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I find it interesting this version is a separate game rather than replacing the Pre-Alpha. I wonder if there is a reason why you made a separate page instead of replacing the previous download. Itch.io allows you to replace downloads whenever a game gets an update.

I had played it before, and I think the game looks promising. The gameplay is different from typical RPG Maker MZ games which I mentioned before. Some changes I noticed is the map is added, you can warp between places, and you can now use the mouse to move in this version.

Although not a con, the trap in the forest caught me off guard. I was trying to investigate the blue ! in the forest and fell into it which resulted in playing a bondage sequence since you can't win no matter what. It can be avoided since there are two warp/save points.

Much like the previous version, losing (getting capture) feels painful due to needing to go through a difficult escape sequence. I do like it's a better alternative than showing a game over screen when Lily is defeated, but the difficult sequences (the one with bandits may lead to players getting stuck) can be frustrating that you'd be better off resetting/loading a save.

Having a separate page is mainly to discourage people using save files of the pre-alpha because it's completely incompatible (although it seems some people still tried ๐Ÿ˜…). Additionally, version numbering (internally in the game as well), has restarted from 0.1.0 and I feel it would've been confusing since both the pre-alpha demo and each early-access demo had their own numbering.
I'm not sure how obvious it is (it seems you've noticed at least a few of the changes), but a LOT of the underlying systems code has changed.  RPG Maker itself is slightly more than a glorified map editor at this point. ๐Ÿ˜†

Going forward though, this Itchio page will indeed be reused for future public alpha (and later beta) versions, especially since some mechanisms have been added to upgrade save files starting from this version. Basically, all future versions of the game will now stick to this numbering scheme.

By the way, it is actually possible to win in that event depending on your choices/actions. ๐Ÿ˜‰ (Just like many other events there are various possible branching paths and outcomes.)

As for the escape sequences, my main advice would be to lower the difficulty if escaping proves to be too difficult (for example on easy after a certain number of turns it becomes incredibly easy to escape the tent). After clearing a sequence once, it's possible to skip it the next time.
You also receive an item after clearing each escape sequence for the first time. Later in the (full) game, you may even find that you want to collect these. ๐Ÿ‘€