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A jam submission

SCP-1678 UnlondonView game page

Short RPGmaker horror game that lets you explore the anomalous city SCP-1678 Unlondon
Submitted by deadongames — 3 days, 4 hours before the deadline
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SCP-1678 Unlondon's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#52.8873.333
Horror#62.8873.333
Presentation#63.4644.000
Overall#63.0793.556
Story#62.8873.333
Theme#73.1753.667
Creativity#73.1753.667

Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How did you choose to implement the Theme: Fragmented Memories in your game?
The game's protagonist is a member of the SCP foundation who is searching for his missing team mates in an underground replica of London, however this may not be his first encounter with the city and he may already know the fate of his team mates without realising it. All is revealed at the end of the game and he finds out that his memories of being in Unlondon may not be true at all and what happened to the other members of the SCP foundation is revealed. Mwahhahahaha!

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Comments

Developer(+1)

Last update before the end of the submission window for 3RD RPG Maker Horror game jam.

Updates:

  • Added background music and battle music 
  • Enemies & character miss less in battle
  • Wretch is now a more deadly enemy - deals more damage and can use double attack
Host (1 edit) (+2)

Interesting game, though I don't know if I actually finished it or if I just don't know how to progress further.

Anyway first the good things:

So, I love those recordings and the robotic voices suit the vending machines. I wish there was a bit more of that, it certainly gave the game something special.

Mapping is also pretty good, it uses mostly MV RTP, but you did manage to use it in a good way and the locations feel distinct and have their own atmosphere.

Now, for the things that could use improvement. While there's a lot, don't let that discourage you. For a first RPG Maker game, it's pretty solid and certainly stands out. But here are the problems I've noticed:

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There's a chest that has the key to the House of Parliament. The chest get activated on player touch, which is fine, but it gets activated everytime you touch it and always gives you a key. Even after you already have it. You should put a switch there to make sure it activates only once and that the player only gets one key from the chest.

The game has a problem where certain areas don't have clear exit. You should mark the entrance/exit tile in the area. Maybe just put a carpet there or something to mark the tile that transfers you to another map.

Another thing, this game uses the sideview battle system, but all the enemies on the battle screen are aligned as if it were a front-view battle system. Just put them to the side. Also, some battleback would be nice, even some of those default RTP ones.

The main character is literally named Main Char. Either let the player name him with Input Player Name, give him some default name like Brian or even call him something like SCP Agent. Main Char as a name doesn't work in a game you are supposed to take seriously.

There are also some tile passability issues where you can walk on walls in certain places.

I don't think the random encounters really work in this game as they are right now. It would've been better if the random map encounters were replaced with wandering enemies that trigger an encounter if you run into them. Or have certain regions that can spawn random encounters. Also, the random encounter rate seemed a bit too high for me, but with randomness, it's always difficult to tell.

Combat balance... well, that the common wretch is much stronger than the rare Street Sweeper, despite the latter offering much greater rewards. The common wretch is also way too strong. I think the stats of these two enemies should be switched. Also, the Double Attack skill has no effect when used.

There's a cave entrance in the basement of the House of Parliament, but you can't interact with it, so I don't know if this is a bugged transfer event or if it's just for decoration.

The ending confused me, in the way that I'm not actually sure if it even is an ending. You meet an old man who wants you to get him some Crystal from a vending machine. You can agree or refuse, but he will always instruct you to get the Crystal, albeit with slightly different wording. Afterwards, you have no other option it seems then to do as he asks. Once you come back to him with the Crystal, you have the option to give him the crystal or no. If you choose no, nothing happens and you can talk to him again and make the same choice. If you give him the Crystal, there's some more dialogue about the MC transforming into something else and then a Game Over screen, making the player think they just got a non-standard game over.

If giving the guy the Crystal is supposed to be the actual ending of the game, use the Return to the Title Screen event command, otherwise people will assume they made the wrong choice and weren't supposed to do that. If the Crystal thing was supposed to be the ending, then also make it a bit longer. Maybe we see the MC's actual transformation, maybe there's a scene where more SCP agents come in to investigate, only to get killed by transformed MC. Just some ideas.

There's also not really any music or background sound effects (well, apart from the battle music, which I don't think that particular RTP track really fits). It makes the game feel very silent, but not in a creepy, eerie way, but in a "this game is unfinished" way. Even if you want to stick to RTP assets for now, something like MV's Dungeon 6 would've been nice to hear on the map. Or have footstep noises for the main character. Or some background sound effects. Something so that the game isn't so silent. Though I did really like the robotic announcements when you first enter an area.

Anyway, good job, honestly, all these mistakes are something easily fixable and you certainly made an interesting game jam game. I'm looking forward to whatever you decide to make next. :)

Developer(+2)

Thanks for the feedback, I really didn't expect anyone to like my first game haha. And I appreciate you being so thorough! 

I made lots of changes to the game based on your suggestions since yesterday, some were things I just didn't realise needed to be set up in RPGmaker MV and some were just me not understanding how the combat system worked haha. 

Updates:

  • All chests are now only openable once 
  • Entrances / exits in areas made more clear with paths and carpets
  • Enemies are now in sideview during battles 
  • Added some battle backgrounds to different map locations
  • Gave the main character an actual name (oof this one's on me, I thought 'Main Char' was just the variable name)
  • You shouldn't be able to walk onto walls / objects anymore 
  • Removed most random encounters (there is still one but it's in a very specific region)
  • Balanced out the combat between enemies and main character
  • Fixed the double attack skill
  • Removed confusing cave in basement, it was just decoration
  • Added some objects you can walk up to and it will show some text about the object
  • The game has multiple endings!
  • The outro cutscenes explain the story a little bit better
  • No more confusing 'game over' endings
  • Enemies that roam around the map - some are passive and will just wander around, and some are aggressive and will chase you. Interacting with the triggers a battle to start. They will respawn after a while to keep the game's difficulty up.
  • When it comes to sound, I spent a good amount of time composing with Bosca Coeil and trying out footstep noises but any music I added to the game didn't really add much to the game. It sort of softened the atmosphere and that's not really what I was going for. Plus I like the idea of total silence until you walk into an area and a siren goes off followed by a robotic voice announcement so for now, I'll just keep it as is. 
  • Some people asked about a downloadable version so I added one as well
Host (1 edit) (+2)

Great update, the game is much improved now! Regarding the lack of music, I still think it needs "something", but it's up to you how you want it to be. Atleast now it's consistent since the game no longer has a battle theme.

The only thing I still have a problem with is combat. What is the evasion rate on the Wretches and hit chance for your attacks? Because the main character now seems to miss more often than actually hitting.

Btw. how do you get the second ending?

Developer

Wretches have a 'Hit Rate + 95%' and a 'Evasion Rate + 5%' trait, I think those were the defaults, main character is the same. Not sure if this is relevant but the formula I'm using for skills is the same for all of them: a.atk * 4 - b.def * 2

I do have the invocation success rate pretty low (50%) on bare fist attack. I'll try bumping that up. 

To reach the second ending:

***SPOILER WARNING***

You have to take the crystal back to the base in the graveyard and interact with a machine there to power it on. Then you can contact the SCP base, and so on ...

Host(+1)

That's probably it, the fight with a wretch took 5 minutes and 80% of it were misses. I did indeed use bare fist attack.