bleach by aizen
- V14 -
1. We will be redoing the story mode, basically there is too much mental and coding workload for using player choice matter in dialogue tree, fighting fantasy works, because they do not adhere to any important story plots and progresses, whereas our story needs to match the meaning and what's going to happen next.
2. There is still one possible way to make multiple different game paths, and that is optional areas, like more fighting enemies or small npcs unrelated to main storyline.
3. Since we are railroading story, we will reduce multi-choice dialogues, and directly write the story, which increases content anyway with lesser workload
4. Enemies now can use other enemies' skills, basically I am attaching skills to enemies, rather than write from scratch what skills they can do, this doesn't means enemies uses all skills, it can only use skills i attached to it, this reduces lengthy coding.
5. Add winterob card, add claymore alcadeias new attacking skill
6. If an enemy have negative regeneration, it will say it corrupts hp instead of heal hp, and as you might realized again, why make the enemies so weak, because this means we can put a much stronger stat boss, so players have to cheat, moving out and in room to heal himself and corrupting boss's hp, in our previous game v1 to v9, the game was about skills, but this time round, we are focusing on game's story and playability instead.
7. alcadeias nerfed, add alcadeias card
8. Add start story of knights of apocalypse
9. Enemies can now use skills to grant themselves invulnerable, which reveals the player's invulnerable is wrong logically, if the enemies is not dealing damage but debuff, they should still be able to pass through invulnerability. Invulnerability should only block damage.
10. Negam card strength now working, got overriden by winterob card
11. Unable to attack glitch when there are 2 or more enemies, I dunno why but setting loot.invulnerable = 0 solves the glitch which is illogical as it have no connection in attack coding.
12. Generally, the combat coding gone too far again, it is hard to develop further, I am just solving glitches without understanding, but if I make my game simple without cooldown and invulnerable and multiple attacks, it becomes boring, I am at a standstill, the story is alright, a bit slow, the theme is too ficnicky, players might find it hard to get into, as it jumps everywhere in anime scenes
- V13 -
1. game.stage = 2 after kill not working properly, unsolvable, might be require some time for game server to upload game file properly
2. Will be deleting all objects before generating, this means dropped inventories like cards will be deleted permanently.
3. Adding "quest_item" attribute to items and modify delete all items to skip past "quest_item"
4. Testing out deleting all objects when moving on to new game stage
5. Before entering the room for the first time might be creating glitches, I directly use First time coding instead
6. Introduced new monster type, non-damage, winterob, it have interesting effect of increasing player's cooldown if 1 or more, which means, alone, they are weak, but when paired with other monsters, they could directly hinder player from doing combos like dragon shield and then attack.
7. As you might have realized, yes, it is now possible to have multiple monsters, unfairly, multiple monsters attack the player at the same time while player can only attack one at a time.
8. The game's direction took an inspiration from fighting fantasy, making player's choices do matter, for example, if you choose to fight Negam in dialogue, Twix won't actually die. This would not impact the main gameplay, because, either way, Negam boss is still there, and player can't progress the game unless he changes his mind and fight the boss. This is just one example, there are more and we will be implementing more dialogue choices that can change the story outcome or even unlock special stages with monsters.
9. Overall, player's choice matter and special effect monsters can overly enlarge the game workload, so I try to implement sparingly and end their story loop asap
- V12 -
1. At start game, shows game version so players know that the game download file works correctly or not.
2. fixed "You missed all of your shots" that appeared 2 more times.
3. Shift generation of new cloned objects at that room directly
4. Now players can strike directly at enemies, it will auto target one enemy while untargeting the rest automatically
5. Game update notes is now done opposite, from new to old, making it hard to read sequentially, but it directly shows latest news on top
6. Removed redundant first time code
7. Simplify code to appear on game stages, which means no need to delete objects anymore
8. Dragon shield and invulnerability now working, this is quite complicated but basically we select the monster's skill = "", which is blank, so it wouldn't react
9. Rollback and deleting objects is returned, because coding items to appear only on game stages only works if visible or invisible and not cloned objects which now permanently, yes, I am kinda drunk
10. Cooldown now reducing properly
11. Shorten overly lengthy dialogues
- V11 -
Ok guys, Im back
It seems like the game uploading server requires around 30 minutes before it can be downloaded, otherwise it keeps giving old game file.
So, I made this should be V10, but since I already named it V11, let's continue on.
By the way, what happened to V1 to V9 update notes?
I have archived in my personal computer, I know it is possible to insert in the game itself to reduce clutter on this update page, but I dun see the point.
So, yeah V11 is a brand new restart with few content.
What happened back then with a long pause of activity was the overcomplicated fighting coding and story arc not making sense anymore.
So, I am keeping it simpler this time round, still complex, but split into different parts while having more split gameplay to elevate the overall gameplay experience.
This is not what I want, the previous game is what I want, it is fair gameplay, with one skill per turn for each player and enemy, no gathering of items and combat pets.
But after finishing a short demo, I am quite pleased, the story flows well and the player can have more gameplay beyond strategic fighting, besides needing to select skills tactically, they now also have to select stat pets as they can only have up to 4.
Enough about the rumble, let's talk about the theme.
As usual, it is inspired by anime and manga, but this time round, I insert my twist and story structure into it, gambling with instinctual story writing and slowly patching up the illogical plot holes.
You act as a main nerd, trying to attract the attention of a girl like all school kids do, but it didn't work, so you indulge in 3D digital games, unfortunately, something bad happened, the digital world have blended into reality and started attacking people, even ones that do not engage in the games' activities. Now you will act as the super hero to protect everyone, until you realises, you are but a gamer. In order to kill the digitalized real monsters, you have to pick up courage like a real man and start brawling with your real fists.
1. We will be redoing the story mode, basically there is too much mental and coding workload for using player choice matter in dialogue tree, fighting fantasy works, because they do not adhere to any important story plots and progresses, whereas our story needs to match the meaning and what's going to happen next.
2. There is still one possible way to make multiple different game paths, and that is optional areas, like more fighting enemies or small npcs unrelated to main storyline.
3. Since we are railroading story, we will reduce multi-choice dialogues, and directly write the story, which increases content anyway with lesser workload
4. Enemies now can use other enemies' skills, basically I am attaching skills to enemies, rather than write from scratch what skills they can do, this doesn't means enemies uses all skills, it can only use skills i attached to it, this reduces lengthy coding.
5. Add winterob card, add claymore alcadeias new attacking skill
6. If an enemy have negative regeneration, it will say it corrupts hp instead of heal hp, and as you might realized again, why make the enemies so weak, because this means we can put a much stronger stat boss, so players have to cheat, moving out and in room to heal himself and corrupting boss's hp, in our previous game v1 to v9, the game was about skills, but this time round, we are focusing on game's story and playability instead.
7. alcadeias nerfed, add alcadeias card
8. Add start story of knights of apocalypse
9. Enemies can now use skills to grant themselves invulnerable, which reveals the player's invulnerable is wrong logically, if the enemies is not dealing damage but debuff, they should still be able to pass through invulnerability. Invulnerability should only block damage.
10. Negam card strength now working, got overriden by winterob card
11. Unable to attack glitch when there are 2 or more enemies, I dunno why but setting loot.invulnerable = 0 solves the glitch which is illogical as it have no connection in attack coding.
12. Generally, the combat coding gone too far again, it is hard to develop further, I am just solving glitches without understanding, but if I make my game simple without cooldown and invulnerable and multiple attacks, it becomes boring, I am at a standstill, the story is alright, a bit slow, the theme is too ficnicky, players might find it hard to get into, as it jumps everywhere in anime scenes
- V13 -
1. game.stage = 2 after kill not working properly, unsolvable, might be require some time for game server to upload game file properly
2. Will be deleting all objects before generating, this means dropped inventories like cards will be deleted permanently.
3. Adding "quest_item" attribute to items and modify delete all items to skip past "quest_item"
4. Testing out deleting all objects when moving on to new game stage
5. Before entering the room for the first time might be creating glitches, I directly use First time coding instead
6. Introduced new monster type, non-damage, winterob, it have interesting effect of increasing player's cooldown if 1 or more, which means, alone, they are weak, but when paired with other monsters, they could directly hinder player from doing combos like dragon shield and then attack.
7. As you might have realized, yes, it is now possible to have multiple monsters, unfairly, multiple monsters attack the player at the same time while player can only attack one at a time.
8. The game's direction took an inspiration from fighting fantasy, making player's choices do matter, for example, if you choose to fight Negam in dialogue, Twix won't actually die. This would not impact the main gameplay, because, either way, Negam boss is still there, and player can't progress the game unless he changes his mind and fight the boss. This is just one example, there are more and we will be implementing more dialogue choices that can change the story outcome or even unlock special stages with monsters.
9. Overall, player's choice matter and special effect monsters can overly enlarge the game workload, so I try to implement sparingly and end their story loop asap
- V12 -
1. At start game, shows game version so players know that the game download file works correctly or not.
2. fixed "You missed all of your shots" that appeared 2 more times.
3. Shift generation of new cloned objects at that room directly
4. Now players can strike directly at enemies, it will auto target one enemy while untargeting the rest automatically
5. Game update notes is now done opposite, from new to old, making it hard to read sequentially, but it directly shows latest news on top
6. Removed redundant first time code
7. Simplify code to appear on game stages, which means no need to delete objects anymore
8. Dragon shield and invulnerability now working, this is quite complicated but basically we select the monster's skill = "", which is blank, so it wouldn't react
9. Rollback and deleting objects is returned, because coding items to appear only on game stages only works if visible or invisible and not cloned objects which now permanently, yes, I am kinda drunk
10. Cooldown now reducing properly
11. Shorten overly lengthy dialogues
- V11 -
Ok guys, Im back
It seems like the game uploading server requires around 30 minutes before it can be downloaded, otherwise it keeps giving old game file.
So, I made this should be V10, but since I already named it V11, let's continue on.
By the way, what happened to V1 to V9 update notes?
I have archived in my personal computer, I know it is possible to insert in the game itself to reduce clutter on this update page, but I dun see the point.
So, yeah V11 is a brand new restart with few content.
What happened back then with a long pause of activity was the overcomplicated fighting coding and story arc not making sense anymore.
So, I am keeping it simpler this time round, still complex, but split into different parts while having more split gameplay to elevate the overall gameplay experience.
This is not what I want, the previous game is what I want, it is fair gameplay, with one skill per turn for each player and enemy, no gathering of items and combat pets.
But after finishing a short demo, I am quite pleased, the story flows well and the player can have more gameplay beyond strategic fighting, besides needing to select skills tactically, they now also have to select stat pets as they can only have up to 4.
Enough about the rumble, let's talk about the theme.
As usual, it is inspired by anime and manga, but this time round, I insert my twist and story structure into it, gambling with instinctual story writing and slowly patching up the illogical plot holes.
You act as a main nerd, trying to attract the attention of a girl like all school kids do, but it didn't work, so you indulge in 3D digital games, unfortunately, something bad happened, the digital world have blended into reality and started attacking people, even ones that do not engage in the games' activities. Now you will act as the super hero to protect everyone, until you realises, you are but a gamer. In order to kill the digitalized real monsters, you have to pick up courage like a real man and start brawling with your real fists.
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Written by
aizen
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124
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Written for Quest 5.8
Added 27 Feb 2025
Updated 11 Nov 2025
Fantasy
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