A game designer raised on a diet of Studio Ghibli films and point-and-click adventures. I also contribute to You Have Been Playing.
Think more apocolypse-ish. DIY holo-points would be amazing, and totally plausible. As seen in a lot of films, just carve a cross into the bullet tip with a sharp knife, splits into four petals on impact, does more internal damage.
Mother of god. :O
The translation to this from concept art is unbelievable, whoever modelled this, you have INSANE talent.
This looks pretty neat, and I like the art style. :)
To be fair, it's also to serve as a tutorial section. Future levels will have more playing and less explaining. :)
Very nice. :)
Looks amazing. :D
Neat. Shall try this out soon. :)
Wow. It looks incredibly real. ^__^
****. The wooden parts just look incredible. Amazing job.
Ah okay, that makes sense.
Can't wait to play this, looks great so far.
Wow, very cool. Who ported it? We might be interested in having them do the same for Incursion (also based on ren'py) some time next year, if they're willing of course. :)
The leaves I am especially impressed with.
The mounds in the background look a little out of place though, although I can't really say for certain since I can't tell from this screenshot what they actually are.
Wow. That's really rather beautiful. I'm impressed.
No offence taken, and no need to even say so unless your intention was to offend me, because if it wasn't then it's my job not to be offended, not yours to try and prevent it.
My initial reaction to this was that it's a little too Borderlands-ish, in that, yes it's not strictly a modern era polished and pristine firearm, but it still looks pretty purpose built. Gavavva cleared things up a few comments down though, since as it turns out there is a very specific reason for the visual design.
Oh okay, that makes sense actually, allow me to withdraw my previous complaint/concern.
I thought it was going to be more of a low-fi bolt-action sniper type do, but consider me corrected.
Keep up the awesome work. :)
Looks a bit too sturdy, if you see what I mean. The other two were clearly frankenstein firearms of duct tape and glue, whereas save for a bit of stray wire, this looks like it rolled off a factory production line.
Very cool, obviously you guys have an awful lot of talent. I can't help but feel it's lacking a little in content however. Don't get me wrong, I love a good visual novel, I just feel like this could do with a little more interactivity.
I thoroughly enjoyed it however, and can't wait to see Cradlesong as well.
The artwork is just fantastic. Are you using any Python in this? also, lovely menus.
This looks great. I get totally jealous of people like you who can do art, music, and programming all by themselves, I'd love to be that versatile and talented.
So I actually got the same 404 as you when I tried it out myself, odd. Re-uploading the ZIP right now, hopefully that'll fix it.
The Mac logo is just because of some of Desura's classification quirks, nought we can do about it without making three branches of the soundtrack, which they don't like because it's kinda untidy.
If you go to the beta + soundtrack version on the store or via the web while logged in, it should let you download the OST.
We're as much in the dark as you, we can only see information on the number of sales, not specific users who purchased. The guys at Desura have made some changes that should *hopefully* resolve the download problems, but I have no idea if it worked since I can't test it without actually buying a copy of the soundtrack myself.
It's a problem coming from the fact that we're doing something Desura isn't strictly speaking designed for. Soundtrack must be downloaded as a ZIP from Desura via a web browser, rather than downloaded by the Desura client.
Sorry for the inconvenience, we're working to make it available on BandCamp in the near future.
Thanks, and we're all really big fans of their style, Brian in particular. :)
Still waiting on Desura to approve the new changes. Sorry for the inconvenience.