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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

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.