MALLEUS: The Flame of the Inquisition is a narrative investigation game set during the rise of the Inquisition.

You are an Inquisitor summoned to a village where a herbalist stands accused of witchcraft. A child is dead. A cow has collapsed in the fields. The villagers demand fire.

There is no combat.
There are only questions.

You must:

  • Interrogate a priest who called you here

  • Speak with a suspicious peasant

  • Visit the herbalist’s hut

  • Search the fields for aconite

  • Consult forbidden texts in the church library

Every choice costs time.
Every question closes another door.

But this is not only about poison.

You may uncover:

  • A priest’s hidden ambition

  • A jealous witness

  • A letter never meant to be read

  • A woman who may be innocent… or dangerously persuasive

You may even cross a line that an Inquisitor should never cross.

In the morning, the mob will gather.
You will stand before them.
And you will decide.

Burn her.
Spare her.
Protect the Church.
Expose it.

Your judgment echoes beyond the village — back to Palais de la Cité, where your superiors measure not only your conclusions… but your loyalty.

Comments

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interesting, but the wordings are too "obvious". Unless this game is made for you to train/flex ur coding skills, maybe you can try to reword some of the narration, or ask the AI to make the narration & dialogue to be less stiff. I'll be waiting for chapter 2 nonetheless

I agree, this was the very first game I developed. I actually made the dialogue stiff for 2 reasons:
- to set a dark medieval atmosphere (did not work)
- technical, AI video production tools have problems with VO and lip-syncing in complex dialogues, requires a lot of tokens to do perfectly. And I didn't want this game prototype to be too expensive yet.
Can I ask you what choices did you make - did you romance Ellara and did you spare/burn her? :) 

wow, that is great!
and after reading your comment, i just remembered about those tokens and AI premium loll
just a bit of suggestion if you want to make the narration to have more words and still have voice over: you can try making the characters only speak the first sentence of the paragraph (? idk how to word it sorry). And make the rest of the animation to be just idle movement or just movement without voice (nodding head, covering their mouth, etc). but of course this might not work very well for this genre of game, so please take this with a grain of salt.

for your question, I spared Ellara! I think I visited her at night too and being honest to her, does that count as romancing her?

anyway, apologies if my comment and my previous comment offended you or maybe giving you the ick because i'm giving unwanted suggestions

Thank you, that means a lot!
Great idea, I'll try to do that. I also thought of not stopping the frame after the dialogue ends on a still frame, and making a small animation of the Inquisitor instead.

For Ellara, did you choose to kiss her? It triggers the love scene.

And please don't apologise, all you say means a lot to me, it's the first game I've ever developed, and it's awesome that you played and liked it enough to wait for the next chapter, I'll try not to disappoint you :) 

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damn the game's AI?

Yes, never coded before in my life :) I have experience in copywriting and art direction, though, but this was a 1-person development