, priestess, and sailor characters and found the mage to be the best option because Otto's One-Two skill was the best way to do damage. The other party members were interesting, but their skills just didn't measure up... Especially since their skills all missed about a third of the time! With such a limited amount of AP and choices in battle it's really painful for those skills to miss so often. I can understand them only doing 1 damage, since you want it to be tough and random, but having the enemy completely dodge or the skill miss made it almost feel like using skills was worthless.

    And this is a minor annoyance, but Dereck offering to help out my character with a place to stay and then not being able to sleep there felt cruel. I had to make sure to save some coins after any shopping trip to be able to heal at the inn, and even if it was only 2 coins it still added up since I had to heal after almost every fight.

    Battles in the first dungeon were tough, too tough. As I mentioned earlier, I spent a lot of time on the game over screen and that was often because my attacks would miss and the enemies would use attacks that did 12+ damage to my measly <10 health. I know it's random, but it's demoralizing to start a battle and get wiped out in the first turn just because the enemies could target the whole party with their skill... I ended up avoiding battles as much as I could, because it felt like that's what the game wanted me to do.

    All the possible enemy types was interesting, but there were too many at the start. I actually stopped paying attention to their titles because for the most part my main source of damage was normal attacks and Otto's One-Two. I ended up quite often fighting troops with multiple 'boss' enemies, and at that point I just accepted my fate and quit the game to restart. The fact that each troop was made of 3 enemies each made each battle feel the same, it would have been nice to fight a single powerful monster every once in a while instead of knowing that I was likely to get 3 powerful monsters in a fight. If there were like 2-4 possible enemy types in the dungeon and a mix of 1-3 monsters it's likely that I could have learned tricks to defeat those types and also not die so often. But the fact there were so many types to keep track of made it hard to memorize things.

    Item drops were another big issue for me; mainly that I didn't get them from every enemy! I can understand not getting coins from monsters, but my luck is bad so I often would barely survive a battle and then be rewarded with an empty rewards screen. When I did get something, it was just one or two items that would be worth at most 8 coins (subtracting the 2 I need to use to heal), so I couldn't afford to equip my party with better armor or weapons. RNG can be cruel, so please consider adjusting the drop rates so that players are sure to get something to make battles worthwhile.

    During my run as the sailor the game crashed when I returned to town after finishing the Seaside Sentinel quest, there was a missing audio file: Audio/ME/Gameover15. It didn't happen during my mage run, so I don't know why it happened. But after that first quest I had played enough to get a good feel for the game, so I stopped.

    I did run into a few bugs and errors, or at least odd happenings:
    • For the Priest's line "Here, both of you breath onto my hands..." it should be 'breathe', not 'breath'
    • Jacob's Turtle Stance skill says "25% chance for enemies to target Charles"
    • The Player can use Souls as items in battle, which does nothing but wastes a turn...
    • Odd effect, but your lighting effects appear above the message box, which means sometimes the faces get a weird glowing circle on them
    • Had an issue with Otto's Breath Control, it only healed 2 AP instead of the listed 5 AP a couple of times
    Overall, you've put tons of work into this game and it shows. But I think tweaking the RNG to account for unlucky players or lowering the number of enemies in troops for the first dungeon would really help players get over the fact that they'll end up dying in almost every battle. :)

    There was enough to intrigue me to keep playing to finish that first dungeon, but my bad luck made it hard to want to check out the rest of the game. :rswt
    Thank you for the detailed feedback! You made a lot of good points and I'm going to address them so the player experience isn't AS rough as you had it (even I didn't have luck that bad, and I had some terrible luck in a playthrough or two :elswt:). Difficulty is a really hard thing to balance of course, and your feedback was constructive, so I have some thinking to do on how to dial things in better.

    The light thing is from a lighting script (the window skin has transparency so it lets the light through unfortunately, if I change that it might fix it), and the crash I really, truly have no idea. I've been using the default music only, so why it's looking for files that never existed is anyone's guess. Maybe some script is interacting in a weird way?

    When I've fixed things up, would you be willing to give it another go? No promise on when that'll be as I've been working on my post apocalyptic game a lot recently.
  17. I'm enjoying the game so far! I really like how laidback and wholesome a lot of the dialogue is, especially on the Sophie route. The emotional changes on the faces are a really great detail too, they go a long way to give the game even more charm:kaopride:
  18. doomthey said:
    I'm enjoying the game so far! I really like how laidback and wholesome a lot of the dialogue is, especially on the Sophie route. The emotional changes on the faces are a really great detail too, they go a long way to give the game even more charm:kaopride:
    Have you only played Sophie so far, or played any of the other characters? If you've only played Sophie you'll love Clair's dialog for sure!
  19. cthulhusquid said:
    Have you only played Sophie so far, or played any of the other characters? If you've only played Sophie you'll love Clair's dialog for sure!
    I'm around the start of Sophie's route just going through the townspeople's impressions of her, so I have a ways to go but I'll definitely have to check out Clair's route! Great writing!