Friend (A short game) v 2.0 - New Version

Marquise*

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I got stucked twice, and didn't finished it but...


I LOVE THIS GAME! (and I liked that cat head doodle with almost no ink left. :p


It's like crawling in someone's neurons!
 

CzarSquid

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Thank you graro, Labyrinthine, and Marquise* for the comments. Marquise, you were half way through the game when you got to the picture of the cat! Keep going! It gets better near the end.

I also got some news about the next Friend game. I got some screenshots I'd like to share of the next game.  I don't have enough content yet to make it's own thread yet. However, I know many of you are excited to learn more about the game. So here it is:
 

 
 
The delayed camera movement is something that I feel will be a welcome feature to the game.


 
 
Just going on an afternoon walk.
 
A quick sprint around the town.
 
There is a lot of work being put into this game. The game itself has turned in to a monster sized project but it's definitely worth it. The required features of the game are now set in place and all is left is content pumping. When it will be ready? Well it's going to take more than few months is my guess.
 

Marquise*

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COLORS! o_O *gasps*


And... Favorite? Beans and pineapples? Hope not our common pork and beans! XP
 

YourFriend

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I cried at first, now I'm waiting for the second, hopefully overcome my tears the other, squid believe that you will make me cry, until the tears fall on me ;-; =).
 

CzarSquid

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COLORS! o_O *gasps*

And... Favorite? Beans and pineapples? Hope not our common pork and beans! XP
Indeed, colors will continue to contribute to the friend series. I hope it's not an overwhelming amount of green. I also apologize in advance to any monochrome monitor users who may not be able to enjoy the 8 bit colors.

It is canon that the main character doesn't like his food touching. So it's half a dish of pineapples and the other half beans.

I cried at first, now I'm waiting for the second, hopefully overcome my tears the other, squid believe that you will make me cry, until the tears fall on me ;-; =).
I don't know which is more impressive. The fact that you decided to share your love for the game here, or that fact you named yourself "YourFriend". I'm thankful that you enjoyed the game. It's comments like these that make me want to finish Friend 2 faster.

I'll share a mini-update on the current progress. Finals for my school are coming up so progress has been hindered lately due to extra work load. However, I will be happy to list some of the progress made so far:

  • 24 maps have been completed (these maps are large and detailed compared to the first game)
  • A bunch of world tiles
  • 5 unique sprites added
  • 4 songs in added (with more waiting)
  • Introduction is complete
  • Auto-saving
When I start closed game testing is when I'll make a thread on this game.
 

Marquise*

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I try to imagine what you could have done with old amber screens XD
 

CzarSquid

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So here's an update on Friend 2 and I don't want to disappoint but I need to be honest here.

Friend 2 is looking like it will not come out anytime soon and is a dead project. I know many players were eager to play and enjoy the first game and I said I would work on the next game. However I became too ambitious in doing so. I planned out nearly 60 pages worth of drafts and was very excited to create a complex story that would fit nicely with the first game. I kept my philosophy on the game of simpleness but some of the mechanics became clear they were anything but simple. This was my underestimation as it seem easy enough on paper but programming all the events would be really complex.

So what were some of those complex features?

1) Dynamic timed events. Ever played Majoria's Mask for the N64? I tried to make all sorts of time sensitive events. This wasn't really complicated at first glance. I thought it would be easy but trying to set up an ingame clock was only half the problem. The other half was "how was I going to fill in all that time?" The brilliance of Majoria's Mask that I never really thought about before was just the sheer number of events you can do in that game. There is a ton of them, many of them requiring you to be at the right place at the right time. My problem was I didn't have enough interesting things to do to make this idea work. Which actually takes away from what the original message was going to be.

2) I wanted the game to capture the same feeling at the first game. Simple art, moving music, and lots of puzzles to do. I learned a lot of what players want and don't want from the first game. However I began to exhaust many of my new ideas early on in the second game. While I can do more, I came to realize that perhaps I'm trying to hard to compete with the first game. The first game honestly is perfect for what it set out to be. This one is more complex and does not capture what made the first one great. It was never about the long hours of planning or puzzles, it was all about delivering a message. The second game just doesn't capture the same feeling.

So is the second game forever canceled? As of this moment, yes. I still have the files sitting on my computer and they are not going anywhere. I could pick it up at any time and continue making it. Not now and probably never. What I am grateful for is that I did finish the first game. Personally I wasn't comfortable with making a sequel just for the sake of making a sequel. I thought about the sequel for 2 months before began making it once I had a solid idea.

I will share with you what I had planned.

You were going to play a character that looks a lot like the first character. You have a dream where you are in a strange place and eventually find a man with a scar on his chest. As you wake up, you continue your daily life. Things are mostly normal, the news from other towns report the usual of kidnapping and illness. Sarah, the woman living with you, wishes you a good day at work. Things go normal until you have to take a file to archives room where things start becoming a little off. Just like in the first game, you would travel through strange rooms and find notes of encouragement. Eventually you find a way out and uncover lore of the town as you played. The neat thing is as you played small things would change over time. News from other towns would become desperate. People in your own town act strange and even disappear. As you made choices to help (or hurt) would change how the game would play over several in-game days. The game would end in a strange, surreal place similar to the dream you had at the beginning except now you would see the choices you made had either helped or hurt the people around you. The theme of the game itself was the impact of your own choices and seeing the consequences of it all.

What if someone else can help me finish the second game? As much as I like the idea of working in a team. Truth is RPGmaker is made for one person to working on a project at any given point. I still would have to do majority of the work because everything has to be planned, created and tested. If I'm not willing to work on it then what are the chances of someone else doing all the work for me?

If someone really wants to help finish this game then I will consider it. Please realize that you will be doing most of the work with adding in 80% of the maps (about 100-200 maps) and scripting in the remaining events. You will have access to all the story files and information needed to complete the game. Many of these drafts are vague and will require a bit of imagination on your part. If that doesn't discourage you then please send me a private message. I only require that you have rpgmaker vx ace, completed at least one rpgmaker game, and have access to steam for chat.

So what is next for me? Well I am making another RPGgame but this one is a tribute to the megaman sprite comic game. It's called the real sonic sprite comic and it pokes fun at sprite comics just like the megaman comic. It's the first time I made combat in a rpgmaker game so it's pretty fun so far. Eventually I'll update my signature when I'm ready to release the game. Just remember that I make games for fun!

Phew! that is a massive wall of text. I'm done.

tl;dr Friend 2 is canceled. I'm working on a new game.
 
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Marquise*

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Awww I'm sad!


Don't put it too far away in the moth balls down the drawers!


Seriously, I still love that game. (Even if I always end up trapped. :p )
 

kingkoopa300

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4/5 Short, Emotionally invested to see what happens, than pleased with ending.

Don't Click or it will ruin the ending for you

I enjoyed this short, nice, little, cute and dark puzzle adventure game. It's really short that is it's only downside it is way too short and simple... idk how you could add on but you would have to add new better puzzles (more than push crates out the way) and deeper details into why friend is so bummed out, sorry to say all my friends are depressed there's usually a reason why abuse or trauma issues, or alcohol and drug abuse.. ect.. life's tough for people you should reveal all thing that happen to lead to suicidal thoughts that adds tons of new content like notes saying "you wanna be my family" "I got no family" ;_;   ...you got a 4/5 because it's Artsy and has a Deep message suicide is a really big issue and people only care once it's too late... I mean look at Robin Williams i'm sure he told someone that he wanted to die but they didn't listen cause he's a joking man... I beat this game in 30 minutes maybe i'm lucky or whatever I like your concept addon to it... I like dark sad things lol i watch saving private ryan and the shawshank redemption every 2 months or so... Hope you decide to add on to this game, Thanks for the FUN 30 mins  :D

 

4/5 Good
 
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CzarSquid

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@kingkoopa300 - I understand the game was short. Perhaps a little too short for some people's taste. Could I've made the game longer? Sure but the original goal was to finish a 24 hour game and I already exhausted most ideas by the end.

However there is an idea I haven't thought of before. A remake of the original? That would definitely give me a chance to use the unused ideas of Friend 2 without making a new game. I will definitely give it a try. I will post any future news about this version of the game here.
 

Marquise*

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Friend2 Friend2 Friend2 Friend 2~!


Friend2 Friend2 Friend2 Friend 2~!


Friend2 Friend2 Friend2 Friend 2~!


Friend2 Friend2 Friend2 Friend 2~!


Friend2 Friend2 Friend2 Friend 2~!
 

CzarSquid

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@Marquise - Hah, I might as well call it Friend 2 because I'm merging many of the assets I made for the 2nd game directly into this one. Which gives me a new interesting problem of adding saving to the game.
 

Marquise*

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YAYyhuh!? 0.o??


XD LOL (literally)


I loved being trapped in that game I never finished it really. But I loved the feel and see where I was to get trapped XD (I must be or A pretty too much dyslexic for it or B being too stupid! But it don't mean I can't enjoy myself!)
 

Usureki

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Greetings!

Many described the game the way I wanted to - the simplicity of the intro and the graphics are resolved just perfectly to enhance the feeling of the game. It took me about 13 minutes to finish the game, but no minute nor second was wasted. After the simple and clear tutorial the puzzles and the maps (described further in the spoiler below) did engaged my attention, and finding the notes left behind was fun. The dinamics of the game and the maps made their purpose - for my in-game experience, read the spoiler below.



The appearance of the Friend made me interested in finding him (or her). All of the maps made me feel that the game is kinda endless, but the notes always made me sure I follow the right path. This is a perfect solution to make the player feel that he or she plays in an open world, without the danger of feeling lost or objectless. I did encounter an interesting scene, where I entered a room, and my Friend ran toward me, then the screen went blank. I pressed Alt+Enter twice, because I had waited and nothing had happened. Then everything was normal. Not sure if this was intented to be, maybe I will give this game another shot, and find it out! The ending made me not only sad but disappointed. To tell you the truth, after I have found the letters written by blood, I thought 'omg this gonna be some horror stuff'. I did not expect my Friend to die, until I have found the letters telling me about his (or her) suffering. I wanted to save my Friend, but I could not, and that is why I described my feelings with the words 'sad' and 'disappointed'. Maybe there should have been a chance.
I do not belive that this game can be developed further, for the message is clearly delivered to every player who 'beats' this game. Considering the comments above mine, I am sure, that the goal of this game is achieved, for it made a lot of people think, including myself. The only strange stuff I have noticed, is that if I pull boxes, I hear the sound way louder than if I push the thing. Do not really know why. Other than that, this game is complete, I could even imagine it in some kind of campaign in the same subject. Really, really well made.

As for the Friend 2, I do belive, that not making a continuation to this game is a wise choice. Like I said, this game has deep message, but this message is delivered to the player already. The game also rocks because of its simple but awesome content. Making a game like this complex and trying to enhance the graphics would throw away everything made it cool. You would need an even more deep emotional storyline than this game has - well, good luck with that. Otherwise, I do recommend to use your ideas you made in making Friend 2 to make a different game.

I do thank you for the game, hope you have found this comment useful!

Yours,

Victor
 
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CzarSquid

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@Victor (or usureki) - Thank you for the review and kind words. Much what you said is spot on. The first game was made to be short and simple, half of it being that I was limited to how much I could make in a short period of time. The second half being literally running out of ideas while making the game itself. So I took shortcuts while I made the first game. These can be seen near the end of the game where some rooms repeat, less choices of rooms to pick from and less exploration. When I was making the second game, I've concluded that I couldn't make something as good as the first game after a few months in. As soon as I started putting depth into it, it got complicated, and diluted the message I wanted to deliver. To be completely honest, I don't think it could deliver the impact I wanted to because the first game did it so well. I'm pretty sure I said this before that gameplay comes before anything else and it just didn't have the gameplay I was satisfied with.

So this new version is really to polish the first game more. The puzzles I had made for the second game work really well with this one as it keeps the simple theme. This is going to be a slow-craft but I will try to finish it within the next month or so. I will have others test it before hand so that the experience will be the absolute best it can be. As for the story, I'm going to be extremely careful with it. When I was adding some backstory into the game, like the reason why things are happening, I realized that it took away some of the message that the game originally set up. Now there will be more to explore and uncover but I will do my best to keep the message in tact.

The first version will remain up for upload as well. So if for some reason you don't like the new version then you will still have the option to play it.

@Marquise* - You still haven't beaten the game yet? 0.o Where are you stuck on because it really shouldn't take you that long to complete the game. You are missing out on the best part!
 
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DragonVine

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So I just decided to play this on a whim, and I was really, really impressed. Very good game.

The simlpistic nature of the graphics really helps in drawing attention to the story, rather than the design (although the design is a huge part of the charm of this game). It is a perfect example of why less is more. It probably only took me about 10 minutes to play through it, but not a second of that was wasted. As the story went on, I felt myself getting sucked in and wondering what was going to happen next, so well done!

Sad and beautiful are the two best words I can use to sum it up. So great job!
 
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Yeah, I'm going to have to derail the "taking stock graphics and remaking them in MS Paint in five seconds is such an awesome, artsy style!" train.

The "puzzles" are "amazing". Well, the only thing puzzling about them is why they're there to begin with (oh wait, padding).
 

Marquise*

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@Marquise* - You still haven't beaten the game yet? 0.o Where are you stuck on because it really shouldn't take you that long to complete the game. You are missing out on the best part!
I think I'm slow then... :p Sorry no matter what I do I seem or to finish in the same corridor or the same multidoor black room. I might refresh my Steam version just to see if I have all in it. My cats also likes my vibes when I play it; so it might means you did also a game that is good for other's mental health. (I have two elderly female cat that jumps between me and my keyboard if I get too nervous on my computer or try to pulls me away like if I forgot a password and have a panic attack about it or get caught in a flame war. But if I have a nice chat, game or a guffaw at the screen, I get a paw hug or a purr around my mouse hand. That's why sometimes I salute folks I am typing to upon their behalf. ;) )


So I guess you don't know it yet but you might have made many many friends while doing that game, because of those too small furry buddies who are thumbless to express or send thank-you for taking care of their adoptive human parents! =^.^=


To be honest, I don't want to BEAT your game; I love it too much! :D
 
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Kes

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I've finally got round to playing this, and I'm glad I did.

I think the minimalist artwork fits the theme very well, and being pared down to the absolute minimum allows for maximum 'reading into' the situation.

The artwork plus the type of puzzles did a good job of conveying the sort of mindset and worldview of someone with (spoiler for those who have not played)

suicidal impulses
An excellent example of 'show, not tell'.

Well done.
 

CzarSquid

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@DragonVine - Thank you for playing! I do hope you give the new version a try once it is done.

@lilyWhite - What I could do better? I'm curious because I deliberately chosen the basic art style to convey the message, reduce time spent on art, and keep it consistent. It's not that I can't make better art but chosen this style to reach my goals.

As for the puzzles, you could say that for just about any game. I understand you don't like the game but without anything suggesting on improving the experience means there isn't anything I can do.

@Marquise* - Alright then. Just let me know if I can help because it wasn't supposed to be difficult or long.

@ksjp17 - "An excellent example of 'show, not tell'." Perhaps one of the biggest goals I strive to reach. There is a lot of symbolism in the game and it sounds like you understand it (along with many others). I'm glad you enjoyed it! 
 

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