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Ravwyn

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A member registered Mar 03, 2021

Recent community posts

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Please, indulge us ...with more of this =)
BTW - As a (Fallen Doll) Operation Lovecraft backer, I see the inspiration and cannot wait to see where you take this idea. Good Luck!

I can't find this game's overview page by using Itch.io's own search function. Shadow banned? Since I know no other way (aside from Patreon) to let you know, I'm writing here. Feel free to remove this post if deemed necessary.

Yo, any news? Has bee a hot minute. It would really be helpful if this project would receive some form of official send-off or sunset if it's not actively maintained anymore.

Slimegirls FTW! ^-^'

Have a nice vacation/recharge time!

Like we all looove to do, with a Karen ^-^

Interesting addition! I wasn't aware this was requested, seems super cool. Another way to immerse oneself in the fantastic world of CV! The "Pets" are somewhat special NPCs for me, since WE caused their demise hehe 

 I haven't checked out the game since it's 5.1.1 "release", since I'm still unable to find any roadmap or anything. When is a good time to resume (or to be precise - start anew) playing the vampire route? I really don't get the structure of your release cadence, aside from the Patreon trickle. ^^

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Is this still being maintained / actively developed? Doesn't seem like it, which would be rather sad - you supply our only streamlined, powerful and accessible tool for interactive CYOAs =)

Nice! Always the teaser for next time XP

Very interesting little project - Your ambition shines through very strongly here. Short but nice! =)

The story is quite - interesting. Seems like it's infused with a lot of "real" =) Hope he got what he deserved, at some point.

Alright =) I think I got a general idea, thx for responding (again).

Ahh, nice! God-tier concepts scribbled onto paper. The best "quality-content" there is XP

I'm curious, is there a roadmap or something similar available? I thought, a few updates back, the game received its final story update - and everything is being smoothed for the impending Steam release. Yet - I see you happily sharing new areas, ideas and stuff. Which, to be crystal clear: Is frickin awesome! I can't seem to get enough of this world and it's characters (or more specifically, the allure of it all). 

I would really like to know where CV is heading, in terms of gameplay areas. Hmm, maybe a more concrete visualization (like a roadmap, can be vague) would help my visual brain more ^^

Have a gr8 week y'all!

That's the spirit! =)

Congratulations! A well-deserved, hard-earned milestone achievement, I might add.

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Not your fault, but it's a damn shame that "This item is currently unavailable in your region" bars me from a straightforward, casual shopping experience. I blame my country (german age ratings were always a [K]nightmare), no one else.

The only game I could obtain was Succubus - on the very first day it was listed =) Aw well. I hope CV propagates well on steam and people will discover how deep and engaging the game actually is - despite what other offerings in this genre on that particular platform showcase XP

Maybe in the future, we will have other means or better age-gates (as in - working ones) - but for now, it stings a 'lil bit for german players. Just like a small, low-silver content necklace for certain fantastical creatures would. Not gonna kill ya, but ain't nice ^-^

I'm glad you could use some feedback from the post!
Maybe your audio design just clicked with me specifically - I like to hear "repetitive" sounds in games for things that "fit" that sound. Most Indy game devs are just learning where to put certain fx and/or music - but more often than not (from my experience) it varies from scene to scene or it doesn't really vibe with the sound in that particular use case. Your areas are distinct, spells have certain fx - and actions as well. It creates a consistent atmosphere, animations/sounds/whatever don't just change without cause. For me It just works, it fits and all these sounds combined make up a more or less unique soundscape of CV - within the limits of using royalty-free material ofc. But yeah, maybe it is just me, if it sounds so outlandish to you =)

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Greetings! Hmm, I had a quick look over the trailer: It is hard to summarize the entire game in less than 120 seconds. And it's "okay" for a trailer, but super nice for your "first" trailer - if you know what I mean ^-^

I would suggest you also include some visual context to the breadth of the game - cuz this was the surprising aspect for me. Yes, I came for the artwork and the overall flair (pun intended XP), but I stayed for the story and the gameplay depth.

On to constructive feedback: I would absolutely include a short section where we see the 13+ side-quests, for example Mila entering the Hallway and picking one of the first Quests. I would also mention the included guide (which is a frakkin' 100+ pages long EPIC and is absolutely essential if you're low on time and just want to see stuff... erm... pictures *fumbles with imaginary tie*). 

And you should also show the first vampire story chapter logo - as some mysterious hint that there are TWO campaigns, it's visual "proof" you know - and it intrigues.

Lastly, we never really see the actual game. Battle-sequences, yes, dialog, sure - but not really what players will be doing arguably 50% of their time. This doesn't vibe with me personally, cuz this was my primary surprise when I first saw CV. Maybe include (short, precise) footage of what happens when the player equips one of the cursed garnets? Reveal a bit more in the trailer, it's not counter-productive in my opinion.

Granted - it is, on first glance, like any other RPGM game out there. But fairly quickly into the game you realize this ain't the case here, it's not representative of what you actually achieved: Rewiring my brain to associate all RPGM sounds, fx, sprites and tiles with Crimson Veil - and not some soulless run-of-the-mill game. Just because CV gives them meaning, makes them worthwhile. You created so many atmospheric scenes, like the forest maps (which come to mind), where everything comes together - try to incorporate some actual gameplay footage into this and proudly call it a real game with substance. This is not just a titty show, even for the superficial players. 

Another possible avenue you could explore, if you are willing to depart a bit from the vanilla trailer format, would be a character/story highlight trailer of sorts. Less is more here, because I still think you get players on steam more with substance and gameplay than JUST your portraits and YOUR hard work, y'know? You could just set up a premise, show some story aspects, maybe even introduce mystery characters (like Ashe) or focus on "we are Noctorna HQ" - character shots - "this is the legacy of this and that character - Will you be able to resist Milas dark desire?" ... something along those lines. Ok, maybe not that specific line ^-^ but this is what would be a more "complete" trailer in my book.

Last thing - I'm not bashing on your work! I love the game, haven't bought it yet (I know I know...), but I truly think CV is different than so many games in this genre. It CAN stand on its own - it has content far deeper than most games. Cuz this Is not just a gallery game, it actually requires you to play and have some fun, evoking a (literal) Link to the Past for many =)

Thx for coming to my TED talk. Have a great week & Bis demnächst ^-^'

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I see (fumbles with his small goaty, while describing to himself how the sun reflects on every droplet of water in the area)... this makes a lot of sense. =)

Having given the patreon post a quick read, you write "and my lack of direction made me lose sight of my original goal for a while." - If this is how it happened, then you have made a rather valuable insight! Further on you say "It feels like this is what drew people into the game at first" - it absolutely was for me! The entire game oozes with ME-genes and the overall feeling of "let's establish ourselves here and utilize what we've got." Inside the players mind - the motivation to "help" or "explore" comes from the setting and the lewdness factor. There is one particular encounter I recall, some insane Flora that - through its' mere presence in the story, promises a deeper, darker theme in hiding. 

So yeah, I wish you good luck in this endeavor - I'll have MP on my private webserver/nginx docker and it will stay there until the last HTML update arrives ^-^

I uhm... should go.

Edit: Please, for the love of all GPUs and coil whining, enable VSYNC in the Unity version ^-^ Have a gr8 day SugarMint

Hmm, fair question. My last playthrough has been a while ago - so I'm not entirely sure I've seen all there is to see. I distinctly remember exhausting the Village story arc and exploring the actual planet as much as I could. I think I hit a black wall then.

I like the exposition approach to it all: You start on a rather linear path, get to know all the intricacies of the overall story (but not too much fluff) - and then are catapulted into "the situation at hand". Although there is not THAT much content, the entire sandbox experience is exactly what I want from games like this. You can explore on your own, manage some gear, cultivate little story arcs (or not) and have generally some "fun" scientific discoveries. The implication to build (or avoid) "contamination/corruption/lewdness" is the key here - it implies further darker or lighter paths ahead. Plus the Village mystery box (and it's larger story). 

Then there is the easy navigation (inside the ship) - what a nice hub for activities! In order to shorten this: You have certain game UI elements and design choices that are very nice and mature. The design is ambitious (even the story structure and where it leads), it must be rather hard to stick to the overall higher production quality. Which is my key issue with the game: You decided to switch the engine mid-game development. This has to be a rather hard uphill battle for you, maintaining both branches (effectively two games) AND developing each story content. 
So these are my two cents from the top of my head. I'm intrigued, the story and design both lead you to expect a game I'm deeply rooting for. Cuz y'know, the "Anomaly Vaults" (NoodleJacuzzi's work) of this world are super fun and nice - but the story-heavy games are where this genre truly shines, for me at least. Hope this helps in any way. Take care and have a great week!

I wasn't aware of that, thank you for the info! My pleasure, there are only a few games that are worth their salt, and MalP is one of them, In my opinion. It's part old-school cool and part sci-fi charm =)

March 11 has been a loong loong while ago. Is there... any plan to further development? I'm asking because I kinda like your HTML approach very much =)

Yeah, and I wholeheartedly appreciate this. CV deserves the spotlight, no doubt. It's just that... I would like to be able to buy it via Steam, y'know? =)

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Such a shame Steam has this annoying policy in place for german customers. Ugh... thx for the updates =)

Thank you for your service, anon =)

And has been for over 18 years... so it has been a hot minute since then. I appreciate the effort MKRU put into Crimson Vale. Afterall, this is not an imposter game - it really is a game in its own right while also being filled to the brim with lewd stuff =)

What a satisfying milestone to reach! Congrats! I really enjoyed my time with the game. Cannot wait - to be honest - to see where it leads eventually (haven't progressed too far into endgame stuff) in my current run. Excellent work so far - I've rarely seen a game that so expertly uses well-known assets and creates a coherent game design and atmosphere. It's as if the sound cues and assets were meant to be in Crimson Veil =) I'm not exaggerating here. So, congrats again, and be sure to take some time off - it's well deserved! CV is a real game, not an imposter with just kinky stuff in it, which makes all the difference to me.

I'm not sure you appreciate the breadth of content this game has to offer, friend =) 

Glad your dad is getting better, such surgery is not a small thing by any means - but it can pay off tremendously in the long run! (Had similar cases in my own family =) Thx for sharing this update with us. 
Please, take your time. I'm sure most (if not all) of your Patreons will understand. I've just discovered the plethora of possibilities that Dorian Manor offers. So - I'm busy ^^

All my recent words in the other blog post still apply - CAN-NOT-WAIT for this! =)

And Congratulations on reaching this milestone - it must be satisfying when you go back to the point where you had the idea... and imagined the first steps on the overworld map. And now look at this body of work =)

Holy shit - this December? Nice! I will absolutely revisit the game then. I haven't seen all there is to see, it feels I made a mistake to ignore most NPCs so far. I'm not used to actual content being there. So in short - I especially appreciate your world-building efforts.

I'm absolutely enjoying the game - no question! Sure, in terms of presentation/polish - the overworld map could be more detailed, the fonts could be better formatted (it's not about the font itself, its about the styling) and whatnot. There is always room to improve eh? The current game feels already rich with clever encounters, interactions, and an overall very solid narrative design. Really, most other games just throw in some stuff, but here? Everything feels somewhat persistent. If you can see the hidden entrance (somewhere =) - you know there will be something there later as well. You spot the pointy ears someplace else - you notice a different portrait - it adds up and creates atmosphere. I like this "smarter" or persistent approach. 

But now you'll have to excuse me - but I'll need to find out why this rather alluring Cape fascinates me so much. Huh... weird ^-^

What a nice game so far! I first played a decent while ago (a year? Can't say) and the "current" build 5.0.1 swoops in and revamps EVERYTHAAANG. I'm really impressed - an RPG Maker Game that captivates me =)

Since I really want this project to succeed (yes, I'm aware the patreon exists - will check it out soon) -> My two cents here: I'm sure the overworld map will get some polish (details), which would be nice. 

But my biggest issue with anything so far is the very tiresome - large text font. Nothing is formatted, every dialogue looks identical. Now I can't say I know how the engine handles text, but you should REALLY reserve sometime before the feature & artwork completed version and touch up EVERY dialog panel in the game. It's needlessly hard to read and devoid of personality. Even simple formatting tags like italics, bold letters and colored passages will do well. Pinky Promise

No other issues here for me - the story seems super cool, characters are varied and interesting, you get a really nice sense of presence in the world (often times, an attentive player can spot changes on the map or spots weird/revealing NPC behavior  - which makes it very entertaining when you can see events coming, very immersive) and the artwork is rather nice. Especially since it comes from you?

Good Luck with this project, it already seems like a hidden gem to me in this sea of lewd games. 

Soo, any news?

I'm confused ^^

Why are there three different iterations of this game - but not a single download link? What am I missing? Cuz I am interested in this XP