Name | Broken Minds | ||
Developer | LockedOn | ||
Publisher | LockedOn | ||
Tags | |||
Release | 2018-05-28 | ||
Steam | € £ $ / % | ||
News | |||
Controls | Keyboard Mouse | ||
Players online |  n/a  | ||
Steam Rating | Need more reviews to generate a review score | ||
Steam store | |||
SteamSpy | |||
Peak CCU Yesterday |
| ||
Owners |  0 .. 20,000 +/-   | ||
Players - Since release |   +/- | ||
Players - Last 2 weeks |   +/- | ||
Average playtime (forever) | 0 | ||
Average playtime (last 2 weeks) | 0 | ||
Median playtime (forever) | 0 | ||
Median playtime (last 2 weeks) | 0 |
Should fix glitch where Logic Train would not unlock even if you gave it the correct answers |
Finally added achievements to the game! You should be able to unlock them simply by loading a save near the ending screen if you've already gotten all the endings! Enjoy! |
[previewyoutube=AWEYyN4lf4g;full][/previewyoutube] |
As for Broken Spirits, I'm sorry that I wasn't able to fulfill my goal of monthly updates. As I recently announced on my website lockedongames.com, I am changing the way I work on projects to be one at a time instead of switching rapidly between them. Treating each game's development like a "marathon" forces me to work on them more frequently, and gets them done much faster. And focusing on one at a time prevents whiplash from reorienting myself to working on something different. By forcing myself to only focus on my recent project Methods for the past year or so, it enabled me to complete it in about ten months which I would not have thought possible for such a long project. https://store.steampowered.com/app/1271300/Methods_The_Detective_Competition/ But even though I was focusing on Methods, I did manage to sneak in some work on Broken Spirits here and there, because I'm very excited about it and couldn't help myself. I'm pleased to say that I've sorted out the issues I was having with the plot though there's still work to be done. I've trimmed the cast down a little as well (though all the characters I originally announced are still there). As you can see from this screenshot, I've been experimenting with Reflection Probes, which aren't that big of a performance cost. I'm planning to completely overhaul the mansion to add more detail, make the space larger and more impressive, and optimize it better as well. Character models will also be redone. Anyway, Broken Spirits' development has unfortunately been bumped to 2021 at the earliest as a result of my new method of working on projects. But that just means it'll be even better when it finally arrives, and when development does start up again, I will be making frequent weekly updates on my progress though probably not here, since I don't want to clutter up Broken Minds' game page with stuff about the sequel too much. It will probably end up on my website, so make sure to subscribe to the blog there if you want to stay informed. Until next time! LockedOn. |
|
LENGTHENING THE DEVELOPMENT TIME IMPROVEMENTS I'm hoping to address many things that I feel were poor choices that I made with Broken Minds/Egg/Spiral. One of those things is stigmatizing mental illness. Most of the characters in the Kowareta Kokoro series are terrible people, and some of them are murderers, and right now most of those murderers have mental illnesses that caused them to become detached from valuing human life. Though their motives for murder are more than just that, I regret relying on mental illness as the underlying justification for them to be able to murder people, not just because it's lazy and overdone, but because the majority of murderers in the real world are sane people (the revenge-seeking boyfriend, the desperate robber, or the friendly neighborhood police officer who shot someone who was unarmed "in defense", for example). Going forward, mental illness will not be a scapegoat in any shape or form for the murderers' violent or morally questionable actions. To be clear: Noa's mental illness was not an underlying reason for her to murder her parents and Uzumaki. However, calling Noa's murderous persona "Psychopath" was, I think, in poor taste. Uzumaki was meant to exhibit narcissistic traits that also link him to psychopathy, and Hato's savant-style delusions also hinted at unspecified mental divergence. I think that there is a reason why psychopathy has that stigma, but it's not entirely justified, and of course, sweeping generalizations should be frowned upon, generally speaking. It's a nuanced issue, especially once you start talking about psychopathy in terms of ASPD, and I think that's worth exploring. Broken Spirits will tackle the stigma around mental illness and ASPD head-on in what is hopefully a productive, interesting way that won't be preachy. With Broken Spirits' larger cast, I will be able to branch out a bit and have characters who are not murderers, or stalkers, or victims, who are good people, and who happen to have a mental illness. The actual change here is that I'm letting some characters be good, in other words. But don't worry. It won't be too many. Another improvement will be the release of the game. Broken Minds was first released on itch.io. The only marketing I did was two posts on visual novel forums. Then I released it on GameJolt, where nobody bought it. I'm probably not going to bother with GameJolt next time. Several months later, after I'd repeatedly updated the game with new backgrounds and features like the Flowchart, I released it on Steam. It hasn't done amazingly well, but it's done better than itch.io, mostly thanks to being included in a few bundles. Then I reluctantly wrote a Reddit post about it, which didn't result in any further sales and now, here we are! Looking back, it was a pretty terrible rollout. I have no enthusiasm for marketing my game, I kind of just wanted it to sink into obscurity, where maybe it would be found by a tiny group of people and become a cult thing. But Broken Spirits will be a little different. For one, I'm going to prioritize Steam as the release platform, and instead of a full release, I'm going to make Broken Spirits an "Early Access" title first. This allows it to have two releases, in a way. As far as marketing goes, I'm attempting to be more public about my development process in fact, you're reading marketing for Broken Spirits right at this moment! You fell for my trap!! Now you'll have to buy Broken Spirits and the entire line of limited edition Yuzuki dolls and the Utsu Neko t-shirt I haven't yet made!! The final improvement is that I am attempting to make some of the characters attractive this time. I know that Takuma is incredibly sexy, but his shining abs did not rake in the big bucks, as I had hoped. This is priority one for me, because all I care about is money, just like the YPDA. It will be extremely difficult to draw, but one... maybe two characters in Broken Spirits will not have broken-looking fingers. I will be putting their attractive hands in all of my clickbait thumbnails so be prepared for this series to really take off. Hopefully I will have more updates about Broken Spirits soon. However, if you're dying for more content from me RIGHT NOW you can check out my NaNoRenO game "Prison of Lies", which is currently on my itch.io page. It's about an hour long, and it covers a lot of familiar territory. Stay tuned! LockedOn. |
The approach to storytelling in Broken Spirits will be more conventional, but vastly improved. Eliminating multiple routes is part of that, and I'm going to do everything I can to ensure that the ending is as satisfying as possible, with very few loose ends. Playing Broken Minds is not necessary in order to play Broken Spirits. One of the goals I have for this series is to make each entry pretty different from one another in tone and gameplay, with really the only consistency being the YPDA, and the element of a murder mystery. However, obviously there will be incidental clues and contrasts that will make it 10% more fun to have played Broken Minds first. Because the game is in 3D, I will have more opportunities to let visual storytelling take over, through unique camera angles and cinematic moments that are more difficult to pull off (and a little awkward) with 2D cut scenes. On a purely functional basis, expect more gameplay and less talking (though it is still a visual novel, so dialogue is sort of the bread and butter of the game). I hope to have some screenshots available early next year, which be able to show off the character sprites and 3D models. Until then, stay tuned! LockedOn. |
|
|
There are a few other things that I mentioned in my last announcement that aren't in this update. I decided not change Ume's motive theory, or add dialogue to further explain the fire at Noa's house. I was initially going to change Ume's motive theory because it really is nonsensical. However, that is also kind of the point it's supposed to be initially wrong. If I rewrote it, it would essentially be the same, just a different crazy explanation. So I kept it in, even if it is a bit confusing. I tried adding exposition to the scene after Noa jumps out of the window (and it's actually still there in the code if you take a look), but I felt it ruined the flow of the scene. Plus, all you really need to know is that Noa went to the hospital, which is something she mentions right afterwords, so it wasn't really necessary. Anyway, I hope you enjoy the update! LockedOn. |
I'm so glad people are playing Broken Minds, and someone even did a Let's Play, which is very exciting. However, it's also brought to light some of the lingering plot holes/weird inconsistencies/mistakes that I somehow left in the game. I think it would be pretty negligent of me to leave these in.
These are, of course, just some of the changes. I don't think not having any of these things outright ruin the game, but they will definitely improve the experience and hopefully make it less frustrating. I will also be on the lookout for any more Let's Plays to see what sort of problems players are running into, and I'll do my best to include fixes for them in this update. A game developer's work is never done! LockedOn. EDIT: While researching pagers, I came across a document that stated that while cell phones were not widespread in Japan in 1992, they were available (the one in particular I found reference to was a Motorola phone that looks very similar to the ones I use in the game). I have decided to table that change for now, unless you guys really clamor for it, because, even though it'd be really cool and much more 90s to have pagers, it requires replacing a LOT of assets and significant rewriting. But tell me what you think in the comments! Is this a more important anachronism than I'm making it sound? I'd also appreciate feedback on the Wheel of Fallacies. The two fallacies that I think are the most confusing are SIDESTEPPING and HYPOTHETICAL, and those are the ones I'd be taking away. Do you agree that those ones are the hardest, or did you have other ones in mind? Or do you like having eight fallacies? Whether or not I end up removing fallacies, I will be implementing a fix for the hint system right now if you select the right fallacy on a statement plus a wrong one, the hint system won't tell you that it's wrong. I'm going to add a little icon that's similar to the "!" that appears now, but instead with an "X", indicating you should unapply that fallacy from the statement. |