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/fg/ - Fangames

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The Uboachan Dream World MUD is back online, sorry for the downtime.

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 No.11317[View All]

Shouldn't this be self-explanatory?
486 posts and 151 image replies omitted. Click reply to view.


Does someone genuinely like Aediorugap's worlds? There's like 60 of them.


Anyone know the new Innocent Dream method as of 0.118i? Wiki claims it allegedly made it "easier".


this game has somehow made my life much less depressing.


Does ???-tsuki happen to have her own game yet? I find the lore within Kontentsu’s worlds and the number 28 to be interesting



all important screenshots from the grooming and pedophilia, you are welcome so now you don't have to watch a 4 hour long video.

The community for 2kki was a mistake, make sure to watch the final screenshots, they are still encouraging grooming.


i aint reading taht shit nigga


So I'll take that as a no, well, better wait for someone who actually fulfills his request
Inner community drama doesn't affect the game itself so why should people care?


All those screenshots are disgusting. Not sure what you wanted to accomplish by posting this on here since I'd reckon most people don't care and some of those dirty fucks are probably in this thread too, but I appreciate it at least. Discord is a cesspool of a platform that has corrupted the minds of millions of young adults in the past few years that didn't and continue to not get support from people around them in real life.

It really is a shame how the tranny shit has managed to worm its way into this YN ecosystem. Even Sei himself got sucked into that shit somehow. The Uboachan Discord isn't even related to this site anymore (according to Sei himself) because of the trans shit, and now I'm learning of the same exact trans shit in some 2kki Discord I didn't even know existed. Uboachan is a shell of its former self. It even used to have a /cos/ board that got nuked because of creepers.


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please help a newbie out.
which version of 2kki should i get? are the wataru maps worth the hype so much to justify grabbing an older version? if not, is the last version fine? how lost will i be if i don't know any moon runes? should i get the translated patch then?


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Just play online.
It also has so-called "wataru patch" and rough English translation.


that's horrible. I always loved coming back every few years to see what kinds of updates this game had but it's ruined now, art vs artist separation has its limits. was v111.0 the version last untouched by these weirdos? I went through some history on the wiki and it seems no one so openly fucked up contributed yet https://yume2kki.fandom.com/wiki/Version_History/0116-0111


nevermind, for anyone else who wants to know, the last non- real life child grooming pedo update is v109.0. 109.a is pozzed. I'm starting to wish someone would somehow separate anything made entirely by discord shitters and just kept fixed up stuff from 2ch. v109 DL: https://drive.google.com/file/d/1rlJLkWrHT-jGcHUpg7D_ihkJ2bwDMVPB/view
I'm under the impression that western updates can be beneficial in terms of sometimes debugging old japanese parts, but I've never been involved enough to know what discord "devs" mess with or how things are stitched together.


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Drawing i made trying krita


Really nice shaped uros


Fantastic work!


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Fucking retarded discord drama, I hate how all the faggots and trannies filtered in the communitty.

Kill yourself if you are one of those please.

Not to mention the even more brain dead wiki fags.(USER WAS BANNED FOR THIS POST)


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>faggots and trannies filtered in the communitty.
They were always here, this imageboard always welcomed trans people, you are trying to pass as one of us but are not.
I am the first one to point out Discord is poison for this community, so no, I am not one of them, I'm not even trans or gay, and in case you are wondering, I'm not "woke" either, I just know where I am posting.


Not sure why everyone gets so butthurt, Yume 2kki is pretty much a shitpost by now.


What do you mean by this? Are you referring to the game itself, the "community", or both?


Its a collab game made for fun not some artsy visionary work.


>Its a collab game made for fun
Yeah exactly, and this isn't fun.


There is actually an area in 2kki that makes a pedo reference, with image swirling. Didn’t think it would get that uncomfortable of all the disturbing stuff I’ve seen.




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Does anybody else kind of hate that effects are a thing? At least on your first playthrough, I think.
Because, I don't know if it makes sense, but it makes it hard for me to enjoy the maps I'm going through. When playing 2kki, I'm constantly just going around and thinking if I can find something on the map or not, rather than having a playstyle where I just check out what I think is interesting. First thing that I think when I enter a map is "oh I wonder if there's anything here to help me progress" when it should be thoughts about the area. It makes me disregard the immersion I should be taking in, you know? I feel like if there were no goal, I could focus better on the atmosphere itself. I think I'd like a dream exploration game without this mechanic. It doesn't have to be there just because the original had it. But it might just be me being retarded, I've never seen anybody else complain about this.
I also don't recall getting this feeling in the original, though. Maybe both because there were way less effects, and it was simpler to get them, also. Or cause it was such an unique experience at the time, that I didn't care about them. After getting used to the feel of the games, I guess it turns different.
Yeah, it's probably just me being stupid. At least it's still enjoyable.
I might also be kind of fed-up after having one 2kki save for over a year and still not finishing it, then having to restart.


Where the fuck did you see that?



I feel the exact same way. Also it doesn't help that there is almost no way I would stumble upon some of the most beautiful maps (like wataru's or qxy's) by accident, they must be deliberately sought out, sometimes at the cost of my sanity.

Another thing that ruins the exploration enjoyment for me is the amount of one-way portals to areas I absolutely loathe and never want to go to (like Intestines Maze or any of aediorugap's garbage) and knowing that any random interactions can lead me there.



No. Devs only keep their stuff because there are too many connections that would have to be rearranged otherwise. They are notorious for low-effort that stands out in how bad it is.



qxy's worlds are well worth the newer versions, reminiscent of Wataru's worlds but more cozy and homey. Check out some pics/info about Nocturnal Grove, for example. qxy and noildoof are both excellent creators. Would compliment Rio too but it seems inappropriate given, er, recent events.


Yeah, that's all a shame.
I think they've just made 2kki impossible to experience completely without looking stuff up at some point, which takes away a lot from the immersion. You could accidentally run across a couple or so stuff by doing random things, but, the majority seems like you would just never find unless you spent a hundred or so hours doing everything that you possibly could. And even then, you would miss stuff. I guess you could say the original was kind of the same style, but, I feel like you could still run into the bulk of stuff without ever looking any steps up.
There's just too much precision in the things that you need to do. Why does there need to be artificial difficulty in a dream exploration game? It's just dumb.
I hope somebody makes a solid game of this genre one day with lesser mechanics of this sort. The more you add to it, the less it becomes. Keep it simple.


this game has always sucked shit


Can be summed up into certain contributing developers making lopsided game design decisions that stray away from the game's core essence, that is dream exploration, immersive in nature. Keep in mind: there's a big difference between setting up Easter eggs and secrets behind reasonable preconditions and subtle hints, and setting them up behind the requirement of taking lopsided steps to find them.


No one asked


Talking about hard to find worlds, what's up with new innocent dream? Is the library gone now? Are there new clues or something?
And just my two cents but some effort in the game (like the process of that 28 story of the process behind Lavender Waters) is worth it; it's like a secret area, some can be accessed if you're enough curious while exploring. Then there's the dark cheese world, kill a ton of spiders to see something boring. Some worlds have great conditions and connections (still most aren't intuitive), others are absurd and illogical. It's so frustrating when you want to see 100% of the game.
Also, why's rio controversial?


>all westernshit
I sleep


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What map was this? I have this screenshot from 2013. Never was able to find the area again, but I remember loving the music.


An isolated part of the Pastel Blue House accessible from White Mushroom Field.


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>And just my two cents but some effort in the game (like the process of that 28 story of the process behind Lavender Waters) is worth it
Right, but like you said, depending on how it's done. There should obviously be a lot of extra things for people who act on whims or pay enough attention, it's cool when people have different experiences or find stuff that they missed once they visit the game again. If it was linear and handheld you through everything that you can see, then I think it'd take away from the game. So, it's okay for there to be things that you need to strain yourself a little bit to see, or have the intuition for them. Or just by sheer coincidence that you get to them. All of those three feel satisfying and add to the experience when they happen.
But that's the thing, it shouldn't be too convoluted or you'll have none of things things happen, because almost nobody will be able to reach them in the first place. It's supposed to be a laid-back and immersive dream exploration game, not an RPG from back in the day where they purposefully hid things in a retarded way simply to extend your playtime.
If the majority of people who play are simply going to have to look up a guide to make it happen, then it shouldn't be in there. Pretty much all immersion is lost the second something gets so tedious that you can't be bothered anymore and want to tab out of the game. I've never felt that with the original, while with 2kki it's just incredibly often.
Anyhow, I'd honestly be okay with a couple of somewhat convoluted things in there, but more importantly it needs to not hinder your progress to get to the ending of the game. No effect should be locked behind any kind of puzzle or a thing you need to specifically notice, I feel like.
Take for example, the area where you get the Invisible effect in 2kki. You can only obtain the effect if you keep going in the direction that the NPC there is facing, four or so times in a row.
It might just be me, but, how many people are going to notice that by themselves and do it? Especially if they're the kind to have their brain turned on while playing the game, thinking about anything except what they're actually seeing.
Somebody could easily figure that it's just an area with nothing in it which you can't get out of, because there are a retarded amount of those in 2kki. That's for another rant, but, whatever. So, they'd end up leaving that area and not give it much more thought, definitely not the one that there'd be an effect to get in there.
Let's say that fifty percent of the people who play are paying enough attention to notice that they need to go where the NPC is facing, but the other fifty percent figure that it's a world without anything to it.
The latter group of people will never find that effect that they need in order to progress through the game, and potentially wander around the rest of it for however long, trying to find it without considering that one area where it actually is. Because that area was made out to be so empty, and you need to notice something in order to progress with it, you can't naturally get there by a whim or luck. So, after enough time has passed, they're obviously going to have to resort to looking up a guide. Which will just make their overall experience with the game worse. Do you think that's good design?
Consider this, if you were given the effect once you came into the world and interacted with the NPC there. Then you start wandering around the maze. After that, anybody who notices the thing they have to do would do it and be rewarded with a special sight for it, and anybody who feels done with the world could just wake up to get out of it. Everybody gets the progress they need to make, but the ones who look harder get more out of it.
This is just really simple and the whole game should be shaped that way once when they wanna introduce effort, with the farthest complexity of what you need to do being of that same example. At least in my opinion.
Imagine if every single special event that you see was just what you needed to do in order to get an effect. That would make it look like there's not much to see in the game other than what you're required to do, right? Not locking your progress behind things is what makes them feel special once you run into them, you didn't need to do them in order to finish the game, yet you still found them because you were curious enough. That's what makes the experience feel large.
The original already had the concept of how much effort you need to put in to see everything implemented pretty well, I feel like. From what I recall, it was just for the most part based on the effects you had.


You saw a thing, figured on a whim that an effect would connect with it somehow, and you got rewarded for thinking so if it turned out to be that way. No multiple or so dumb steps you need to figure out and take, just the pieces you connect together in your mind.
That's as far as I remember having to pay attention went. Not being able to make that connection didn't lock you out of the entire game and it's immersion, unlike 2kki likes to do. You could also get to almost any world by just wandering enough and acting on whims, it never got tedious in my experience.
So, TL;DR, it needs to be made sure that the things needing you to pay attention don't get in the way of actual progression, and that they don't have too many convoluted steps which simply makes them tedious. I rambled, but you might've gotten a point out of it.



You're comparing qxy's world Lavender Waters (one of, if not THE best contributor to Y2kki) to aediorugap's Dark Cheese world (the absolute worst contributor to Y2kki, perhaps even worse than Galaxy.) It's no wonder. They're not even worth comparing. Why the dev team keeps aediorugap around despite their garbage "work" is beyond me. I was under the impression they had very high standards?



That's the point, there's no balance between the world's puzzles/navigation. Lavender Waters path is an experience, Dark Cheese Hell is literally hell (as most conditions aediorugap's world have are too tedious -big, too bright, difficult/repetitive puzzles- and the effort is not rewarding at all).
I think using effects to see new worlds with good content/backstory is great. But then there's some creators (aediorugap) who create empty worlds with no feeling (or quality), there's lots of maps like that (this person has over 60 if I'm not wrong) and I think that's where frustration/discomfort should be directed to. But still, it might not stop you from navigating their worlds and puzzles are optional (not if you want to visit all places in the game). Maybe some people think it's fun? I've rarely seen that people openly dislike that creator as it happened with Spelude and Galaxy (unpopular opinion but I think they gave more effort in their worlds).
Anyway, I think I know why there's people who complain about game design. In my experience, the most difficult effect to get was rabbit ears (the whole process of Eyeball Archives makes no sense). There's lots of puzzles that are hard to figure out but I still love them; I think that's what makes a difference from a casual player to one that wants to get familiar with the game and explore more. I think looking at the wiki everytime I had a doubt was what made me feel familiar with the game's logic. But I agree with the other person that replied to me, there's conditions and puzzles that are just ridiculous. The whole process to complete Guardians Realm to finally go to a temple with shadow of little uro was…weird.
In conclusion, it depends on the world/creator/conditions that you may struggle a lot figuring things out and I think the process/reward influences a lot on how we perceive something.
Is this the moment to talk about how you can get lost on Yume Nikki the first time you play? After completing the game (it took me a lot), then playing it again sometime later, I was able to get all effects without problem. Familiarity plays a big deal on navigation/use of effects. Also, Yume Nikki is small compared to Yume 2kki, let's remember that there's lots of people with different logic there (some criticized for not being able to be like Yume Nikki).


I think getting lost in the original didn't feel tedious, still.


My go-to version is 0.104c which was right before wataru's Uro swimsuit wallpaper was removed.




Kataribesou ~Ensouki~ and Witoru are well-known examples of such fangames.


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FUCK YEAH. Some good news for 2kki. After the shitfest that was the Rio drama it seems that Wataru is finally having their worlds added back into 2kki. Finally 2kki's best worlds seem to be compiled in one version now without multiple versions. https://yume2kki.fandom.com/wiki/Version_History


Disagree so much. While it's true that westerners can make good maps, they can be very obvious and jarring compared to most maps and content in the game. I get the same feeling when I see the pixel perfect wallpapers. Yeah, they look nice, but having anything other than resized jpeg amateur Pixiv art feels off to me. It's not pettiness; there is a clear Eastern feel to the game that has been lost over the past couple years in particular.

I do wonder how much work it would be to de-gaijinize the current versions. It would be especially appreciated now that Wataru's maps have been re-added.


As if Japanese contributors don't make pixel perfect maps too sometimes. In any case the only image in that anons reply that fits that complaint potentially is the 2nd one with the high contrast orange and purple colour scheme. It's also rather telling that the Japanese community has accepted gaijin map contributions into new releases. If gaijin contributions were such a jarring addition there would be greater controversy and perhaps a fork by now.
That said, there are differences in style that are noticeable at times, (though I personally think complimentary,) and for those who find it super bothersome I'd recommend making a fork instead of implying gaijin should be excluded from the project.


It's actually reasonable for someone who's totally unspoiled to stumble into it now. (0.119e)
Dropping the Glasses effect is no longer required at all, thankfully. No effects are needed either.
There's also colored music note objects sitting at certain key points.
Now it's just:
1. Go to Tricolor room in the dream apartments until it's blue, enter the window & book.
2. Interact with the pianist, then cancel.
3. Walk south and interact with the hidden door to go to the lake room. There is now a fullscreen yellow flash and a note plays when you walk in front of where the hidden door is.
4. There's a yellow note in the lake room. You don't need to interact with the notes.
5. Leave and go Graveyard -> Red Lily World
6. There's a red note next to the lily that changes the area. Interact with the lily. Ninetails will be a chaser, get caught.
7. There's a white note here, interact with Ninetails.
8. You get dropped off in front of the long star path in Constellation World, with a blue note next to the path.
9. Follow the path. Poke the center of the four notes repeatedly. Afterwards, you can get to the room you end up in from the grey Tricolor room, and a butterfly in the grey room will take you to Butterfly Forest.

However, the event now skips the Fantasy Library and Cloud Floor got removed, so it seems that both Fantasy Library and Chaos World are inaccessible unless there's a new hidden method to get there.


Allegedly, Spelude would fix the problem of only being able to access Fantasy Library once. And those worlds seem to be there only if it's your first time in Innocent Dream (on the whole playthrough). It seems to be just a bug, I think she answered that on the wikiwiki. But for now it's not fixed, even though she did an update shortly after making the Innocent Dream's method easier. Who knows if we could get to Fantasy Library again and who knows what does the new room in the Tricolor Room mean. Those worlds are my favorite from her, it would be a shame if they're deleted. Also, it would be nice to see the black rabbit from the green butterfly.



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