You Had It All.

You Had It All.
You Had It All.

You had it all.

Your mother's love.

Your "perfect" and safe world.

But it was all fake.

It all went down the day a stranger knocked on your door and opened your eyes.

Now, you'll try to discover yourself with the people who rescued you.

You Had It All.

Build a new life, or die trying to.

Discover your powers and weaknesses​.

Choose Mc's animal companion.

Uncover your past.

Befriend your new companions or at least some of them.

romance 1 of the 6 Ro's.

You Had It All.

Leon (M)

Leon is a kind heart, receiving you with open arms from the very first second. He has a calm temper and a strong brain. His amicable and strategic qualities make him the leader of the mercenary group. But it's visible that something dark lurks in his gentle eyes.

He's very tall (1,95m) and athletic, with tan skin and a scar on his lip. His black hair is cut short, and his violet eyes reflect perfectly his calm and serene character.

He wears a light brown shirt, black pants, and dark brown boots.

He fights with a simple silver shield.

Iara (F) 

Iara is the second in charge. Her strategic and cold demeanor is enough to compensate for Leon's calm procedure, giving the group an excellent balance. She's quiet and observant but has a soft spot and cares for her companions.

She's tall (1,79m) and has a lean but athletic build. She keeps her curly red hair in a high ponytail. Her golden accessories shine in contrast with her pale skin. She has several scars, but one is more perceptible, crossing her eye, a wound that caused one of her turquoise eyes to be completely pale white.

She wears lightweight golden armor with soft beige fur on her shoulders.

Her golden and bluish-green accessories adorn her neck, ears, and pulse.

She fights with a black and gold whip.

Matheus (M)

Matheus is a charismatic individual. He's clever and very fond of puns and jokes. The young man has quite the ability to read people and has been trying to help you understand your past. As friendly as he is, he seems to have trouble letting people get closer to him.

He's average (1,71m) and lean, with umber skin. His soft brown curls are cut short, and his olive eyes are full of compassion and comprehension.

He wears glasses and a simple sleeveless white shirt combined with baggy pants.

He fights with a silver crossbow with a crow symbol engraved on it.

Dante (M)

Dante is in charge of the magic rituals and enchants. He's a grumpy and hotheaded kind of person. Being a fire Elementalist, he can summon fire, but he's not immune to it, having an arm covered in a burn scar. 

He tends to be reserved and doesn't like being touched​ strangers.

He's average (1,75m) and chubby, with pale skin. His chin-length hair is golden blonde, and his eyes are as red as the flames he summons.

He wears a sleeveless shirt with a turtleneck and black pants. He wears in his right ear two black earrings.

He fights with a saw-toothed silver sword.

Siena (F)

Siena is a cunning woman, always having the right words to escape the most challenging situations. She's very fond of Matheu's, and just like her friend, she loves making jokes and a good fight.

She's short (1,61m) and robust, with olive skin. She has raven long hair that matches her dark eyes. 

She wears a long black shirt and greenish baggy pants.

She fights with greenish and silver gauntlets.

Levi (NB)

Levi is cold and seems to hate you for what you are. They are sarcastic and straightforward. They tend to avoid you, but even with their cold distance they seem interested at you. Maybe something in you draws them.

They're tall (1,78m) and athletic, with light brown skin. Their shoulder-length black hair is partially tied in a short ponytail. Their gray eyes seem cold when they look at you. Will they grow warmer with time?

They wear a sleeveless gray shirt and leather pants. And a brown leather arm bracelet.

They fight with silver daggers.

                    ⚠️Trigger Warning: This game is rated 17+⚠️

Currently it has : Self-harm (not intentional), emotional dependence and emotion manipulation.

More Posts from Gildedgrimoires and Others

1 year ago

Man, the flesh sucks. I'm gonna abandon it for the machine.

2 years ago

Misplaced

Misplaced

Misplaced is a fantasy romance interactive fiction WIP, wherein your choices not only determine your own fate, but that of an entire kingdom. Let me take you an adventure filled with both whimsy and tragedy alike.

The current demo goes up to the end of Chapter 3, publicly available on itch.io soon.

The Story:

For decades, the human kingdom of Gaiapeia has been fighting against the fae living in the surrounding lands. How this conflict started depends entirely on who you ask.

You are the child of Lady and Sir Grahm, a noble familiy who has been serving the crown for generations. Eager to follow in your father's footsteps, you have been training for years to become a knight worthy of being Prince Az'Lean's Champion - his right hand, his closest confidant, the one who protects his life from the growing danger of the fae.

When the time finally comes and you are chosen for the position, it's a dream come true. You couldn't be happier. But just one day later, on your 21st birthday, a terrible truth is revealed to you.

You are a changeling - a fae child that was smuggled into a human family with only one purpose: to gain the prince's trust and use it against him.

A war between humans and fae is surely brewing and the outcome depends entirely on you.

Features:

Customize the appearance of your MC, play as non-binary, female, or male and romance whoever you like however you like, including the choice for asexual or queer-platonic relationships.

Enjoy the story without having to worry about stats - you will be a competent knight no matter what. There is no failure or success, only different choices and their outcomes.

Shape your personality, and your trustworthiness, with your actions. Other characters' disposition to you will change depending on how they perceive you.

Pick a side early on, play the long con, or refuse to make a choice at all. There are multiple split paths that will feature the same romancable characters - but their relationship to you might vary greatly (including villain romances).

Romance:

Vynn (nb):

Vynn is one of your fellow knights and a long-time friend. Unlike you they aren't a knight by choice and don't care much for fighting. You get the feeling they'd much rather be a bard if they could, seeing as they love playing the lute, spinning epic tales and generally being a source of levity. They are fiercely loyal and good-natured, though there is that bit of resentment that will never quite leave their heart.

Prince Az'Lean (m):

Az'Lean is your prince, the one you are sworn to protect. On first glance, he is the very picture of a fairytale prince: charming, chivalrous, and powerful. He is an excellent fighter, loves animals, and prefers to be treated like an equal. Anyone who cares to look will soon notice the darkness lurking beneath that shining exterior, festering ever since the death of his mother.

Lady Meave (f):

Maeve is a powerful dryad who was sent to educate you on the ways of the fae. She is usually playful and soft, though her patience tends to run short. As much as she cares about decorum and courtly things, she finds joy in the simplest things and easily turns into a giggly mess. For all her humour, you can never quite tell if she is being serious. Sometimes it feels like she's just playing with you.

Thianne (f):

Thianne is a sorceress and one of Az'Lean's most trusted advisors. She is intelligent and hard-working, though sometimes at the expense of her own well-being. Although she comes across as abrasive and rude, she is always willing to help those who need it. Her dry sense of humour and brutal honesty have endeared her to just as many people as they have made her enemies.

Lester (m):

Lester is a half-fae servant, working in the castle. As with most half-fae, his presence isn't entirely welcome and his reasons for being here seem complexer than he lets on. Lester is known for his mischief and his crude humour, often pulling pranks that border on malicious. Despite the way he presents himself as laid-back and uncaring, it's clear that there's a lot he isn't opeing up about.

Warnings:

This story contains potentially triggering content. There will be graphic depictions of violence, death, discrimination, body-image issues and mental illness (including panic attacks, suicidal thoughts and paranoia). Discretion is advised.

Support:

As soon as the game is publicly available, I am hoping for your support. Until then, thank you so much for showing any interest in this project at all!


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1 year ago
They Say That Small Towns Hide The Darkest Secrets. At Least That’s What Your Mother Always Said About

They say that small towns hide the darkest secrets. At least that’s what your mother always said about this one. You thought she meant how Father Simmons has a well-known drinking problem, how Mrs. Gladstone’s son looks more like his uncle than his father or that the mayor has been in power for 15 years because of voting fraud. Things everyone knows. Human Things.

But now as partially eaten bodies have been left in alarmingly rates all over this small town the world has no record of, you now know she meant something else.

They Say That Small Towns Hide The Darkest Secrets. At Least That’s What Your Mother Always Said About

Play as peculiar and disturbed individual surnamed Crown after the very town your ancestor founded, returning after a traumatic event two years prior that landed you in a psychiatric hospital. As your comeback coincides with a rapid increase of disappearances you find yourself in-broiled in a town conspiracy, a past that’s more alive than ever and the ever shifting self interested motives of those who claim to be your allies.

Who can you trust? What’s the truth behind your family? What are things that you see in the dark? 

Sometimes it’s hard to tell what shapes monsters come in.

Customize your MC from looks to gender

Reveal your sister’s disappearance

Rely on a group of complimentary polar opposites to find out the mystery and save your life

Befriend or romance a choice of three from enemies to lovers, childhood friends or an eternal admirer

Rating: 18+

They Say That Small Towns Hide The Darkest Secrets. At Least That’s What Your Mother Always Said About

Imre Duran

Quintessential good-boy-next-door. The most most-liked teenager in town. As son of the mayor and pageant queen, Imre has an image cultivated by him and maintained through his status which is why his back door activities are his cherished secrets. He is rather eager to help you… isn’t he?

Nia Mir

In the very real and present high school hierarchy Nia would be one of the nobles. As a wannabe doctor with a loathed father and an absent mother her dream is to leave behind this backwater town and all it’s weird phenomena that she doesn’t care to know more of. She liked you, once.

Lorcan Stark

Every town needs its bad boy and so Lorcan has aimed to be as every bit worthy of that title. The shunned son of a murderer and his victim, he is not really thought of as having a future beyond prison and petty crime especially in a town like this. You don’t remember a time when he didn’t hate you.

Salvatore Crown

Your brother. The heir to whatever fortune your family has left and the only one of the family who seems to like you.

Orla Crown

Your sister. No one ever knew what she thinking, a closed box full of unknowns. You knew she kept things, especially from you.

Mayor Duran

Seems like every other politician. Oddly enough no one ever really sees him, an entity watching over the town.

Mother

She never acted like one to any of her children. She’s never sober anymore.

Mrs. Mir

Disappeared years ago without a trance. No one remembers her first name. Was thought to have been clinically insane.

Demo (TBA) | Spotify (TBA)

2 years ago

update #1

I don’t have anything huge to say on progress, these are mostly so I have a lil tracker on how things are going in the progress department.

I have finally retaught myself the basics of twine, and mapping out the prologue has been really fun. It was gonna be pretty small originally, but hey my first project is overall small scale so why not have fun with it!

Trying to figure out how variables work. Rocky waters but I think I’m starting to understand them, so hell yeah to that.


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7 months ago

well, you see, the thing is: (instead of finishing my sentence i curl up comfortably in bed and go to sleep

7 months ago

very busy. i have to pace in circles for 6 hours. you understand

1 year ago

demo release

at long last ! contains prologue 1&2, 20k words total. any feedback/bugs/questions send an ask.

relevant tws - relatively gory description of a dead body.

I hope you enjoy !

an unreal city by labyrinthines
itch.io
what lies below esurio?
1 month ago

Innovative Relationship Stats in Interactive Fiction

This is the write up I've been most excited to do--this is one of my favorite things in interactive game design--doing cool stuff with stats. I really, *really* wish someone had told me this stuff when I was starting out.

The most ordinary way to handle a relationship stat is to track it with a number that goes up and down according to choices and tests in some predictable fashion.  So, for example, if I do something that Gilberto likes, according to some reasonable option, like “support Gilberto in the argument,” I get:

*set rep_gilberto %+10

And this makes sense to everyone.  I gave Gilberto a gift, I get reputation points with him.  I showed that I’m good at swordfighting, this impresses him, and I get a higher number.

Similarly, if I insult him, if I’m nice to his enemy, if I do something stupid in front of him, I get

*set rep_gilberto %-10

For my first game, this is the only kind of relationship stat I used.  It was the only one I knew!

So the relationships were very simple to track and very simple to test.  If, by the end of the game, Prenzie likes me 72 much, and that’s over the romance tester of >= 65, congratulations, Prenzie and you can have a happy ending together.

You can write a totally fun game never using anything weirder than that.  But I thought it would be fun to share with you some other interesting ways to conceive of relationship stats.

A character who only goes to 0 or 100. That's it. Her relationship stat with you is essentially a boolean true/false. You can do everything for her, but the second you do something she doesn't like, it's down to 0. She loves you or she hates you. This is very character defining. The number tells you everything you need to know about the character.

That same character, who only goes to 0 or 100--except that you can do something over the course of the game to change them, to allow them to have a broader range of relationship numbers. Suddenly there can be shades of relationship. You did something to help them mature, to understand people better.

A hidden relationship number. If you look at the stat screen, whatever you do, nothing will change their number. They neither like you nor dislike you. They are professional, perhaps, and nothing more. However, you can do something to break down their shield or facade, and then, you can see the number moving; or perhaps the number doesn't move at all until that shield is broken.

The above, but in reverse. Something happens to chill someone's heart, and then nothing you do can affect the number. Or perhaps it can only go down, and then you are in a constant battle of attrition where you can only lose affection from someone.

When you reach a certain level of love and trust from someone, the bottom of the scale raises permanently. No matter how much I annoy my true love, the number just bottoms out at 40.

A relationship number that can be tapped as a resource. The bartender at the Noble Gases Club likes me reasonably well. Let's say she likes me 60 out of 100 much. When I need something in an emergency, she can do astonishing things. If I have over 35 relationship with her, she'll help me. Each time I use her, it depletes her by some amount depending on how big a favor it is. So this one is interesting, because now I have to balance whether I want to keep her liking me because I want to pursue this relationship, or whether I just really need her help right now.

A relationship number that can be a catch-all variable for a test. If you have a high relationship with Toppers, the club millionaire, I can throw that in as a variable in a test to see if you can impress someone by talking about high finance on the grounds that you may have had a conversation with Toppers about her money in the past. (*if intellect + toppers >= 50) Then, if you pass the test *because* the Toppers variable made you cross the threshold, you can add flavor text talking about that conversation with her. This is very, very good, because it tells the player that the game has taken into account your having done things to get close to Toppers (and there's a reward for it--you passed the test, sure, but...here's more content, too!)

A degrading relationship stat is incredibly powerful and characterful. This stat declines, scene by scene unless you do something to raise it. This is a "what have you done for me lately" person, and even though it take a little setting up, code-wise, it's really powerful, and your player will feel smart for figuring out that's what's going on. Also, it's stressful. If you want to create that stress, this a great way.

You can, of course, do the opposite--this is how you code your biggest fan. I like you, and I just keep liking you more and more and more and more!...until you do something to halt that, at which point, the growth shuts down, which is a gut punch. The numbers tell such a story here.

Finally, numbers that seem to tell a different story than the narrative. Players are going to look at numbers; they are going to look at the stats. Not everyone, but a lot. And so they are part of the story, they just are. So you can make them part of the push-pull of romance, for example, or rivalry. What does it mean that as my relationship number with Haze goes up, they are more and more standoffish? Does their scale mean something different from other people's, and if I figure out out, will I understand them in some sense? Perhaps there's a tremendous amount of pushback in the 60-75 range, but once you get through that minefield, something changes?

More musings on game design and other Jolly Good stuff here (I just wrote up a thing on "hidden relationship stats and their use")--I'm on a relationship stats kick today, I suppose:

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The Noble Gases, est. DCIVMCD

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gildedgrimoires - under construction
under construction

Hik | They/Them | Aspiring IF writer, we're workshopping stuff rn | Expect project related art now and again

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