Alot of ground work has been laid out for the game for more scenes to play out and for a general gameplay loop now for this game to be really good it needs some scenes for example our character has no reactions whatso ever to the changes that happen to them in the abyss most of the time it either happens off sceeen and the next encounter hits or it just brings you back to your possible decisions.
Basically it just needs more scene content right now with companions and more scene writing right now it just seems like i am playing one of those 4Chan roll images.
Alot of props to the dev for laying out this much groundwork and the ending mechanic should add alot to the game.
Update 8.1: This has gotten really impressive in terms of features since its early days, especially considering the overall complexity of the original CYOA, and I can only aprpeciate the developer's drive and ambition in implementing their own touches of companion interactions, random events, and additional flavor for some relics (such as the Creepy Doll), as well as elaborate endings (so far limited to the first habitation) on top of that.
For all the rough edges that inevitably crop up during development, this has become one of my new favorite projects to follow. I can only praise the way the CYOA got adapted and expanded while improving accesibbility and features.
Abyss Diver is probably my favorite CYOA of all time, so I can only appreciate the effort into creating and interactive version of it.
I have brainstormed myself the possibilities and features of such an undertaking, so full disclosure in that I may be biased in my vision of such a game.
FIrstly, I appreciate that you broke down options for exploring each layer into several menus. It helps prevent cluttering. The pictures, text and music also all have been kept intact, which is definitely a plus.
Now, for improvements I'd like to see:
-Most of the stats can/should be shown on the side panel imho, aside from companions and curses. Information such as dubloons, weight, food/water, days spent and corruption level don't take that much space and should be perpetually visible. They're the most important information to display, and the greatest boon of an interactive version of the CYOA would be to have them always be tracked and on display. Hiding it behind a menu means taking out the player of the current action of exploring.
-I understand that writing down all the text is impractical compared to snipping the original CYOA's pictures for the text, but this may cause visibility issues, as the text is relatively small and dense. It will be time consuming, but it would be appreciated that in an eventual 1.0 verion to convert all the pictures of text into proper text.
-Building on the point above, putting all the choices at the bottom of the pictures is rather tedious UI-wise. Putting said choices under each picture or making the pictures clickable would be better.
These are my own two cents. For now, it's a valiant effort that I'm eager to see how it progresses.
Despite the 400mb download size, this game is in an extremely early state. Most of the major mechanics are there, but there's next to know substance or glue to tie it all together.
I'll preface this and say that I've got next to no prior experience with the other Abyss Diver (game?), so I was jumping in pretty fresh. If I had to give an example of the world and general premise, it's kind of your average "tower climb/descent" trope. Where you and a party ascend (in this case descend) a mystical tower in search of riches/wishes or some other reason. Think Tower of God, Let it Die, Maid in Abyss, Tower of Druaga, you get the idea. Each floor is a fundamentally different biome with different flora/fauna. On each floor there's different relics to collect that do different things. Best explanation, is think of the artifacts you get from the anomalies in the Stalker games, with a bit of SCP descriptions mixed in for their effects (hyper-specific stuff like a flashlight that only turns on when you're horny and it's wednesday).
The main aspect that the game revolves around is a "currency" called corruption. It's kind of a neat system, and works a bit opposite to how you'd expect. When you start your descent, you start at 0. You can keep on going down as far as you want without gaining corruption, but to go back up you need to spend corruption, as you can't ascend if you have 0 or a negative value for corruption (you can't go up with 0 since going up a level costs corruption and will put you in the negative). Grabbing relics also costs corruption, as in, it subtracts from your value. So for example, if you grabbed a relic that costs 15 when you're at 0, you're at -15 corruption; and since you can't go back up to the surface with a negative value, you're going to have to offset that balance with curses.
Which is where the TFs of the game come from. On each level, you can take on various curses to get corruption points to ascend (or even bank for later). Each level has a different set of curses you can take on, permanently, in exchange for corruption points (as in you gain them this time). These are pretty varied, and can range from a slow gender change, an instant swap, growing fur/scales/hair/you name it, pregnancy any time you have sex in any orifice, asset enlargement/shrinkage, and a bunch more that'll tickle anyone's fancy. As you make more trips up and down the abyss, you'll start taking these on pretty regularly in order to get your prescious loot back up to the surface. Of course, if you find that you can't make your trip back up (either due to corruption, or lack of resources), you can end your game on the floor you're at.
On each floor as well are various "wonders" which are basically notable locations on a given floor with effects. These places act a bit like the relic effects, only these are places that are fixed in place. With places that let you transfer your curses onto someone else, swap bodies, and all sorts of other stuff.
There's also a small party system as well, with various characters, but the main loop is basically gear up, go down, grab relics, take on curses, go back up.
On paper (or I guess this review), everything sounds pretty interesting and could make for a fun game with lots of debauchery. But the problem here is that most of the relics and TFs are cosmetic at best and don't have ANY influence on the gameplay in any capacity. The relic descriptions I can give a pass to since they're so specific that there'd be no way that situation would show up in gameplay, but for the TFs, that's where a lot of the disappointment lies. You can take on all these curses/TFs and the only real impact on the game it makes is a change in a blurb in your character description. There's not really any sex to be had in the game, so it's not like any of these TFs have any real meaning in sex scenes or otherwise. So who cares if you have a 2ft schlong, if you can't use it? What's the point in a gender swap if there's nobody to test it out with?
There's 400mb of images here, and if you go in thinking "damn, that's 400mb of sexy content" you're gonna be pretty disappointed. I mean, it's not like you'll go far without seeing a pair of tits, as the TF descriptions do have little images that pertain to them, but actual smut is nowhere to be found (or at least I couldn't find it).
There's definitely the bones of a good game here, and it's something that's clearly built up on a rock-hard foundation of lore, but the game has a good bit to go before I'm titilated enough by it to be rock-hard.
Give it a go if you're looking for something new and more focused on gameplay, but temper your expectations if you're looking for something to get you all hot and bothered. It's got a long way to go before it reaches that point. I really hope it does eventually reach that point though, since the premise is interesting enough to really offer a load of experimentation.
Having seen the previous reviews, I wasn't inclined to play this, but I've been bored recently, and decided to try it.
I'm glad I did.
This is one of the top 10 HTML games on this site for me. Although the execution is still a little short of what I would expect from a full release, it's very solid for a 0.7.7 release. The core gameplay is that you, the player, acquire resources to go into the titular Abyss and acquire strange and TF-oriented Relics. The writing and art-style are solid, although if you're looking for a paper-doll game or a game with the granularity of a Fenoxo title, you'll be a little disappointed. In short, if you've seen this on the main page a few times and are on the fence, give it a shot. Worst case scenario, you're down a few minutes and 400 megabytes. Best case scenario, you enjoy it as much as I did if not more.
I'm a huge fan of the original cyoa that this game is based on. I have to say, this adaptation of it is amazing! If you haven't played the original cyoa, don't worry. This is the best version of it you could play. It includes character creation which wasn't even in the preview version of the cyoa, automatically balances many of the features that were tedious to keep track of in the static verison, and significantly enhances the "reaction" type of gameplay that I always crave. With the static version you had to basically make and maintain your own rules which created a situaton of you running the game at the same time as playing it. This intetractive version is the best I've seen when it comes to interactive cyoas. Not to mention the insanely fast development speed which blows almost every other game out of the water in terms of the speed of implementation of features and fixes.
About the game: You are an abyss diver meant to uncover the secrets of the abyss and gather magical artifacts to either sell or use for yourself. There are many transformations to be had, including a slow-burn TG if wanted. You can choose to play male or female and the curses actually effect the visual representation of your body. It's based on a static cyoa but it's a huge improvement over the previous, though it doesn't have some of the final layers of the abyss. Even that fact is barely a downside since you can expect to spend hours in the upper layers.
Looking forward to the next updates! This is going 100% to be a staple tf game if it gets finished.