Memories ~ of a Gacha Tale by tastelikecoke
Imagine a visual novel! With random dice roll elements! Horrible! I know!

Instead of choosing your path. You gacha your path!

This game is made through renpy! To play it, download the zip file and run the GachaTale.exe file \o/ This is my first ludum dare... so please be kind. ; _ ;
Sprite art is courtesy of Jobson! He is a great moe artist
P.S. I am also a artist ahahaha
Ratings
| Overall | 795th | 3.261⭐ | 25🧑⚖️ |
| Fun | 1050th | 2.696⭐ | 25🧑⚖️ |
| Innovation | 1121th | 2.5⭐ | 25🧑⚖️ |
| Theme | 1003th | 2.935⭐ | 25🧑⚖️ |
| Graphics | 378th | 3.8⭐ | 17🧑⚖️ |
| Humor | 300th | 3.429⭐ | 23🧑⚖️ |
| Mood | 266th | 3.667⭐ | 23🧑⚖️ |
| Given | 26🗳️ | 19🗨️ |
I loved the idea! With some more work you can make this a very interesting game!
Hmm my prefered character? Remi! xP
Stuff I liked:
The Ren'Py thing worked a treat for this game, provided a lot of options.
The story was engaging and generally well-written. I liked the awkward pauses and emotional tension you built up with the script.
The girls were cute. The art was a highlight of this for me.
Things that were ok:
The RNG mechanic was interesting but the way it played out basically turned the game into a standard visual novel. There wasn't enough drama over what option might be picked ... I didn't even know what the other options were. The concept is great, but the execution felt like it was missing some tension/drama.
Nitpick here: in terms of the story, it helps a lot if the character has a clear motivation / problem to overcome. You sorta tried to set up that he didn't know if he'd fit in, but you need to show that not just tell us. Make him do something awkward or be socially excluded at the beginning. What you showed instead was that he sucked at maths (didn't answer maths questions right), but then later it turns out that he was not given the chance to show he was actually great at maths so that was confusing. Basically what I'm trying to say is that the main character's motivations should be more obvious, but the overall quality of the writing and especially the dialogue was excellent. This also helps in terms of ending the story in a rounded-off way.
Ideas for next time:
Sound didn't work for me at all. I just got radio silence no matter what I tried. Made it kinda hard to give you an audio rating.
The game was 99% story and 1% RNG. If the RNG is supposed to be a major part of the game it should feel like it and be used often. Make things more humorous and awkward by adding random weird stuff to each encounter, IDK.
For a first LD effort I'm suitably impressed, especially with the amazing art and a solid effort at a story. Well done!
@lars-dk
I'll take notes about the feedback for the story. I do want to improve on my writing, so I'm happy the story was engaging enough! I was most concerned about that since VNs are usually not-so-eyecatching slow-paced experiences :sweat_smile:
@duuuude I'm so sorry for making you do 20 rolls...
I wish we had options between Blonde girl and cheery girl because I went into the game really hoping that I would go out with her. There were a few typos (ex: pumping was spelled punping and Marco wasn't capitalized) But other than that, I have no complaints about the whole gameplay. The sketches were really cute! Also, do you work on your games alone or with someone else? All in all, great game!
For the random number gameplay, I think it's sort of interesting, but not really good gameplay. If you don't really have any choice in the matter, then why do I even have to click "roll" or "flip" in the first place? It could just be a story that didn't have any user prompts and it would end up being the same thing in the end. The only way that the randomness really makes a difference is if I play the game multiple times, but your story is pretty long so I don't feel compelled to do that!
Something more interesting like combining both choice and random element (risk vs reward) might work out more nicely, I think.
Overall this was pretty cute though.
I second a few of the comments made above - I felt like the narrative arc could have been a little stronger. I appreciate that you tried to thematically work in the randomness/chaos as a like topic of discussion near the end, but you could have started some of that sort of connection earlier to make it feel more cohesive (similar to what someone above said about how Marco's loneliness plotline could have been more clear from an earlier point).
There were several typos. Given that it seems like English may not be your first language, your grammar was overall good! But I would watch out for consistency things - I noticed a line where 'ok' was capitalized two different ways, and occasionally forgetting to capitalize names. Especially in a VN, the polish on your script is really important since that's a solid 70% of what people see! (other than the cute girls, of course vov). It's also not a big deal, but most VNs that I've seen follow the kind of arbitrary grammatical rule that you spell out in words the numbers one through nine. I feel like it makes things look a little more professional in general?
I also think that some sort of way of displaying what the options were with each roll would be nice. In the game, the tale of 'The Fox and the Grapes' was used. But with the rolling, it often felt we were the fox unable to even see some grapes high up, you know?
It's impressive how long of a narrative you were able to do in such a short span of time though, so well done! You probably could have edited a little bit though and polished some of the really good concepts and ideas that you did have though. I look forward to seeing what you make in the future :smiley:
I wish there were more dice roll options, but other than that, a neat little entry!