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Artifex's Personality Mod
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Firstly, for the more melodramatic parts of this mod, I’ve been  inspired from Courage the Cowardly Dog, especially its later episodes, to write scenes and develop characters through their own insecurities. I aim to take their most defining traits and express them in ways that allow them to open up emotionally as their trust in the player grows, giving the sense of a cathartic release for them.

My second goal is to expand the emotional experience this game have to offer, which, in my opinion, is what keeps drawing me back to it. Beyond the farming mechanics and resource production, what left a deep impression on me were the characters. ConcernedApe managed to develop them with recognizable traits that many of us can connect with. While I aim to expand on this aspect, I’m still amazed by how special the characters feel in this game. They’re not just filler NPCs with superficial, repetitive dialogue, distinguishable only by their hair color or clothing, they have a lot to say about themselves and to you about dreams, about failures, about insecurities...

Personally, I’ve really enjoyed writing scenes for this game because, as I played, I couldn’t help but imagine what the characters might say or do next. As I gained more hearts with them, I became even more interested in uncovering what else they had to say. All of the characters intrigued me—not just the typical "bachelor roulette" style found in many visual novels. In fact, I often found myself neglecting the main gameplay tasks just to interact with the villagers and focus on creating items to increase their hearts.

I hope you find this mod entertaining! Keep in mind that I’m constantly learning and improving as I go, finding better ways to understand the characters and, at times, revising or adjusting scenes that I realize could be improved or made more fitting for each individual. Thank you for reading!

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Leah: She left her job not just because she was tired, but also because she didn’t have time for what she truly loved...art. Her parents always pressured her to get good grades since childhood and to pursue a high-paying job. To make matters worse, she was in a toxic relationship with an ex-partner who wouldn’t let her breathe. She liked her work, but it felt like something was missing, as if a piece didn’t quite fit. So, she decided to take some time off to focus on what she’s always wanted to do, at least for a while... who knows what the future holds for her?

---Abigail: Abigail is around 20 years old (this may change but around ~19-21) and feels the pressure from her parents, who hope she’ll choose a different path, like going to university or finding a job in the city. Though she respects her parents' wishes, Abigail feels deeply connected to her hometown and dreams of a meaningful life where she’s a real part of her community. Rather than the fast-paced life of the city, she's drawn to the stability and sense of purpose that the family store brings to the people of Pelican Town and proud of her parents achievements there. In her heart, Abigail hopes to one day take over her father's store, a place she believes has real value, and build a life she can be proud of right here in the town.

---Penny: Penny decided to pursue a career in teaching, motivated by a childhood longing for a supportive role model to help navigate her complicated relationship with her mother. Teachers at her school became the figures she looked up to,  the guidance she so desperately needed. As a result, Penny matured quickly, adopting a sense of responsibility that surpassed her years. However, this early maturity often leaves her feeling as if something essential is missing—like a piece of her is missing. This sensation is largely fueled by the high standards she has set for herself since childhood. Her deep passion for teaching is a desire to provide her students with the nurturing support she lacked. In them, she sees herself as a child, and strives to fill the emotional gaps that once hindered her own growth, hoping to give the compassion and understanding she wished for as a child.

---Sam: Sam has a talent he doesn’t fully realize yet. The game already shows him as a caring, sensitive person...always looking out for his family, especially his younger brother, Vincent. At first, he might come across as a laid-back, typical "skater" type, but as players spend more time with him, his story often surprises them. I want to expand on this by creating an arc where Sam slowly comes to understand more about himself and what he really wants from life.In this version, the new changes in town or interactions with other people play a big role in shaping him, from the ups and downs in his family life to his friendships and dreams. He starts to see how much he cares about music...not just as a hobby, but as something that lets him express parts of himself he doesn’t know how to say out loud. Through little discoveries and setbacks, he begins to find his own voice and realize he’s capable of more than he thought. He’ll deal with doubts and get encouragement from those close to him, helping him see his own worth not just as a musician but as someone others truly care about. The goal is to let players watch him grow in a way that feels real and relatable, seeing the small steps that make him who he is, and give more interaction with other characters to help him and make the game less dependable of the player saving everyone alone, to give less protagonism.-----------------
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Ideas that i'm not sure to develop:
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---Clint changes: I've been considering whether to make some changes to Clint, maybe make him less awkward. While playing, I got the feeling that the character wasn’t fully developed. I’m not entirely sure what the developer intended with Clint, but I don’t think he specifically aimed to make him a villain or anything similar, ...especially given his role as the town blacksmith and the overall chill tone of the gameplay (or maybe he did it on purpose IDK) ).

...His background now hints at a more complex past, including unfulfilled dreams and family pressures that led him to blacksmithing, adding layers to his personality. Instead of solely focusing on one-sided romances, he may develop friendships with other villagers, showing growth and becoming more comfortable socially. New casual, non-romantic dialogues to reveal his quiet wisdom and humor, while scenes of him interacting with a pet or animals (in a good way... not a creepy way), pursuing hobbies, or helping around town allow players to see his softer, caring side. I hope it fits naturally into the game’s relaxed tone if i finally write this.

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