So! Comment adventures and the ARG are over! One of the reasons it's taken so long to do GG2 is I've wanted it to be the capstone to the Candleworld series, and since Candleworld isn't scripted I didn't want to get ahead of myself and write too much. And now with how it's ended, even the fairly nebulous plot I wrote for GG2 has to be pretty rewritten. In any case, I feel comfortable going ahead and spoilering the very basic premise of the game now that everythings out of the way. 2 huge changes are coming: 1: Lots of character redesigns and simplifications. My old humanoid spriteart has already aged a lot and I barely made many. I'd like to have a more comic-book style to dialogue now, which means I want to be able to draw the characters easily. So the characters will be more closely similar to my Comment Adventure style. Goomble designs will not be changed. 2: The story will take place in the same Cycle of Law that Comment Adventures has taken place in. The Sun will have regained its glow, and you will be playing as an entity at the end of the Universe in a Goomble Gurt world. That means all the characters from Comment Adventures may show up in some form, whether changed by Abstraction, Time, or Derivation. If you could guess, as the final chronology of Candleworld, the Cycle of Law will reach its conclusion at the end of the game. But the way it concludes will be up to you, the player! I don't want to spoil it all of course, but look out for updates involving new character models and such. Unfortunately due to me now drawing dialogue like the comic there will no longer be a choice between 2 player models (because I don't want to draw every single panel with the player character twice). I may reuse aspects of the player models I already made, or implement them elsewhere into the game. In a way, Goomble Gurt 2 will play a lot like a personal Comment Adventures, with player input for different directions in the story, and choices that will lead to the ultimate end. I'm considering adding a simple stats/rolling system, but don't expect it! I need to make a design document and look at what the scope would mean for such a thing. If I do implement it, I'd want it to probably not too drastically change outcomes. Mostly it'd just cause new consequences, challenges, potential missions, rewards, and different panels drawn for single interactions. Note: This account is called ProfessorPistachio, and I've role-played as him as a joke in the past updates. But due to how the ARG might confuse things, going forward all updates will be characterized as coming from me, klabss.
Canalave City (Day) - Pokémon (slowed)