🎱 Fold Story

All characters are 18+

Update 4

Darn it Helmut, stop closing your eyes when I'm taking a photo!!

Seems I forgot to publish the final update for my game which includes a lobby with alluring statues where players can choose to continue their journey or start anew :3

Play

This update is from April 2023 and marks the end of a project that began in January of the same year. In this final update, character portraits have been added to the dialogues, and if you delve deep enough into the caves, you can even discover a Tetris remake XD

Although the game lost its appeal after three months of development and started smelling of bad design and lack of ideas, I'm eager to restart it once I have a more solid concept. Nevertheless, the experience was valuable and taught me a great deal about dialogues, quests and scripting :D

What do you think? 😄
It's a fun game! There's definitely potential and I don't see any obvious reasons for you to start over from scratch. I'd just love to be able to complete some of the quests.
I'm glad you're enjoying the game so far. I might just need to change some things around to make the gameplay less boring. I'm thinking of turning it into a platformer game and focusing more on contortion moves, but keeping the overall graphics style the same, so can still reuse some sprites and images.
Damn It Yuni.. I'm supposed to be in a meeting!!
Well, I hope your appointment went without disappointment 😅
I replayed whole game once more and find all little upgrades and changes neat and good. That said I didnt get past tetris was just one line away from win but clearing last one didnt worked out. Do like texts a lot it is really witty and funny! And then character images during conversations are also very nice.
I would be happy to see this game finished one day it has real potential.
Shifty
Very glad you liked it! I thought the tetris was easy but it probably gets much easier after playing it multiple times and getting used to it, but it also depends a lot on luck and sometimes you don't get any good figures, also making mistakes can cost really a lot sometimes. So you kinda need a good strategy, knowing how to properly handle all these shapes you're getting, even bad ones + not making any mistakes. But yeah, Tetris was probably not the easiest minigame ^^;

Glad you enjoyed the characters and dialogues so far! I'm currently thinking hard about reworking all this as a 2D platformer - it's just I think the point'n'click genre is not my cup of tea, it's very hard to think of the plot. I was thinking of something similar to the Harvey game in terms of physics, but keep the graphics like in this game, as well as transfer some parts like the dialogues, characters, cutscenes. Thinking the 2D platformer can be also inside caves, hopefully an action game would be easier and more fun. But no plans to make it super difficult or anything :D

I'm also thinking a lot how to add more contortion in the game but it's just hard to visualize in my head, I think an average guy would say "just make him do bendy moves and all" but when you actually try to imagine it... it's hard to imagine him walking around while doing splits and backbends at the same time XD So currently I stopped on this thought - imagine the "places of power" from Witcher 3, maybe some similar stones but the carvings on them show contortion poses you have to do to activate them, and as you hold the contortion pose they could heal your HP or MP, but also could give temporary powerups like speed up, better fireballs, shield, levitation, etc... Then you find some stone and Helmut is like "ouch I don't think I could do something like that yet..." XDD But yeah, that might be fun and maybe you even need those special powers to pass certain areas... Maybe some powerups can make you smaller or make you liquid to flow through some tube XD Well, at least that looks fun in my head and maybe that will be a bit easier to think about than trying to make a point'n'click... XD;;

Anyway, thanks again for replaying the game and telling me what you think!
I wanted to reply when I beat tetris but i still strugle to make it X-)
Shifty
Hmm you must do what you enjoy, but I really liked this game because it feels like "real game" where you can put anything. In 2D platformer you can't really put that much, it can be fun and popular and everything but its kind of limited. But its just me. For example I was thinking about some intro to game from some village or school of main hero so we can get him to know more... then he would gain some quest... etc you know proper RPG :) rather than point and click.

I was thinking whole time why not make hero do contortion stuff all around locations? Ie inside room he could contort to get to book in upper shelve. And in forrest he could outbend archer-bendit and so on... it does not to be extreme poses even normal "exercises" would do while in tight dress... :) I just think there is really lot room. And I love that you made core of that game it is not unfinished test.

Plus many games work really well with just text options without combat system. Maybe contortion duel where you can use powerups could be made? You would need to "rotate" certain parts of body on time etc :D

Those are just ideas its fully on you what you do in the end and now i go play tetris again uaaaa X-)
Shifty
Phew THERE IS NOTHING after tetris X-) but i made it...
Shifty
This might be a weird compliment, but the walk speed is perfect. It's a walking game, so you don't want to be too slow. But too fast makes it difficult to control, like stopping at a specific spot. It's perfect here. The limited animation gave me a nice rush of nostalgia, the character designs are original and fun... And you got me playing Tetris again. I suck at Tetris but I stuck with it because it was a really incentive way to have a mini game. It's like a hacking game, only fun and makes sense. I'm only disappointed it didn't involve manipulating bendy boys into place, but that would be a weird way to clear a blocked path. Or the best... "There's a mountain of hot bendy bois blocking the path, whatever will we do with them...??"

I've been waiting for you to make a game. All the mini games have been fun, but I want a game that puts me in Yunia. I think the biggest problem is you need to plot it all out. That's the hardest part, so get it out of the way now so it's way easier than trying to figure it out halfway through. It also keeps you honest so you don't bog yourself down adding things or changing things and wasting a lot of work.

You have a great sense of humour, you understand what's fun about Zelda and why Lucasarts games are underappreciated... combined with your art, a few oily butts and cocks, and that's a game everyone can enjoy.

I'm going to shut up now. I suck at trying to be encouraging. You're awesome, the game is awesome, and I can't wait to see more!
-tbj
Thank you so much! I'm glad you were able to discover the Tetris part! It's true that the first thing that Tetris makes you think is to turn all the figures into bendy boys but then the second thing is the realization that you have to somehow clear the rows XD

Thank you for encouraging me! I was trying to make this game in hope that it would start making sense one day, but at some point I just felt it's getting nowhere. It's probably because the only reason I started this particular plot was because I felt like Helmut was a popular character at the time, so there would be at least a few people looking forward to his adventures, but then it surprised me that I didn't get a single comment happy to see him in a game, so that really put me down.

I know I should be making a game, first and foremost, for myself but one of the factors for me is making a game about something that people enjoy and look forward to seeing more, then it gives me the strength to continue, feeling that my work is needed. So far I've had nothing but failures in that regard, and if even Helmut failed then I doubt I have a better character to try.

Maybe I could make a game about Harbert and Nab solving contortion puzzles on their Mysterious Island... But then, I don't remember much positive feedback on that story either. Now to think of it, my entire lore is kind of trash, the only thing people like a bit more is bendy pictures with cocks.
This is going to be long and I'm sorry. I don't know how to get paragraph breaks in this comment system, so I extra apologise for the length.

Don't worry about characters, and it might be hard for a lot of people to express what's good about an unfinished game because they don't understand what does into making one. Like walk speed, for example. That's something no players ever think of with game design, but they always notice when it's bad, even if they don't know quite why it sucks. Or the walk animation in general. It's seriously hot. I'd play a game that's just making him walk to places. My suggestion, and feel free to tell me to shove it up my ass, is to figure out what kind of story you want to tell, first and foremost. The type of story dictates the type of game. Portal wouldn't work as a side-scrolling platformer. Then plot out a simple story that can be added onto. Not just later content, but also adding an extra fetch to a good quest story that deserves to be fleshed out more, or would work as foreshadowing later. But that all comes way after. Then make just a "vertical slice".

Plot out a simple quest - Go inside what looked like a cave outside but is an abandoned temple inside, talk to the dude at the end of the cave who has an interesting story but says he's sobering up but still too drunk to get to the tavern, go to the exit of the cave, uh-oh and earthquake has caused decorative statues to fall, cave is blocked by small statues that are falling down from above of naked big-dicked and/or big titted contortionists that look suspiciously like tetrominos (I'm just putting it here as an example). Clear the naked statues then proceed through the opening outside to see a sign saying X is to the left, tavern (or town) to the right. Go down the path to the tavern. Beefcake bara tavern owner says he'll part with a bottle if you can make it worth his while, but you have no money. Pick between "erotic contortion display", "vanilla contortion display because you're not that kind of boi", or "let the bartender empty his balls in you". One gives a bit of money and a pricer bottle, one gives a couple dollars and a less good bottle of hooch, and the last one gets you no money but the best bottle in the joint... and then you maybe add in a hidden slutty meter so that, if it's high enough, you have the unlocked option of servicing the whole bar which gets you all the money and several good bottles. Also, maybe the slut meter is a good idea, but a pain to integrate right now, so just put a note in the dialogue tree "Hidden Option:" and claim it's just to give people a taste of that feature - then do or don't implement down the road. You can represent it in a VN style to make it easy, just having different static images changing to scripted dialogue with button presses to continue. Then, go back and give the guy his booze and learn a hint... that doesn't have to mean anything because you end it there. It's enough to put on a shareware disk and get people interested. I can't remember if I've talked about it before, but there's a game series I'm obsessed with called "Corruption Of Champions" and it's a text-based, click options, adventure games full of all kinds of delightful porn. If it was me, I'd start with a game like that, that does still have static graphic action shots, or a VN style blended with a side-scroller. It doesn't have to be complicated because the point is to tell the story. COC has a couple dialogue puzzles and gem puzzles that are really fun that they worked them into a text adventure.

The important part is telling the story YOU want to tell so you stick with it. You want to tell X story, and you know you want a couple of mini games that you like. Guys like Henry Darger and James Hampton are two of the most fascinating artists in history, and rightly lauded, who basically didn't show anyone what they were doing and were totally (voluntarily) unknown in their life. They just had a passion they had to express. Patrick Nagel was about as commerical as you get, and he certainly worked for pay, but you can tell he just liked the challenge of design so he was always making what he wanted. You are no less an artist, so be as decadent as you want. We're here not to treat you like a vending machine, rather your artistic vision is one we all love. We just want to see what have to show us next.

You can then take it and start fleshing it out when the muse strikes you - I would start with an actual outline of a short story you want to tell. And, like we all learned from Will Eisner's "Comics And Sequential Art", don't erase or try to make something work. If it's weird, focus on something else because editing and creating are two different mindsets and you can't accomplish anything while trying to accomplish both.

Also, not for nothing, but I read the other comments here, especially Shifty, so I know I'm not the only one who genuinely loves what you do. Just make the little quest that lets you express the idea of what you're doing, with a little beginning, middle, and end. I really hope I'm not being an asshole. I'm encouraging you because I think this is something you really want to do. Maybe you finish the vertical slice and decide you don't like making games. That's cool, too. Just get that one bit done and worry about the rest later.
-tbj
You're too kind, thank you so much for your in-depth and thoughtful comment! Your humor really shines through, especially when you mentioned those hilarious choices between "erotic contortion display", "vanilla contortion display because you're not that kind of boi" and "let the bartender empty his balls in you." I'm still laughing so hard!

Your idea about bringing the drink to the fella in the cave and not bothering about what's next got me thinking. It suddenly hit me - maybe I should consider making smaller, slice-of-life type games instead of trying to create something huge and complex. I mean the idea isn't new, like some bonus games in longer series that take under 10 minutes to finish, but I never actually considered doing something similar myself.

For me, making a full-length game has always been a challenge to even think of - feels like writing a novel, which can be quite daunting. But looking at my past works, they're mostly short stories, so maybe it's time to embrace that style once more and make some shorter games too? That would solve many problems I face while making games - like deciding on the genre, safe or xxx, etc.

In my mind making a game was something that would take 2+ years of development at least, covering every corner of the fantasy world, lots of skills and characters. However, if I could focus on creating small games within a span of two months or less, it becomes much more realistic. Plus, I could reuse existing sprites to speed up the process even further!

These micro-adventures don't have to be ultra simple either; some could include arcade or puzzle elements or difficult choices for added replayability. Some games might be sequels to previous games. The possibilities are endless!

This new idea definitely shifts the problem from the area of "dreaming to make something one day maybe" to "something I can do right away!" All it took was reducing the scope from a novel to a short story! I'm definitely going to think hard about this and see what kind of ideas I can come up with! :D
One thing that might help is, you know those games that release as chapters? The developers can't make a whole game at once, but they can progressively make a lot of smaller games that tell a larger story. Like I said, get one tiny quest (just an example) done, then reassess. Do you want to flush it out more? Change the ending? It's good? Move on to the next chapter.

You can even write it as a serial so each level ends on a little cliffhanger. The most important part of any game is the story. The game has to serve the story and be an appropriate vehicle. Most games aren't really innovative (Portal is like half an FPS) - except in the storytelling, which you do exceptionally well.

Write a small story you want to tell. Where is hot little Helmut trying to go here? You've got something started here, maybe see if you can salvage it? Helmut is Red Riding Leotard who's trying to get to Martin's studio to take pictures. The Big Bad Wolf(ie) is stalking him. There's three little quests - one is getting a bottle of booze so you learn a shortcut out of the cave, one rewards you with a new leotard, and one gets you a bottle of lube. A few extra NPCs for fun dialogue, and you're done. The three items affect a couple of completion states - no shortcut means you're hot and bitchy when you finally get to Martin's (so nobody wants to fuck you), no new leo means you have to use the one you've been traveling in (so Martin and the Wolf don't find you as attractive, meaning only solo naughtiness), and no lube means no porn or a BJ at most. If you get all three, Martin photographs an amazing sex scene that makes Helmut rich and funds his magic studies.

I have the exact same problem I *think* you are, and fighter pilots call it "target confusion". There's so many targets that you freeze up from indecision. Don't let yourself think you're going to make Skyrim. You're telling a short story with a simple game. The main reason to play is the art and the story, two things you excel at which can elevate a simple game. Hell, imagine the different artwork for each ending to unlock? Also, if you can figure out a slut gauge, that gives you a super secret ending because each encounter makes Helmut more slutty so the final scene can be even hotter. Maybe Martin joins in. Then, later, you can use the little leotard fetch quest to pick multiple outfits, which means more pictures to unlock. Maybe add an extra quest between the first two for pacing... get the frame of something you can build on.

I'll stop talking about it now and go back to watching Helmut's sexy walk animation. -tbj
Well, even though being able to write stories can be pretty useful when making games, it seems like it doesn't really do much for me personally.

I totally get how multi-ending games with lots of choices and customization are great to play, but personally I'm definitely not planning to work on a game that has several endings. No crazy character customization stuff or all kinds of hard forks in the storyline - I just feel like those things might be too overwhelming for me.

Also, I'm not sure how well Martin would fit into a medieval fantasy setting as a photographer - it kind of seems a little out of place, to say the least? Anyway, thanks for all your great suggestions, but I feel like no matter how I simplify it, I'll probably never finish any of these projects. Maybe it's because the stars aren't aligned quite right in my life, or maybe I just need to accept that it's okay to quit sometimes. It really feels like chasing after a carrot on a stick, and maybe it's time to just move on.
But your carrots are so sweet Yuni :)
From what I can see your games are improving and progressing in measurable way.

Hell you have perfectly working base of the game, you did most hard work. Its just matter of adding some little piece here and there when and only when you feel like doing so.
Shifty
¯\_(ツ)_/¯