bleach by aizen

bleach is a fan game of a popular anime series originally made by Tite Kubo

There are human world, shinigami world and hollow world

When a shinigami came into the human world, her task would be to protect the humans from hollows

Unfortunately, there could be instances when the hollows overpowered the duty shinigami, in this case, it was Rukia

Rukia spent all of her powers to a human, me, transforming me into an unauthorized shinigami

What should I do now?
Save Rukia or my family?

v1 - standard gameplay, story + combat, generated multiple images with orihime in shinigami clothes picture as the best, however, everytime we update the game, the game cover is removed automatically, thus, we will skip adding game cover as we will be updating many times

v2 - standard gameplay, polish up story and changing it to one time enter room story instead of entering multiple times to get full story, combat are also balanced with more attack strategies being useful, automatically update player's skills instead of manual configuration and reset all skills which is troublesome

v3 - standard gameplay is finally expanded, it now have a soft human world exploration, meaning it is not a separate world as planned, but along the rooms of the story campaign rooms, soul card is released, it gives the player to teleport whichever story arcs he wants to play, useful if player do not have a save file, and Kisuke Urahara's shop is now opened, it can directly gives you all loots from previous story arcs, this not only helps player, but also helps the game creator, me to test some complicated codes and errors, and shop's gigantic underground is released, you can summon enemies and fight them here, a new story arc regarding the mysterious Hōgyoku have been released, complete overhaul of enemies attributes and attacking patterns, they are all now similar yet perform variations of battle style with far greater ease of enemy creation using less complicated coding, all enemies attribute can be interacted with as they now will reset to default when fleeing or losing and then rebattling them, this includes, enemy defense, attack1, defend, bankai, stance, destroy, meaning player can learn a cool new ability possibly named cero slash, minus 20 to enemy's bankai, this create a whole of strategic gameplay without the required complicated coding and extensive to player's attributes which are still limited to defense, max_defense, attack, around 3 attributes but yet lots of different variety of attacks

v4 - Breakthrough in coding, able to display both health and max health at the same time using turn script rather than the advanced change script which I couldn't figure out how to do, Great elaboration of storyline and conversations, everything is now making sense, players now have charge, speed, evasion, player's charge are like spiritual energy reservoir to do powerful attacks like getsuga tensho, if a player do not have charge while doing such an attack, he will gain 100 charge instead, this pattern is the same for all powerful attacks across the player's abilities, because if the charge is more than 100, players will use that instead, which makes the other abilities useless, player's speed are super cool mechanic, if player have 100 or more speed, he can directly do another attack, player's evasion also change the whole surface of the gameplay as well, it reduces the enemy's accuracy in short, but it can't reduce more than 1 or into negative values, because otherwise it will trigger coding errors, Powerful player abilities like orihime and hollow mask are nerfed, basically gaining so much defense, waiting for enemy to bankai itself to death, all powerful enemies are also reduced in difficulty to match the new status quo, the storyline will be expanding towards the hiding 90% hogyoku in rukia's body and research laboratory captain, dispute, fight and history, the starting menu of help and intro and significantly reduced in wording yet more comprehensive in explaining the game's purpose and direction, we are expecting to add growing combat strategies to enemies like attack and bankai, maybe in form of physical (slash, stab, range) and elemental (fire, ice and earth), but it might be too powerful for players to handle yet

v5 - Improved story writing, immersive description of characters and background, the conversations are more mature and coherent too, unfortunately, good story writing takes a lot of time, so I ended on around room 10 only, the rest of the rooms needs lots of time to be slowly updated, there are now more player stats and gameplay, player energy, this gives player to do stronger attack and defense, and it is super balanced, because there are no abilities that restore energy, meaning players will have to choose their battle strategy correctly before running out of energy, player pressure, this is a simple stat that increases 1 per turn, it simply increases the enemy's physical attack, we updated all the new stats into the player menu as well, player stamina - Whenever you are physically attacked by enemies, your stamina takes a hit, the lower your stamina, the more physical combo attacks your enemies can do, usually in the form of "Enemy does a basic attack", currently it is too powerful and might require nerfing in the future in terms of the damage it does, player hollow, this is a mind-breaking stat, just like in the anime, when players became too hollow, their inner hollow takes over their body and start doing random attacks, this is currently the best feature of the game, as it is a rare mechanic that aren't found in many text-based games like rpg in this website, player bankai had a glitch that the player was attacking itself multiple times per enemy, it is now solved, we switched all "you" in stories and combat into "Me" and "I" so the story flows better, without feeling like an npc talking to you all the time

v6 - Heavily nerfed all enemies, I want to explain in intro and help that fighting enemies are like in drama, the players dun always get to win, sometimes, they run away wisely, somtimes, they lose to someone stronger, these makes it more realistic, but in the end, I still nerfed them, it just feels strange to play a game, where you can defeated by enemies half of the time, new player attribute parry, this reduces the chances of enemies doing basic attacks on you, enemies' basic attacks are now complicated to combo attacks, meaning depending on the combo possible count from the enemies, he can do that many combo attacks per turn, also it is now unlocked, even enemies that have 0 physical attack can do basic/combo attacks now, players now automatically heal to full defense only if they defeat all enemies in the room, players should not be punished to work chore of healing themselves if they actually won the battle, changing of player abilities and making them less random, completed most of the stories, rather than the dense story, I use short stories and dialogues to continue the game, so that we will not exhaust players or even, game creators unnecessarily, added my first dungeon, grand fisher hollow dungeon, improved description of player's attacks

v7 - Ganju shiba arc, simple shaman king competition lore, had a big fail experiment, will be deleting only at next version onwards so we could a copy of consume inventory mechanic in v7, consume is a verb that eats away the object, in theory, the player absorbs spiritual energy rendering it useless anymore, however, it is either too weak like +1 attack or too powerful like +5 attack, when every single object can be consumed, the unbalanced gameplay can become too huge to be balanced, the idea we made it because it was fun and strategic, players can choose which item to consume or use in battles, making collecting items more useful and interesting now, but for this game, it is designed to be battled in combat room, which gives rise to 100% perfect strategy game, when all player and enemy stats and reset, which means, either you make a good strategy combat movements to win or pressing the wrong skills and lose, the new nerfed enemies seems a lot more fun now, even though it does not make sense in lore as shinigami captains are supposedly to the strongest in all of the three realms, upon creation of consume, we also dig up a lot of old coding that can be improved upon, so even if we remove consume verb on next version, the adding of skills coding are simplified by a lot, which helps, also, we move the shop list menu out to function so we can access it faster instead of finding room 27, we added the description of fighting abilities in player menu, however be warned that fighting abilities changes frequently with every version update, so what you are looking at might be old stats, we have a breakthrough in coding, enemies now have armour and evasion, armour reduces player's attack but not less than 0, evasion completely dodges player's attack by chance, the breakthrough have something to do with not requiring game creator to type in armour and evasion coding for each player's attack code, rather it is implemented before and after player's attack via trickery or should I say, walkaround method, this helps the game creator, me to type a lot less code in the future, otherwise I would have dump these 2 cool and new mechanics, unfortunately, because it does not interacts with player attack choice coding directly, there can be some goofs and incorrect calculations, for example if enemies have 10 armour, while player have attack 20 and attack ability deals doubled attack, it would be 40 attack - enemy's 10 armour giving 30 increased attack, but in actuality, it is 20 attack - enemy's 10 armour, equals 10 increased attack x doubled attack = only 20 increased attack, other goof delays would be that if player increase 5 attack and deal 10 damage, it would be 15 damage in total, unfortunately, that is not true, he would only deal 10 damage, and next turn, 15 damage, because the attack calculation is done before players chooses their attack abilities, same goes for reducing enemy's armour, enemy's evasion is pretty simple, enemy have a percentage chance to completely avoid all damage, however a goofy text issue would be when player attack 10 damage, it would state enemy now have 90 defense, then it says enemy evaded the attack, which means it now have 100 defense, unfortunately, the 90 defense statement is redundant and misleading, but I will have no choice but to ignore it for now, armour and evasion will definitely make more interesting and unique enemies despite the coding complexities, I recommend player's energy, enemy's armour and evasion, all cannot be altered during battle, otherwise, players are forced to player a certain strategy which is possibly called the best method or meta choices, we want players to play freely where each attack would be useful, also we will not be power creeping fighting abilities and spiritual items and npcs, instead, we will give similar or even exact same stats or previous fighting abilities, but just new inventory object's name instead for coolness, because this is a strategic game, powercreep destroys all strategy, whether you powercreep by very little or by a lot, eventually, the old fighting abilities becomes useless or that players will rush to end game and get only the best fighting abilities, making all the effort in making the other fighting abilities become useless

v8 - Removed consume and statusattributes2 which bypasses the maximum limit set for each attribute when entering or leaving battle room, also I shortern the coding for shop menu add items since consume is no longer in use, I introduce a new mechanic: mana, only 50% chance of gaining 1 mana per turn, this makes the game more unpredictable so players dun always use the same strategy, it is similar to player's energy, enemy's armour and evasion in that they will not be altered in anyway, the 50% chance is fixed, because otherwise players will spam the skills that increases mana gain as it is more effective, I introduce another new gameplay mechanic: player's weight, each player inventory increases player's weight by 1 which then decreases stamina by 1, this makes the game more strategical in the sense that players should choose the best few items to equip rather than taking all items the player has found, this turn script does not trigger in battle room, so there won't be any glitches or unfairness, however because it triggers every turn outside of battle room, I wonder if it would lag the game? Clear screen is introduced to reduce the lag triggered by the long story text, especially when speedrunning the game, however we remove Clear screen because when leaving combat room, all the description about how player kills the enemy are erased, because players will generally have at least 10 inventories, enemy's basic attack chance are reduced from (110% - player's stamina) to (100% - player's stamina), I tested new gameplay mechanic, I upgraded npcs and objects, basically it means players have to find rare spirit bottles in the game world, each gives the player 100 spirit, each upgrade requires 100 spirit, each item can only be upgraded once, although it is fun and works well, it is still in testing phase due to the sheer amount of workload required, thus, currently there are only one upgrade available, which is rukia power, the fun part of upgrade mechanic is that there are much fewer spirit bottles than items, meaning the player can only upgrade a limited number of items per walkthrough, this however, makes it more interesting to replay the game, just so that the player can check out and play with the other secret upgrades, I have another breakthrough in coding, now I will only need to type in attributes move1, move2 and move3, and it will automatically clone or create an skill or ability item that can be taken and learned skills, the shop menu function is updated, but I will not be rewriting all learn new skill items yet, I need to save this version copy in case the game breaks or glitches, since this new coding breakthrough is a bit long and messy, I added drafted arcs which could be polished later on, mjolnir and arrancar's stronghold

v9 - No story update, but huge progress in gameplay, move3 and upgraded items are removed, but spirit bottle are still kept, it felt fun although it currently still have no purpose yet, weight function is removed, although carrying more items are balanced by losing stamina, it makes the game feel unstrategic or clunky, the game have to be intuitive and straightforward, something like chess, you have all skills or chess pieces, you choose which to move, and that decides your fate, and not by buffing players to have more movements by paying chess pieces before even the match has started yet, cloned skill and consume verbs are removed but still listed in code so I deleted the rest of it off, I am writing it down, in case glitches happens in the future too, return enemies' basic attacks to 110 - game.pov.stamina, enemy's attack1 loses buff from pressure per turn, enemy's attack1 drops from 100% chance to reduce 5 stamina to 50% chance, but their bankai increases from 0% chance to 50% of reducing 10 stamina, I hated mana as I need to keep watching how many mana I currently have from the status attributes but I have to admit it kept the fighting skills balance while varied in power which makes thing interesting and not requiring me to do stupid adjustments like bankai self damaging which is pretty hard to balance, I added in printed message at the start of each round to show player have how many mana, I have unlocked max mana to no limit, I have increased 50% of 1 mana per turn to three loops of it, because of how fast the mana is gaining and that there is no max mana limit, players' skills will now be able to generate mana and possibly replacing charge status attribute and skill mechanic, mana printed message is shifted toa ttack button on click, more intuitive, the point of 3 loops of 50% of 1 mana per turn is to keep things unpredictable, but it is predictable, it should be generate 0 to 3 mana per turn instead, player mana gained is placed inside after enemies attack otherwise player can spam speed and keep getting free mana which is overpowered, all loots have been gained from shop menu are removed for upgraded skills which requires manual activation since upgrading functions are obsolete, player mana gain is increased 1 per turn instead, it is super hard to determine the correct value of mana skills do required otherwise, I have never used flee verb and spirit bottles seems redundant and choking up status attributes, so I removed them all, I removed pressure and spirit from statusattributes, start of game statusattribute assignment and game.pov attribute panel, because mana gains 1 per turn similarly as well, so we can just use mana as pressure as enemy's basic attack instead, I will remove mana from status attribute as well, since at start of game attacking turns, the game will remind you automatically, we completely redevelop attack verb, now attack enemy 1st time brings to battle room, 2nd time and onwards will trigger same function as attack button object, meaning attack verb will now 2 things and I deleted attack button object, anything that can simplify this game, I will do it because this is a very complicated game and we are in it for the long term, added new feature - buy all loots, yes it will buy every single loot in the game and it uses a simplistic code that automates everything

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