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Disco-Like Travelling at Night - a dialogue-driven choices-matter combat-free CRPG from Weather Factory

Crayll

Liturgist
Joined
Sep 5, 2014
Messages
191
I loved Cultist Simulator so it's extra disappointing this guy is getting further and further away from creating games. Book of Hours barely had gameplay at all, and now he's just writing visual novels.
 

Tyranicon

A Memory of Eternity
Developer
Joined
Oct 7, 2019
Messages
8,046
I loved Cultist Simulator so it's extra disappointing this guy is getting further and further away from creating games. Book of Hours barely had gameplay at all, and now he's just writing visual novels.
Are you talking about Alexis Kennedy? No idea if he's still with the company or what his position is, but IIRC, he's a writer primarily so this doesn't surprise me at all.
 

Crayll

Liturgist
Joined
Sep 5, 2014
Messages
191
I loved Cultist Simulator so it's extra disappointing this guy is getting further and further away from creating games. Book of Hours barely had gameplay at all, and now he's just writing visual novels.
Are you talking about Alexis Kennedy? No idea if he's still with the company or what his position is, but IIRC, he's a writer primarily so this doesn't surprise me at all.
Yeah, Alexis Kennedy. Since he got me-too'd and kicked out of Failbetter Games his current company is just him and his girlfriend/sex slave.

He's definitely primarily a writer, but it's the kind of writing that works best as short rewards locked behind gameplay. Book of Hours was a horrible slog because it did away with that, and I can't imagine this will be any better.
 

Zed Duke of Banville

Dungeon Master
Patron
Joined
Oct 3, 2015
Messages
13,279

Morpheus Kitami

Liturgist
Joined
May 14, 2020
Messages
2,713
I can't help but feel like this trend of games with large numbers of skills but without combat is the result of someone with a monkey paw wishing that someone would make a game like Twilight 2000/MegaTraveller that actually used all the skills they gave out.

Anyway, this looks like it will be completely unremarkable. Cultist Simulator was made with mechanically light gameplay that tried to make up for it with good writing, but the writing wasn't good enough to make that work. So you got a game where you just endlessly figure out how to advance and then wait for it to happen. Which was interesting enough for some people, but everything that went into the design of that game just isn't going to work with something like this.
 

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