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I've played through everything I found in version 1.5 (not sure how to update to 1.6 while keeping my savefiles, also I don't think I ever found that fourth party member), including past the end-of-demo message, and I think this has a lot of potential! I like the artstyle, the music and the general surreal atmosphere, and the story is positively harrowing so far. I also find it interesting how you’re seemingly able to retroactively decide what Winter’s relationship with Velouria was like, or at least his views on it, through your ingame choices.

Here's some issues I did have with the game, though admittedly I have no idea whether some of these are intentional or not, or if any of them have been fixed on 1.6:

  • It seems that the game will always autosave right after you die, locking you out of playing on that slot. I’ve actually lost a significant amount of progress once because of that, so if it’s intentional I’d at least try to communicate that you have to frequently save manually in order to avoid it.
  • The Simpleton and Finish stat screens appear to be identical, and both of them cut off near the bottom, preventing you from seeing the character’s Swagger bar and Biography.
  • There’s generally a lot of issues with sprites transforming when you interact with them from certain angles. Lacey Door turns into Billy when she’s talked to from the side or from behind, and I remember a similar thing happening to one of the carcass enemies as well. The mirror that gives you the Gaslight skill disappears if you interact with it from the side or behind, and the rope sign in front of the well turns into a blue potion if you interact with it while standing right on top.
  • On a similar topic, it seems like interacting with the mirror for the first time in the unfinished part of the map shows the text for gaining the Gaslight skill, even if you already got the skill from the previous mirror.
  • The default attack being “blasting with bullets” ends up being weird when paired with the Confusion status, since it makes enemies without any visible guns start shooting themselves or the party out of nowhere.
  • Enemies appear to skip their turns very often. Not by guarding or “waiting to see what happens”, they just don’t do anything and there’s no combat message indicating it’s intentional. It was especially noticeable with the Crowcrone, who permanently stopped attacking me after she used the Butchering self-buff.
  • The PCs’ sideways walking cycles are very odd: there are visible black lines in the air above their sprites, and they appear to be missing a second contact pose which is very distracting imo.
  • The game seems to stop responding to keyboard inputs when you run away from the Euthanasia, but only if you started the fight by interacting with her instead of colliding with her. I don’t know if any other enemies have this issue.
  • The Crackerleader gun skill is kind of busted, in my opinion. The high total damage is one thing, but because it hits multiple times it can also easily make back like double its Swagger cost when used, so it’s effectively free to use and very easy to spam. The closest thing to a drawback it has is that sometimes you won’t start combat with enough Swagger to use it on the first turn, but it only takes one or two attacks for it to become spammable again.
  • On the other hand, does Sarah’s Curse work on anything? It never affected any of the foes I used it against (Hallowed Mother, the flesh guy before her and the fishmen), and I haven’t felt the need to test with later enemies because she had the seemingly superior and actually working Deathcurse by then. I can’t tell if they were all immune to it or if it just had a very low chance of activating, but either way it felt quite underwhelming.
  • When you recruit Sarah again post-demo, her talking instance seems to remain in the pond for some reason, only becoming invisible.
  • For some reason, the text box for the Rusted Key (East)’s pickup text permanently stays on the screen after picking it up, and not even closing and reopening the game seems to fix it. It also seems like the Crowcrone’s overworld sprite doesn’t disappear when she’s defeated until you leave and reenter the area.

Overall, a pretty good demo and I’m very interested to see where it goes from here. I hope this feedback helps.


Thank you! This is great input and you have spotted a lot of problems which I would have had a hard time to find myself. 

- I don't think I ever found that fourth party member.

I guess i phrased it a bit incorrectly, the "fourth" partymember (should have been playable character) is the teenage Sarah you get to control when she is on her first real hunt, the scene where you unlock the bloodrites skill. She will be able to join you as a companion at a later point though. 

- I also find it interesting how you’re seemingly able to retroactively decide what Winter’s relationship with Velouria was like, or at least his views on it, through your ingame choices.

You are on the right track. Lets just say that even if you choose to view their relationship through rose-tinted glasses, the reality of it is implied even in the "it was good" choices. You will get to know more later on in the game. What you choose do change stuff though, there are 8 hidden "personality-values" which will change up stuff way further into the game. 

  • It seems that the game will always autosave right after you die.

Yes, it does not work properly at all, I have added a "make manual saves" message up top. I dont know how to fix it for now but I have to look in to it at some point. 

  • The Simpleton and Finish stat screens appear to be identical, and both of them cut off near the bottom, preventing you from seeing the character’s Swagger bar and Biography.

The cut off is something I need to fix. "finish" was actually supposed to be the "I am done" button at one point, guess I forgot to remove it. I should take a closer look at the menus overall. 

  • There’s generally a lot of issues with sprites transforming when you interact.

Yes, this is easy to fix and due to me being sloppy when creating spritesheets and disabling  animations. Thanks for pointing the instances out. 

  •  Gaslight skill, even if you already got the skill from the previous mirror.

Yes, this is just not done yet. You will get two new introspection skills, berate and belittle, which works as debuffs once I have made their animations. 

  • The default attack being “blasting with bullets” ends up being weird when paired with the Confusion status, since it makes enemies without any visible guns start shooting themselves or the party out of nowhere.

I added that mood pretty recently so I haven't given it a lot of testing, I am guessing this can be solved by altering the "confused" state. If you had chosen the other option at the scarecrow you would have gotten a mood which protected against the confusion state. 

  • Enemies appear to skip their turns very often. Not by guarding or “waiting to see what happens”, they just don’t do anything and there’s no combat message indicating it’s intentional. It was especially noticeable with the Crowcrone, who permanently stopped attacking me after she used the Butchering self-buff.

This is due to the enemies speedstats, they can get more or fewer actions than the player, it certainly needs a lot of adjustments. 

  • The PCs’ sideways walking cycles are very odd: there are visible black lines in the air above their sprites, and they appear to be missing a second contact pose which is very distracting imo.

Probably some stray pixels in the spritesheets, funny that I dont notice this myself. Please elaborate on contact pose, I am not sure what you mean. 

  • The game seems to stop responding to keyboard inputs when you run away from the Euthanasia, but only if you started the fight by interacting with her instead of colliding with her.

I will look into this. 

  • The Crackerleader gun skill is kind of busted, in my opinion. 

The combat system needs a lot of tuning overall, but I guess my gut feeling is to leave overpowered stuff alone and instead increase the difficulty later on in the game. There are some things yet to be implemented that are designed to be broken by an observant player. I also recently nerfed the enemies in part 1 since most people thought that it was too difficult. 

  • On the other hand, does Sarah’s Curse work on anything? 

Both curses are actually pretty OP if you play your cards right. There are at this point no enemies immune to curses, but curse only has a 40 % success rate while deathcurse has 80 %, success meaning that "it takes hold". 

  • When you recruit Sarah again post-demo, her talking instance seems to remain in the pond for some reason, only becoming invisible. 

Minor oversight from me, there is collision there that is supposed to go away if she enters the party. 

  • For some reason, the text box for the Rusted Key (East)’s pickup text permanently stays on the screen after picking it up, and not even closing and reopening the game seems to fix it. It also seems like the Crowcrone’s overworld sprite doesn’t disappear when she’s defeated until you leave and reenter the area.

These have been fixed. The next demo will contain the entirety of act 2, so you will have to wait for a bit! I think I will add a cheat area sometime soon with teleports and other stuff for people who wants to keep testing without playing it all again from the beginning. 

Again, thank you! If you want to be credited as a playtester once it gets to that point you can send me whatever you want to have written. 

Glad to be helpful! I'm admittedly not too knowledgeable on animation myself, I only learned this recently trying to look up an explanation for why the walk cycle was bothering me, but I'll try to elaborate on the whole contact pose thing.

Basically, walk cycle animations tend to have 4 key frames: one contact pose where both legs are on the ground, one on the front and one on the back; a second contact pose where the legs' positions are reversed; and two passing poses in between where the legs are superimposed.  So for example, you could animate a character like this:

  1. With their left leg on the front and their right leg on the back (first contact pose, idk if it matters which leg goes on the front first)
  2. With the right leg raised behind the left, both right below the body (first passing pose)
  3. With the right leg in front and the left leg on the back (second contact pose)
  4. With the left leg raised in front of the right leg (second passing pose)
  5. Loop back to the first contact pose.

It's admittedly a bit hard to tell because the animation is so fast, but here, each of the playable overworld characters seem to have only one passing pose where the legs are perfectly still, which I think is acceptable under this limited pixel artstyle; but also only one contact pose that repeats after every passing pose, with the same leg on the front and the same leg on the back (which one is which depends on the side, since the sprite is mirrored) every time.  So it ends up looking like the character is only ever taking steps with one of their legs somehow, if that makes any sense.

Again, I wasn't even sure if this was intentional, especially since the forward and backward walk cycles look much better, and it's argurably a very minor thing many players won't even notice. But I did find it quite distracting myself, so I thought it was worth mentioning. Hope this helps!

(Oh, and I'll have to think about the playtester thing)

I will see what I can do about this,  I am not really knowledgeable about animation either which is pretty apparent if you look at the enemy animations in combat. Now those I dont think I have the skills to improve,  but I should be able to figure something out concerning the sideways walk. 

If you guys need any animation help, I'd be glad to help you out. I'm a budding animator!

Perhaps if I need something truly special, otherwise the amount of work I would ask of you would be staggering. Anyhow, you should be in the credits too, if you want to just send me the text you want added. 

Yeah for sure. I can just give you tips instead of full work maybe.

Thanks for the credits offer! Idk what text... maybe something like "really likes da music" next to my name for now, if I can contribute some more then it can change

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I was thinking playtester and whatever name you would like, or perhaps a shoutout. Solodevs need to fill out their credits sequence anyhow ;). Well, thats way into the future anyhow, so dont think too hard! 

Demo2 is up Dinoman! You can now play until the end of ACT2, which also wraps up the beginning of the story, hopefully giving a satisfying end to the demo! Act 3 and 4 will be like s2 of a tvshow in a way. 

There was no way at the moment to make sure that you could continue on your old savefile, but I recommend replaying it either way. A lot of things have changed, autosaves works, enemies have healthbars (?!) and I encourage people to see what different information the dialogue choices bring. 

You could also play as a straight up monster and get some unique things at the end and in the future. 

Here are a few  tips if you want to try the dark path,  do not read further otherwise: 

SPOILERS: 

- Make sure to not save the fish

- Always behave like a hateful asshole in conversations, but not a "sarcastic" asshole. 

- Take butchering and get butchering 2: make sure to butcher rabbits to rack up your hatred. 

- Take Deerhunter X 

- Take King of hatred 

- When prompted to have an opinion about Arthur Sweich say that "he was a legend". 

- Accept the help of Arthur Sweich.

Thanks for letting me know! Already finished replaying the normal route, haven’t done the evil route (I don’t think I have the guts for it, lol) or managed to beat the Warbear yet.

My previous praise still stands, and most of the new additions are pretty neat! I don’t know how many of them are new and how many I just missed on my previous playthrough, but I like the optional interactions that depend on your current party, like young Sarah staying behind if you try to take her to the fight against the Majestic Deer, or Billy being confused at the Sarah in the tree claiming he’s still in his camp. The trapped bunnies are a nice way to liven up some rooms, and the fact that they become shadows when you free them is pretty intriguing story-wise, especially since the same thing happens to the one young Billy butchers near the end. Speaking of, I also really liked the nuance added to Billy’s character at the end, and the apparent parallels between his childhood and Sarah’s. And it might not be quite for me, but the addition of a dark route is bound to make the game a lot more interesting and replayable.

I did notice some of the things I mentioned in my previous comment aren’t fixed yet (mirror disappearing, Swagger bar not being visible in the Strats menu, young Sarah’s collision in the hidden pond), but I understand they might take some time. As for some new issues I had:

  • I don’t remember if this was also an issue in the original version or not, but some of the rabbits seemed to have their animations “reversed” from the side. Their midair pose is the default and they periodically switch to the grounded pose instead of the other way around. I don’t remember which specific ones had this issue, unfortunately.
  • I found another instance of sprites transforming when interacted with from the wrong angles: the chest in the room below the Hunter’s Camp momentarily transformed into a completely different chest sprite when I opened it from behind. I haven’t noticed this with any other chests, though.
  • I forgot to ask this in my previous comment, but is there any way to reach the red slime things in the room below the Camp? They really look like they should be able to be fought or otherwise interacted with.
  • I’m very confused about how Swagger carries over between combats. On the previous version I was under the impression that it only reset when you use a healing spot like Sarah’s room, but now I’ve noticed I’ll sometimes lose a lot of the Swagger (but usually not all of it) I built up and didn’t use in one combat when I start another. Doesn’t help that the Strats screen will always display the amount as 0 regardless of how much you have at the beginning of a fight.
  • The Euthanasia never used the healing move she had in 1.5 when I fought her this time. Is that intentional?
  • A minor one, but the bosses’ health bars seem to go a bit offscreen while you’re attacking them, making it harder to tell how much HP they have left. It also seems like boss minions, like the Majestic Deer’s organs and frozen Sarah’s jellyfish, don’t have health bars of their own, which makes the mechanic feel pretty inconsistent, but that might be intentional.
  • The computer on the Southern Fields tower is pretty broken. Someone already brought up the background being stuck on the screen, but on top of that the AI chatlog file won’t open at all.
  • The second paragraph of the message on top of the path to Anatea’s grave seems to be missing one or more letters at the start.
  • It seems like when you talk to the Sarah instance in the Frozen Lake, she’ll refer to Winter as James regardless of what first name you actually gave him. Don’t know if that’s intentional.
  • In the Frozen Cavern, to the right of Sarah’s memory of Anatea in the hospital, the entire wall is missing collision, allowing you to walk into it.

I also felt like the difficulty spiked a lot towards the end, with the Spirit of Rebellion and the Jackalope both being able to one-shot my party members on a whim; but I didn’t fight a lot of enemies that run, so maybe I was just underleveled, and either way I managed to beat both of them in 1-2 tries each. And I don’t quite understand rebel Sarah’s role in the story, particularly the way she attacks Winter and hardly acknowledges it after you beat her, or how the scene where she leaves home is abruptly cut to from the Jackalope fight; but you could argue that the ambiguity enhances the surrealism of the game.

Either way, I’m still very interested to see where the game goes from here! Hope this feedback helps.

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 Speaking of, I also really liked the nuance added to Billy’s character at the end, and the apparent parallels between his childhood and Sarah’s. 

- I am happy that this gets through. Once the game is a lot bigger and new chapter are added it will be pretty clear that one of the points of the story is more or less character study. As so most characters wont fit neatly on the spectrum of good/bad, and those that will (Arthur) will be the exceptions that clarify someone else. Billy was never evil, he was a hurt man who loved his daughter and did the best he could. He never intentionally harms Sarah, he was acting in what he thought would be her best interest. His own father is the opposite, carelessly enjoying hurting others and with a grandiose sense of self. 

The dark path will be just one of many once I am finished with it all, I want some serious replay value.  There are 8 hidden stats managing your "personality", in time I want these to change which dialogue is available to you, meaning slowly changing Winters personality in the direction you are pushing him, and letting this influence events. The dark path will be awful, and I feel bad sometimes when I write it, but the game is not called Dreams of Joy Still here ;). 

I did notice some of the things I mentioned in my previous comment aren’t fixed yet (mirror disappearing, Swagger bar not being visible in the Strats menu, young Sarah’s collision in the hidden pond), but I understand they might take some time. As for some new issues I had:

- These are still on my list. I took part in jam this weekend and the people who have played my game went from 10 to 40. I have tons of feedback and bugs to get through. I am juggling this with my need to make new stuff too. 

I found another instance of sprites transforming when interacted with from the wrong angles: the chest in the room below the Hunter’s Camp momentarily transformed into a completely different chest sprite when I opened it from behind. I haven’t noticed this with any other chests, though.

- Thanks for pointing these out. Hopefully an improved workflow and understanding of how rpgmaker handles sprites at least will make it so I dont repeat these problems in the future. 

  • I forgot to ask this in my previous comment, but is there any way to reach the red slime things in the room below the Camp? They really look like they should be able to be fought or otherwise interacted with.

- Not at the moment. One of the things at the bottom of my list is adding more secrets. In this instance there will be an "invisible" path, but I dont have a good reward for it yet so I have not removed the collision and opened it up. 

  • I’m very confused about how Swagger carries over between combats. 

It is SUPPOSED to carry over as long as you are on the same map, and reset every transition. I am guessing this is pretty wonky at this moment. 

  • The Euthanasia never used the healing move she had in 1.5 when I fought her this time. Is that intentional?

Healing triggers once she is below a certain health-threshold, most people destroy her with crackerlacker and jack of the torpid before it has a chance to trigger. If one wants to face her early she becomes a real challenge. Perhaps low-level running could become a thing. 

  • A minor one, but the bosses’ health bars seem to go a bit offscreen while you’re attacking them, making it harder to tell how much HP they have left. 

- I will add looking over them and adjusting the placements to my list. 

 It also seems like boss minions, like the Majestic Deer’s organs and frozen Sarah’s jellyfish, don’t have health bars of their own, which makes the mechanic feel pretty inconsistent, but that might be intentional.

-  It got too messy when they had them since the enemy sprites are so close to each other. 

  • The computer on the Southern Fields tower is pretty broken. Someone already brought up the background being stuck on the screen, but on top of that the AI chatlog file won’t open at all.

- AI chatlog is just not written yet, since it is a hard piece to get right. Its a conversation between Billy and an AI-chatbot where he asks the bot for advice on how to propose to Anatea. The background bug is now fixed, it was a stupid mistake on my part. 

  • The second paragraph of the message on top of the path to Anatea’s grave seems to be missing one or more letters at the start.

- I will check it out. 

  • It seems like when you talk to the Sarah instance in the Frozen Lake, she’ll refer to Winter as James regardless of what first name you actually gave him. Don’t know if that’s intentional.

Its not, will fix, thank you. 

  • In the Frozen Cavern, to the right of Sarah’s memory of Anatea in the hospital, the entire wall is missing collision, allowing you to walk into it.

- Will fix this too! 

I also felt like the difficulty spiked a lot towards the end, with the Spirit of Rebellion and the Jackalope both being able to one-shot my party members on a whim; but I didn’t fight a lot of enemies that run, so maybe I was just underleveled, and either way I managed to beat both of them in 1-2 tries each.

This is intentional, and by the end you should be able to buy a couple of remembrance and remembrance all from MR.TV. 

 And I don’t quite understand rebel Sarah’s role in the story, particularly the way she attacks Winter and hardly acknowledges it after you beat her. 

Spoilers: The world you are in as you are going through chapter 1 is created out of Sarah and Billys emotions and memories, though the main focus is Sarah. You can view it as a speedrun through the key points of her life. Everything you meet represents something , some of this is obvious, other things less so. Spirit of Rebellion is the end point of Teen Sarah, what she ends up as after going through what Margarette and Billy puts her through. In act3 you will continue playing as her for a while, seeing what happens once shes freed herself from their influence and gets out to experience the world. The motif of fire she has is also in opposition to young Sarahs motif of water and fish. The ocean represents freedom in a way to young Sarah, and sympathy. The fire also represents freedom, by burning the past, but not sympathy. 

Very interesting, I guess the "speedrun" aspect explains the sudden cut from the Jackalope fight as well. And I had no idea Swagger was tied to screen transitions, I didn't pay a lot of attention to them so maybe it is working more-or-less as intended.

About Euthanasia, though, I did beat her without Crackerlacker this time around (I can't remember if I hadn't unlocked it yet or if I did and just forgot). The fight was pretty long, and yet she didn't use the healing move a single time, hence why I brought it up. I don't know how much RNG there is to enemy decisions in this game, though, so maybe it was pure dumb luck.

There is quite a lot of RNG, but some attacks or moves are dependent on "if this is true, this is available". Her healing move does not autotrigger at a certain a % of health, it gets "available" and has a higher priority. These things need to be tweaked over time I think, once I am done with act3 I might just fiddle around with the enemies for a week or two. 

Here is a little sneak peak of what the future holds, not a spoiler, just the continuation of the final bus scene. Not done though!