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I may have encountered a bug (or I might just be stuck, but) I can't seem to exit the Command window. No matter what keys I enter I can't explore the rest of the programs, the command prompt window remains open.

You should be able to exit by inputting q in the command window and then pressing enter. Let me know if it works :)

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I finally played this game, I think I did everything there was to do in it, there's a lot to love! I loved the theme, the presentation, the balance. Cant believe this is the first im hearing of putnam's ant...

thanks for including a fish tip and a walkthrough, the game can be reasonably challenging, it saved my butt when I was in the command input because I forgot about the "enter q to quit" instruction. Maybe you can also quit on "exit" "quit" and stuff like this for airheads like me XD or repeat the instruction.

other than that the only minor problem I found was that of input lags/drops. It's probably because I have a wireless keyboard, and anyway it's in the game engine, so there's nothing you can do about it, but it feels very unforgiving to damage 0 or heal 0 when I miss all the minigames because my keyboard is acting up xD

I'll be sure to follow whatever you do next :) but question: do I need to keep my save files from this run?

Hi! I am so glad you liked it <3 

I felt like the walkthrough was necessary because the last thing I want my game to be is frustrating. I am glad you found it useful :) To be fair, many problems in this game come from a lack of experience on my part...

"do I need to keep my save files from this run?" No. 

I still have not decided on how to transition from chapter 1 to chapter 2, but I think I will do something similar to what Deltarune did: a simple "What chapter do you want to play?" 

Thank you so much for your interest in my story! It truly is a joy to hear that someone enjoyed something you have worked hard on! <3

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I don't know how much experience you have but there's definitely a lot of things going right in this game. I loved how you didn't just throw in philosophical concepts but used them in a way that makes sense, and the equipment system seems promising. I think it's pretty close to perfect xD 

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Hey friend, played through your game and decided to record it for my channel. You've got some good stuff here! Everything seemed pretty standard in the first half but stuff got really crazy in the second half and the alternate ending especially was really cool. I liked the quick-time events in combat rather than just clicking attack and found the story really interesting when it picked up.


If you're still planning on making another chapter I'm looking forward to it. You did good work here!


Thank you so very much for taking the time to thoroughly explore the game! This was my first project, and though it has many obvious flaws (way too much dialogue being one of them), I am so glad you enjoyed it!

I am so glad you found this game's weirdness engaging! There will definitely be more of that ;)

I am still working on the second chapter, but at the same time I would like to gain a bit more experience to make justice to what I planned the story to be.

Thank you from the bottom of my heart! Seeing people enjoy my work and especially recognize obscure themes and metaphors truly makes me happy. <3

P.S. The shell's voice, together with the voice in the intro and the endings is my (heavily edited) voice acting, distorted to fit in with the rest of the robot voices. :)

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hmm seems i encountered a bug that prevents me from starting the game..says sth like TypeError:this._canvasClearWindowRect is not a function..(I'm playing on a windows parallels desktop on my Mac, not sure if that's the issue..but your other game works just fine!)

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I will immediately look into this. Thank you!

EDIT: I do not own parallels desktop for mac, but I have checked the mac OS native version and it runs fine. You just need to give it permission to run in security & privacy settings. Let me know if you have any problems :)

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thanks! I actually first tried the MAC version and both ur games crashed at launch so i switched to parallels desktop lol

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wait Mac version of this game actually doesn't crash now, but after the video part in the beginning, it shows a black screen (sound still works), and then an error pops up (cannot read property 'resolution' of undefined )

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It's very strage. On my 2013 intel mac the game works just fine, and does not crash after the video sequence. (although I have found out that for some reason it does not let you save the game, probably because MacOs restricts writing privileges)

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yep mac is weird (maybe i'm on the mac m1? quite a few games don't run well on it)

I am so sorry. The reason I could get the game working on Mac at all is because I own this old mac (exporting through windows does not work). Since I don't own an m1 mac, and don't really know what could be causing the problem, I have no idea on how to fix this. Again, I am so sorry.

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Maybe the reason for the other game to run in Parallels and not this is that I used many more plugins that may not be compatible with the program.

Hey, would it be possible to create a .zip file of the game for the technologically illiterate like me? I can't for the life of me figure out the .7z file. 

In case someone else is dealing with a similar issue, I used WINRAR to extract it.

.zip version coming right up! :)

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Hi, I'm really liking what I've seen of the game so far, but I wanted to let you know that there seems to be a minor bug with the Windows package. It seems to be missing some sound effects, specifically Melancholy2.ogg and Deadfish.ogg (there may be others), which results in a bunch of loading error popups when playing the game. I checked the Linux package and sure enough those sound effects are there. 

Thank you so much. I will fix this immediately.

Now it should be fixed. It appears that the "remove unused files" in RPGMaker actually deleted important files... 

Again, thank you so much for your feedback!! <3

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I went ahead and played through C:\FOR\EVER on the Windows package and it's working perfectly now. What a wild ride of a game that was! The most memorable thing about the experience for me is just how creepy and distinct it feels from the standard RPG Maker experience while still coming off as polished and smartly put together. I see some bits of OMORI and OFF in the aesthetic though the music and interspersed media elements/fourth wall breaking really give the game its own flavor. 

The combat also really sticks out to me as a strong point. It's fun because of how much character the enemies have and just how satisfying the sound and graphics of the attacks are in general. I also really like both the normal and boss combat themes. I got a little overwhelmed by the Paper Mario-esque interactive attacks at first but once I got the hang of using each one they all started to feel pretty natural. My only beef with the system is that having to mash like crazy for several seconds every time Stephen uses a heal skill gets annoying real quick, I'd prefer if it was maybe toned down a bit.

As for the story, it does a really great job getting across the moods of guilt, regret and obsession, and how the main characters deal with them, even if we don't understand the specifics of what's happening in the story. There's so much abstract visual spectacle here that I feel like I'm getting jumbled glances at some bigger picture that would maybe make sense on repeated playthroughs. It's not even clear who the antagonist of the game is or if there even is one at all. 

Normally in a game this would be the point I'd start digging up wiki articles piecing together hundreds of scraps of lore but since that obviously isn't here for C:\FOR\EVER I'm going to have be satisfied with some educated guesses. I've played through enough to get both endings and I still don't really know what we actually accomplished. This is probably going to get expanded upon in the sequel since this is apparently just a demo, so maybe just waiting is the only way to get some real answers.

Probably the biggest mixed bag for me in the game is the puzzle elements. There's quite a few of these, both in terms of figuring out what to do next to advance the story and getting past traditional RPG obstacle rooms. Some of these I enjoyed- the fetus stone hallways and the floor tile puzzle come to mind- but a couple others, like the ghost maze in particular, felt like a lot of frustrating trial and error. I think conceptually this room works it just could be tweaked a bit to help players not have to redo the same passageways so much. I imagine that room in particular is going to be the number one obstacle gating players from getting the alternate ending of the game.

Overall, though, C:\FOR\EVER was a fun and unsettling experience that's a cut above most free RPGs you'll find on itch.io in terms of craftsmanship and creativity. If the aesthetic of the game looks interesting to anyone reading this review I definitely recommend checking it out.

Thank you so very much for this review! I want to assure you that I have a bigger picture in mind and a role for the characters portrayed, and that I will expand on the lore in the next Thesis.

I will listen to your observations and gripes with the game. You are completely right in regards to the ghost maze. I will add some faint light to at least understand where the things are coming from. About the mashing attacks, I thought I was just being slow while testing... :)

I am so happy you liked the game. <3


-- SPOLER -- 

What is accomplished in the second ending is that Stephen, "Armless", and thus completely reliant on Her, gains a degree of independence thanks to Jacob Stedman.