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This is an amazingly made game, I expected Ren'Py and was pleasantly surprised by a highly customized RPGMaker game. I really like the unique look, the surrealist aspect of the game definitely is the  most unique part. Even though its very rooted in American culture, hanging around the chans helped me understand most of the story, it was very clear to me even though I am not too intimate with rural American life!

Time flew and I cleared two acts in two hours, gameplay-wise its very basic and doesn't deviate from the base RPGMaker defaults (statuses are even unchanged etc), I did enjoy the unique naming takes on everything, it contributed greatly to the atmosphere. I could see how some stuff worked under the hood because I mess with RPGMaker a bit, I quite enjoy the ingenuity!

Part 2 is more polished and I like the straightforward simplicity compared to part 1. I enjoyed the little twist for the last rung of the fetch quest.There are some difficulties with the bosses, but nothing not overcomeable with time and a revive.

Some notes on part 1

Bugged out space? - There's a bug where returning from the mines and going past the campfire leads you to a space you are not suppossed to go. You are hardstuck there with no exit. This is before the rope segment. I have attatched a picture to show where it is. Pretty sure the deer is for decoration.

No idea how this is replicated, but you might want to check the coordinates where the door leads if the campfire map moves you to different maps on different switches.

Fish and Randomness - This segment left me with a seething hatred for fish because I backtracked for a long time before I realized I had to kill stuff to get to the next area (level up lock) since I mostly avoided the random mobs. The fish are randomly inflicting confusion and have a pretty much 1hko move unless you use the gimmick. This means you can be locked into attacking and die randomly at every fish. I would suggest lowering the speed stat of the fishmen so this happens less frequently/ when you recover you get to heal instead of taking a fish blast.

Similarly, there's a forced segment on the house roof later in Act 2, I can see the potential for a soft lock here as well. Possibily adding a pickup/revive item inside the house would help the underprepared. (I never go anywhere without revives after Act 1 though)

One final note that I think is good is that there are a lot of custom animations/ shorts that a fitted between scenes, it really helps bring the story to life. The hunt scenes in act 2 are quite the kick in the feels.

P.S: I think I got most of the conspiratorial references, my time browsing /x/ was well-spent!

"This is an amazingly made game, I expected Ren'Py and was pleasantly surprised by a highly customized RPGMaker game. I really like the unique look, the surrealist aspect of the game definitely is the  most unique part..."

Thank you, I really appreciate it! 

 (statuses are even unchanged etc)

There are some alterations to most of these, getting more important over time and additional features are added to them later on. Sleepstat for instance gets a chance for enemies to use alternate, heavier attacks, in the part I am working on now, among other things. The visual stuff for some of the old rpg maker elements is getting replaced as I continue to work.  A lot of the combat systems still need a lot of polish, and more unique features. I am not satisfied with keeping them "ordinary". 

"... hood because I mess with RPGMaker a bit, I quite enjoy the ingenuity!"

Very nice to get some input from someone who is familiar with rpgmaker, I am still a bit of a beginner, recently learning to abuse common events and states to create some more advanced effects and combinations. 

Part 2 is more polished and I like the straightforward simplicity compared to part 1. I enjoyed the little twist for the last rung of the fetch quest. There are some difficulties with the bosses, but nothing not overcomeable with time and a revive.

Visually, act 1 has received an overhaul and some more polish, storywise the game gets increasingly complex in its structure each act, it's more or less traditional escalation. 

"Bugged out space? "

Thanks for pointing this out, I know what caused it. Changed the map when I overhauled the visuals, must have missed replacing one of the transfers so you are being teleported to the position appropriate for the old map. 

Fish and Randomness -

Lowering the speedstat is a good suggestion, will do.  The initial thought was some forced tutorialisation, to get people to change between moods and cards, just as with the early Euthanasia boss which can stunlock you eternally unless you switch up your gear a little. 

"Similarly, there's a forced segment on the house roof later in Act 2"

Did actually think about this, if you die, you do not get a gameover but are instead teleported to the central tree. 

One final note that I think is good is that there are a lot of custom animations/ shorts that a fitted between scenes, it really helps bring the story to life. The hunt scenes in act 2 are quite the kick in the feels.

These get increasingly better, will remake some of the act 2 stuff. You wanna sneak a peek at how they eventually end up you can look at this: 


P.S: I think I got most of the conspiratorial references, my time browsing /x/ was well-spent!

; )