If this is Project2, what happened to Project1?
Played for roughly 1h.
A lot of your Webms are just moving Pictures, you could do those through Events saving a lot of your 1GB Footprint. They also are largely irrelevant I think.
Apparently its not run-able from within RPGM, by giving a Syntax Token "?" Error. Apparently because it's MZ not MV? Did still save my changes tho, just made James a bit stronger by maxing out everything, so I don't have to potentially grind for Combat. If I give Feedback on any kind of balancing, keep in mind James is dealing 100.000s of Damage on my End and is invincible.
Why do you have a loading Screen? Accidentally clicked away the first Choice after setting the Players Name. Oh well.
Made it to the Motel, didn't have the drive to continue, I'm just not invested in it.
If you're trying to do anything but a generic RPGM RPG in RPGM, it's going to end up rather troublesome I think, the Engine heavily is focused exclusivly on those kinds of Games, and trying to do anything different always ends up either feeling bad, or having you go through so many Adjustments you might've just aswell used a different Engine.
Combat Sprites at that Size would need more then 3 Frames, A lot of your UI in Combat, Buffs, Boss healthbars etc. move partly offscreen aswell. The Music is really nice tho, in the Tracks you didn't cover from existing ones.
I like the Idea of moods and intentions changing your Stats and/or Way to play, but it'd be better if you couldn't manually set them through a menu, but get them through Eventchoices etc. It feels weird to artificially set the Players mood.
I also don't quite know why you have the Player play as James when the entire Story is just about Sarah. You could just aswell play as her directly.
The Menu is just the basic RPGM one, and a lot of the Options are unecessary in there. Consider making a new One, properly designed.
I did not find a Plugin for non-tiled movement, and I was assuming you were just using rather small Tiles, which you apparently are, with the entire mapping being parallaxed. Bloats Gamesize needlessy, doesn't add anything major to the looks, and still feels like tiled Movement.
Would work better with proper pixelmovement and actually tilemapped maps I think.
From looking through the Maps, there's basically the origin Story of Sarah, letting you affect how she'll grow up, the Motel/City Part of her Life there, and then some Part of how she turns out in the End when returning home. So its just about Sarah growing up, she probably has some Connection to James, but I'm just not invested enough to find out, there's nothing really drawing me in.
Especially not enough to play through this multiple Times, only to change some minor Things to see how the Story changes in the End. I'm just assuming it actually does, depending on if I free the Rabbits, rescue the Fish, water Plants, what Dialogue Options I choose etc.
Gnome Enemy is cute. So is Joergen.
I think the best Part of this is the Music, at least some of the Tracks, by a rather big Margin. Graphics are alright as still Images, but don't work very well in Motion, or in RPGM due to its arbitrarily bad Framerate caps.
Writing really isn't my Thing in this. The Designs for some Enemies and Sceneries is alright tho.
Not my Kind of Game I think.