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Hey everyone.
Just wanted to proudly announce that I totally didn't upload the beta build for playtesters and go half a day without letting anyone know for some reason.
Totally didn't do that. 😑
These are all the variables and switches used in the final scene of the game alone. More details below.
(and yes, this is for the final scene, but the game is still not going to be out for a while. There's gonna be a long polishing phase)
Hey everyone, just wanted to let you know progress with the game is coming along smoothly.
Most of the games coding and writing is finished, along with most of the proto-type art.
However, the polishing period might take a while.
However-
This probably won't be in the actual game haha, 😅
But...
You never know.
Maybe some sort of bonus edition?
We've been tossing around the idea of a deluxe edition with some bonus content, like all the placeholder art.
Thing is-
So, I was writing a scene and I accidentally spelled "Undying" as "Undyne"
UT fans will probably get it.
This was a legitimate mistake, I don't know how that happened XD (didn't notice it until I got in-game and playtested)
Ok, so if I were to have a favorite flower, what do you think it would be?
It would have to be the kind of flower you might find in the north-eastern US in a park.
Any ideas?
So I've been working on the date where you just hang out and play games with Alicia.
And- I've gotta say I really like it so far. Not gonna spoil anything, but I think you're in for a treat when the game comes out. :D
I've been having some creative block lately, and I think I know why.
Generally I go through phases of being super into specific things, but I also go through larger phase shifts of being more into light hearted stuff, and being more into heavy serious.
So I was wondering what you guys thought of a karma system in the game?
Basically, certain dialogue choices might give or take away Karma points.
You end up with Alicia whatever your score, but you can try for a higher score.