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Messages - razavidn

#1
Game Reviews / Re: Vidar: Demo review
February 09, 2015, 05:32:30 AM
Hey Jubal!

Thanks so much for the enthusiastic review! Hopefully I can assuage some of your concerns:

* Sprint shoes, quest journal, and a whole bunch more are all quest rewards. Basically, that's what ties the quests back into the cave - all of the rewards are designed to help you go through the puzzles faster. There are also things like campfires which allow you to spend more time in the cave, loaves of bread which you give you a few extra minutes that day, waypoints, a minimap, all sorts of stuff. However, since you won't see all the quests (someone's gotta die the first night) you won't get *all* the tools. Which ones you get will change from game to game! In this way, think of a lot of modern rogue-likes where the powerups you find in the dungeon are random, and you have your fingers crossed for that really good one on the first level. Here, you have your fingers crossed that Bernadett doesn't die before you get those sprint shoes.

* In terms of difficulty, I'm glad you felt it was medium because you saw medium! There are some easier tutorial-like puzzles before it, but I didn't include them in the demo cuz tutorials are for suckers.

All of the feedback is tremendously appreciated, and thanks so much for spreading the word!
#2
Thanks Armadillo! We're up to just shy of 12k now, but have less than 20 days to go so need the signal boost. And yes, I definitely want to explore these forums more - seems like an awesome group of people!
#3
A review would be awesome! Really anything to signal boost would be tremendous.
#4
Hey Jubal! One of the stretch goals is to make the MacGuffin in each game change - and it's something I may do anyways even if we don't hit it. That being said, there will always be a consistent, loose frame story holding the game together. It's the journey in the middle that's randomized each time. Just to clarify, because the order of death's changes, a *lot* of things follow. Different NPCs have different needs depending on who dies when (and assuming they don't predecease everyone themselves).

So an example is the blacksmith. She's got a quest where she wants you to grab ore from the beast's cave and bring it back to her. When you do, the blacksmith will:


  • Have the idea to reinforce some of the doors in town. People behind those doors will be saved from the Beast until everyone not in reinforced houses is dead.
  • Reinforce the doors at double the speed if her assistant is alive
  • Be able to spend more time outside at night if the alchemist replaced the oil in the street lights recently (and, of course, was alive long enough to do so). If she's able to dedicate more time to her task, *and* her apprentice is alive, the assistant will suggest that they expend the new resources to build you a tunnel deep into the cave instead, essentially functioning as a shortcut.

This is one of several hundred quests in the game, and you're only going to see one outcome based on what the status of the game is at the time you turn in the quest. That way it's not just the same X number of things "shuffled" for the playthrough, it really is different when you play.
#5
Thanks, Colossus! One playthrough is going to take about 4-5 hours, depending on whether you're the kind of person that talks to every single NPC and checks all the lore. I can really see streamers getting into it to see some different story lines!

If you're interested at all, the demo's available on the Kickstarter page. Might just change your mind about puzzlers ;)
#6
Hi friends!



My game Vidar is currently live on Kickstarter, and we need your support! https://www.kickstarter.com/projects/1478407710/vidar-an-rpg-puzzler-where-everyone-dies

Here's the trailer vid =D



Overview and Summary

Vidar is focused on random but still cohesive narrative. It takes place in a town of 24 different people, and every night, a random one of them is killed by a beast. These 24 NPCs have their own stories, quests to give the player, and relationships with each other. When one person dies, every living NPC's story reacts to that, and the town is impacted. But because the order of death's is random, the story that's told is different every time.

To stop the beast, you need to find it at the bottom of its lair. The lair is an environmental puzzle-dungeon, and you'll have limited time to race to the beast before everyone in town is dead. The puzzles in the dungeon are also all random, so that if you want to come back to Vidar to see a new story, you'll still find a new challenge in the game.



I'd love to hear what you think, and please share with your friends!!