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A jam submission

Project of the SeaView game page

A short rpg maker 2003 game for the RPG Maker Horror Game Jam #4
Submitted by ichigoww — 1 day, 15 hours before the deadline
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Project of the Sea's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#73.3543.750
Theme#103.2423.625
Horror#112.9073.250
Overall#123.0753.438
Creativity#133.2423.625
Presentation#133.1303.500
Story#142.5712.875

Ranked from 8 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: Song of the Sea in your game?
The song of the sea has been split into three parts, and the player has to explore the world to collect them. Once collected, the song can be listened to at a specific location, which allows the player to access the final area of the game

Did you implement any of the optional Bonus Challenges, and if so, which ones?
All three of them were implemented:
1 - The High Seas: The areas the player has access to are islands, and can only be reached via ship

2 - Watery Grave: There's a short encounter with a monster that can result in the player drowning (game over)

3 - Sapphire Bracelet: The bracelet is the in-game item that absorbs each part of the song, it also provides hints in certain parts of the game

Did you create your game in RPG Maker?

Yes

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Comments

Submitted(+1)

Hello. This was a ride.


Spoilers.

This game was made with a very old version of rpg maker and I that you can see very clearly. First of your game starts without any info about the story at all. You just kinda throun into this world without info. Sure you get a bit of info not that much further but its still a bit odd. Something I did see was that you really like to use the explotion effect. If got a nickel for every time I saw a explotion I had a lot of nickels. Anywho I did like the look of the cave. Not the fight mini game in the cave that was kinda strange. There was no use for the small push because your not gonna be on time if you do the small push. But yea I did like the cave further more. The ship part were fine nothing to say about that. I did like the objective. Finding pieces of the song was a good way to bring the theme in the game.


Final thoughts is that you can try making your stories more understandable and if your making something like a quick time event make the options do something more then just kill the player while we tried to get out of there. Anywho keep it up and hope to see you in a different jam.

Submitted(+2)

I really loved this!! I definitely couldn't complete it, but it's 100% a skill issue on my end haha. I'm too slow for these kind of speedy games but for all the slower exploration parts I was just SO enamored by the nostalgic style of it. I'm not super familiar with RM 2003, so it was neat to see what it does! 

The level with the big creepy eyes and having to hide behind pillars? Just such a cool mechanic and one I wouldn't have thought about, using a parallax (I assume?) like that as a jump scare was so cool!! I ALMOST got to the end of that one but after like 10 or 12 tries I needed a break. I'll try again later but I think I got the gist of what you're going for here. Really cool, cohesive and played really well. I don't even think it's poorly balanced haha, I fully admit I'm bad at the "move quickly in tight spaces" aspect of games. 

Puzzle wise for everything that I saw I always knew what I was supposed to be doing and I liked the hints feature. 

Developer(+1)

The eyes are actually just a rendered picture, I was trying to go for something barely visible, trying to be creepy in a subtle way, but the limitations of rpgm2003 plus my inexperience with the engine got in the way a bit. I'm glad you liked it though :)

For some short context, this was originally inspired by a specific "entity" in BloodBorne (for lack of a better word, and to avoid spoilers) that freaked me out back in the day. Now that I think about it, this whole segment is quite similar in more ways that one, I hadn't even realized it.

If you are having troubles on that specific area, and at the risk of doing some backseating on my end, there isn't a specific order on how to proceed through the game, so feel free to explore other parts of the world

Thanks for the comment!

Submitted (1 edit) (+1)

oh very cool!! I liked the way it felt like it followed the player and made the whole mechanic feel very intuitive. I think I saw a good chunk! Like I also loved the goopy effect in the ice level, when the thing came after you haha. The big eyes was just the level I got stuck on and I feel bad I didn't see the ending / collect all the items haha. I thought you accomplished very cool things with the engine. I hope you do more jams in the future ^_^ 

Submitted(+2)

The best gameplay, presentation and creative award.

Cute art with strong gameplay.

For the theme I found sapphire bracelet and song but still not good along together.

Overall : Very fun game. Good job.

Developer

Thanks for the feedback!

About the bracelet and the songs, I agree that they feel more like mcguffins than an actual narrative/gameplay element, but this is useful feedback for the future (if I join one of these jams again), so thanks!