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DianthusDev

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A member registered Nov 16, 2019 · View creator page →

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I removed the killing enemy requirement for activating the console.  Update should be up shortly.

Alright.  When I get back from work later I'll upload the fix.

There are four enemies in that room, three iron knights and the pale one.  There are none behind those crystals, I wonder if something went wrong when they were killed.  Did you loot the enemies after you killed them?  I'll test this myself to see if I can get I run into the same problem.

Those are red crystals not orange ones.  The red crystal to destroy those is in the same room when all four enemies are killed and you go through that sequence.

Thank you, glad your enjoying it!  I'm hoping to have chapter 2 ready and updated in early November.  

Getting stuck in that box was a bug and the fix will be uploaded shortly.

Hmm... I'll replay the entire game again and check out that scene.  I forgot to mention, when it comes to the herb seller, was the key on the ground when you were there?  If so you took too long getting there.  Once you leave the van for the first time, a timer starts in the background.

After an hour, the sun sets and it gets dark, more enemies spawn and one of the chase enemies spawns far more frequently.  This timer doesn't progress while in the van or while in the mansion.  

Yeah, there are two codes that unlock in the escape sequence.  One for beating it in under 1 minute 15 seconds, the other is finding the secret as I said.  The secret is on the mansion map so it's easy to find, once you find it the chase enemy despawns for that map while it plays.

Not sure why the bee girl isn't working, if it's when you first meet her then I'll have to change how the screen darkens.  If not then where else at is it bugging out like the slime?

The original codes for the extras folders don't work anymore, I thought I got rid of the old ones but I must of missed one.  I'll get rid of it if I see it.  The way to get the codes now is finding the secret scene during the escape sequence then talking to the blonde woman in the achievements room, beating the game and going into the achievements room to talk with Abby and extras folder B is locked behind the achievement where you escape trighbon in under 1 minute 15 seconds then talk to Shane in the achievements room.

The you did things seems fine, just some bugs I overlooked or with the bee the scene not fading back in properly.  I'll fix these and get the new bug fix update out as soon as I can.

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I took a quick look and yes the slime scene was missing a line to erase that picture.  It's been fixed in 1.2 which I hope to have up later today.

The help option goes silent during the mansion because I wanted it to be more challenging, I can add a better help section for the mansion if needed.  

The orb room, there is a panel on the northern wall that actives the puzzle.  Once activated, you have to change them all to one color starting with red, then interact with the orb on the southern room that matches the color.  You only need to do red and blue to progress, yellow and green are optional treasures.  The item you get for completing that will let you complete the other rooms.

Yeah, the mansion is suppose to be the last area.  Going back to the east and completing that would mess up the help system, I'll add a fix to that in 1.2.

Ohhh I think I see what I messed up on.   To break that, go back to the van location where you first started.  In the little shack where it's parked a autorun event should play telling you to go inside the van.  Once inside the van that loop should break.  I was suppose to change it so that loop broke if you entered any other map but I must of forgot.  I'll put that fix in and hopefully have 1.1 out within the next day or so.

Which monster?  If it's the Iron Juggernaut it might be a bug and I'll  need to investigate that.  If it's the giant blue sludge, he appears more frequently the longer you spend in Trighbon.  After an hour he has a 50% of spawning every time you leave an area and a 50% every 6 seconds.

If it's the latter I can reduce his spawn rate to make it more manageable.

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Going to break this down by each segment to give you a proper answer to this.  But if you want a TL;DR...  

The game isn't finished, this isn't a beta or an alpha it's a staple everything together, get the main story events working properly then go back to the beginning and start trimming and cleaning up.  Money is tight but I spend what I can into it.

So don't complain about a game that isn't finished, or complain about a game that just isn't your taste.

With that said, let me break down each section in more detail.

"Gameplay Loop"

The gameplay loop isn't finished, many elements haven't been added yet either.  The reason the areas are large in Trighbon is the first boss would chase you around the area similar to Ao oni but that got pushed back to the final release as I just wanted to get the basic story beats done.    The save issue was brought up before and I already know of it.  

"Got one shot"

The spider boss is one of the easier in the game.   The reason you got one shot is either:  It hit you when the sprites were active or you didn't have enough HP to survive his basic attacks.

One part of gameplay here is exploring and gathering materials + herbs you find in the environment, another is building armor to reduce damage taken.  The armor needs buffed and more sets need added, which is being worked on.  Again the one shot or high damage issue has already been addressed and being worked on.

"Inspiration"

Resident Evil 4 was one inspiration but not my main one.  If I said what the main inspiration was it would be obvious what your fighting so I don't want to spoil that.  Having the van move sounds like a good idea on paper but there's not much tension when you have a safe area and save spot you can go to regularly.  A few new saves were added and some are being planned and there is a journal system that's being worked on and it will give you basic directions of where to go I just haven't finished it yet.

"Move the Van?"

Completion of certain parts to move the van happens in a few select areas already.  The other saves are near the salesman or book trader in select areas only.

"Terrible Dialogue"

Dialogue was already planned to be reworked but it's not as bad as your making it out to be.  Most dialogue will be the same as the beginning conversations with Abby and Shane where you can just choose to progress story instead of listening to it all, but you didn't bring this up for some reason?  Not sure if you thought it was mandatory but I can tell you it's not.

Books are primarily for trading to the book trader for rare items.  There is no exposition dumping in books because the "lore" in those books is optional and not important to the main story of this game, just an optional read for those who care.  

Ignoring the "show don't tell" section.  Games not finished, NPCs have already been made to the town and just need to be added.  Again, games not finished not even in alpha.  

"Detective Apprentice"

Glad you noticed the detective apprentice is arrogant and only in it for the money and entertainment.  Almost like he was given the job by family and only looking to get a paycheck.  This was partially explained in some dialogue but you either skipped over it or it wasn't implemented.  I would need to go back and look to make sure.

"Game doesn't explain itself"

I already know the game doesn't explain much, this complaint was made before and I answered this further up when I said games not finished, just trying to get main story beats done before additions,trimming and polishing.  

"Generic Sandbox"

The game is focused on exploration, when entering a new area you are told to explore to see what you can find, your even told this in the intro area.  So yes wandering/exploring the area is part of the game.  Your also told EXACTLY which buildings to go to or which direction to go during briefing,  the only problem is in Trighbon where the one house door is locked for no real reason, I need to leave it unlocked so people can go straight to the mansion if they really choose to.   If you don't like these types of games that's one thing, but don't claim it's a problem when multiple times you are told to explore your surroundings.  On top of skipping dialogue I'm not surprised you got lost or stuck.

You don't have to check every area.  I can only think of one key that is under a table with no real  explanation but that key was moved in 0.8 which isn't ready yet.

"Bunch of random experiment systems"

Wrong, I wanted to make a shooter game with puzzle elements which is what I'm making.  I chose to make a shooter after seeing an older game use it and I knew it'd be fun to make one and RPGM is the easiest engine to use and the only engine I know how to work with.

"Just some addict dude"

Wrong.  You missed an event explaining that, you'll find him again in the slums area and he tells you something interesting that I won't spoil here for others who may read this.

"Zombie?"

Nope.  Not a zombie, won't spoil what it is but it hasn't been explained well in the story as the dialogue needs reworked as stated above.  A majority of enemies in the game have red eyes but it's hard to see with the pixel art and areas being dark.

"Indistinguishable?"

Nope.  Not bio weapons.  In this game you are a detective, I'm not going to spell out the answers, your suppose to explore the area and figure it out as you progress.  But again can't say much here because game isn't done, story needs work, main story beats work first etc etc.

"GAME Novel?"

It's a game, not a visual novel.  I've said on other sites don't think of this as a typical adult game, scenes are more spread apart then in most other games and some are hidden.  

"Scenes?"

The slime scene was one of the first I had made and it's one I like the least.  It was on the chopping block even, it's not that good and the thing never appears in the game again after.  It came out of the sink, not the mirror but I get what your saying.  The text was moved to the top of the screen rather than the bottom which makes watching it easier.

"Random Chick"

She isn't suppose to be there until you've completed the demo and the recollection room unlocks so, whoops on that.

"Tearing down and level design"

Really odd way of saying that, like you only made this to attack my game and bring my project down rather than just say you didn't have a good time with a game that isn't finished or even in alpha.  I doubt you did, but it comes off that way.  Levels are based around exploration as stated before, the reason the mansion is a large map is because the lower section used to have three buildings but I ended up removing them for reasons.

"Aimless wandering"

Again, other people who have played this never had this issue or made a complaint about it being an issue.  Maybe you skipped through the text that gave you basic directions, I don't know.  

"More save locations"

Already addressed.  

"RE Inspiration"

Nope.  Only the RE4 Plagas and a small section of the intro were inspirations.  Never played a RE game in my life, only seen playthroughs of RE4.  So I have no idea what your talking about when you say RPDs Main hall.  

"Themes"

Already answered this above, game not finished, story plans etc etc.

"What does the player feel?"

No idea.  Your suppose to slowly put the pieces together but the story/game isn't complete.  

"Music and red tint"

The music is perfectly fine, the red tint is the sunset brother.  Not sure what exactly you thought it was but it's sunset.  It's an orange tint, not red by the by.

"One Moment"

Yes, because that first town was the entire game at one point and was going to be it.  As I said, the iron juggernaut was going to stalk you and chase you around the area along with other enemies sprinkled in.  That enemy intro was the last thing I made before deciding to A: Make the game longer.  And B: Get all the main story beats in place and functional before adding, trimming and polishing.

"Too all over the place"

Games not finished, I hate beating this horse but that's why it feels empty/unfinished.

"Omni Movement"

Never liked that, it makes things very janky because of how RPGM is designed.  The flashlight looks awkward and the gun gameplay wouldn't work properly.  I've tried it before and I have no intentions of rebuilding my game around it when it's this far already.

"Shooting the Gun"

Shooting works fine, the flashlight issue has already been fixed by adding a better flashlight and two lantern items which illuminate an area around you.

"Nuissance Design"

I won't beat the dead horse anymore.

Originally there was two more scenes but those were cut and pushed back.  I work on this game when I can and put money into it when I can.  Tilesets are expensive and not worth putting money into, anyone using RPGM will tell you this.  

Sorry you didn't enjoy it, if you put money into it just ask for a refund.  I'm not going to ask you to stick around until it's done, if you don't like it then that's that.  Just know that what you played was an unfinished project with many of your issues already being worked on or plans have been made to work on them while others aren't problems and are simply not your taste.

Didn't mean to dump text here and I apologize if I came off as antagonistic.

If you press the E key it will lock your current direction, try pressing the E key and see if that unsticks it.  If that doesn't work, which dialog is this happening on?

Glad to hear your enjoying it so far.  The first boss once he reaches a third stack of adrenaline you have to avoid him until he starts rushing you then you run him into one of the broken pillars on the ground to stun him.  Once stunned you can spam knife or pump shotgun into it until its HP reaches zero.  


Honestly, there's a major overhaul to the game coming up which is why the next update has taken so long, there will be pop up messages to help understand what the boss does so its less of a guessing game, crafting was implemented along with armor and accessories to reduce damage and prevent status effects, status effects are being added.  Won't go too much into it as I'm still putting it together.


I never thought of the base speed being too fast, I'll experiment with making the character slower.  I've tried adding stamina to the run as well but that would make certain bosses unkillable so it got scraped.

Movement speed?  If you hold shift you can run if that's what your referring to.

The biggest mistake I made with the first boss is killing him without ammo.  Honestly you don't need to shoot him at all, just keep your distance.  Wait for him to charge at you, lead him into a pillar.  Rinse and repeat until he's dead.  The second boss still has a phase like this but after those two I did away with that, at least I hope I did.   The newer bosses are still in late testing phases.

To answer both of these.  

The speed issue might be a coding problem, I've started combing through the different events although I believe it's the speed not returning to normal after getting hit by an enemy.  I can fix this rather easily, although I'm currently pushing for a full release as the next update.  I might add some bug fixes if they get too numerous.


The bosses are the main challenge in this game.  Each one is more difficult than the last although they can be stunned.  The first boss can be stunned by having him run into the broken pillars all around the room.  Bosses also take increased damage from the knife, so once their stunned you can spam knife without getting hit and this will take out 40% or 50% of it's health each stun cycle if spammed.


On another note, each boss has been getting nerfed.  The first boss might get another damage and health nerf is he still too difficult.

When you go to extract the folders with say 7zip, it will ask for a password.  Just type in the password and the folder will extract.

Thanks for playing, I'm glad to hear you've enjoyed it so far.

That was one of the inspirations yes, RE4 was one of the many others as well.   It was originally going to be called "The Mark of Lust"  but with how the story was going, the current name just fit better.  

Slow but steady.  At the current pace I'm working it should be done by the end of this month or first month of November depending on how long bug testing takes.

Are you allowed to post an SFW and NSFW version of the same game?  I mean the same name and everything, is this possible?

It could be me overlooking something but I wasn't able to find anything about it in the rules or here on the forum.   Does anyone know?

Thank you to anyone who takes the time to read this and if you help me solve this question.