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ichigoww

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A member registered Nov 05, 2017 · View creator page →

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Nice, good to know :)

Let me know if it was useful for your project, some of the steps might need better explanations/wording but I'm not 100% sure

Thanks for the feedback!

About the bracelet and the songs, I agree that they feel more like mcguffins than an actual narrative/gameplay element, but this is useful feedback for the future (if I join one of these jams again), so thanks!

The eyes are actually just a rendered picture, I was trying to go for something barely visible, trying to be creepy in a subtle way, but the limitations of rpgm2003 plus my inexperience with the engine got in the way a bit. I'm glad you liked it though :)

For some short context, this was originally inspired by a specific "entity" in BloodBorne (for lack of a better word, and to avoid spoilers) that freaked me out back in the day. Now that I think about it, this whole segment is quite similar in more ways that one, I hadn't even realized it.

If you are having troubles on that specific area, and at the risk of doing some backseating on my end, there isn't a specific order on how to proceed through the game, so feel free to explore other parts of the world

Thanks for the comment!

I appreciate the comment, after playing some of the other entries I felt that maybe the approach I took was leaning too much into the playable parts instead of the story parts, but if at least one person thinks it's fun then I'm glad. About the pixel graphics, thats 100% rpg maker 2003 stock graphics hahah, I was thinking on creating an original playable character similar to the one in the drawings but I ran out of time 

I'll address some of the spoilers, this is some interesting/useful feedback

The eyes part is intentional, I tried to have the player notice which areas are safe by how the skulls are placed throughout the zone, and that one specific pillar you mention was supposed to be too short to hide the player. That little mechanic definitely needed a better introduction than just the hint

About the cave part, this a very useful comment. While working on this part I was wondering if the balance was ok as the idea was for the fight to be a close call, but there probably is some re-balance/re-design to be done here in a number of ways

About the story, because I focused too much on coming up with the playable bits and implementing them (and also learning the engine), I didn't have too much time to work on it, I don't want to ruin your expectations on the lore so let's just say it's probably more simple than you think hahahah. Maybe next time I join one of these jams I'll try something more story-focused, it will most likely be terrible but it's a nice avenue to practice the skill.

Thanks again for the feedback :)

I know very little about Thai culture but adding traditional elements to the story is a nice touch.

The art style was cute, I managed to get 1 good ending (I liked the puzzle behind the box) and 1 bad ending.

The english was a bit rough, but I still was able to understand everything (as a non-native english speaker myself, I can assure you that you'll only improve from here on, so keep it up!). All in all, good job

Also, Suwanan was my favorite character, I hope I didn't misspell the name

Very impressive stuff, I had no idea 3d was possible in the newer versions of rpg maker, and the 1 bit graphics made it look great. It reminded me of beyond the labyrinth, a dungeon crawler for the 3ds that I've played very very little.

As others have mentioned, level 2 can be a bit tricky with the monster stun-locking you in place, it took me a while to get through that part. About levels 3 and 4, I had a small issue with timing my hits where I had to press the button way earlier to get the marker in the blue section, I don't know if it's a bug or rpg maker web builds not being very good in general, if I have some time I'll test the downloadable version

I liked the way this controls, you can kinda buffer turning as you advance so that makes movement feel smoother and not as limited as in old megami tensei games and similar stuff.

The way the ost picks up made me think that initially I was running out of time in the first level, and at the same time reminded me a bit of corpse party, which is neat.

Overall, great job, I feel like this has lots of potential to be fleshed out with different mechanics and turned into a full/longer game

Short and sweet

It has a unique/nice atmosphere thanks to the art style, and the ending was strong, it caught me off guard. Good job

Lots of impressive stuff going on here, characters, art style, writing are all very good, and the overall sense of humor kinda resonates with mine a bit, so that's cool. The ost nicely complemented each section as well.

I have to admit this isn't the type of game/story I'd usually go for, but maybe because of that same reason this felt very unique.

Overall this feels very fleshed out considering the time restrictions/deadlines, great job to the devs