Become the greatest hero or villain that the world has ever known! Balance the challenges of leading a normal life, while attempting to defeat evil…or wreak havoc on the world. It’s 25% off until September 26th!
Hero or Villain: Genesis is a 330,000 word interactive novel by Adrao, where your choices control the story. The game is text-based, with artwork to help set the scene. Will you hunt down villains to the last corner of the planet, join a group of fellow heroes (or villains!), defeat New York’s criminal mastermind, or even replace him?
• Choose from dozens of powers. You can pounce on your enemies with the power of your fists, strike them down with hellfire, take control of their minds, dodge their attacks with your super-speed, or rewind time to learn from your mistakes.
• Build your own gadgets, improving the quality of your armor or the weapons mounted on it.
• Make alliances with other heroes, and attempt to find a sidekick that works with you.
• Play as male, female, or non-binary, and romance many of the other characters!
• Several illustrations to enhance your experience.
• Many different game paths, with over two dozen different endings.
• Several difficulty settings. Play as a mighty invincible hero, or just somebody only slightly more powerful than an average human.
Adrao developed this game using ChoiceScript, a simple programming language for writing multiple-choice interactive novels like these. Writing games with ChoiceScript is easy and fun, even for authors with no programming experience. Write your own game and Hosted Games will publish it for you, giving you a share of the revenue your game produces.
Updated, and with an expanded Kamakura path, try Tokyo Wizard today. Become a powerful wizard or witch in modern day Japan! Tokyo Wizard is a 160,000 word tale in which you’ll learn the power of magic and the consequences of it. Become one with Shinto animal spirit magic, learn powerful battle spells, or choose the path of necromancy and command an undead army! The game is entirely text-based–without graphics or sound effects, where your choices control entirely the outcome of the game. Can you free Tokyo from the evil menace facing it, or will you be consumed by dark magic?
Learn over 60 unique spells, divided into magic schools such as necromancy and illusion.
Battle or befriend an array of Japanese mythological creatures, including guardian Nio, bakeneko, forest Kappa and powerful elementals.
Three different game paths with 30+ endings. Restore yourself to life with the save system.
We’re proud to announce that Sword of the Slayer, the latest in our popular “Choice of Games” line of multiple-choice interactive-fiction games, is now available for Steam, Android, and on iOS in the Choice of Games Omnibus app. It’s 40% off until September 19!
Fight monsters and free the ancient city with your enchanted talking sword!
You’re a common orphan scraping a living on the streets of Targas Adur—a city older than memory, full of dark corners and darker magics, ruled by a merciless Sorcerer King, Demorgon. While exploring one of those dark corners, you stumble upon…the sword, an ancient weapon of power. And it can talk, in a voice only you can hear.
“Sword of the Slayer” is 185,000-word interactive fantasy novel by S. Andrew Swann, where your choices control the story. It’s entirely text-based—without graphics or sound effects—and fueled by the vast, unstoppable power of your imagination.
Dark creatures do as Demorgon bids, and his royal guard keeps order with an iron fist. All gods and temples are suppressed except for his own Dark Tabernacle. But with the re-emergence of the sword, Demorgon’s power may be waning. Evil monsters invade the city, and sections of Targas Adur have fallen to their influence. It’s up to you to slay them.
You must train yourself in sword-fighting to protect the ones you love, as you battle the demons of Targas Adur, including the dread White Wyrm. Thrust into the role of monster-slayer, you find yourself the focus of decadent nobles who want to return to power, devoted monks who want to see the gods return to the city, and—most troubling—you now have the attention of the Sorcerer King himself.
Will you become a foe of the monsters, a threat to Sorcerer King’s regime, or a hope for the forces trying to bring down his rule? Or will you give yourself over to the sword, losing control of your mind and body?
Play as male, female, or non-binary; gay, straight, bi, or asexual
Rise from the gutter to the highest level of power
Support the gods, the nobles, or a rival sorcerer for the rule of the ancient city
Bring back the gods or fight the Great White Wyrm when you enter the Dark Tabernacle
Make allies in your quest to free the city
Protect your childhood friend, and your swordsman trainer from capture and death
Face monsters of all sorts, up to the Sorcerer King himself
Save your place before a chapter and you can return to that point after the story’s end and try a different set of choices
An enchanted sword. An ancient evil. A hero waits.
We hope you enjoy playing Sword of the Slayer. We encourage you to tell your friends about it, and recommend the game on Facebook, Twitter, Tumblr, and other sites. Don’t forget: our initial download rate determines our ranking on the App Store. The more times you download in the first week, the better our games will rank.
Your first game for us was Welcome to Moreytown, which was based in a world you’d already written about in your novels. What was challenging for you in writing Sword of the Slayer in a new setting?
I think the most challenging thing was avoiding being too wordy. This genre is one in which it’s easy to fall down a hole of descriptive prose that would probably quite annoying for anyone clicking through pages of text to get to the next choice. Keeping things concise while still serving the genre could be a hard balance to strike.
Have you written much fantasy in this direction?
About a third of what I’ve written has been some sort of fantasy or other. I’ve done light humorous fantasy with my Dragon series, and I’ve done dark fantasy with medieval werewolves and the Teutonic Knights (Wolfbreed and Wolf’s Cross). This is, however, the first straight-up sword & sorcery work I’ve written.
What parts did you most enjoy writing? NPCs? Monsters? The Sword? Fight scenes?
I really enjoyed writing the gods, especially since I was writing four poles on a moral axis that’s not the old D&D good/evil law/chaos dichotomies. The sword was also fun to write, as it definitely has its own opinions about what’s going on and how the PC should be dealing with it.
I’m pretty sure the sword is the first talking inanimate object we’ve had that’s also a major character in the game. That must have been interesting to think through as you were working on parts where it’s interacting with the player. It’s kind of like an evil or at least morally compromised Jiminy Cricket.
The really interesting thing about the sword is that it’s a major character that has very limited agency. After all, it’s a sword. It might be magic, but it can only do anything if someone is wielding it. So having it as an active participant in events is a bit of a challenge. Also, at times, it is a rather ambiguous ally to the PC. Sure, it wants the PC to make it through this, but that’s because it has its own agenda and the PC is the easiest means to that end.
Sword of the Slayer feels like one story about Targas Adur. Is it a setting you see yourself returning to?
Possibly. I don’t have any immediate plans in that direction, but it’s a place I could easily return to if I wanted.
What are you working on now?
I’ve been hired on to a big exciting project that I can’t really talk about yet. I can say it’s a new novel and I’m just polishing up the outline now.
Become the vagabond you always knew you were. Rely on your blade and wits, for little else will save you amidst the cold and unforgiving North! Retrace the steps of your past and rekindle a love once lost. Or try your best to snuff it out—either way, it’s going to burn. You may be the toughest ronin around, but even you aren’t prepared for what’s next! It’s 25% off until September 5th!
Samurai of Hyuga Book 4 is a 375,000 word interactive fantasy novel by Devon Connell, where your choices control the story. It’s entirely text-based—without graphics or sound effects—and fueled by the vast, unstoppable power of your imagination.
• Play as male, female; gay, straight.
• Survive amidst a clan war between the Uesugi and the Takeda!
• Unravel the secrets of your past and embrace your forbidden power!
• Enjoy 27 beautiful illustrations that bring the world of Hyuga to life!
The truth behind the forbidden style of the Jigoku and a hell of a lot more await you in the fourth book of this epic series!
Devon Connell developed this game using ChoiceScript, a simple programming language for writing multiple-choice interactive novels like these. Writing games with ChoiceScript is easy and fun, even for authors with no programming experience. Write your own game and Hosted Games will publish it for you, giving you a share of the revenue your game produces.
In conversation with Google Play Store developer support today, they confirmed to me that all new Android apps now require at least three days for approval.
When releasing today’s newest game, Psy High 2: High Summer, our app was greeted with a warning banner, saying, “To help better protect our users, we’ll take more time to thoroughly review your app. Learn More”
In a chat with Google support, they confirmed:
All new apps are getting the “we’ll take more time” banner. “We’re taking more time to thoroughly review every app.” Plan for at least three days between submitting your app and going live. We’re professional developers, and we can definitely plan a few days in advance, but that then raises another, bigger problem.
There is now no way to schedule the release of a new app. When you submit an app for review, it will automatically go live whenever it’s approved, even if the app is approved days before the planned release date. Google offers a “timed publishing” feature, but it only works for app updates. (We discussed using the “closed alpha” process, which also undergoes Google review, but closed alphas go through a separate review process; you still have to plan for three days buffer when promoting a release from closed alpha to production.)
Google offers no way to expedite review. “Unfortunately, there is no escalation path, and there is nothing that can be done to expedite the review process. I completely understand your frustration, and I would love to be able to help you get your app approved immediately, but there is nothing I or my team can do.”
Developers were not notified of this change ahead of time.
Google’s Warning Appears Too Late, After Submission
The “we’ll take more time” banner appears only after you submit your app to go live in production. There’s no way to know that you have to submit three days in advance until it’s already too late.
Separately, we will soon be taking more time (days, not weeks) to review apps by developers that don’t yet have a track record with us. This will allow us to do more thorough checks before approving apps to go live in the store and will help us make even fewer inaccurate decisions on developer accounts.
We’ve been a developer on the Google Play Store since 2010, so we didn’t think this would impact us. We were wrong.
If you click “Learn More” on the banner, Google doesn’t provide much additional detail; it’s the all-purpose documentation for publishing apps in general. But it does include this note near the top:
Note: For certain developer accounts, we’ll take more time to thoroughly review your app(s) to help better protect users. You’ll receive a notification on your app’s Dashboard about how long this should take. We recommend that you adjust your planning to include a buffer period of at least three days between submitting your app and going live.
“Certain developer accounts?” That didn’t sound like us. We have dozens of games published on the Google Play Store; we’re a developer in good standing.
It turns out that instead of just “developers that don’t yet have a track record,” all new apps are undergoing additional review. App updates may go through quickly if the app itself has earned Google’s trust, but each new app starts with an empty track record.
Luckily, we did submit Psy High 2: High Summer in time to get it approved today. Next time, we’ll have to submit to Google a few days in advance and “soft launch” our app, not announcing the release until the official release day.
Here’s the transcript with Google Play Store developer support.
Dan Fabulich: Our app release for Psy High 2 com.choiceofgames.psyhigh2 seems to be held up in extra delay. We’ve scheduled marketing for today’s release. Please help!
Liz: Thank you for waiting.
I apologize for the delay. Please note that we’re currently still reviewing your app. Due to recent changes, we’re taking more time to thoroughly review every app to help better protect users.
I see your app was updated yesterday, and moving forward, we recommend that you adjust your planning to include a buffer period of at least three days between submitting your app and going live. You can learn more about these changes here: https://support.google.com/googleplay/android-developer/answer/6334282.
We do take developer feedback very seriously and I will be happy to pass any you may have regarding this process to the appropriate team for you. Please note you can also learn about new features in our blog here: https://android-developers.googleblog.com/.
Dan Fabulich: Will this delay apply to app updates as well?
Liz: The delay should be less than 3 days, but recommend still planning for 3 days for the review process to complete
Dan Fabulich: Is it possible to request expedited review for Psy High 2?
Liz: Unfortunately, there is no way to expedite the review process
Dan Fabulich: When did this change roll out? Were developers notified that we needed to add a three day buffer?
Liz: I am not sure exactly when the changed rolled out except that it happened a few weeks ago. I do not believe developers were notified, but the Play Console has been updated to reflect this information. I apologize for the inconvenience and the lack of clear communication
Dan Fabulich: Where has the Play Console been updated? The only information I see about this is in the documentation site and a banner on the app we’re trying to release. I just checked a few of our other apps and there’s no sign that we need to add a buffer.
Liz: Yes, there is a banner on the Play Console that states “To help better protect our users, we’ll take more time to thoroughly review your app. Learn more.” Also, if you hover on the question mark next to Processing update, it states “We’re currently reviewing your app. This usually takes a few hours, but can occasionally take more. Learn more”
Dan Fabulich: That banner only appears (only appeared) after submitting the app for review.
Dan Fabulich: There was no way to know that we needed to add a buffer until it was already too late.
Liz: I apologize again for the inconvenience. I will be sure to let our engineering team know that there needs to be more notification given beforehand
Liz: Do you have any other questions for me today?
Dan Fabulich: Liz, I’m sorry to do this, but are you able to escalate me to the next tier of support? It was impossible for us to add buffer without being notified, and we need someone to take action to get our app approved in a timely manner.
Liz: Unfortunately, there is no escalation path, and there is nothing that can be done to expedite the review process. I completely understand your frustration, and I would love to be able to help you get your app approved immediately, but there is nothing I or my team can do
Dan Fabulich: Can you clarify for me how to submit apps without making them go live immediately upon approval? I see that it’s possible to use timed publishing for app updates, but that doesn’t seem to be possible for new apps.
Liz: You could submit your app to a closed Alpha track first, and once everything looks good to go, you could promote it to the Production track
Dan Fabulich: Do closed Alpha tracks undergo submission review? (I’m pretty sure they don’t/didn’t last time I used alpha tracks.)
Liz: Yes, closed Alpha tracks undergo a submission review. We again recommend having a three day buffer. There is also a review once promoting to the Production track
Dan Fabulich: Will we need a three-day buffer when promoting to the production track?
Liz: It should be slightly quicker, but again we recommend three days just to be safe
Dan Fabulich: Well, that’s my question: we want to undergo production-track review before going live, without automatically going live after review, so we can control the date of our release. How can we do that?
Liz: Unfortunately, there is no functionality available for that. As you mentioned previously, we do have the timed publishing feature, but that only applies to updates. I will be sure to also let our engineering team know that developers would like this type of feature
Liz: Do you have any other questions for me today?
Dan Fabulich: Do you have any recommendations for how to submit new apps and release them on a particular calendar day?
Liz: Unfortunately, I do not have any recommendations on how to submit new apps and release them on a specific calendar date.
Dan Fabulich: When you communicate with the engineering team, please mention that we used to be able to release apps on a day of our choosing, but now, due to these changes, that’s impossible.
Liz: Yes, I will definitely be sure to let them know. I am very sorry again for the inconvenience, and thank you very for the feedback
Liz: Is there anything else I can help you with today?
Dan Fabulich: That’s all, thank you.
Liz: You’re very welcome!
Liz: Thanks for supporting Google Play. Have a nice day!
We’re proud to announce that Psy High 2: High Summer, the latest in our popular “Choice of Games” line of multiple-choice interactive-fiction games, is now available for Steam, Android, and on iOS in the Choice of Games Omnibus app. It’s 35% off until August 22nd!
What if summer could last forever? With your psychic powers and a little time magic, it can!
Psy High 2: High Summer is a 270,000 interactive teen supernatural mystery novel by Rebecca Slitt, and the sequel to her 2014 smash hit, Psy High. It’s entirely text-based, without graphics or sound effects, and fueled by the vast, unstoppable power of your imagination.
One year after saving Kingsport High at the junior prom, you’ve graduated, and you’re working as a counselor at a sleepaway camp before heading off to college. Your power to read minds certainly comes in handy when you’re in charge of a cabin full of nine- and ten-year-olds! You’re responsible for taking care of them and teaching them everything you know. But you’re also enjoying a summer of freedom: you’re away from your parents and on your own.
Camp Cedarcrest has its share of mysteries. Why do the people in the camp’s photos look like they never age? Why is the groundskeeper always lurking on the edges of the camp? Why can’t your friends remember what happened last summer? And what about the ghost stories? Generations of campers tell stories about seeing “the White Lady” floating through the woods.
All your friends from Kingsport High (and their powers) are just a text away: you can always look to your best friend for support, ask the editor of the school newspaper to help with research, or sneak a date with your hometown sweetheart.
But in order to make it through the summer, you’ll have to find the truth about Camp Cedarcrest. And when you discover a powerful source of time magic, you also learn that it comes with a high price. How far are you willing to go to preserve or destroy it?
• Play as male, female, or nonbinary; gay, straight, or bi.
• Find summer love with your co-counselor or a mysterious stranger; or deepen your relationship with your high school sweetheart.
• Sing songs around the campfire, eat s’mores, make friendships that will last forever.
• Learn magic from a powerful mentor, and teach magic to a new generation.
• Earn your campers’ love – or just ignore them and have your own fun.
• Win Colorwars!
• Save Camp Cedarcrest – or shut it down for good
• Explore a secretive society and its powerful magic.
• Be a good influence on your campers, or teach them to be troublemakers, just like you.
We hope you enjoy playing Psy High 2: High Summer. We encourage you to tell your friends about it, and recommend the game on Facebook, Twitter, Tumblr, and other sites. Don’t forget: our initial download rate determines our ranking on the App Store. The more times you download in the first week, the better our games will rank.
What if summer could last forever? With your psychic powers and a little time magic, it can! Psy High 2: High Summer is a 270,000 interactive teen supernatural mystery novel by Rebecca Slitt, and the sequel to her 2014 smash hit, Psy High. One year after saving Kingsport High at the junior prom, you’ve graduated, and you’re working as a counselor at a sleepaway camp before heading off to college. Your power to read minds certainly comes in handy when you’re in charge of a cabin full of nine- and ten-year-olds! You’re responsible for taking care of them and teaching them everything you know. But you’re also enjoying a summer of freedom: you’re away from your parents and on your own.
I sat down with Rebecca to talk about the challenges of sequel writing and the pleasures of writing her second game in the series. Psy High 2: High Summer will be available this Thursday, August 15th.
It’s been five years since you published Psy High and oh my gosh a lot has changed since then. Maybe less has changed inside the world of Psy High. Tell me what our favorite characters have been up to.
First, the light-hearted answer! It’s a year later, and everyone has just graduated from high school. Some of our friends are looking forward to college – Haley is thrilled to be going off to Stanford to study journalism! Some are less happy: Carl/a has a dead-end retail job, and is uncertain about what’s coming next; and Alison/Andrew is getting a lot of family pressure to do something useful. And some are just enjoying the free time: Taylor/Tyler is jetting off to Paris for a very fancy vacation. Kingsport High has a new principal: who that is depends on what happened in Part 1. And also depending on what happened in Part 1, the town of Kingsport itself might be pretty much the same as it was at the beginning, or it might be very different. In case there are any new readers coming in, I won’t spoil it by saying how!
And second, the serious answer: I’ve always tried to keep the world of Psy High slightly disconnected from current events in certain ways. For instance, slang changes by the minute, so whatever words I’d have the characters use would be obsolete by the time the game came out, let alone several years from now! The prom-posal songs in Part 1 were probably the most time-sensitive plot points; they’re all songs that were on the radio in the summer of 2014. People have smartphones and Netflix, and they text a lot, but that’s really the only thing that pegs the action to a specific time or place. I never mention any public figures or political events.
But current events were always in my mind – how could they not be, with the world the way it is now? I started writing this game in spring 2017, so the world changed while I was writing it, too. I remember writing one particular scene just after the midpoint of the game, and thinking “well, this NPC has just gotten a lot angrier about people who stand idly by while injustice is being done.”
I had always intended Part 2 to be more serious and more morally complicated than Part 1: that’s part of growing up, after all, and I wanted to show that broadening awareness of the world and its complexities in the PC’s story. I just couldn’t have anticipated how much these discussions of justice, privilege, power, and altruism would matter outside the game, too.
We’ve been working on quite a number of sequels this year: Psy High 2: High Summer, Grand Academy II: Attack of the Sequel, The Superlatives: Shattered Worlds, and Exile of the Gods. Each one has had their unique challenges in creating a game that satisfyingly picks up where a player may have left off. What were your struggles with this, if any?
When I finished Psy High, I had absolutely no plans to write a sequel! So I made wildly different branches in the ending – which was one of the fun things about writing it, and one of the things that readers responded to really positively. But unfortunately, it meant that I wrote some endings that were great ideas at the time, and satisfying in themselves, but would make it impossible to continue to Part 2: if the PC was in jail, for instance, or had given up their powers. So when I started Part 2, I had to make some choices about which endings could continue on and which couldn’t. Fortunately, most of them could.
I also knew early on that in Part 2 I wanted to play with a different YA genre – the summer-camp story rather than the high-school story – so the game was going to take place in a different location. That made some parts of writing easier, because I didn’t have to track every single point of difference forward from Part 1 to Part 2. But I still needed to have some continuity. First, to show continuing players that their choices had made a difference and were still making a difference; and second, because a lot of players really love building up relationships with NPCs and would want to carry those friendships and romances forward.
Which is a very long way of saying that the biggest challenge was trying to anticipate which elements of Part 1 players would find most meaningful, and therefore would most want to see in Part 2. As it turns out, I was right about some and wrong about others. Beta feedback was really valuable here! So I hope I’ve struck a good balance between continuity and forward motion. There are some visits home, and a lot of opportunities to keep going with friends and romances from Part 1; but also a lot of new people and new ideas.
What was different this time around, with five years of editing games other peoples’ games under your belt?
It is so much easier to write a second game than a first game!
Being an editor has definitely made me a better writer. As an editor, I get to see a lot of code, and that lets me learn new techniques that I might not have thought of on my own. It also helps me work much more easily with ChoiceScript, since I’m immersed in it every day.
Conversely, being a writer has also made me a better editor: I have a better perspective on what authors are trying to do with a certain scene or a certain bit of code because I’ve been there myself, and can advise them more effectively on how to get there. And I can help authors understand what they take for granted because they can see all the code, and help them better craft their text so that they can communicate more effectively with the player.
It’s harder to see some aspects of a game when you’re in the middle of them, of course; when I was going back over my game near the end of the writing process, I realized how utterly tangled some of my code had gotten in the middle. I would absolutely have been able to spot that much earlier in a game I was editing, and been able to advise the author how to sort it out than I was able to advise myself!
As a company, we’ve learned, too: having released so many games in the last five years, we’ve learned a lot more about what players like and don’t like; what’s important to them; and what kinds of game design do and don’t work. I hope I’ve put those lessons into practice effectively.
(And on a smaller note, in the responses to Psy High, I learned how many people really loved Taylor/Tyler, and were really sad about that breakup. Never fear, Taylor/Tyler fans: you are still together in Part 2 if you want to be! But the larger lesson to learn from that is that if a player chooses for their PC to start a romance with an NPC, they really really want a lot of agency in directing that relationship.)
Do you have a favorite NPC you like writing and spending time with?
In the spirit of sequels, I’ve got one each from Part 1 and Part 2.
From Part 1, definitely Carl/a. When I started writing Part 2, getting to Carl/a’s first scene felt like putting on a favorite comfy old sweater. I instantly slipped back into the rhythm of that voice: snarky, funny, brave, rebellious, flirty, with that not-quite-secret heart of gold. I knew instinctively what jokes Carl/a would make, and what s/he would take seriously. It was hard not to let Carl/a’s scenes take over!
From Part 2, Felicity. You’ll meet her about halfway through. She was actually a late addition to the story; a replacement for another character that just wasn’t working. (Another thing about writing your second game: you can have the confidence later in the writing process to just say “no, this character isn’t working, so I’m going to scrap them and put another one in.”) Once I added Felicity, though, she just blossomed. She’s fun to write because she’s so enthusiastic and curious: she loves asking questions and finding out new things about the world around her, so her voice flows very easily. And, on the other end of the emotional spectrum, one of her speeches actually made me tear up while I was writing it.
What’s the power you would most covet for yourself?
Of the ones that appear in the games, telekinesis would be pretty useful. I could fetch things from across the room without getting up, and I’m really short so it would be super-convenient to be able to get things down from high shelves! I actually wouldn’t want telepathy, the power that the PC has. Being able to send thoughts would be cool, but reading minds? I’d feel really intrusive, looking into people’s thoughts without them knowing – and it would probably not be fun to find out what they really thought of me!
The power I’d love the most of all, though, is to be able to teleport. How excellent would it be to be able to instantaneously travel long distances? I’d never have to sit in traffic again; I could visit my friends who live far away; and I could travel to all of the distant places that I’ve been dreaming of visiting.
When can we expect Psy High 3: Higher Education?
Well, now that we’ve got time magic in the Psy High-verse…how about yesterday?
We’re proud to announce that Heroes of Myth, the latest in our popular “Choice of Games” line of multiple-choice interactive-fiction games, is now available for Steam, Android, and on iOS in the Choice of Games Omnibus app. It’s 30% off until August 1st!
Everyone thinks you saved the world three years ago. It was all a lie. The truth is, the “dark lord” you and your friends supposedly slew never existed; you used magical illusions to fake a prophecy. But now, as you relax into a life of fame and luxury, the omens from your false prophecy are happening again, and this time, you had nothing to do with it.
Heroes of Myth is a 560,000-word interactive novel by Abigail C. Trevor, where your choices control the story. It’s entirely text-based, without graphics or sound effects, and fueled by the vast, unstoppable power of your imagination.
Naturally, everyone expects you to save the world again, but you’re just an illusionist, and your friends have scattered to the winds. Will you become the hero all the songs say you are, or find new ways to fool them all again? How far will you go to protect your friends’ secrets–or are there stronger alliances to be made by betraying their trust?
This is the trouble with pretending you’re a hero: occasionally you have to become one. Craft clever illusions, charm suspicious royals, and face shadowy demons from beyond your realm. In the end, is the story you told worth more to you, or to the legions of people who believed it?
• Play as male, female, or non-binary; gay, straight or bisexual; monogamous or poly; asexual, and/or aromantic
• Intercept messages, stage scandals, and guide your preferred ruler to the throne
• Romance a prince, a bard, a long-lost friend, a false prophet, or a visitor from realms beyond
• Defend castles, villages, and your own mind from demonic assault
• Help your friends protect their positions, or sacrifice them in the name of the truth
• Triumph in a tournament of the greatest mages from across the land
• Slay a centuries-old monster—or swear yourself to his cause
Are you a hero, a liar, or both?
We hope you enjoy playing Heroes of Myth. We encourage you to tell your friends about it, and recommend the game on Facebook, Twitter, Tumblr, and other sites. Don’t forget: our initial download rate determines our ranking on the App Store. The more times you download in the first week, the better our games will rank.
One Minute Mysteries is a collection of fifty-five short, challenging mysteries by Michael Gray. Join Andy Carson and Sandy Crewe as they tackle hidden clues, tricky puzzles, wacky suspects, and relentless riddles! Each mystery is under 300 words long, so you can read it in under a minute! It’s 25% off until July 29th!
• Follow the detectives as they investigate crimes.
• Confront liars, cheats and kidnappers.
• Meet fun and interesting characters.
• Test your wits against a wide variety of difficult puzzles.
• Who did it? Only YOU can figure it out!
Michael Gray developed this game using ChoiceScript, a simple programming language for writing multiple-choice interactive novels like these. Writing games with ChoiceScript is easy and fun, even for authors with no programming experience. Write your own game and Hosted Games will publish it for you, giving you a share of the revenue your game produces.