Hidden Fractures (2nd DEMO) [UPDATED] by Y4T5UR0
Story:
You wake up in an unknown room without having any recollection of the past, including your name. As far as you know, you are "trapped" in a VRMMO and has to find the pieces of your memory while going against the odds and survive through harsh days.
A/N:
I updated the file accidentally although I planned to upload a new file with different name. Welp, either way, what's done is done. Let the past be the past. I did try replacing this with the old one again and upload the second demo as a different game file but it keeps on failing and trying again and again will be such a hassle, so I'll upload a new file for the 1st demo so you can see the differences by yourselves (I decided to post it on my blog which I just created instead: y4t5ur0.blogspot.com)
For those who have played the first demo, I'm very thankful. I will do my best to provide a better gaming experience and keep up with my release plan and schedule.
Well, this isn't that important, but this update is actually kinda off from my initial plans, and here are what should have been implemented in the 2nd DEMO:
• Clearer objectives
• Solved case
• More beasts
• Better fighting experience
• Threatening bosses
• More items
As you see, they aren't completed yet, so I'm kind of ashamed to call it the "2nd DEMO," though I've been very, very impatient about releasing a second one so people can enjoy the game more. (I'm still learning how to complete those above though 0w0)
Anyways, here is what I've added in this 2nd DEMO:
• Fixed: No more look at errors with the beast
• More scenery items are in the room
• Case with attack is now fixed
• Fixed health string issue
• Better descriptions :D
• No more double tutorial trauma issue, door shock issue, or double beast fight error! Yahoo!!
• Command attack is added (Synonym issue for hit)
• Several grammatical errors are no more
• Max Health issue solved
• Defense is here!!
• Goblin function rocks, though there’s no timer yet (I think)
• Percentage Health issue
• Door issue resolved
•
You wake up in an unknown room without having any recollection of the past, including your name. As far as you know, you are "trapped" in a VRMMO and has to find the pieces of your memory while going against the odds and survive through harsh days.
A/N:
I updated the file accidentally although I planned to upload a new file with different name. Welp, either way, what's done is done. Let the past be the past. I did try replacing this with the old one again and upload the second demo as a different game file but it keeps on failing and trying again and again will be such a hassle, so I'll upload a new file for the 1st demo so you can see the differences by yourselves (I decided to post it on my blog which I just created instead: y4t5ur0.blogspot.com)
For those who have played the first demo, I'm very thankful. I will do my best to provide a better gaming experience and keep up with my release plan and schedule.
Well, this isn't that important, but this update is actually kinda off from my initial plans, and here are what should have been implemented in the 2nd DEMO:
• Clearer objectives
• Solved case
• More beasts
• Better fighting experience
• Threatening bosses
• More items
As you see, they aren't completed yet, so I'm kind of ashamed to call it the "2nd DEMO," though I've been very, very impatient about releasing a second one so people can enjoy the game more. (I'm still learning how to complete those above though 0w0)
Anyways, here is what I've added in this 2nd DEMO:
• Fixed: No more look at errors with the beast
• More scenery items are in the room
• Case with attack is now fixed
• Fixed health string issue
• Better descriptions :D
• No more double tutorial trauma issue, door shock issue, or double beast fight error! Yahoo!!
• Command attack is added (Synonym issue for hit)
• Several grammatical errors are no more
• Max Health issue solved
• Defense is here!!
• Goblin function rocks, though there’s no timer yet (I think)
• Percentage Health issue
• Door issue resolved
•
Comment
Y4T5UR0
22 Dec 2019
Aie! Thanks a lot for actually giving this one a try as well as to leave suggestions and comments .^o^.
I'll try to add more details to the descriptions. Also, now that I think about it, I kinda confused myself about the directions lol. I think what I was trying to do when I made the exit is how the directions are not based on first-person perspective (though I also don't know how it works :v)
Thanks for the suggestion though. I would take them into mind.
:DDD
Haha.
I'm happy that you pay attention to the Goblin xD
Thanxxxxx~ I would certainly polish it :D
I'll try to add more details to the descriptions. Also, now that I think about it, I kinda confused myself about the directions lol. I think what I was trying to do when I made the exit is how the directions are not based on first-person perspective (though I also don't know how it works :v)
Thanks for the suggestion though. I would take them into mind.
:DDD
Haha.
I'm happy that you pay attention to the Goblin xD
Thanxxxxx~ I would certainly polish it :D
Comment
Io
22 Dec 2019
Alright, giving this a shot!
A few 'default' descriptions, such as looking at the door giving you 'Nothing out of the Ordinary'. And for some reason, going east from the initial room as the path back be... to the southwest?
One possible suggestion is, after hitting an enemy, to have a readout as to how much hp they have left. Like "You hit wolf(lv2) for 3 damage! 10/20 health left!
The second potion - maybe the first too, but I don't remember - also has an abundance of 'use' verbs. You can Use it, Drink it, and even Eat it. Seems there should only be one of those.
Gotta admit, my eyes bugged out a bit at the level FIFTEEN (!) goblin. Supposedly the easiest monster indeed!
And then the goblin killed me. RIP.
Great game, I love the background color, and while it could use some polish with the grammar and text, you've definitely got something great coming!
A few 'default' descriptions, such as looking at the door giving you 'Nothing out of the Ordinary'. And for some reason, going east from the initial room as the path back be... to the southwest?
One possible suggestion is, after hitting an enemy, to have a readout as to how much hp they have left. Like "You hit wolf(lv2) for 3 damage! 10/20 health left!
The second potion - maybe the first too, but I don't remember - also has an abundance of 'use' verbs. You can Use it, Drink it, and even Eat it. Seems there should only be one of those.
Gotta admit, my eyes bugged out a bit at the level FIFTEEN (!) goblin. Supposedly the easiest monster indeed!
And then the goblin killed me. RIP.
Great game, I love the background color, and while it could use some polish with the grammar and text, you've definitely got something great coming!
Log in to post a review or comment.
Average rating
Written by
Y4T5UR0
Plays
1146
Downloads
1014
Download file
Quest 5.8
English
Added 17 Dec 2019
Updated 21 Dec 2019
Site News
-
Quest 5.10 is now available
19 May 2026 -
Quest 5.10 Beta is now available
7 May 2026 -
Improved language support
3 Apr 2026 -
Reviews and comments are now editable
27 Mar 2026 -
How to delete your textadventures.co.uk account
31 Jan 2026
Work in Progress