Towne of Gringle EXCLUSIVE STRATEGY GUIDE

 A new game, made with the help of THE INNER SIRCLE, has arrived onshore after a long and perilous 2 week voyage. Now that it's here and remarkably scurvy free, Towne of Gringle costs nothing but time plus a visit to the wonderful itch.io. 

GAME HERE


 

 Now- For the real gringle heads out there, I will present some strategy tips to play this game as Goode would want it. While you can beat this game without these tips, you will most likely need them to get the secret ending when you make everyone happy.

 Remember that you can give gifts to happy people to tell them where to go

    This is a useful thing- you can use this to keep happy people away from angry people, to send a happy person to another happy person, etc. When you are sending a character they cannot be talked to, so it's good in a pinch. The downside is you cannot move while sending, so who knows what else is happening.

You should always be carrying a gift, if possible

    You never know when you will need to give someone a gift. It's worth it to always have one. Swapping gifts costs nothing as well, so always be ready.

Walking up to people to temporarily pause them is super helpful

    You can't stop angry people, but you can buy some time and pause them. You do this by walking up to them. This can be helpful if you need some valuable time to stop a collision between two characters.

Finding coins can make a difference

    You can find spare change around the map. If no one is talking, then you should be looking for some change so you can make a difference.

Sometimes you want to wait to give a gift

    Giving someone a gift while they are in a crowd can be trouble. Instead, you might want to wait for them to leave the crowd. You might need to keep a few names and objects in your mind, however.

 

That's some tips.

This was a bizarre game to create- It kept growing as I created it until it's the thing it is now. I find it very hard to describe it to people. I wonder if the strategy element even gets across to people- In hindsight maybe the game should be harder to make people try to engage with the mechanics more. But I think the whole conversation thing might even still prove too big to look past. Whatever though! I made a bizarre game and I am decently happy with it.

I also got to work will a bunch of my friends, which we always talked about doing but never did until now. I very much appreciate all of them and am very thankful that they would help!

Also also- The soundtrack is available on Bandcamp! I am debating putting it on streaming. I had a hard time composing fantasy music and it didn't come out as fantasy as I wanted I think but I secretly think that it's a good soundtrack. Soaring orchestra music paired with the dumbest conversations possible is funny to me.

SOUNDTRACK HERE

 Before release I wrote up like 2 different blogposts full of anxiety and doom. I was really worried about how the game would be received. I'm not sure why I expected the worst- but the game is out and everything is fine! I guess the lesson for me is to chill the hell out. Also to check my spelling more. Shoutout Peyton.

And finally- on the goofy itch page description I claim there's a certain number of unique dialogs- Do you know where I got that number from?

 


 

 

     

 

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