13 Ways to Win the Game


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You win the game by having one of 13 combinations of items in your inventory. One kind of item is library books, and there are two dozen of those, each book with a different set of codes that contribute to the 13 combinations. I had to remove a few books from the libraries in the early eras as I realized they wouldn't be in those libraries because they weren't published until 2012 and 2013, and then I decided to remove a few more from libraries leading up to the era during which Taylor recommended or stated she was currently reading them. These guided my decisions as I assigned codes to each library book, and I have tested this so I know you can't just check out all the library books to win the game (I'm actually sorry).

If you stay standing in space with TTPD Tay after giving things to her, you need to go back to previous levels to find additional items and return to give them to her. Package icons appear across the top of the screen when you give items to Taylor, sort of like a loading bar—you’ve won the game when Taylor has 13 packages on her screen.


To show exactly how I made my game winner system, I’ll make a separate post about that but basically I made a parallel event that scans for switches, and each item has one or more switches called GAMEWINNER1 - GAMEWINNER13. There is nothing to indicate which items are assigned GAMEWINNER 3 versus GAMEWINNER7, for example, so players are least likely (highly unlikely) to win the game with only 13 items. There are also items that have quantities themselves, such as hearts, Tay Points, and friendship bracelets, each to be counted as one kind of item. You would be remarkably unlucky and get 158 items without a winning combination but I suppose it is possible--unless my math is wrong on this (possible). The Tay Points system is entirely inspired by RPG maker's default "TP" which stands for nothing in particular but P is read as Points just like their default MP usually for Magic Points or P for Power. As I understand it, TP is less popular and can be omitted within the database so some developers ignore it. Tay Points, awarded 130 at a time, became a way to connect quests throughout the eras, amounting to the common goal of having enough TP in the end. Sometimes it isn't so much a quest as it is you opened a safe or earned TP  from the Taylor Noticed System.

When you try to give something you don't have, you will often get a message with a hint, such as the number of items you need to fulfill the package for Taylor. Here are a few:

  • 13,000 Hearts
  • 1300 Tay Points
  • 13 Friendship Bracelets

It is also possible to win the game without these three, given you have items that amount to one of the 13 combinations… Having one of the three listed above will definitely contribute to the winner combination but having a copy of Peter Pan for example won't necessarily help you if the other items you have are part of a different winning combo--it is safe to load up on items, there's no limit--I cannot however figure out how to get the inventory to display more than two digits for item counts. There is a temporary solution: going to the item in the inventory shows the description, which uses the variable shorthand in the description text box to display the true number (for now the inventory item number will say 99 when items are 100+)... Still looking for a good plugin to fix this but I might be moved to invest time and money in RPG Maker Unite, so I can just make my own menus without learning how to code plugins (really not liking plugins though I do enjoy just putting the file in the folder for it to work).

I guess that is the major update, I'm still adding rooms to the castles but I put some time into the layout today.

<3

FearlessDibbles 

Files

TASmaniaGame.zip 490 MB
Nov 09, 2024
Game.app.zip 610 MB
Nov 09, 2024

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