Recently I've been on a nostalgic organization kick. I've had a lot of unsorted, unorganized data just lying around for years on my hard drives, mass collections of every file and folder that I thought might be important or meaningful, copied right before one of many factory resets from the past decade into an ever growing pile of trash. And maybe it's the cost of storage rising, the SMART reports from my SSDs growing bleaker, or maybe 24 is just the start of that age where you just stare at everything you did in the past and get weird fuzzies about it, but I've decided to sift through it all, deleting what's worthless and organizing what's worth...ful. And I came across a [gem]((At least for me)).
Ademar's Quest was my very first exposure to making a functional video game. I'd tried fiddling around with Java before but I never really made any progress, code just felt a bit too alien to my 10-yo brain. But in Grade 9, I took a infotech class which was really only supposed to be about Word and Excel, but the teacher's personal interest in game development changed my entire life.
For the final month of the class, he showed us a tool called GameMaker. No, not GameMaker Studio, just GameMaker. 8.1. For context, it looked a little something like this:

But it had block programming, and while nowadays I look back at it like it's basically Scratch, it was the final piece of the puzzle I needed to understand how lines of code on a computer translate to games on a screen. And I went crazy with it.
From then until literally the end of my secondary education I made project after project in GameMaker, quickly dropping the block programming in favor of it's horrible interpreted language GML, and then eventually near the very end of Grade 12 dropping it entirely in favor of building my own engine in C++. But projects I built in it were foundational to my understanding of programming... and also foundational to my understanding of the rest of the game development industry.
Because here's the thing, I haven't talked about my first GameMaker project, the one that outlived all the others, the one I worked on from the moment I touched the engine until the moment I quit GameMaker all-together. That project was Ademar's Quest.
What Ademar's Quest Was
Ademar's Quest started as a simple school project for the end of that infotech class. Our teacher tasked us with making some playable game in the engine, block programming encouraged, and then in the final week we showcased all of them in a presentation run. Most of the students just slapped pong together and then fucked off for the rest of that month, but I got obsessed. What started as a simple test to see if I could make a top-down player character became a project that grew way too huge for its uninspired concept, that ended up getting a 5000 word lore doc from my best friend Zythia, and the ["help"](I'll get into that later.) of around 5 other students at its peak.
I'd thought about it before, but this was the moment that I knew for certain that being a Game Developer was what I wanted to do. Creating interactivity out of nothing, making a game that I got to show other people, it felt like magic. I still believe that programming is the closest thing you can do to literal magic. From words, an entirely functional entity is born. From code, behaviour. It's beautiful. And I got so caught up in it.
I'd cram through my homework every day at school, just so that I could pull out my laptop and spend the last 20 minutes of each class fiddling with the tilesets, or the map, or the player collision (I tried so hard to get multiple overlapping collision maps for different elevations working properly...) It got to the point that my teachers were fed up with me using my laptop, but I always got my schoolwork done first so there was nothing they could really do about it but grumble. That gave me no small amount of satisfaction back then, rebellious teen that I was.
We were planning 3D sequels and prequels focusing on Ademar's DAD before we even had a 10th of the first game done! And I'm not going to act like the concept was some hidden untapped gold, it was basically Zelda, but without the plot. You ran around the world grabbing four elemental orbs to seal away a big bad wizard. The only kind-of unique thing at that point was that at the beginning of the game, he'd make fun of you. Thanks, Zenan!
But even if, for all intents and purposes, I was living a fantasy of making a worthwhile videogame, that I was really just making baby's first programming project, it felt so real to us all. So much so that we put together an entire website, we made a "Company Name" that we referred to ourselves as with no legal paperwork. I think we used "Inc" in the name, pretty sure that's against the law.
And for those golden two years before everything started to go south, before I got more assertive about wanting to work on a project where I wasn't the only person who did anything, we posted on that website constantly. Sometimes multiple days in a row. We were basically talking only to ourselves--we had zero organic traffic,--but nonetheless it served as a time capsule, an archive for all that we had done, both so little by the standards of game development, but so much for a group of five teenagers that were just trying to figure out how this world even worked. And as I read through the XML files containing all the posts that I used to hand-write and toss into our horrible PHP blog engine that I smacked together, I felt that maybe there was something there to save.
That website, along with even its archives on archive.org, are long gone now. The only remaining references to it are on my own hard-drive, down the doubly-nested don't-give-a-shit path of ~/Code/0_archive/0_php_sites/toasted.games. And I'd like to recount them to you, so you can see the world I lived in the way I did. On with the posts!
Forget the posts, skip to the conclusion!
The Great Archive
Yes, we did feel the need to christen the new blog with a "this-is-a-blog" post.
A small aside, but while I've kept these posts as true-to-form as I can, I have changed a few things that aged particularly poorly. We were stupid teenagers, after all. I've also adjusted the names and pronouns that ended up drifting over the years, because yeah, I guess birds of a feather really do flock together.
Note this was the same day as the previous post by Zyth. I love looking back on my notes on being a "co-owner of a company", especially now that I have firsthand experience doing that in the real world.
Erik was the third player in the game for a while. We became friends in the same grade, and he sort of just got osmosed into the project by nature of being friends with Zyth and I. His primary role was making music (though I don't think he ended up actually making any pieces that got into the game), and he did a bit of programming as well. It's interesting looking at his posts years later, as at this point I haven't spoken to him in around six years. We went our separate ways, and I don't think I've thought of him until now, but I hope he's doing well.
We also really wanted people to sign up to our newsletter.
We never used it :)
Reminder. Newsletter never used. Also, click the button for some authentic high-school programming.
I think it's interesting to dissect how the limitations of my artistic and programming abilities influenced the game at the time. It's easy to see the Minecraft inspiration laid bare in the second image's tilesets, and indeed, almost every material that exists in the game is directly based on some sort of Minecraft block, as making Minecraft texture packs was pretty much my only previous exploration into digital art. And for the dealth bar, the actual bar being a single flat color was simply because I didn't know how to do anything else! Oh, what simple times.
IIRC, the "spike in page-views" mentioned was like 10? I don't think a single human outside of our direct friend-group read our blog. The original version of this post had a YouTube embed attached, but unfortunately that is now L O S T M E D I A. We've all lost something wonderful here.
Of course it wouldn't slow down Ademar's Quest, despite me being the sole developer of both projects :P
Gotta keep up the PR presence for your zero viewers :)
I'll be minimizing posts about random side-project and tangents from now on, unless I have something interesting to say about them. For some reason, at the time, we were really convinced people would care about whatever it was we chose to make. Nowadays I know that people don't care about anything that we made, but if you're reading this article, I'd like to at least keep the narrative a little coherent. :P
It occurs to me that the only real difference between our posts from then and now is that in the past, we believed people read our articles. Nowadays, I have no such delusions. I just write these for me, and if somebody takes the time to read them, I get REALLY surprised.
I'm reading these posts in real time as I comment on them, and when I got to this one I was so shocked and proud that we actually made our release window. Then I read the body of the article and realized that nope, I just edited the old one to make it less embarrassing. And then commented on the fact that I tried to save face in this one. Stellar work.
I like to imagine this weird hypothetical future where Toasted Games became the next big name in the game development industry, all while we were posting things like "buying a new laptop, check out the sick specs!"
If we got rid of the entire point of this post, why did we port it over in the first place?
Hey guys, it's Auri. So I've been thinking about what direction we want to go with Ademar's Quest, and I drafted a bit of a roadmap. I will show the Image below, and attempt to explain it as best I can.

This road map shows our next few steps in developing Ademar's Quest. They are the main stepping-stones we must cross to get to a more polished game, and a more satisfying experience. The changes we need to make fall under two categories, the Function route and the Design route. Just to be clear, we are going to be completing things in both categories, I have just organised them like that for ease of reading and organisation. Below is a detailed explanation of each planned feature on the roadmap.
Design Route
The first two features on the design side both sort of tie into one, so I will talk about them both here. Exit points are places or times in a game where the player wants to put the game down, and take a break, either for good or bad reasons. In a designers perspective, any exit point that leaves a player feeling angry with the game is a bad exit point. These bad points include death, confusion, and boredom. A good exit point is when a player closes the game feeling accomplished, and with intentions of picking it up again later. We want to include a healthy amount of good exit points, but as little bad ones as possible. An auto-save is an example of a good exit point.
Ideally after each boss fight, we want the game to save automatically, and transition to somewhere calmer, to put the player at ease. For example, we are planning to have the player sent to an Inn in a nearby town after defeating Gradon. This is a good exit point, because the player has just been moved into a calm place that practically screams "you can leave if you need to!", but also promises excitement right outside the door, because you are in a new place that you previously didn't have access to, where new adventures await.
The third design feature on the roadmap is the Excitement curb. This is what an excitement curb looks like:

The blue line is how excited the player should be at any given time. The type of excitement can range from fear, to happiness, to tense dread. It doesn't matter, but it has to be something that will keep a user stimulated and interested in the game.
The white lines show where plot points and actions should go. We have them filled out roughly, but to show you that would be major spoilers!
Function Route
For the function side of things, most of the features revolve around combat, which is one of the main aspects of the game. First of all, we have Improved Enemy AI. Remember these guys from the demo?
Well they were using very simple programming, that told them basically: "MOVE TOWARDS THE GUY." I want to completely reprogram the player tracking, and movement scripts for these guys. I want to program them to search for your player in a radius, and if they see you, move towards you in one of 8 directions.
They will continue moving in the direction that will bring them closest to your location, unless they hit a wall. If they do, then they will send out invisible checkers, to attempt to find a clear path to you. If they do, they will begin taking it, or else they will go back to being idle, until you come in range again.
The second feature that I want to work on for function, is the ability to have Ademar do more than just walk and hit. Ideally, I would like walking, sneaking, sprinting, and critical and sneak attacks. Critical attacks would occur when sprinting at an enemy, and sneak attacks would occur when sneaking. Sneaking and Sprinting would affect speed, and how visible you are to enemies.
The last addition to the game that is mainly for function is an inventory. This would be a list that you can access at any time, holding all of your consumables and gear. You could store food, or healing potions or other items inside of it, and use them on the go, instead of having to go to an Inn to restore your health.
The "New Savegame Format" text should be pretty self explanatory. We are going to reprogram how the game gets saved, because it's super inefficient right now.
Well then! I guess that's all I have to say right now. I hope you enjoyed this post. I've literally been working at this since 9AM, and now it's 10:30. Comments would be appreciated, thanks.
PS: Re-applied for adsense again.
We really wanted Adsense so that we could make "money". I think we eventually got it and made like 4 cents, while miring our GAME DEVELOPER COMPANY WEBSITE with banner ads, because that looks incredibly professional. I'm pretty sure our friend's Google Account that we used to apply with also got permanently banned from AdSense from this, since we lied about our ages and applied while we were like 15.
"the game would eventually crash from a stack overload trying to render a that was too long." - Auri, 2016
It's really interesting looking back on the posts about Obstruction and trying to imagine literally anybody caring. It was basically a level-builder where you could create static "obstacle courses" that you had to fly a ship through, which you could reposition with the arrow keys (no gravity or velocity or anything). It was an autoscroller, and basically had no mechanical depth.
At this point, you might be noticing a pattern of vitriol towards our third member of team. Putting aside the abject horror I feel about having publicly shamed a member of our team--including (in the original copy of this post), his FULL LEGAL NAME--I also have to note looking back on this that he was a volunteer. None of us were being paid to do this, we never made any contracts or agreements. This was just a friend group squabble that became super vocal and embarrassing because the world made the mistake of giving a bunch of high-schoolers a blog.
Also, I spent 5 minutes trying to get that image to render crisply before realizing the actual PNG itself has that fuzziness built-in. I have no idea if that was intentional.
I wrote all of these in advance? I legitimately didn't realize that until now. Huh.
Oh no, some self-awareness! Also, I'm pretty sure that analytics graph was doctored in some way.
Not the Ludum Dare shade come on
Today I'm gonna treat you. I'm going to actually talk about our game! Whoa!
So, Ademar's Quest has been in development for a while now without me blogging about it. I'm assuming that annoys you, but the truth is that there hasn't been anything flashy going on for a while. I've mostly been focusing on optimization and bug fixes. After the buggy mess that was the AQ Demo, that has been my primary focus when programming. While it does feel good to me to fix an annoying glitch that's confused me for weeks, it doesn't give me much to talk about. But, Since you all so obviously* want to hear something about the game, I'll talk about a particularly interesting bug that has occurred recently.
For a long time I've had issues with the terrain tile-set we use to build our maps, and I decided to fix it. The problem (as you can see below) was that there was no space to add more textures of a type (dirt, grass, etc.) near the originals, which I wanted to do, because scrolling through half of a huge image file to get to one tile, then scrolling back to get to the rest isn't fast or efficient. My simple solution was to put some blank space between each row of tile-groups. I knew this would cause problems, however, but I didn't realize just how extensive those problems would be.
*Obviously: Given no hints at being interested at all.

When I moved the textures, all of the existing tiles in the game that occupied the spaces where there was now emptiness were invisible, which is problematic because tiles take up processing power to render, and even if the tiles don't have a texture, they're wasting power that could be used to run the game. Basically that means I had to remove them all... but I couldn't see them. Because they were invisible. So, I made a missing-texture image (the black and pink squares), and pasted it over all the blank tiles in the image.
This gave all the invisible tiles a texture and oh my god it was bad! Every single piece of water that Erik and me painstakingly placed was now a missing texture. That sucks. It meant that I had to erase all of the missing textures, and replace them with the working water textures. What I have fixed has taken ages, and the worst part is, I've only fixed a tiny part of it! Practically every level in the game is broken in some way or another.
So... I guess I'll be busy for a while.
-Auri

Despite this sounding like a lack of knowledge leading to a horrificly inefficient manual solution, afaik the version of GameMaker we were using actually didn't have tools to reassign tiles in a tilemap, so if you resized or moved tiles in the tilemap, you actually had to manually fix all of them.
Oh man, it's been a long weekend. For those of you who don't know, last weekend Erik, Flightman and I participated in an online contest called Ludum Dare. You can go to their website for more information, but the basic premise is that the participants vote on a theme, and once it's decided, they have 72 hours to make and submit a functioning game based on that theme. This time was the 35th Ludum Dare ever, and the theme was 'Shapeshift.'
Right from the get-go, Erik and I knew this was gonna be tough, mainly because I had little experience with the Sprite-changing and Form-Dependent mechanics that would need to be implemented for a game where the player shape-shifts. We also just straight up didn't like the theme, so our fountain of ideas ran a little dry. We had been voting from the beginning, and out of the final 20 theme suggestions, we were hoping for 'The Light Hurts You.' Here's a graphic of the final scores, uploaded to twitter by @ludumdare:

As you can see, people knew what they wanted.
Eventually though, after a few hours of getting the basic mechanics in place, we had an idea that we were satisfied with, and that was a wave-survival game based around the concept that you could shift into the enemies that you've killed.
I'm not going to lie, we didn't have the idea completely formed in our minds from then on, not even remotely. But we always had that core style in our head as we developed what came to be known as 'Soulshifter.'
We're really proud of the game, and the judging round is still happening now, so suspense! We hope that people score us well, but even if we come in last, participating was still worth it for the experience. We have a download link for Soulshifter on our webpage, and we plan to keep expanding it into a fully formed game.
(I had to look up what “Post-Mortem” meant because I was so confused at all the blog posts with it in the title. You better be grateful!)
Soulshifter is a game about killing enemies and stealing their forms (sounds morbid, I know). The enemies come in waves out of portals, and you must survive a set amount of waves (based on difficulty) to win. But that's not all Soulshifter is. Soulshifter is a game about competition, about teamwork, about challenges, and about new experiences.
Me, Erik, Zythia and Flightman worked harder on Soulshifter than on any other game we've ever made. I programmed things that I had no clue how to program before we started. Flightman made fantastic art in a style he had never tried before we started. Erik learned he was a way better musician than he ever thought he was before we started. We learned that we were a better team than we thought we would be before we started. Soulshifter, and by extension, Ludum Dare did and meant so much more to us than we ever thought it would.
Of course, we didn't get everything we wanted into the game, but when has anyone ever began a Ludum Dare and finished with everything they wanted originally plus all the things they thought up along the way? We got a game we were happy with in the end, a solid base that could, and will be easily expanded in the future. We got a game that we were proud of, too.
To summarize, our time last weekend and the following days after was amazing, we all enjoyed the competition, and all of you, the community. We're happy with what our game became, and you'll definitely see us next year. Happy game design,
- Auri, and everyone else at Toasted Games.
While I've read a lot of things in this memory road that made me feel less than happy, this is the most disappointed I've felt in myself so far. What's the point of throwing so much shade about how incomplete a demo is? The purpose isn't to a be a game, it's to be a foundation for learing. And I spent basically the whole article shit-talking it. What was wrong with me?
Girl, learn version control already!
Imagine what past me would think knowing that I eventually got 2nd in a Ludum Dare?
Oh wow it's baby pre-transition me. Hello gross little me!
So interestingly I swear I had no intention of this sounding like a weird gross inuendo. My 14-year-old brain basically didn't know that sex existed, so I apologize for the way that whole post sounds.
Editor's Note: When did Zythia become known as Broccoli?? I feel like I've erased whatever this is from my mind. The original link is lost, too, not even on archive org. I guess we'll never know. Tragic...
Hey all, it's me again, Auri! So, I don't know if you noticed, but there haven't been a lot of blog posts lately... Sorry. Zythia, Erik and I have been super busy prepping for exams. But now I have a spare moment to write, and I'm gonna milk it for all it's got! I've been doing some work on obstruction lately. and seeing as my last real post on it was... May 12th!? Yeah, I think it's time for another. PREP THE SCREENSHOTS!!1!

Starting off simple, this is the title screen. Obviously it's missing a few key features like a close button, credits, etc. But it's gone a long way from the last image I showed of it, where it didn't have any buttons at all!

Let's take a look at the editor. As you can see, I've spruced up the borders of the screen with some metal stuff, and I've added a bunch of buttons since last time. The 8 wool-tiles on the left side of the screen are the tile select buttons, which change depending on the tileset. The green button directly underneath controls the selected tileset. The number with the arrows under that is the brush size selector, with the biggest one being 3, as you can see on the screen right now. The white bar on the bottom is where you input your map's title, and the red plus sign next to it is what you push to save it. The top-right button opens the menu.

This image shows what the menu looks like in the editor. The red button beside the menu button closes the game, and the items on the left are the currently saved maps. There's also a fancy scrollbar that looks really cool :P. Pressing the green button on a map will open it in the editor, and the red button will delete the map, after asking if you're sure you want to.

This image displays what it looks like if you press the 'Import Map' button. As you can see, it will open a file explorer window prompting you to select a map. This is for if your buddy makes a really cool map, then sends you it over Skype, or Google Drive or something. A little spoiler is that you can see the file extension we're using (.omap) :O

Moving away from the editor here, this is the campaign display. This would've been displayed after an image of the campaign select, but that's not working right now. Just know that it'll look like the map select once it's done. Anyway, this window shows the title of the campaign, the author, and a short ~250 character description of it, set by the campaign creator. At the bottom of the screen you can see the play button, and at the top there's a back button (to change your selected campaign), and an edit campaign button. (The edit campaign button will be grayed out for Toasted Games and other official campaigns.)

This here is the edit campaign window, which you can see is not quite finished. Obviously there's some scaling issues with the text, but it's also missing the title and description boxes. You can however edit what maps are in the campaign, as you can see above. (The map displays also have cute little maps inside them... awwwww!)

This is the GUI that appears if you click the edit button on a map display. It's obviously a lot like the map select on the editor, but it also includes an 'Empty Slot' button, which removes whatever map is currently in that slot.

We started simple, and now we're ending simple. This is just a screenshot of the actual game, as it looks right now. :)
Alrighty then! I hope you enjoyed reading this post, because it took me a long time to make, and I guess it's goodbye until next time.
Cya!
I'm actually really disappointed that Dot Swap is gone from the app store now. As far as I know, it's lost media. It's not an impressive game, but it was technically the first game I ever published on a real app store!
Despite the blatant immaturity of most of these posts, it's updates like this that most remind me of how much we were still kinds. The idea of having to work around high-school assignments to get stuff done, while also taking it for granted that we should get whatever time we have off of school off from work as well is sorta hilariously innocent, looking back.
This is about the time I started to become seriously disenfranchised with working in a team where I was the only programmer. I had a lot of vitriol at the time towards the rest of the group, because I found I was very often the only one contributing to the projects we were all claiming to be a part of. With the benefit of 10... years of hindsight, I don't blame anyone else that was on the project for wanting me around and wanting me to keep working on the games we were making. Even if I was the only one materially contributing to the project, everyone's ideas, desires, and hopes were involved in making it. We were all just stupid kids.
I will say though that the experience of trying to work on these games, and subsequently burning out of working on these games and quitting taught me to never work on a group project again, which was a lesson that took a long time for me to deprogram myself from. Groups can be really important if you find folks that have complementary skill sets, just be careful you don't end up being the only player!
Also, what's with us and exporting bilinearly-filtered PNGs???
This is actually how I started my journey of being a web developer. I don't know if that's a good or bad thing.
Girl still doesn't know what version control is -.-
(Holy crap, is Toasted Games actually working again? Should I ask them... nah, I don't want to jinx it. I'm just gonna let them do their thing.)
Hey, I finally got unbanned from my own website (pathetic, I know), so now I can write a blog post. Hooray... I've been working on enemies, textures, and the tutorial dungeon and it's aesthetics. Let's start with the well.
THE WELL
The well is the tutorial dungeon and the first dangerous area you encounter in the game (as of now), so its quality is very important. It's been the most worked on area so far, and it's finally coming together, which is great.

Above is an image of one of the puzzles in the well. The blocks need to be pushed into the correct positions to allow you to walk across them and flip the lever. The dirt tiles with water on them cause the blocks to slide. Once you flip the lever, the door below will open, allowing you to progress. Each dungeon in the game will focus on a different type of puzzle, and all of them will have combat. Lots of combat.

I've been experimenting with lighting and how to make darkness, and I've got something that I'm really happy with. The image above is a maze in the well, where you are strongly inhibited by amount of light you cast. There are also torches placed around to lead you, although not always in the right direction.
TEXTURING
It's probably obvious that terrain textures are a big deal, which is sad because up until recently they've been heavily neglected. So neglected that the sand texture was just recolored grass! I've finally given them the love they deserve though, here is what they look like now:

Zythia's been working on retexturing the elemental orbs. Here are some early images:

CHARACTERS
Here's something I'm really excited about, Zythia's been making art for some other species in the game. Here are the Nubi (Dog people), and the Tori (Bird people):

Zythia's also made some new dog sprites, which are pretty cool. Not all of the creatures in the game are harmless puppies though, there is always new evil showing it's face in Endaria...

Meet General Masteroph, one of the King's war officers. As a war veteran, he's very experienced in combat and commanding. He could be a useful component in the fight with Zenan.

Enemies also do not display health bars until they have been damaged, hopefully lessening the visual clutter.
In other news, a new Ademar's Quest demo will be coming out soon-ish(tm), so look out for that!
That's all for me, cya!
- Auri
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October 13th, 2017
One final post, never populated. An orphaned XML file from me finally giving up.
Post-Mortem
(See, I know what that word means now. This meant something!)
And... that's how it ended. One last XML file from October of 2017, entirely empty. Clearly, I'd meant to write something, but if it was anything more than a "we're done here", I don't know.
What I do know was how I was feeling at the time. The two years of working on, frankly, other people's dreams had tore away my interest in Ademar's Quest, and even, briefly, my interest in game development entirely. And that only got worse as it became more and more obvious that the project's scope was way out of the realm of feasibility for a group of five students, much less one programmer and a bunch of people cheering her on. But I had to keep the facade up because, at the time, I was so worried that if I quit, I'd lose my friends.
Eventually, one day, something snapped. I told all of my friends I quit, and that there wouldn't be any more Ademar's Quest. It wasn't easy. But I'm so, so relieved I did it. I think everyone at some point comes across a moment where they need to learn to stand up for themselves, and for me, that was that.
It's easy to look back at all this time, at all the pain I remember writing blog post after blog post talking about how I'll definitely get back to working on this game that I had an ever-fading interest in, and say that it was a waste of time. And yeah, I'm not going to lie, it probably was at least a bit. So many hours of High School, dedicated to a DOA video game when I could've been... uh... playing on the swings or something? Okay, maybe I didn't have that much better to do. But it did cause stress that I otherwise could've avoided if I'd just chilled out earlier.
But also, if I'd never started to make Ademar's Quest, I wouldn't have had the kick-start of actually learning game development. I wouldn't have so much experience with doing things the wrong way! That sounds snarky, but it really is useful. You learn from mistakes so you don't repeat yourself. Reading through these archives, I rediscovered the tidbit that I didn't even remember, that I began learning C++ because of Ademar's Quest! I forgot that was why, and I still consider that one of the most important decisions of my life. So thanks, stupid video game.
I might not have many fond memories of making it, but I do still love to open it up once in a while and try it out. If you want to give our terrible shitty game a try, you can too! This is the archived demo from May 2017. I can't promise it'll work, but it's not a virus :) Have fun out there.
(Ignore the .lnk file, just go straight to Game Files and run Ademar's Quest.exe)