The setting is a forest. The time is a few minutes before nightfall. He has awoken in the forest and has absolutely no clue how he arrived there. He looks in an attempt to find something to anchor himself to, but all he manages to find is a young woman who also appears to be lost. He is unsure if he can trust her, but she seems to be his only respite in this strange solitude he finds himself caught in. There is a strange aching in his head as he walks through the woods in the dark, something isn’t right, but he can’t pinpoint what the problem is. As he falls asleep for the first night he finds himself enveloped in a dream...No not a dream...a nightmare. Will he find his way out of the forest and unravel why he is there, or will the strange dreams and paranoia get to him and leave him lost, alone or possibly worse?
(The word you hover over will animate with the water animation below)
Other bits of info:
This is meant to be a short game, the original goal was an hour of solid play. This may increase but the goal is no less then an hour. The game will feature 2 main endings(good and bad ends) as well as a true end, which extends the story in a meaningful way. Due to the personality system, the story can be played a second time to get a very different experience with Aria. This is actually recommended as it plays into the true end(might make both plays required to unlock). If I have the time there will be a third personality added. This visual novel is not a dating sim, and it also will not include Japanese honorifics/slang etc. Its rating will be something along the lines of PG13, or T for teen.
We are looking at a launch of sometime early 2015, I'm personally gunning for February if we can manage it.
Hello and welcome to A Stroke of Madness. I realized at the start of 2014 that I really wanted to create a visual novel. So I began to think up ideas and work around the constraints of the medium and my abilities.
I knew I would have to make the cast of characters limited and to limit the location so I wouldn't have to draw a huge list of different backgrounds. I had a very different plan originally, in which It was going to be a police interrogation story. This was going to take place almost entirely in 1 room and only have 1 character ever appear on screen. The player was going to have to decide if the person being questioned was innocent or not. This idea was dropped as it simply wasn't interesting enough to me to move forward with it.
This led me to the creation of A Stroke of Madness. i wanted to make a more fantastical game with some mild mystery elements. By setting the game primarily in a forest I was able to cutback on background art while still delivering a varied amount of backgrounds. I'm also significantly better at drawing landscapes then I am buildings.
I broke the cast down to more or less two characters, and decided on a more character focused story. This allows for the limited characters to feel more important due to the extra time spend building up their relationship. I hope that through this approach the characters of Blaise and Aria will feel more genuine then if there were 10 other cast members vying for time.
The game is short as another means to improve the overall quality of what you do get. I want this game to feel polished and to create a polished first game I feel I need to work small-scale. As soon as you work too large it becomes too hard to ensure quality throughout.
I will be updating with new images that will be used in the game as well as some for fun images. Anyways, I hope that everyone enjoys the game when its released ^_^
Here is an example of an early portrait I drew for Aria. I wanted to give her a less anime look, so I made her head/face shape less sharp and more rounded. I wanted her to make her unique looking as well so I gave her thicker eyebrows and included the straggle hair on the top of her head. I think this inclusion made her more visually
This is the current design for Blaise, although in actuality this was drawn as one of the characters for the Interrogation story I mentioned earlier. I'm not entirely sure I will be keeping this design, but I do think it works rather well for him.
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