NagitoKomaeda, The Contributor
I'm a student who enjoys writing and enjoys text-based games, and this site is the perfect mix, so here I am.
I've been a huge fan of this site for years, but for a while I didn't have the motivation or patience to continuously work on creating a project of my own for this site. Of course, with the whole quarantine shenanigans, I now have the time to consistently work on these things.
I've just published my first storygame, a murder mystery that has elements from Danganronpa, Ace Attorney, and Kimi Ga Shine.
Also here's some free good vibes: https://www.youtube.com/watch?v=m5-sx4hLw_s&t=198s
Play as a Detective who is hired when people want their cases to be dealt with without the involvement of the police and media- let's just say you work a little outside the law. You conduct your own investigation, have your own "justice system" to help decide on the culprit, and get them arrested.
Today, you've been called to North Side High School in the hours of dusk to investigate the death of the school's principal. It's up to you to gather the evidence and help decide on a culprit.
Note: This storygame has gameplay elements from the games Danganronpa, Ace Attorney, and Kimi Ga Shine. The credit for the format of all these game elements go to them.
Also just want to say that I am constantly checking the comments on here and fixing every small mistake that people mention- if you see someone's comment list a small oversight I made, there's a 98% chance I've already fixed it.
Currently empty, a work in progress ... but things will (hopefully) be added with time.
Recent PostsStructure on 5/5/2020 12:42:12 PM
For your question about spoiling, yes. It would spoil literally everything about the game, which is why I was so hesitant about that idea. As for not locking players, I was planning on having end game links at each ending, including bad ends, as well as in the final explanation.
Also, I had no idea that the "Score" variable actually had a purpose: I thought it was just a default variable given to you. Now I see that it actually is shown in the comments, so thank you for telling me that!
A banner image or something along those lines is also an amazing idea- an actual reward besides filling plot for completing all the endings.
Structure on 5/5/2020 11:36:51 AM
I'm currently in the process of outlining a new mystery storygame that's based off Clue- the board game, of course.
After being invited to a mysterious manor by someone related to an incident in their past, the six suspects (Mrs. Peacock, Professor Plum, etc.) are knocked out and wake up to find themselves scattered around the mansion. After grouping up, they find themselves completely locked inside the manor and their host murdered- presumably by one of them, since no one else seems to be in the house.
Moving past the background, from there the choices the reader makes drastically influences who ends up surviving, or if anyone survives at all. Out of the 18 endings, 12 of them end with everyone's death and are labelled as "bad ends," but the other six have one person making it out alive- one person for each of the six "good" endings. The good endings also give extra information about the situation, providing insight to the reader.
My issue about this is that I want to make a set of pages in this game explaining everything that's going on in each timeline, including the bad endings. In almost every ending, people don't die outright but die mysteriously and quietly- you leave a person in a room and after coming back 20 minutes later they're dead on the ground with no explanation. I want to make a full explanation for every single timeline detailing on what exactly occurred. However, I don't want the reader to be able to access the full explanation of the storygame without having gone through it first. I came up with a solution that I'm currently not sure about- this is the main reason why I'm posting this.
What I'm planning on doing is having a link to the full explanation on the home page, but you can only access it once you've gathered six items. Each of the six items are placed at each of the "good" endings, meaning you have to play through all six good endings and get all the items before being able to unlock the full explanation. However, this process is obviously tedious and I'm not sure if it would just scare readers away from the full experience. Another concern about this is that players don't know which endings are the "good" ones, meaning they might have to go through all 18 timelines before actually getting all six items, which I'm sure would be very frustrating for the reader.
And this is why I'm asking you all about this. I'm not sure how exactly I should structure this. Should I just let the explanation be accessible from the beginning? Maybe I could give out an optional flowchart so readers would know where to find each ending? Should I just have the link to the full explanation be at the end of each good ending?
I'd like to emphasize that playing through one ending is not enough to understand the true story behind what's going on- why everyone is trapped here, how the host died, etc. While some endings are more revealing than others, it is absolutely necessary to play through the game multiple times to get a somewhat clear picture of what's going on. That's why I preferred to have the player experience every good ending before being able to have the complete explanation.
What would you think would be the most enjoyable for readers? How should I structure this?
Corona Tag! on 4/16/2020 7:41:02 PM
Well played. I would commend this if I could.
Server error when accessing messages on 4/14/2020 12:00:30 PM
It has been fixed! I can access my messages now.
Variables Equaling Zero on Global Scripts on 4/14/2020 9:51:08 AM
Well, that's embarrassing. I didn't realize everyone could see when I unpublished something ...
Sorry about that. I won't do that so often.
I don't like being a faggot, even though I am on 4/12/2020 9:46:14 PM
I don't think anything started this ... he just announced it for no reason. Like literally no other purpose than just making a scene.
I don't get some people.
I don't like being basically called a child... on 4/12/2020 7:09:10 PM
Why did you create this forum? There was no point to it, it's just you telling everyone exactly how to treat you like some narcissistic ass. Honestly, you should've just put this on your profile if this is how you really feel- it gives the same message without shouting it out to the whole community like you're the center of this site.
You acting like this just makes you sound bratty and stubborn- in other words, like a kid. As far as I know, no one has pressured you or done anything that warrants you saying this in the first place, so again, there's really no reason to have posted this.
And you acting so high-and-mighty and inserting curse words like they're the staple to your vocabulary doesn't help your case. Either get off your high horse, or stop being a troll.
Variables Equaling Zero on Global Scripts on 4/10/2020 9:24:18 PM
Ah, those I actually added recently. By 'brute-forcing' the problem, I just put the proper link script in every link you click after taking damage to check if you've reached zero. Those weren't there when I originally posted this.
Speaking of which, I should probably just straight up announce that the problem here is 'solved'. While I'd gladly take suggestions for a way to properly fix this problem, I've successfully brute-forced it and the game should be publishing in a day or two.
Sorry, I really should have updated this the moment I added everything.
Variables Equaling Zero on Global Scripts on 4/10/2020 1:59:00 PM
I'm probably just going to brute-force this.
Variables Equaling Zero on Global Scripts on 4/10/2020 1:56:30 PM
Don't worry, the Influence variable is displayed on every page.