Konstandin (demo available)

Nouin

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Konstandin is a game in development made using the RPG Maker VX Ace engine. It falls under genres such as mystery and psychological horror. The exact release date is yet to be given, but we plan on finishing the game within this year.



One year has passed since the 26 year old Rinor Avdiu and his wife Aulona moved to a village called Buroja. The couple tends to live a relatively happy marital life, though the village seems to have an old scary legend in which Rinor is unconsciously taking part in. The legend of a cursed knight, called Konstandin. The story revolves around Rinor who tries to find the meaning behind it, while he faces deep mental and horrific challenges.





 Rinor Avdiu: He is 26 years old and earns his living through art commissions and design. Rinor is a typical gamer who loves playing online games the most, which his wife Aulona on the other hand hates. Other hobbies include: eating, sleeping and procrastinating. Even though he tends to forget things, he is a very lovable, strong and caring person. 



Aulona Avdiu: She is 25 years old and a historian. Usually Aulona is occupied with doing history research and cleaning   up her husband's mess. Her hobbies include: reading and cooking. Most of the time she is mature, calm and self contained, but tends to get mad when Rinor plays games instead of helping her with the housework. 



Tringa Fazliu - she is 14 years old and lives in an orphanage together with Mona. Tringa doesn't like talking about her past and often takes care of Mona, playing the role of a big sister. She has a great sense of responsibility and is very protective towards the people she loves.

 

Mona Limani - she is 8 years old and got taken into an orphanage after losing her parents in a car accident when she was 6. Mona loves writing and has great analytical skills for her age. She is a shy, docile and very lovable girl, but can also be demanding and bratty sometimes.

Note: more characters will be added once the images are ready.

















RPG Maker VX Ace Engine © Enterbrain

Script:

Yanfly

Yami

Mog

Galv

WyreScript

modern algebra

Victor Sant

Music:

Purple Planet Music

H/MIX GALLERY

Darren Curtis

Sprites:

http://www.geocities.jp/kurororo4/looseleaf/  (Mack)

Art (including parallax and character art):

Nouin 

Other resources:

Celianna

You can download the demo here:

 http://konstandin-rpg.tumblr.com/download
 
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Ever

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I guess I am a sucker now for anime art styles.
 

Nouin

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That's nice to hear xD
 

C-C-C-Cashmere (old)

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Looks brilliant. I know you requested a review for this over at rpgmaker.net, but I will pre-empt my review with my initial impression that this might blow up big time. Wish you and the team all the best.
 

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Looks brilliant. I know you requested a review for this over at rpgmaker.net, but I will pre-empt my review with my initial impression that this might blow up big time. Wish you and the team all the best.
Thank you, just make sure to download the latest version of the demo and check every inch of the game while playing, we fixed some minor bugs but there could be more, we would appreciate if you report any bugs you find. (We updated the download on rpgmaker.net and on tumblr)
 
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cabfe

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Beautiful graphics and fog.


Nice having a different sprite when you dash!


After going out of the mansion:


(by the way, the map is named House enterance with an extra E)

I went to the east side river map, used Action on the blood pool, just to get killed without warning?


Maybe I'm not used to this kind of game, but being killed that way is discouraging.


Same thing going south...


Is that supposed to be a trial&error game?


And again with the talking tree...


Sorry, that's not my kind of game. I gave up there.
 

Nouin

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I see, sorry about that XD

Our game is supposed to be hard, deceiving and sometimes unreasonable. The player has to face challenges while he decides where exactly to go as it could be a trap. So environmental decisions must be made. We wanted the player to feel insecure. The player is always curious to investigate the blood spots, so it's kinda predictable. However we are well aware that we can not attract every kind of player. We just targeted a specific audience, who likes psychological challenges and the feeling of insecurity. Its genre is horror for some reason.

Anyways thanks for trying it out!

Regards,
Nouin
 
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Goatrider

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I'm currently playing the demo and have enjoyed it up until now. I'll put my opinions here:

I really like the look and atmosphere of the game, and while the pointless instant death is annoying, it does give a sense of uncertainty to the game. Though I was slightly put off exploring in case I was punished for my curiosity and have to sit through the title screen again. The puzzles I find to be clever and interesting without being too difficult to figure out, and I love all the custom art that's gone into it.

Now, on to what's been really bugging me. I've entered the cottage after talking to the Mask thing, made my way through the hallway with the statues. Then I come to a room with the Shadow bloke playing piano. In this room I can't do anything but watch the cutscene.... Then he says FEAR THE NIGHT and I am taken back to the title screen, I take it I'm dead again? There doesn't seem to be anything I can do and I can't go back either. Have I done something wrong? Am I missing something? I'd love to keep playing but I seem to be stuck any help would be great.
 
 

Nouin

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I'm currently playing the demo and have enjoyed it up until now. I'll put my opinions here:

I really like the look and atmosphere of the game, and while the pointless instant death is annoying, it does give a sense of uncertainty to the game. Though I was slightly put off exploring in case I was punished for my curiosity and have to sit through the title screen again. The puzzles I find to be clever and interesting without being too difficult to figure out, and I love all the custom art that's gone into it.

Now, on to what's been really bugging me. I've entered the cottage after talking to the Mask thing, made my way through the hallway with the statues. Then I come to a room with the Shadow bloke playing piano. In this room I can't do anything but watch the cutscene.... Then he says FEAR THE NIGHT and I am taken back to the title screen, I take it I'm dead again? There doesn't seem to be anything I can do and I can't go back either. Have I done something wrong? Am I missing something? I'd love to keep playing but I seem to be stuck any help would be great.
 
Hello, I am glad you enjoyed it and shared your opinion about the game. You are not stuck, this is just the "Demo" as mentioned above, if you don't get the "Game Over" screen then you are not dead but the demo has ended.
 

Goatrider

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Oh. Well in that case, perhaps just letting the player know they've reached the end of the demo, like "To be continued" or something would be nice. I spent ages trying to figure out what to do. A little short but otherwise great demo. I look forward to seeing more.
 

Nouin

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Oh. Well in that case, perhaps just letting the player know they've reached the end of the demo, like "To be continued" or something would be nice. I spent ages trying to figure out what to do. A little short but otherwise great demo. I look forward to seeing more.
Thank you, we'll keep that in mind.
 

Ksi

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So, I did an LT of this demo and I had a lot to say on it. Here's the video and under it would be my review/feedback.

Liberty Plays Konstandin Demo 1




Please be warned that this review contains spoilers for in-game content.


Graphics
Graphics are quite nice in some aspects, not so great in others. It's a bit of a mixed bag which is sad because there's a lot of potential shown here. If I had to sum graphics up in a few words they would be 'nice but half-assed'. How so?

The graphical components are a hodge-podge of different styles in the demo. Some are very obviously lovingly crafted but! they often are coupled with graphics and mapping that is less than stellar. This distracts and detracts from the custom graphics and leaves the demo feeling unfinished. Which, granted, it is, being a demo and all but it also comes off as disjointed in a few areas which does no favours for the whole feel of the game.

An example of this is the disparity between the house inner and the cottage inner. One is filled with -not badly mapped, but not well mapped either- RTP tiles, while in the other everything is custom or highly edited. This, sadly, adds a realm of disbelief in the world of the game since comparative items are used that break the immersion - key point, the beds. One is the size of the sprite, the other is much, much larger.

Another graphical issue is simply that the atmosphere doesn't do anything to help the game. This is a horror game. It is made to scare the player. Currently the demo doesn't do this, bar one occasion. Said occasion is a jump scare that you could see coming a mile away and it was not so much the actual event that caused the jump but the content itself.

There is no build-up to incite release. There's no stringing the player along and making them worry for their character. There is nothing that gives you the feeling of danger and what few sudden deaths there are just don't make sense or do not shock because of that lack of build-up. It's something that the creators will have to work on in order to actually make a horror game, else the whole concept falls flat.

Story
Your wife is missing. It is the middle of the night. Go find her.
That is the premise of what story there is and it's not very gripping. Sadly, in the demo there was no emotional attachment to the wife for the player. Your only clue that the hero is romantically involved with said woman (who we only ever see a shadow of and may not actually exist at all as far as the player is concerned) is the word 'dear' in some intro dialogue and the double bed your hero wakes in. It is only later that the hero mentions her as his wife.

Character depth is missing, but that's too big an issue with most horror RPGs. Frankly, nameless little girls tend to be a trend in the horror world (not that I can talk about that ;p ) so it is nice to change to a man. I've been told that there are plans and that there will be a very engrossing story but we see none of it with-in the demo.

In fact, that only really interesting point is right at the end - the introduction of Shadow. Sadly, he's not enough to pull along the story or even make you that curious about what will happen next. He babbles out a few philosophical lines about being the main character - an 'other self' if you will - and that said missing wife is his as well and... that's it. End of game. But he's nothing we haven't seen before in other horror games so he comes off as not quite interesting. Hell, the shadow in The Way (not a horror game but with aspects of horror) was more interesting and it didn't get to talk until much later in that game, from what I recall.

I think one thing that makes this antagonist fall flat is the lack of action on his part. We meet him playing a piano, cue applause from shadow figures, them 'dying' and... that's it. He doesn't do anything to inspire us to fear or worry about him so, sadly, he falls flat.

As for the title character? We only ever see him on the title screen. I thought that was the wife, actually, since we know she has brown hair thanks to some interaction with a giant (graphically out of place) mask. Who is this guy and why is he relevant? No idea.

What would have made this better was some sort of shown affection and interaction between husband and wife. Hell, add in cutesy-lovey flash-back time with the beloved pet in the back yard (who you only know is a pet and not some wild animal that got slaughtered and dumped there thanks to one line of dialogue) and there would have been a lot more incentive to actually care about the main character and his plight.

One thing I can say, though, is that the writing - while stilted in a few cases - is well done. Grammar, spelling and punctuation (bar a few ellipses overuse) was used well and dialogue flowed decently, what there was of it.

Sound

There wasn't much music from what I could hear, but then I had to turn the sound down pretty low due to it being very early morning and the recording of the game. That said, what there was was decent. Nothing mindblowing, but decent.

Sound was used in some cases and that's great, but there needed to be more subtle use of it to build tension and atmosphere. The lack of music should make you tense in a game like this but it didn't. The sound effects were decent but more of them were needed to herald the coming of bad things - an example would be the sound of rushing water near the river. Add a small overlay of drips when the body pulls itself out to stab you and you'd have created a bit more atmosphere.

Some sounds were, sadly, jarring. The manic laughter, for example, was quite cliche and didn't really convey anything. Madness? Not really, it wasn't the right kind of crazy laughter for that. Still, at least there were sounds used, but more would definitely help.

Gameplay

Gameplay wasn't bad in most cases. It was probably my computer but I experienced some lag at times, so just double-check that there's appropriate lag killing in events just in case.

When there weren't bland deaths, there were bland puzzles. They didn't really require you to think or retain information, to explore or really do anything interesting.

One was basically guessing what the tree wanted, collecting the required item which was a few unhindered screens away and then grabbing a key. The weirdest thing about that part was the sudden appearance of the choice items just outside the screen where the tree was after you 'get the quest' and the just as sudden disappearance after you fulfil the quest. It would have been a better idea to encourage exploration by making those items collectable through the maps between finding the tree, then having to make a choice as to what to use on the tree when it asks for your 'aid'. Not only would there have been better interaction, but it would have encouraged exploring your maps instead of just breezing through them.

The second 'puzzle' involved checking a room for items, reading a book and then leaving. That was it. You get a poem, which I'm sure comes in handy later, but perhaps you could have involved other aspects into the puzzle like, oh, finding a way to get the book out from under the bed (where Mr Jump-scare lived) without dying by using different items in the room.

The last quest was also an odd one. You had to answer four statues and pick the right choice. Get it wrong, instant death. A sign told you the answer at the start and... that was is. Just save and fudge your way through it. Get it wrong, reload, retry. It just didn't engage the player at all. Why were we answering these statues beyond getting past them? Where did they come from? Why were they blocking the way and how did they get there? It just really came off as filler for fillers' sake - a way to pad out the game without actually making puzzles that required real thought.

I mean, you could have had the four statues all around the forested areas (there was one in the lake) and have them ask questions which you could find the answers to in books hidden around the house. It would involve learning more about the hero - what books a person keeps says a lot about themselves - and tie in to the whole 'other self as me' thing - that the locks were parts of the hero's persona that he needed to remember. Throw in something like a wedding album where you can see a wedding photo or pictures, letters, personal bits and pieces that you could sort through and there's a lot more addition to the characterisation of your hero and his wife right there.

Summary

Look, I wanted to like this demo, I did. It has some really nice looking graphics but they're let down by laziness (you created giant footprints that are about the size of the hero's head when it would have been just as fast and easy to have created appropriately sized ones.) Some scenes could have had really cool stuff done with them like the body in the water, but it was opted to just do a slap-dash job of it instead of bothering to really make it shine a bit more. Puzzles were bland, sounds were okay but didn't help build atmosphere and in cases were jarring, characters weren't fleshed out enough and the plot was vague and basic (not in a good way) at best.

I know. It's a demo. Sure, I get that. I get that desire to release something into the world and say "Hey, look, see what I got here, check it out~" but the thing is - and I said this in my LT but I'm gonna say it again - demos are supposed to drum up excitement for a game. They should pop out and stick in the mind so that when you do release the game in full people will be all "Oh, hey, I remember that game! I want to play it!"

Unfortunately, this demo just didn't do that for me. Give it six months and more likely than not, all I will remember of it is the controversy that struck up over the reviews. And that is sad because I do see some promise in this. I can see the shiny little diamond that it wants so badly to be. I just think it should have been given a bit more love and polishing because at the moment, it's more coal than gem and it deserves more than that.
All in all, it's a decent start. There's a lot that can be built off what you currently have but it does need some work in order to become something scary. Like I said in the video:-

"When making a spooky game, it's as much what you don't show as what you do. It's a keen balance of mystery and building up tenseness (sic). You get the character tense by making them expect something and then pull it away from them. So make them expect something to happen, and when it doesn't, they're like, "Wait, that didn't happen like I thought it would, so now what?" It gets in their heads and makes them think, "OK, so I was wrong about that, what else am I going to be wrong about?" That tenses them up because then they don't know where the attack is going to come from. That makes them think nothing is safe."

Currently, the game doesn't do that, but it could. It very easily could with a bit more work. So, keep at it. I look forward to seeing how the game evolves and will gladly give it another playthrough at a later date when the story and characters are a bit more fleshed out and there's more atmosphere and scares in it. Afterall, that's what playing a horror game is all about~ ^.^
 
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Nouin

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So, I did an LT of this demo and I had a lot to say on it. Here's the video and under it would be my review/feedback.

Liberty Plays Konstandin Demo 1




Please be warned that this review contains spoilers for in-game content.Graphics

Graphics are quite nice in some aspects, not so great in others. It's a bit of a mixed bag which is sad because there's a lot of potential shown here. If I had to sum graphics up in a few words they would be 'nice but half-assed'. How so?

The graphical components are a hodge-podge of different styles in the demo. Some are very obviously lovingly crafted but! they often are coupled with graphics and mapping that is less than stellar. This distracts and detracts from the custom graphics and leaves the demo feeling unfinished. Which, granted, it is, being a demo and all but it also comes off as disjointed in a few areas which does no favours for the whole feel of the game.

An example of this is the disparity between the house inner and the cottage inner. One is filled with -not badly mapped, but not well mapped either- RTP tiles, while in the other everything is custom or highly edited. This, sadly, adds a realm of disbelief in the world of the game since comparative items are used that break the immersion - key point, the beds. One is the size of the sprite, the other is much, much larger.

Another graphical issue is simply that the atmosphere doesn't do anything to help the game. This is a horror game. It is made to scare the player. Currently the demo doesn't do this, bar one occasion. Said occasion is a jump scare that you could see coming a mile away and it was not so much the actual event that caused the jump but the content itself.

There is no build-up to incite release. There's no stringing the player along and making them worry for their character. There is nothing that gives you the feeling of danger and what few sudden deaths there are just don't make sense or do not shock because of that lack of build-up. It's something that the creators will have to work on in order to actually make a horror game, else the whole concept falls flat.

Story

Your wife is missing. It is the middle of the night. Go find her.

That is the premise of what story there is and it's not very gripping. Sadly, in the demo there was no emotional attachment to the wife for the player. Your only clue that the hero is romantically involved with said woman (who we only ever see a shadow of and may not actually exist at all as far as the player is concerned) is the word 'dear' in some intro dialogue and the double bed your hero wakes in. It is only later that the hero mentions her as his wife.

Character depth is missing, but that's too big an issue with most horror RPGs. Frankly, nameless little girls tend to be a trend in the horror world (not that I can talk about that ;p ) so it is nice to change to a man. I've been told that there are plans and that there will be a very engrossing story but we see none of it with-in the demo.

In fact, that only really interesting point is right at the end - the introduction of Shadow. Sadly, he's not enough to pull along the story or even make you that curious about what will happen next. He babbles out a few philosophical lines about being the main character - an 'other self' if you will - and that said missing wife is his as well and... that's it. End of game. But he's nothing we haven't seen before in other horror games so he comes off as not quite interesting. Hell, the shadow in The Way (not a horror game but with aspects of horror) was more interesting and it didn't get to talk until much later in that game, from what I recall.

I think one thing that makes this antagonist fall flat is the lack of action on his part. We meet him playing a piano, cue applause from shadow figures, them 'dying' and... that's it. He doesn't do anything to inspire us to fear or worry about him so, sadly, he falls flat.

As for the title character? We only ever see him on the title screen. I thought that was the wife, actually, since we know she has brown hair thanks to some interaction with a giant (graphically out of place) mask. Who is this guy and why is he relevant? No idea.

What would have made this better was some sort of shown affection and interaction between husband and wife. Hell, add in cutesy-lovey flash-back time with the beloved pet in the back yard (who you only know is a pet and not some wild animal that got slaughtered and dumped there thanks to one line of dialogue) and there would have been a lot more incentive to actually care about the main character and his plight.

One thing I can say, though, is that the writing - while stilted in a few cases - is well done. Grammar, spelling and punctuation (bar a few ellipses overuse) was used well and dialogue flowed decently, what there was of it.

Sound

There wasn't much music from what I could hear, but then I had to turn the sound down pretty low due to it being very early morning and the recording of the game. That said, what there was was decent. Nothing mindblowing, but decent.

Sound was used in some cases and that's great, but there needed to be more subtle use of it to build tension and atmosphere. The lack of music should make you tense in a game like this but it didn't. The sound effects were decent but more of them were needed to herald the coming of bad things - an example would be the sound of rushing water near the river. Add a small overlay of drips when the body pulls itself out to stab you and you'd have created a bit more atmosphere.

Some sounds were, sadly, jarring. The manic laughter, for example, was quite cliche and didn't really convey anything. Madness? Not really, it wasn't the right kind of crazy laughter for that. Still, at least there were sounds used, but more would definitely help.

Gameplay

Gameplay wasn't bad in most cases. It was probably my computer but I experienced some lag at times, so just double-check that there's appropriate lag killing in events just in case.

When there weren't bland deaths, there were bland puzzles. They didn't really require you to think or retain information, to explore or really do anything interesting.

One was basically guessing what the tree wanted, collecting the required item which was a few unhindered screens away and then grabbing a key. The weirdest thing about that part was the sudden appearance of the choice items just outside the screen where the tree was after you 'get the quest' and the just as sudden disappearance after you fulfil the quest. It would have been a better idea to encourage exploration by making those items collectable through the maps between finding the tree, then having to make a choice as to what to use on the tree when it asks for your 'aid'. Not only would there have been better interaction, but it would have encouraged exploring your maps instead of just breezing through them.

The second 'puzzle' involved checking a room for items, reading a book and then leaving. That was it. You get a poem, which I'm sure comes in handy later, but perhaps you could have involved other aspects into the puzzle like, oh, finding a way to get the book out from under the bed (where Mr Jump-scare lived) without dying by using different items in the room.

The last quest was also an odd one. You had to answer four statues and pick the right choice. Get it wrong, instant death. A sign told you the answer at the start and... that was is. Just save and fudge your way through it. Get it wrong, reload, retry. It just didn't engage the player at all. Why were we answering these statues beyond getting past them? Where did they come from? Why were they blocking the way and how did they get there? It just really came off as filler for fillers' sake - a way to pad out the game without actually making puzzles that required real thought.

I mean, you could have had the four statues all around the forested areas (there was one in the lake) and have them ask questions which you could find the answers to in books hidden around the house. It would involve learning more about the hero - what books a person keeps says a lot about themselves - and tie in to the whole 'other self as me' thing - that the locks were parts of the hero's persona that he needed to remember. Throw in something like a wedding album where you can see a wedding photo or pictures, letters, personal bits and pieces that you could sort through and there's a lot more addition to the characterisation of your hero and his wife right there.

Summary

Look, I wanted to like this demo, I did. It has some really nice looking graphics but they're let down by laziness (you created giant footprints that are about the size of the hero's head when it would have been just as fast and easy to have created appropriately sized ones.) Some scenes could have had really cool stuff done with them like the body in the water, but it was opted to just do a slap-dash job of it instead of bothering to really make it shine a bit more. Puzzles were bland, sounds were okay but didn't help build atmosphere and in cases were jarring, characters weren't fleshed out enough and the plot was vague and basic (not in a good way) at best.

I know. It's a demo. Sure, I get that. I get that desire to release something into the world and say "Hey, look, see what I got here, check it out~" but the thing is - and I said this in my LT but I'm gonna say it again - demos are supposed to drum up excitement for a game. They should pop out and stick in the mind so that when you do release the game in full people will be all "Oh, hey, I remember that game! I want to play it!"

Unfortunately, this demo just didn't do that for me. Give it six months and more likely than not, all I will remember of it is the controversy that struck up over the reviews. And that is sad because I do see some promise in this. I can see the shiny little diamond that it wants so badly to be. I just think it should have been given a bit more love and polishing because at the moment, it's more coal than gem and it deserves more than that.
All in all, it's a decent start. There's a lot that can be built off what you currently have but it does need some work in order to become something scary. Like I said in the video:-

"When making a spooky game, it's as much what you don't show as what you do. It's a keen balance of mystery and building up tenseness (sic). You get the character tense by making them expect something and then pull it away from them. So make them expect something to happen, and when it doesn't, they're like, "Wait, that didn't happen like I thought it would, so now what?" It gets in their heads and makes them think, "OK, so I was wrong about that, what else am I going to be wrong about?" That tenses them up because then they don't know where the attack is going to come from. That makes them think nothing is safe."

Currently, the game doesn't do that, but it could. It very easily could with a bit more work. So, keep at it. I look forward to seeing how the game evolves and will gladly give it another playthrough at a later date when the story and characters are a bit more fleshed out and there's more atmosphere and scares in it. Afterall, that's what playing a horror game is all about~ ^.^
Thanks, I already saw this on RMN, you posted it on our game there. Good job, we'll keep that in mind.

Regards,

Nouin
 

shayoko

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-No demo availible tho it says there is

-i disagree with the thoughts on the lp its a different type of horror. its not bad.except for too many jump scares

-you may wish to change the planned release date for this year,couple days left until 2015 lol...

-post a update at least once a month so people see that the projects alive.

-dont forget to have unencrypted backups

would like to see this completed game keep it up!

Edit

it does not say 2015 and was obviously posted in 2014
 
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C-C-C-Cashmere (old)

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When the the release date says 2015, it means sometime during 2015, not necessarily the beginning of 2015. Also the project might not be alive. Also developers are not obliged to show unencrypted backups of any of their games. It's a choice if they want to be generous or not.
 

mylafter

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This looks really cool. Very anime inspired. I'm gonna try out the Demo!
 

FishDiamond

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When the the release date says 2015, it means sometime during 2015, not necessarily the beginning of 2015. Also the project might not be alive. Also developers are not obliged to show unencrypted backups of any of their games. It's a choice if they want to be generous or not.
This project seems to be very alive, they just don't use these forums anymore I guess. They released a new demo a few days ago. :guffaw:
 

C-C-C-Cashmere (old)

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They did? Hm. I wonder if it's good.

Edit: I'm 30 minutes into the main demo. All I can say is that this project has improved a lot since the last release. I'll give a review soon.
 
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