According to other players who've downloaded it for Android, no, it will not work. Assets will fail to load because Android's file structure is different and wants the folder to be somewhere else - where? I have absolutely no idea.
However, on my Discord server, I have a beta up that brings some UI improvements to MERCANOID for mobile devices; the caveat being that the assets are online due to the issue above. So it requires a connection to play properly. This is a stopgap while I get feedback on these UI alterations (namely, the addition of scrolling to the sidebars if the viewport is smaller than their maximum size - still janky, but less painful.)
I understand, thank you for replying. By the way, your work is awesome and I trult enjoy it. I hope you will enjoy making more games too, love you (no homo)
Yup, still working on more as and where I can! Current project is a 1.1 update for Maverick Manor before it's used as the foundation for the next game. Big QoL and presentation upgrades (new combat ui, new save system, etc), and maybe some extra smut.~
Found an error in the "Zipper Arm Cannon Modding" passage. The third mod, Smartlink Integration, indicates in the text that it requires a Handiwork skill of 2, but you actually need to have a Handiwork skill of 3 to install it.
D'oh. Not sure if I'll fix it at this point, MERCANOID being as old as it is - it's a little difficult to go back to it now, as most of its systems have been reworked or replaced by now. Still, thank you for letting me know!
No. Apologies, but it was intentionally disabled for a number of reasons. For one, it was causing numerous problems, and for another, Twine's history feature causes a ton of state bloat (which had a hard limit before it causes game/save corruption). The larger a game is, the more History needs to be reigned in, or outright disabled, to allow for increased scope/size.
While MERCANOID doesn't hit this limit, that still leaves the issues it was causing to gameplay and scripting which were beyond my ken to fix.
The game was a bit too easy, even on hard difficulty I never struggled with any enemies
Some illustrations would be nice (just an image of the main character and potentially the enemies). I think that would make the game a little bit more immersive
I wish there was a way to have a map that kept track of places I've explored
1. Mm, I'm still working on striking a balance with difficulty. It's a learning process, especially as I keep refining my combat system.
2. If the game had art commissioned for it, it wouldn't have been free. What you suggest (potentially) for the inclusion of Enemies would bring us up to 15-16 pieces of unique artwork alone.
3. I've since improved how I handle maps in future games, in that they're now connected spaces rather than individually floating rooms. It helps!
Ahh I never even considered the cost of implementing artwork. Honestly if I were you, I'd start charging for the game with or without artwork - or perhaps make a patreon. I would certainly pay for a game like this.
A patreon is something I'm eternally considering on-and-off. Charging for MERCANOID now would leave a sour taste in my mouth, but not all future projects will be free, no. As my quality grows, I'll be more confident in charging for a game, allowing these older titles (and occasional free smaller projects) serve as my demos.
I don't know if this is realistic, but if someone were willing to create artwork and donate it to you (perhaps with the stipulation that the game said art is put into remains free, which by your indication is a reasonable expectation anyway for MERCANOID), would that make all the difference? I'm pretty sure I've seen a couple of primarily text-only games that included a small amount of fan-submitted art.
In this hypothetical, the best I can offer is 'maybe'. It would depend on the quality of the artwork, for one - this might sound harsh, but if the art doesn't sit right with me (or if it depicts the character(s) inaccurately), I'd have trouble including it.
For another, it'd require me to go back and update a game that I've moved on from fully by this point.
An official reference of Mio does exist, kindly drawn by a friend. It isn't fully finished yet, and I'm not sure on Itch.io's rules regarding the content of comments (even on a NSFW-marked project), so here's the clothed version.
← Return to game
Comments
Log in with itch.io to leave a comment.
Awesome game! Unexpectedly detailed writing and fun lore, and I love the UI and game mechanics.
Thank you so much! ♥
Am I able to download it for Android too? It seems to be working well on web android, not sure if it will breakdown though. Has anyone already tried?
According to other players who've downloaded it for Android, no, it will not work. Assets will fail to load because Android's file structure is different and wants the folder to be somewhere else - where? I have absolutely no idea.
However, on my Discord server, I have a beta up that brings some UI improvements to MERCANOID for mobile devices; the caveat being that the assets are online due to the issue above. So it requires a connection to play properly. This is a stopgap while I get feedback on these UI alterations (namely, the addition of scrolling to the sidebars if the viewport is smaller than their maximum size - still janky, but less painful.)
I understand, thank you for replying. By the way, your work is awesome and I trult enjoy it. I hope you will enjoy making more games too, love you (no homo)
Yup, still working on more as and where I can! Current project is a 1.1 update for Maverick Manor before it's used as the foundation for the next game. Big QoL and presentation upgrades (new combat ui, new save system, etc), and maybe some extra smut.~
Found an error in the "Zipper Arm Cannon Modding" passage. The third mod, Smartlink Integration, indicates in the text that it requires a Handiwork skill of 2, but you actually need to have a Handiwork skill of 3 to install it.
D'oh. Not sure if I'll fix it at this point, MERCANOID being as old as it is - it's a little difficult to go back to it now, as most of its systems have been reworked or replaced by now. Still, thank you for letting me know!
is there a way to turn on rollback/history controls? frustrating not being able to quickly go back a page to re-read something
No. Apologies, but it was intentionally disabled for a number of reasons. For one, it was causing numerous problems, and for another, Twine's history feature causes a ton of state bloat (which had a hard limit before it causes game/save corruption). The larger a game is, the more History needs to be reigned in, or outright disabled, to allow for increased scope/size.
While MERCANOID doesn't hit this limit, that still leaves the issues it was causing to gameplay and scripting which were beyond my ken to fix.
Great game! I just have a few notes:
Glad you enjoyed!
1. Mm, I'm still working on striking a balance with difficulty. It's a learning process, especially as I keep refining my combat system.
2. If the game had art commissioned for it, it wouldn't have been free. What you suggest (potentially) for the inclusion of Enemies would bring us up to 15-16 pieces of unique artwork alone.
3. I've since improved how I handle maps in future games, in that they're now connected spaces rather than individually floating rooms. It helps!
Ahh I never even considered the cost of implementing artwork. Honestly if I were you, I'd start charging for the game with or without artwork - or perhaps make a patreon. I would certainly pay for a game like this.
A patreon is something I'm eternally considering on-and-off. Charging for MERCANOID now would leave a sour taste in my mouth, but not all future projects will be free, no. As my quality grows, I'll be more confident in charging for a game, allowing these older titles (and occasional free smaller projects) serve as my demos.
I don't know if this is realistic, but if someone were willing to create artwork and donate it to you (perhaps with the stipulation that the game said art is put into remains free, which by your indication is a reasonable expectation anyway for MERCANOID), would that make all the difference? I'm pretty sure I've seen a couple of primarily text-only games that included a small amount of fan-submitted art.
In this hypothetical, the best I can offer is 'maybe'. It would depend on the quality of the artwork, for one - this might sound harsh, but if the art doesn't sit right with me (or if it depicts the character(s) inaccurately), I'd have trouble including it.
For another, it'd require me to go back and update a game that I've moved on from fully by this point.
An official reference of Mio does exist, kindly drawn by a friend. It isn't fully finished yet, and I'm not sure on Itch.io's rules regarding the content of comments (even on a NSFW-marked project), so here's the clothed version.
Love the ATWT content, and definitely enjoying the game itself.
Glad you like it! ♥