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A jam submission

ReberthaView game page

A short, atmospheric, spooky, and comedic adventure.
Submitted by ManaBrent (@FinalProfitRPG) — 28 days, 17 hours before the deadline
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Rebertha's itch.io page

Results

CriteriaRankScore*Raw Score
Judge's Choice#12n/an/a
People's Choice#433.6823.682

Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

(2 edits)

I was one of the official judges this year, and now that the results have been made public, and I'm free to do so, here is my score and thoughts on this title:


Overall score: 9.5

Excellent puzzle game that uses life essence as a sort of currency to manage puzzles and revive townsfolk. My only real gripe was the lack of clarity on some mechanics (the lure, for example) and the severity of the birds when you go into spirit mode. It was a bit hectic and a little much in my opinion. If there were some option to block, or slow them down that would be great, and there could be a limit to how often it could be used to avoid spamming it, etc. Still, excellently done, and I really enjoyed it and really hope this becomes a full game one day.

Rebertha 

by ManaBrent

Hey there ManaBrent, thanks for submitting a project to the 2022 IGMC. I'm Drifty and I was asked to judge your game in round four of the IGMC 2022 game jam. Here's some feedback about your project.

The intro looks very nice, but I always worry when I see 3D in RPG Maker. The engine wasn't made for it and it doesn't perform as well as I would like.

I understand the premise but most things are not really explained that well.

The switching to a spirit form to solve puzzles mechanic is cool, but it's confusing and a bit difficult.

I don't know what you were thinking with the interiors being a 3D labyrinth. It's a one tile wide maze with a dozen killer attack ostriches roaming through-out it and with the perspective that's given it's hard to see what you're doing, where you're going and where you're supposed to go. Let's not even mention the size of the interior compared to the size of the house on the outside. There's a huge discrepancy here. I found this to be a big issue with the game overall and in my opinion it would be a better game had you not included the the 3D maze mess.

You have some cool ideas but they were not implemented in a way that is easily understandable. Which is fine, but that means you have to make in-game tutorials and do a little hand holding at the beginning to explain how things work.

Overall you put together a decent entry. Great job with making it to the final round of the IGMC 2022! I look forward to seeing your next project.

-Drifty

Developer

Thanks for taking the time to give feedback, and for playing the game!

I have a design philosophy where I want to encourage the player to experiment with the tools they have available. But there are tutorials at the start to explain spirit form and how to use it to interface with the puzzles, interacting with the first set of puzzles in normal form triggers them. If you didn't encounter those then that's a problem I need to solve. I can picture a scenario where the player uses the abilities from the menu before learning the shortcut keys, which would bypass the explanations so I'm making notes on changes to address that.

All the interiors are indeed 3d (using mode 7), but only one is a labyrinth and there's only 1 ostrich in there. The features about it you describe are all intentional to make it uncomfortable, liminal, and a bit spooky. I take inspiration from ps2 era horror for those decisions.

(+1)

I got assigned this game for round 3 of the IGMC. First, congrats on getting to round 3! Here are my thoughts.

Overall I felt this was a neat game, with a neat premise. The idea of having to go resurrect all of the villagers definitely fit with the theme. I think my only critique is I wasn't a fan of the 3d sections as they felt a little out of place compared to the rest of the game. But outside of that the game felt well polished and thought out. Well done!

Developer

Thanks for taking the time to give feedback, and for playing the game! 

Submitted
I streamed this and the dev was there, but leaving my thoughts here anyway:
  • +Cool title screen! Not too overdone, but nicely animated.
  • +The 3d chase sections were a neat addition, in moderation.
  • +The music (custom, I think) was fitting and nice.
  • +The gloomy environment was well done.
  • -Niggle: when resurrecting (or generally spending any resource) it should show your current HP.
  • -The hp and key "finds" to open fires are way too close in graphic among themselves AND the particle graphic decor around the map, it took me a while (and the dev outright saying it) to realize they were meant to be different things. A massive improvement if they had distinctive shapes and/or colors.
  • -The game doesn't do a very good job explaining how defusing the fires work. It would be better to straight our explain it, or to make the first instance of it a controlled environment with no dangers so the player can process what is happening. As it is, there are ostriches everywhere, making processing what's happening calmly very hard. 
  • -Niggle: the display of "People saved" is bugged and resets the graphic to 0 when refreshing the screen, until another person is saved.
  • -The ostriches as an obstacle are extremely overdone and become VERY tedious. I go in depth during the stream, but basically there are way too many, they activate from across the map, and they lag the game a lot. 
  • -The tone of the game is a bit strange. The game page says its comedic, but the environment is mapped (fairly well) like a tense semi-horror adventure, but then the npcs have a somewhat aimless (i think mostly cameos from the dev's other game) semi-comedy text? You can join those themes if you want, but as it was I don't feel the switch felt natural. 
  • -Due to the ostriches being such a pain the HP recovery had to be abused, and it was utterly slow. I'd recommend making each orb restore way more, or place a camp nowhere where you can fill back to max, even at the cost of hauling back there.

Due to the severe lag I had to stop playing (maybe the CPU usage from streaming was the cause), but I did feel l would have enjoyed this game ok if the ostriches were less annoying. AS they are, I felt they got on my ass too much to properly enjoy it.

Developer(+1)

Thanks for taking the time to play the game and provide feedback.

I've taken some of your suggestions on board and implemented them, will update the game with them after the contest ends.

  • Added HP display during HP cost windows.
  • Fixed an issue with the bird movement logic that could cause lag for some (this is more common when the cpu is under stress, such as when streaming so I didn't see it in my own testing unfortunately).
  • Changed Health Orb and Essence Orb graphics to be distinct.
  • Reduced amount of Ostriches.
  • Added an additional place to recover health on the first map.
  • Added a clearer explanation of how to engage with the fire puzzles.

I don't entirely agree with your criticism of the fire not being in a controlled environment the first time, because the first one is in a safe location down the bottom. I designed the starting area with intention to teach the player how to rez someone straight away, then the player walks into a health orb and sees that they recover, then both puzzles down there prompt and explain the spirit form with no enemies present. But I do agree that what essence is and how it works with the fire should be more clear, so I've changed the explanation to be better. As well as updating those graphics to be more clear.

Again thanks for playing, I appreciate the critique and suggestions.

Submitted(+1)

Hey it's not MY game, I say my piece and you can take it or leave it, by all means. My take is simply my opinion! Feel free to ignore me XD

Still those sounds like very good changes that should help the game a metric ton, so great job! (does that sound condescending...? It's not meant to be, pls I'm sorry OTL)

(+1)

Hey there ManaBrent, I got your game for judging so here are some of my thoughts. The unique mechanics fit the game's story and each puzzle felt good to solve. Add in the well thought-out maps and creepy music, and it made for an enjoyable and polished game.

Sending out Rebertha's spirit to solve puzzles turned the basic idea of saving the villagers into a brain-teasing quest. And having ostriches be the danger instead of a scary shadow monster made me laugh (before they kicked my poor body down to 10 HP...)! The fact that you could dodge around spirit dangers and barriers in the living form and being able to heal meant that I could try a few things before solving the puzzles, which was nice. I did have issues with the interior maps though. It was an interesting use of a 3D plugin, but it was a bit tough for me to see what was going on. Especially in the maze house, the shifting camera turned my understanding of the map upside-down and made me feel annoyed instead of challenged during the chase. 

Overall, you made an interesting puzzle game that had me grinning when I'd come across the funny thoughts and dialogue of all the different villagers. While there were a few points that felt a bit more challenging than they needed to be, the game is a fully formed idea that fans of unusual puzzle mechanics should play.

Developer(+1)

Thanks for taking the time to give this feedback, and for playing the game!

Submitted

The idea of this game is really nice, I like it :)

The presentation/gameplay might be a bit confusing, and I think there should be some explanation here and there, just to guide the player in their first steps into the game.

Cool 3D maps. That was a nice touch.

Submitted (2 edits) (+1)

The name of the game is genius! XD

I really liked the polishing and concept of the game, It's amazing to see.
Even the gameplay is original, even if some things aren't explained properly, for example how to bait enemies elsewhere. I also didn't understood how  the spirit barrier is supposed to work, other from blocking that one ostrich in the labyrintic house. (Also, they are really scary. XD)

But other than those difficulties, the game is really wonderful!
It just need more explaining of the mechanics to not confuse players.

Submitted

Interesting concept. Gotta admit, it was more frustrating for me than fun. Not bad tho. Puzzles were mostly easy but maybe I'm missing something, didn't seem like there was any way to avoid taking damage, so you mostly just quickly do what you have to do and then stand around waiting for your energy to refill. Overall a good game, I just didn't like some of the mechanics.

Developer(+1)

There are many ways to avoid damage.

Submitted

Guess I'm just not good at puzzle games, then.

Submitted(+1)

You did such a good job with the mechanics and the atmosphere! Definitely enjoyed.

Submitted(+1)

Wow the unique concept to resurrect npc with our HP is awasome. Really interested with mechanic from your games. Nice game

Submitted(+1)

What a cool concept for a game -- darn those ostriches!

Submitted(+1)

Interesting game mechanic, and I liked the atmosphere

Submitted(+1)

This game is a must-play. The mechanic to project out the spirit is awesome. Really inspiring!

Developer

Very kind, thank you!

(+1)

Had a great time playing through this, highly recommended. Very good spoopy vibes.

(+1)

Lots of cool ideas, love the hints at a larger world with tie ins. Got a lot packed into the game for the relatively short playtime constraints. Ostriches are scary.

Submitted

Great use on pixi filters. However it lags alot when I enters the "Astral Form". Played on GTX 1650 4GB and 32GB RAM.

Developer(+1)

Sorry to hear you had lag trouble, I haven't experienced that on my end. But I know sometimes games made in MV will run using integrated GPU instead of the primary graphics card and that can effect performance, especially on resolutions higher than 1080p. Unfortunately I don't know a way to tell the engine not to do that by default, but there's a guide on the forums here that has a method for NVIDIA users to direct a game to use the correct card.