Links
Play now: https://www.newgrounds.com/portal/view/733818
Walkthrough: http://changermcgame.blogspot.com/p/int ... y-non.html
Patreon: https://www.patreon.com/Changer
Plot Summary
This is your first year at Adventure High, a school that teaches would-be adventurers how to harness their magical gifts to survive the monster infested lands outside town and bring back artifacts from the lost civilizations of the world. You have the gift of Control, which gives you access to spells that can be used to help support those around you, or bend them to your will.
Whether you use this gift to become a great hero, dominate the school and everyone in it, or something in between is up to you.
Gameplay
The game is a mix between an RPG and Visual Novel. The dungeon plays like an RPG where you explore each floor and fight monsters in turn based combat. Killing monsters gives EXP which makes your party stronger, while casting specific spells builds Proficiency and allows you to learn new spells within the same spell school.
Outside of the dungeon, you will be able to talk to other students and teachers to advance the plot. Your choices will have an impact not only on how characters feel about you, but can also impact the story at large. In addition, you can also cast spells during most conversations; to help, manipulate, flirt with, or even outright enslave other characters.
Art/Screenshots
Here are some examples of the art present in the game.
Major features
- 17 Enslavable characters (18 total so far, more to come)
- Ability to change the personalities of characters under your control
- Multiple main storylines affected by your actions
- Monster Taming (Will lead to playing with Monster Girls soon)
- Special bad-ends for losing to most monster girls
- Dozens of spells, with more to come
Final thoughts
My main goal with the game is to make a game where the player's choices actually matter. I was pretty disappointed with Fable's promises and most games with "morality systems" pull the same stunt over and over; almost always, it's a morality bar that affects the ending and maybe some cosmetic details. I'm working on trying to make it so your actions lead directly to logical consequences rather than just tracking an arbitrary morality value, with not just different endings, but entirely different stories based on your actions.
Any feedback would be great to have; the game is pretty complex already so it can be easy for me to miss things. I try to fix bugs and anachronisms as quickly as I can; usually in the same day. Thanks!