I feel more interest in vns lately and i might give this a shot if i have time, so long as bootcamp serves me well lol. could be back here in time!This will be a rare post where I'm not talking about a game I played, I'm talking about a game I worked on!
A friend of mine is a really fucking good writer and he's gotten me on board for puzzle design + proofreading on his upcoming visual novel, it drops in a couple days on December 3rd and it's called The Divine Deception. There's a free demo previewing the first few chapters if you want to try it out before spending money on it, which is out already.
I really really like this project and it's been absolutely amazing to be a part of it, we would greatly appreciate if you tried it out - to a small team of amateur devs it means a lot![]()
While i'm here, though, i'll talk about two extremely different games.
First is Death Palette / Matsuro Palette. Ever since I stopped Madden Mobile, I haven't been much of a mobile gamer, but I saw a horror Youtuber I like play MP and I got immediately captivated. Most games he plays are a bit grim for my personal playing taste, but this one looked like it hit my black comedy sweetspot. You're stuck with this painting of a girl (my current avi!) and use various hints to decide what you'll add to it. No art skills required, I would know. However, if you mess something up, you Die. If she wants an apple and you don't paint her an apple, you Die. If it's the wrong color, you Die. If it's in the wrong place, you Die. Die, Die, Die, Die. It's pretty hilarious all the mistakes you can make and how she'll individually react to each one. You are clever but this game will slip something past you, and even if your death feels silly or cheap, it's more funny than cheaty, and it's part of the spirit. You just immediately try the day again anyway.
I got the funny deaths I came for, but the game's art, music, and story blew me away. The former two really speak to my likes and aesthetics, enough that I ported a whole six of its tracks to my playlist. Here's my favorite. The monochrome and abstract environment, along with the music establishing itself strongly without becoming fatiguing, go a long way to cloistering the game's little enchanted, magical world. Some of the scattered objects and motifs will help you solve puzzles. Others won't. Place in MP is not a tool subjugated for players solving puzzles, but rather a self-contained environment that you are lucky enough to find puzzle solutions in. This contributes a lot to MP imposing its own unique presence, and is very impressive to achieve given its very contained size. Speaking of contained... I won't spill much more because the game is very short (and also free). Unless you take every single death, it likely won't last more than a couple hours. And there's something appropriate about that. You'll see.
Now let's shift gears from two hours to hundreds.
How do I even talk about ADOM? I've played it on and off for at least 5 years, and I just got my first win this past week. Screw that, though, as it's existed for more than 25 years with fairly recent updates.
ADOM is a rougelike. If you die you lose and that's it. There are a handful of ways to win and a thousand to die. I've lost legitimate runs to shooting myself with a spell, getting sacrificed to Chaos by a kobold, and choking on my own vomit. If you want a strange way to kill time, just look at Ways to Lose. Like a certain article on this very site, some on that wiki are endlessly engaging reads.
As fun a topic as deaths are, they just serve to show the amazing intricacy and flexibility of ADOM. "Rougelike" also means a lot of locations, enemies, and weapons are randomly generated. Your main (there are many to pick from) dungeon, the fifty-floor Caverns of Chaos, has plenty of space for random. However, it's absolutely not a bare-bones sandbox, instead filled with unique locations, npcs, and enemies. One lower floor has a sub-dungeon which itself splits off into two more sub-dungeons, each with their own quest. To avoid spoilers: those quests are somewhat hard! This game is somewhat hard!
But what makes ADOM is your ever-growing toolset balancing both long-term plans and whatever gear, weapons, wands, spellbooks, scrolls, and magic rings you find, challenging similarly varied enemies and bosses. For long-term plans, the character creation screen is extremely impactful! Your Troll Barbarian can wear mook asses like a helmet, but if you find a scroll or spellbook: you can't read! (They'll figure it out eventually.)
Beyond the basics, the great differences in both species and class give endless room for fine tuning.
...and you want to fuck everyone up with critical hits. We love crits. But why do you?
"So you press fewer buttons to rearrange their entrails." Based. Orc Barbarians can use Tremendous Blows to turn deadly bosses into origami. Just don't die.
Or you could go Chaos Knight. All Chaos Knights can be very strong, so you can pick whatever species looks most badass and start slicing. They get... "special abilities" too. Surely nothing bad happens when you pledge yourself to the Chaos God who's unmaking reality.
Or maybe you like pressing buttons, but skillfully. If you can pry yourself away from Smash quickplay, High Elf Duelists teach the wonders of melee combat without a Strength score, and Dark Elf Beastfighters hate shields and weapons, if you can manage that. But when you touch people, it can hurt a lot. Like a lot. And Monks have funny legs!
For my elite proprietary blend of melee, ranged weapons, poison, running away, you name it. Sick. Murder hobbits are weird, but Hurthling Assassins are primed to get a sick poisoned weapon, instakill powers, and the deadly power of thrown rocks. Actually!
Drakeling Fighters, besides the whole hitting people thing, can throw fancy boomerangs* and spit acid. Metal.
Weaponsmiths can like... make weapons and gear stronger and more protective? I'll be real, I don't touch this class lol. But you get something on me if you do! Like with Chaos Knights, you automatically are strong enough to hold your shit, so anyone can be strong.
So I can invest in magic without being a total wimp? That's how I won!
Healers are great jacks-of-all-trades, with melee crits, great magic potential, and, well, automatic healing. A lot of it. I won with High Elf Healer, which tilts towards the magic end, with Gnomes, Dwarves, and Drakelings progressively nearing melee.
There's also Necromancers. Not satisfied with eating all the corpses you come across? There's something else you can do...
"So you press fewer buttons to rearrange their entrails." Based. Orc Barbarians can use Tremendous Blows to turn deadly bosses into origami. Just don't die.
Or you could go Chaos Knight. All Chaos Knights can be very strong, so you can pick whatever species looks most badass and start slicing. They get... "special abilities" too. Surely nothing bad happens when you pledge yourself to the Chaos God who's unmaking reality.
Or maybe you like pressing buttons, but skillfully. If you can pry yourself away from Smash quickplay, High Elf Duelists teach the wonders of melee combat without a Strength score, and Dark Elf Beastfighters hate shields and weapons, if you can manage that. But when you touch people, it can hurt a lot. Like a lot. And Monks have funny legs!
For my elite proprietary blend of melee, ranged weapons, poison, running away, you name it. Sick. Murder hobbits are weird, but Hurthling Assassins are primed to get a sick poisoned weapon, instakill powers, and the deadly power of thrown rocks. Actually!
Drakeling Fighters, besides the whole hitting people thing, can throw fancy boomerangs* and spit acid. Metal.
Weaponsmiths can like... make weapons and gear stronger and more protective? I'll be real, I don't touch this class lol. But you get something on me if you do! Like with Chaos Knights, you automatically are strong enough to hold your shit, so anyone can be strong.
So I can invest in magic without being a total wimp? That's how I won!
Healers are great jacks-of-all-trades, with melee crits, great magic potential, and, well, automatic healing. A lot of it. I won with High Elf Healer, which tilts towards the magic end, with Gnomes, Dwarves, and Drakelings progressively nearing melee.
There's also Necromancers. Not satisfied with eating all the corpses you come across? There's something else you can do...
I can only really scratch the surface of this game. The very excellent wiki goes a long way to easing experiences and informing you. You can try going fully unspoiled, but I have to wish you luck, and there's no shame in changing your mind after you get killed in enough fun and interesting ways. I'll spoil you just a bit. If you find yourself gradually being turned into a chaos mutant from Delving Too Deep: that can be bad. I'm very down to talk about this game in more depth, whether you're just starting out or experienced already! There's a free version with the perfectly cohesive ADOM Experience™, but the paid version gives some significant quality of life upgrades.