I have gotten close to killing Malice before, because there are some RNG related parts to the combat system if you get the right equipment, but to be honest, I've never actually killed him and it's possible that he's undefeatable without extreme luck. I kinda wanted to see if a player would be able to do it and prove me wrong before I changed his in-game stats. I'm glad you're looking at making a game yourself, there's so much creativity that can be put into your own sanctified world, and I look forward to what you're able to come up with. I have played Celeste and I know of Undertale, and Omori, and many other indie/rpg maker games. It wasn't obvious when I first started making White Tiles, that to be a solo developer you've got to learn so many different skills such as art work, BGM, coding, logic systems, dialogue writing, character development, combat systems, and so, so much more. So it takes a lot of time and dedication to make the idea something real. My inspiration for this game was the game I made before it as a very bare bones skeletal version called 'Rail Roads' of which I never released publicly. But, apart from learning from other rpg games I've played, White Tiles appears to be mostly original, inspired by a little bit of everything, akin to nothing.
Make sure to let me know when you release your game(s), even if it's just a demo, I look forward to it.
Beefive
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Absolutely, just as I try to make the humor semi-organic, I want to make dialogue organic as well. There should be a sense of realism in games if you want it to feel more realistic, and to do so, you require some sort of deception. The world doesn't always tell the truth so why should the games? I think pursuing that system in your upcoming games and other artforms in the future would be a great touch that's extremely underrated.
You are the first person to reach an ending in the White Tiles official release! Thank you for your helpful feedback and for being my last bit of inspiration to finish this never ending project. The ending you got was one of my first and it even changes based on whether you manage to kill Malice before or not. I put lots of time and effort into this game, and though I'm no game developer expert by any means, it's fire that the vision was still able to become something real. This game is supposed to mimic Faiths reality, so your "dream" theory is really intuitive. You play as Faith, and the things you see and experience are through the lens of Faith as well. This is why different paths can change different game interactions and maps, etc.
Correct, not randomized for the gambling for players who want to get all endings, they can still have some speed run ability. As you discovered, saving the game for rewinding progress is genuinely one of the most powerful things available for a player, I feel I should find a way to emphasize that fact more. Good to know about the killing Malice soft lock, I'll have a way to force the campfire activation before further dialogue. I tried a lot with all of dialogues and their possible versions to make a game that's engaging, humorous, and serious when it needs to be. There is a lot of intentional lore in this game as well, and often times there will be conflicts in the story line. This is because... not everyone is telling truth, at least, not all of it.
This is something I overlooked entirely. For some reason I assumed that the gambling game would be addicting and therefore cause someone to play it at least three times knowing they'd win money... but that was naive of me. The infinite coin girl was the last resort option so players weren't forced into resetting their run, but without me needing to implement a free mini game or mob killing area. I chose one coin each time so it wasn't worth using it to grind for the shop items... idk what I was thinking at the time. I will come up with something to improve this for future players!
That section with the cutscenes between 'kant village' and 'road end' is supposed to disappear after the first interaction, so no glitch, just making it quicker for travel. The well in 'hitherto' has a locked gate door on the left side. To access the door, you need to get the key, to get the key, you must speak with T.E.M 14 (bottom left of Kant village), and beat him at gambling three times. This should allow further progress for you!
Side note: I'm keeping track of all these confusing points mentioned so that I can implement a more player friendly version for future updates, so keep the questions coming!
I'm really glad you appreciate my type of humor! There is far more to explore, the game will have a credit scene play if you ever reach one of the seven endings possible, as to notify you when it finishes. I apologize for the confusion on where to go next at times, it's hard to know what a new player experiences as I have "expert blindness" for my own game and never used friends to test run it. Once you finish the Kant village arc, you will want to back track, see if you can explore things you didn't have access to before (such as the well, hint hint). I really advise you do EVERYTHING you can at all times, especially in the village, because that's how you get secret items which will change the game and it's trajectory. If nothing seemingly progresses you, go back to "the center of everything" where Present remains, and that will more often than not continue progress. If you still find yourself stuck, I'll be as attentive as I can to the White Tiles discussion board.
I appreciate you taking the time to check out the White Tiles demo, and leaving an insightful response of your impression. I will say there is plenty more "sad" coming in this seemingly light hearted game. I try my best with the sprite art and the head shots, though this game is my first experience with pixel art work, so it's been quite the learning process. Because you directly mention it, I'll make the key easier to find! I prefer no AI because it owns connotations that I didn't put the effort I truly did into making this game, and for that I feel you all deserve something a bit organic. The game is genuinely so close to it's completion, as in within the week, and I look forward to what you think of it!
I've kept the lovely format of RPG Maker MZ vanilla entirely, as I believe a good game can still come out of the basics. Around half of the character arts (Faith, Tay, Howard, Present, and many more) were fully designed and drawn by me through Aseprite. Other characters were modeled through Perchance but then altered through my own lens and updated to best fit the game. This is my first official game and I hope you like it. Please feel free to give me feedback, constructive or not! The full game is very close to release!
