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You're a girl who can modify the game-variables in the objects around you.

Also, you can summon C.L.A.R.A, a friendly robot willing to help you in your adventures. There are many variations in the way each level is played, but we prefer to keep the details secret. It's a surprise.



Complete the levels and be part of an adventure that will change the world!




Object interaction:


You can interact with the objects using your character, a message will appear showing you the different actions you can perform. You can also switch between actions.



Modifying game-variables:


You can switch to the editor-mode in order to modify the game variables around you.



Each game-object has multiple variables and functions.

You can also create a window to do a certain action faster.


Each modification costs a fragment, so try not waste them.


Summoning CLARA:


If you need to cross through a narrow place, reach a button, a switch, a lever, or any random object that is out of reach, you can call for help. C.L.A.R.A. is a friendly robot that is willing to help you unconditionally, but be careful, she can only be called a certain number of times, make the very best of each call.





Nora Porter

Intelligent, charismatic, full of energy, self-confident and loving (most of the time). Nora is a girl who must adapt to her new reality, her life has taken a 180° turn and she knows that the best thing to do is to keep going; however, the path she chose to follow is more difficult than she thought. You'll play with her a big part of the game, so she's basically the main character.



Marco Ruiz

A 34-year-old man, sarcastic, curious, good-hearted. Marco is incapable of feeling any kind of empathy, life has made him a hard man who must take charge of his decisions; he owns all the facilities, created Alisson and made Nora's robotic body, saving her life. In his youth he discovered the way to alter reality by coding; basically, he's the one who started it all.



Alisson

She is a robot created by Marco to help with tasks within the facility; he programmed her emotions according to his personality, so most of the time she thinks and acts like Marco would with very little variation. However, over time she has begun to seek her own identity.


The game's still in development, very soon the first three levels will be released, and as time goes by through updates we will be adding more content.
Stay tuned for more news!

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Hello, JBERMEA here!
Larissa-CODE started as a small quarantine project, I wanted to take advantage of my free time to learn new programming concepts, however the more I developed, the more I realized the potential that this project can have.


So I set to work designing levels and thinking in a story.
The final result (at least in theory) I ended up liking it a lot, I invested these last weeks cleaning up a bit my code, and I managed to make the fps increase significantly!


Pro tip: If you want to save yourself a lot of performance problems with your projects, use "delegates", they are really very useful.

Anyway, the last code I cleaned up was the dialogs, I reduced almost 50 lines of code, basically I started it from scratch. While I was re-doing the code I had many mixed feelings, on the one hand I was furious about having to work so much in something that I had already done, but on the other hand I was happy to have been able to come up with a new system much more powerful and that doesn't demand so many resources from the player.

Improvements in the dialogue system.

I share with you a screenshot of the dialogue system:

ss6


Also, I added some features to make the experience more user friendly, below I'll make a small list about their additions.

  • Now you can skip the dialog by clicking or pressing space.
  • If you press control, the dialog will continue automatically.
  • If you press shift, the dialogs will pass very quickly (the "skip" button)
  • If there is any cinematic playing, by pressing click or space you can skip it.

auto

skip


Changes in the post-processing effects.

Also, I've been trying to improve the aesthetics of the game by changing the post-processing effects, the "bloom" effect more specifically; but it's not an easy task, I feel like part of the immersion is lost if the effect is very dim, but if it's very noticeable it affects so much that it ends up being annoying to the eye.
This is an image with the bloom at 100%.

3volumA


This is an image with the bloom at 150%.

4volumB


Designing characters

I have also been working on the design of some female characters, they are not so elaborate drawings but they were useful to practice a little bit the drawing style I will be using in my project.

sda32



This video is from two weeks ago, many aesthetic things have changed, in the next update you will be able to see the progress of the project in its current condition.


GJMini


To finish (and taking advantage that this is the first public DevLog of this project) I would like to give you some info about how I would like to handle some details of the game in general:

  • The game will be free.
  • The plot will be episodic.
  • It will receive constant updates with new content.
  • It will have some acidic humor and will touch delicate topics, so I don't recommend you to play it if you are a sensitive person.
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Larissa - CODE
Platforms
Windows
Creator
JBERMEA
Engine
Unity
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Sci-Fi
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Latest tweets from @jbgames05

Hello! Some fast updates of the project✨✨✨ More info: Gamejolt.com #indiedev #IndieGameDev #indiegame T.co

Oct 28 2020

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