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CrimsonBulb

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A member registered Sep 12, 2021 · View creator page →

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That probably is the reason. I'm using rpg maker 2003 for this, which I believe is initially only Windows compatible.

I did replace the .exe file with one that should hopefully be mac compatible in the newest update. The new .exe did change the graphics options to be accessible with F1 and the characters positions on the battle screen are unfortunately shifted, but everything should be the same otherwise.

The new .exe has a green icon next to it. Let me know if this one works for your system!

That's okay! I probably should've written something in the download instructions.

The application should be just below the "title" folder. It's called "DetectiveWolfandMinatheSuccubus". The game should start once you click on that.

Let me know if that works and thanks for the interest!

Thanks! This was somewhat of a proof of concept to myself to see if I could mix detective narrative/gameplay with an rpg structure, so I'm happy it works on that level. I might try something like it again in the future if I have the chance!

The game's physics and interactivity made for some great moments, like the patient tragically transforming on the nearby table while I frantically toss books and mushrooms all over the place. It reminds me a lot of Octodad in that way.

The 3D visuals and ambience were nice, though the typos were somewhat distracting. Overall, it was solidly fun!

Thanks! I'm happy the character portraits turned out so well! I can't take credit for creating the music though since I was using rpg maker 2003's included bgm (which is all generally great music).

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Posting a guide of where the important clues are in case anyone gets stuck:

Living Room Area

  1. Debrah's body
  2. Downstairs couch
  3. Nathan's body
  4. Downstairs PC (only after upstairs bedroom has been searched)

Kitchen Area

  1. Trash can

Upstairs Bedroom Area

  1. Bed
  2. Vase on table next to bed
  3. Upstairs PC (only after vase has been checked)
  4. Dresser at the far left wall

Upstairs Lounge Area

  1. Book on table

Basement Area

  1. Bookshelf with bloody footprints in front of it (only after the downstairs PC has been checked)

After all of that, there should be dialogue between Wolfe and Mina stating that they've found all of the clues. Speak with Meredith in the living room to begin the ending sequence. 

I strongly suggest using the shop you can access when speaking with Meredith to purchase some Hi-Potions and 2 sets of boots to equip Wolfe and Mina with before beginning the ending sequence since the boss can be pretty tough.

I hope that helps anyone who might get stuck! In retrospect, I definitely should've done something to make the necessary clues more obvious.

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Posting a guide of where the important clues are in case anyone gets stuck:

Living Room Area

  1. Debrah's body
  2. Downstairs couch
  3. Nathan's body
  4. Downstairs PC (only after upstairs bedroom has been searched)

Kitchen Area

  1. Trash can

Upstairs Bedroom Area

  1. Bed
  2. Vase on table next to bed
  3. Upstairs PC (only after vase has been checked)
  4. Dresser at the far left wall

Upstairs Lounge Area

  1. Book on table

Basement Area

  1. Bookshelf with bloody footprints in front of it (only after the downstairs PC has been checked)

After all of that, there should be dialogue between Wolfe and Mina stating that they've found all of the clues. Speak with Meredith in the living room to begin the ending sequence.

I strongly suggest using the shop you can access when speaking with Meredith to purchase some Hi-Potions and 2 sets of boots to equip Wolfe and Mina with before beginning the ending sequence since the boss can be pretty tough.

I hope that helps anyone who might get stuck! In retrospect, I definitely should've done something to make the necessary clues more obvious.

Sorry about that. I started my new job midway through the jam, so I rushed it toward the end of development to make sure I wouldn't be thinking about it during work. I did test it enough to be sure that it would work all the way to the end, but I didn't include any signifiers of where all the points of interest were, so that's probably why you got stuck. In retrospect, I definitely should've included some type of "anti-needle in the haystack" mechanic so that the final clues would become more noticeable after a certain number were found.

I am glad that you noticed the effort I put into the lore and dialogue! They were my major focus, so I'm glad those came together well.

I had a bit of a hard time with this one. I quite liked the movement controls for the ship and the difference between in-vehicle vs on-ground movement, but I had some difficulty getting any wyrms to spawn so ended up driving in circles in the canyon for long periods of time without much really happening.

Still, I like the aesthetics and I think the gameplay being somewhat unintuitive (like the ship controls being deliberately difficult instead of a 1 to 1 with normal directional movement) made for a nice throwback to retro games as well as being additive to the challenge. I believe that some additional clarity would be nice to have in the game, however, since I didn't come across much over the course my running around. I might've just had some bad luck though.

Thanks! That means a lot!

The color palette changing in each different area was a nice touch and lent it some visual variety despite the 1-bit limitation. It also had an interesting appeal in its simple design similar to the first Zelda game. Since nothing was explicitly spelled out, finding the ending became an intriguing mystery, even if the narrative surrounding it was fairly simple.

I do feel that the recharge time for attacks/dodging was a bit too long, but the length of time did help give the bullet dodging elements time to shine, so I feel they would only need a slight reduction in charge time rather than anything drastic. Overall, it was nice to go through!

This was excellent! The transformation mechanic and how it evolved in different ways and with relation to the turning of the tower was fantastic!

One quirk I noticed is that transforming back into the mage after jumping with the frog still allows access to the double jump, which allowed me to sequence break getting some keys (or, at least, I think that's what happened. There was a portion of stage 4 I didn't even interact with since I was able to get the key early with that extra jump method, so I assume it was unintentional). Even if it is unintended, however, I still enjoyed pulling the trick off, so I would consider it to actually be a feature!

The music and artwork were both great as well! I really enjoyed it!

Balancing the development of a society through a simple, randomized card game worked well and offered some compelling resource management! I do feel it would have benefited greatly from some ambient music, since the clicking of the cards can feel somewhat lacking without a calming track underlying it.

I also liked the art style of the society displayed in the center of the screen and found the UI of the cards and interface to be easy to grasp after a first run attempt. Like with the audio though, it did feel as though it would benefit from something else being added, such as the movement of villagers walking around from building to building or other animations.

I did feel that the game had a solid challenge and some quality balancing in its progression. A solid entry!

A really great entry! I especially liked the color differences between the above ground areas and the below ground areas. The brighter tones did a great job of simulating daytime while the darker palette helped sell the mood of the underground. The mystical-sounding music added a lot as well.

The game also felt surprisingly good to control despite the simple control scheme. Digging as a caterpillar felt especially good in terms of movement speed and orienting direction! Great work!

The GB resolution and overall pixel art came together very well! I also liked the gameplay element of shooting through walls to reach distant enemies, though I'm a little unsure if that was fully intentional. It did manage to lend the game some decent strategy!

I did feel it was too easy to just walk past most enemies though. Including some areas with a "defeat x amount of enemies" requirement would have helped in encouraging more gunplay. Still, it was a nice, simple game (I do feel bad about leaving those cats where they were at the end though)!

Very cool concept. I liked typing out commands as both a retro throwback and as an expression of the need to be precise with my actions.

I do feel like it needs to have more holding it together in terms of context or an extra gameplay element (maybe enemies patrolling who can only be fended off with certain crafted items). The atmosphere was surprisingly good despite the minimalism though!

Really fantastic use of the theme with great homages to classic games! I especially liked the Kings Field and Silent Hill homages, with the platformer-style game coming in a distant third due to all the empty space that needs to be walked through.

One important thing I wanted to mention was a bug in Sunken Fear. When I walked toward these logs I became stuck between them and could not get out without resetting. Apart from that, the game has great diversity and is extremely solid!

Really impressive how you managed to create two different game modes for the same concept! Especially when they're both visually impressive and have some solid variety!

Admittedly I gave up on not stepping on people pretty quickly in big mode, though in my defense they did keep running under my feet as I was stomping, so that's really on them!

Unfortunately my laptop wasn't able to handle graphical intensity of this game very well (Unreal Engine games always melt my laptop), but I managed to keep playing for a decently long while and was very impressed by the aesthetics and atmosphere!

I did find a glitch in the opening area, however. When I fell from the ledge overlooking the pool of water, I seemed to miss the death plane and went into the geometry below the surface and couldn't get out without restarting. I'm not too sure many will notice since I only fell due to a delayed input from my laptop lagging, but it might be worth fixing if there's a plan for a patched version later on.

Overall, it's very well-polished and has a great cozy atmosphere!

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Cool Undertale-style mechanics of mixing bullet hell with a character battle focus! Unfortunately, I never really got the hang of the shoot mode, though that's likely because of the issue that was described in the mode section of the page.

The animations for the enemy were impressively fluid in both modes. It's a shame the version which includes music couldn't be submitted since these types of games benefit so greatly from their soundtracks, but the visual presentation by itself is still quite nice!

Both the gameplay and aesthetics are great! I played Panzer Dragoon Orta not too long ago, so I felt pretty at home with the aerial shooting gameplay.

My big frustration is that the distant part of the aiming reticle blends in the with background, which can make landing shots a bit difficult. It might also be nice if there were homing shots, but I recognize that everything as it is now was probably complicated enough for game jam development window.

It's very professional and I could definitely see it being a release on the SNES!

Great puzzle gameplay! The bubble and fire bunnies helped bury the lead to the correct path very effectively, making it much more satisfying to finally find the correct sequence! 

The minimalist aesthetic also helped keep the important elements easily legible. I would have liked there to have been some calming background music throughout, but the simple sound effects by themselves were still nice!

Nice pacman-style gameplay with a cool twist of planting seeds to grow the power pallets. After a certain point, the machines did seem to just wander around outer edges of the screen, making it a bit too easy to just linger in the center, but the gameplay up to that point was some classic fun!

It's a shame that the first portal doesn't work since the game looks so promising! I did experiment a bit in the first screen of the game to try to find some other potential bugs, with there being two: 

1. When the player jumps from the highest platform and hits the ground, the space below the stage becomes visible briefly as the camera follows the momentum of the impact downward.

2. When switching between pages of the book, clicking on the first two options in rapid succession will cause the two to display at the same time over top one another.

One note about the aesthetic is that it seems like some aspects of it are different resolutions of upscaled pixel art, which seemed noticeable with the character portrait and UI, though I might just be misperceiving things. That said, the aesthetic looks great otherwise, so it isn't a huge complaint.

I hope the portal bug can be patched because the animations and glossary hint at it being an interesting game!

Thanks a ton! Yeah, I was a bit worried about how much Dunkey might enjoy it, but after watching the Super Mario RPG review, I think there's a chance he might like it. I'm somewhat committed to the genre just because I like focusing on narrative so much, so I'm glad that the writing came together in the final product!

I really adore the clever implementation of the theme, basically having the whole game inspired by wordplay. The game itself is great for its simple fun and the catharsis of boosting around looking for remaining bits of grass to cut away.

I liked the aesthetic of the grass effect as well, though I think it might've helped in causing my laptop's performance to chug at times. Overall, it made for good silly fun!

Knocking enemies into the pits with the explosion potion was great! Admittedly, I relied so heavily on that strategy that I rarely used the other potions except to add a burning element to the explosion potion, but I could definitely see their uses.

The presentation was also great across the board from the enemy designs to the sound effects. A really solid entry!

The physics and gameplay were both very fun and I'm very glad the checkpoint system was generous enough to start the player at the same screen after each death. 

I'm not sure if I reached the true end of the game since I did manage to defeat a giant flying eyeball, but was teleported back into the previous screen after doing so. Then, in the next screen, I couldn't figure out the solution and couldn't exit from the way I came in. 

Despite that problem, the gameplay was great and the aesthetics and music lent the whole game an enjoyable kinetic energy!

Great interplay between each of the characters. I especially liked how Knight mode led directly into Priest mode, so all the damage incurred by the Knight's attacks could be undone by the Priest. 

The final boss was impressively climactic as well! Just a really great entry overall!

The music kicking in for Monkey Mode was great! It helped keep me going until level 19 where I got stuck only ever being able to collect 9/10 bananas before being crushed between the walls of gorillas. 

The gameplay is fun, but I did become fairly frustrated by the sliding gorillas who follow the player's movements. It felt like the timing to get past them was a bit too precise, especially when I kept hitting the sides of the walls while going past which would slow me down and cause me to be hit.

It's a very well-polished entry though! The amount of variety that was added from the simple base gave it solid depth throughout.

It took me a while to get the hang of it, but once I did, discovering the correct path and shifting modes was pretty interesting! Trying to get the timing of the projectiles down despite not being able to see them made for some enjoyable platforming even if there weren't many other obstacles.

The game restarted when I reached the green square at the bottom level, so I assume I reached the end. Overall, it was a nice entry, if a bit confusing at first.

I like the behind the back battle screen! It felt like Pokemon by way of Earthbound, which is a great aesthetic to go for. 

I also liked managing managing the time/customer service elements, with the pretzels being almost a  perfect outcome option but requiring a sprint back to the front of the plane to get them. It was enjoyable and had a nice, brisk length!

Really impressive artwork and atmosphere! Unfortunately, I couldn't quite make it through the final boss, but I did manage to get pretty close. 

The use of modes was cleverly implemented, though I think the assault mode was pretty overpowered for most of the game thanks to its high number of shots and long range. I relied on it to the point that I was taken pretty off-guard whenever I had to actually change strategy. 

I think that maybe shifting tiles with environmental effects might encourage more varied tactics and unit movements, since staying immobile near the center is a bit too viable for most of the waves, but that's just a spitball idea.

Overall it's an impressively polished entry!

Thanks! It's  big compliment to be compared to pokemon for turn-based battling!

Thanks! I'm glad all my effort put into the narrative came through in the final product!

Really like how much it reminded of snes-era Mario Kart with its 2D-3D mixture. The boost was very satisfying to pull off once I got the hang of it and it added a nice bit of depth to the gameplay. 

I did found it funny seeing the AI driver on easy mode occasionally driving straight off the track as soon as the race started. I imagine that wasn't intended but I liked it a lot anyway just for the silliness!

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I think the UI and core concept are really clever and unique, but admittedly I'm not sure if the deck builder angle for a mystery story works especially well in execution. 

Admittedly that might be because I learned I could spam a single card in order to win before I learned the actual rules, but I think the plot might've been more compelling if it had more of an Ace Attorney-style of just having singular conversations which need to be picked apart.

That said, the aesthetic is still fantastic and I might come around on the card game idea if a tutorial and patch for single card spam were to be introduced.

Extremely creative use of the theme. I really like the Earthbound/Undertale style of having a cute presentation overlaying discreetly darker and creepy moments. The use of difficulty and accessibility options for problem solving really threw me for a loop until I really played around with the settings.

I do wish that there was a downloadable executable though, since it seemed to lag pretty hard on my laptop's connection, which caused me to walk into walls for several seconds repeatedly due to delayed inputs. Apart from that though, it's a cool concept and I like the tone of the writing!

Thank you! I was considering different methods of displaying the characters as they attack, but I couldn't quite get a method that felt right with the battle animations. I'm glad you still liked it though!

Thanks! Yeah, I made the Four Wheelers as the first real test of strength enemies, so no worries about them setting you back a bit!