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A jam submission

False FruitView game page

Submitted by TheJabberwockysMaw, Brittle Lizard — 3 minutes, 38 seconds before the deadline
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False Fruit's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#14.7054.705
Horror#14.5384.538
Creativity#14.9234.923
Story#14.8464.846
Presentation#24.7694.769
Theme#24.6924.692
Gameplay#44.4624.462

Ranked from 13 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: Fear the Devil in your game?
The protagonist's mother is very religious and deathly afraid of sin. The protagonist herself is fearful of the devil because of this, which manifests in different ways throughout the story.

Did you implement any of the optional Bonus Challenges, and if so, which ones?
Yes! Cross of Saint Peter (and the others two sort of....)

Did you create your game in RPG Maker?

Yes

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Comments

Submitted (2 edits) (+2)

this was a super creative and incredibly well written interpretation of the jam theme!! :D

(SPOILERS)

the setup is horrifying; a child stuck in a room and slowly starving because her mother told her not to come out is SUPER scary and feels so hopeless, but when she does come out, the house feels terrifyingly empty, like your mother or whatever else could jump at you at any moment. you almost wish there was something so there could be a stealth section or something like that, so you at least knew what you had to be scared of. but nothing comes, and you just try to be sneaky and brace yourself for a scare that doesn't come. then, a sinister figure appears and you find your mother dead on the floor. then, you look through your somehow-changing house for clues to solve the morbid puzzle in your freezer. then, after you solve it, you find an even more wretched figure that chases you. the way the situation escalates is pitch perfect, making you feel more and more hopeless and confused, until the eventual calm when you find someone who can protect you and (at least somewhat) explain what's going on. it's a really great design for a story like this, and when i wasn't overwhelmed with tension i was really intrigued as to what was going on :>

camellia and hedrik were amazing characters, and their banter was adorable haha. i like how they butt heads and don't always understand each other (especially with hedrik trying to explain, pretty poorly, what is actually happening-). if the writing was more generic they'd act like best buddies immediately, but they feel realistic and i really liked that. hedrik being like a kind-of-fed-up older brother was really funny considering he's supposed to be a professional exorcist lol. i loved a lot of little moments, like him being too nauseous to walk among the rotten apples, or telling camellia to go away so she doesn't see how he burns the bush haha. and camellia was a really well written child character; she felt appropiately scared, confused, but also understanding, in a way that's pretty hard to write. it feels like she doesn't fully understand what's happening, but she can kind of get it, which feels realistic. really loved how her feelings for her mom change, from being heartbroken by her death, to confused by her motives, to angry at her (gotta highlight that moment were she screams at her mom for starving her), to eventually understanding. it was a really well written progression.

the plot was super interesting! learning about these "breaks" and how magic works in this world was really intriguing. the concept of helping these abstract creatures with their petitions was super original and appropiately supernatural; i loved how each one has a different personality and way of speaking, they felt like characters you'd find in omori or undertale. their quests and the puzzles in general were pretty well done, they were pretty fair and the only one i had some trouble with (the code one), i managed to beat it after a few minutes and i felt really clever when doing so haha (speaking of the puzzles, i'm sure there was religious symbolism with the things these peeps ask but i’m too dumb to get it lol). the flashback sequence at the end? absolutely heartbreaking. the mother’s story was incredibly compelling, and a really neat & subtle way to let the player know it's okay if camellia doesn't forgive her. what an effective way to demonize and immediately afterwards humanize a character we've come to assume is pure evil. like chevie i was a liiittle worried the message was “the mother was right”, but i think it was pretty well conveyed that camellia forgave her, while not following in her footsteps. like camellia says, i wished she did what she did because of hate, because it'd be easier. but she did it because of love. i'm amazed at how well this complicated topic was managed, well friggin' done (also, the writing & descriptions are super good!! the narration was so effective that i almost gagged at the part were camellia eats lmao-).

lastly, the art was really great too! the use of color was INCREDIBLE, with the blue hues of the house at the start, the red as you get closer to the break, the warm colors in the flashback sequence... the sprites were really good, i like the contrast between how camellia walks moving her arms around, while hedrik’s sprite barely changes. the face pics are super expressive; love the range both mcs have while never looking too off model. the monster chasing you has a super horrifying design, the mother in the flashback being completely white was a great touch that made her feel more ethereal,  the lamb eye image is disgusting and i love it, the cg in the sunset is absolutely beautiful... i'm just listing stuff at this point, it's hard talking about a game's art without sounding like i'm rambling haha. honestly the only thing that could be different is that i wish there were less default assets, just to make the visuals feel even more unique. but with how big the game already is and how limited the jam time is, i can't really call it much of a flaw haha.

overall, this was an amazing and deeply affecting game. speaking from experience, due to the time constraints it's hard to make a jam game that hooks you in with its story, but this one absolutely did and i really hope you guys keep working on stuff. just fantastic, and its win was super deserved!! :D

Developer(+1)

Thank you so much!! This is all so sweet and in-depth that I'm sure whatever response I give will feel small.

I really appreciate everything you said, basically. I'm very glad to see you got what I was going for with everyone's relationships and the setup overall.

I really hate most stories that try to inject their abusive characters with depth and end up excusing their actions or redeeming them in some way. I think characterizing abusers as inhuman monsters is also reductive and shallow, though. Abusers often convince themselves they're in the right because they know they love the person they're abusing. It was very important to me to show that abuse can come from a place of love while still being harmful to everyone involved.

There is in fact symbolism with basically everything formed from the Break other than the mouth. I like hearing people's interpretations though, so I don't know how much I should give out publicly... I will say that if you find a journal entry near something weird, that section is usually related to what's written. All of the characters formed from the Break are also references to biblical stories. It's easiest to see with Hannah and Samuel, but even the monster that chases you has an internal name that references a popular Bible story. The dead lambs around him should be a hint as to which one. 

(Also, I love talking about my own writing, so if you want to get in touch offsite I can actually tell you more about why I wrote each section lol)

Thank you again for your kind words. :] Hopefully my next game can meet expectations too

Submitted(+1)

CONGRATS ON WINNING THE JAM!!! :D this game was absolutely fantastic, with a super unique identity and an extremely engaging concept and mechanics.

will make a full review soon, congratulations again!!

Submitted (2 edits)

THAT WAS SOOO SPOOKYYYYY at start. So the first encounter with Hedric seemed a little of a disappointment. Especially the line "i'm nice guy"😅 But now i think it was to make the atmosphere a little lighter. Bc it was really creepy at first. especially that word imprinted inside a lamb eye omg i love it, so scary😨 You don't usually see close-ups in rpgm games, so that worked perfectly! Cant wait to see more from you💖

Submitted(+2)

Rip my heart out and chop it into pieces, why won't you?

This game is SO GOOD, I was honestly not expecting some kind of ghost buster plot in my horror game about religion, but neither am I complaining. I LOVE the sprites, I love the style and expresiveness of the faces Camellia is such a small little creature (affectionately). The choice of art and music was great, and the mother section broke me beyond repair it was SOOOOOOOOOOO GOOD UGH.

I wasn't a particulary big fan of the code puzzle as I had no clue what to do before checking the walkthrough. I had a hard time trying to figure out what the hints we're referring to, and that last "hour" was also hard to make out (but then again, I'm also not particulary smart lol). The trees one was kind of whatever, but I liked the chase with the red fleshy thing, the multiple maps and pathways were neat!!

Overall this was REALLY good and an interesting take on the theme!!

Jam HostSubmitted(+2)

This was so cute and so original. The designs of the sprites were so good. I loved her walking cycle. it's a small thing but it just looked so mesmerizingly smooth. Her little expressions were so perfect. I felt immediately hooked and invested in her character. 

*Spoilers* 

The idea of being in her situation is so scary, locked somewhere to find out you're that alone. Like, setting the super natural stuff aside, being a little kid alone in a house where your parent has passed away is SO scary and what a sad, tragic and approachable way to tell this kind of story. To get this kind of sad message across. 

I really loved the metaphors of each of the "breaks" or anomalies lol. It felt like they all had meaning and were tied into the build of the story. The puzzles were well crafted! I liked the numbers one, it was straight forward but still fun to work through. 

I thought the chase sequence in the middle out of everything stuck out as a little more frustrating than fun. Just because I wasn't familiar with the hallways and felt tricked a few times. Admittedly I am TERRIBLE at chase sequences so take my gripes with a grain of salt haha. 

I wish I'd taken notes, there were so many little moments that made me laugh and a few that made me tear up. i thought their banter was really well done and never overstayed its welcome. And the ending was such a punch. I was worried, somehow a little that the message was somehow the mom was right. But I think the end of her choosing to eat "the fruit" which (such a good central metaphor of the story, tying in with the color scheme of her sprite and everything SO cool) really showcased that while she could forgive her mother (that lesson her mother never learned) .... she didn't have to make the same choices as her. Really well done. 

It functioned, I only had a few bugs. Coming back out of the fridge with Henndricks? I'm bad at names. But the room where the little lamb was missing a head (wow what a sentence) and he's telling her about the world, I somehow triggered that conversation multiple times. Not sure what's up with that, but heads up. But other than that, no major bugs or issues. Really great!!! I hope to see you in more jams. I really enjoyed that one. 

Developer(+1)

Thank you for leaving such a nice comment! It's really nice to hear when my writing gets any sort of emotional reaction.

I'm also really glad to hear you liked the combo lock puzzle.. There was a lot of back and forth on that one when I originally pitched it, and we weren't sure if people would get it.

I appreciate the feedback on the chase sequence a lot too honestly. It was very hit-or-miss when we had friends playtest (one person spent thirty minutes on it), so I was thinking about asking Jabberwocky to adjust it if we release a post-jam version. I originally wanted thicker hallways so it's harder to get stuck, but we just never looped around to getting it done.

(The Hedrik dialogue bug also came up in playtesting and was supposed to be fixed in the most recent update lol. thank you for pointing out it's still broken.)