Thanks for the feedback, I’ll be sure to address all those issues when I come back to this game.
I’m glad you’re enjoying my games! I do try to make everything playable in browser since that seems to be more convenient for everyone.
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This was a fun little romp! I enjoyed the simple, frantic action of the game, but once again RM proves to be horrible at shooting mechanics: my bullets didn't appear or go very far half the time. I guess you could chalk that up to Sandy being bad at shooting but it is a little frustrating to have a good shot lined up only to have the bullet not fire or not go as far as expected.
To clarify: it was indeed the outdoor maps; the indoor maps are always the same place you entered from (though the southern walls can get in the way).
As for the bug, I triggered it by interacting with a rake in one of the houses that triggered Blobby's bad memory. I was already at a low sanity level (maybe less than 50?) so maybe there's some phantom-negative number nonsense going on.
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I should also note that I ran into a bug: Blobby was running during most of the game until I ran into an event that brought his sanity to 0. He was on walk speed from then-on, even after resting. That's some intense PTSD!
Overall, I enjoyed this game despite its shortcomings. This is a shining example of how a walking simulator should be.
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I liked this one a lot! It draws you in with its basic art and Undertale-like character sprite and initially has all the appearance of a cute, simple game - but then you get the line "whatever you do, don't-" and it all goes wild!
Having the mouse be the only way to interact with the game is both intuitive and awkward: I didn't have to remember anything complex and even figured it out pretty quick without being told, but it also meant that my character moves to wherever I'm clicking on the screen when the text is dismissed and trying to go in an exact direction was occasionally challenging. I think with a style like this, keyboard input would be more ideal.
Overall, I found this game fun and sufficiently creepy. Good job!
Thanks for playing the game, we’re glad you enjoyed it!
Extra thanks for the detailed feedback, it will help us refine our approach in the future.
And yes, this was truly a labor of love that had us using every spare minute of the day to bring together, so we’re glad that the effort was largely successful. 🙂
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It may come as a surprise, but this game may have benefitted from being made in RPG Maker. The menus, overworld perspective, and battle scene all look very similar to what is found in the RM series of game engines, meaning you would have more time to spend refining your content instead of having to make all the interfaces from scratch.
If the point was to make the game in an engine that is not RM, then you did respectably in that regard. I have tried doing something similar in Unreal and I now have a better appreciation for the time RPG Maker saves in creating those user interfaces.
I hope you continue to improve in your game development journey!
I can't run the game either. I think you may have deleted some essential files in trying to get the game under the 1 GB limit.
A better idea is to upload the project to a file hosting service with higher limits, like Google Drive or Dropbox, and provide a link through itch's "External Link" feature or contact itch's administration and request a higher file upload limit.
I really liked this game! I'm having a hard time finding anything to critique here. I got stuck trying to figure out how to get some of the later endings, but watching a video from a YouTuber in the comments reminded me about a choice that existed and helped me find the rest. I even got the best ending - something the YouTuber didn't figure out!
Huge props, Quiz, this is one of my favorites for sure!
Hey BlackRose, I'm sorry, but I couldn't figure this one out! I had so many issues with the game:
There are some things that I did like:
I appreciate you and what you tried to do here, but I think you bit off more than you could reasonably chew. In the future, try going for something smaller so you can polish what you have.
I gotta admit, I'm not a fan of this game. I'm sorry, but I'm even having a hard time finding 3 things I like about this. The one thing I do like is how high-quality the textures and lighting are, so the game looks pretty good. Unfortunately, the lack of player guidance, lack of feedback (things like a reticle and notifications when things happen), general darkness, and short, forever-looping ambience sound all contributed to me not enjoying the game. Additionally, the text on the notes was far too long and ramble-y for me to try to really understand what was being said.
I hope you keep trying to improve and refine your game dev skills.
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This is a truly ambitious game. A bit too much content for a month-long jam, and as a consequence there are quite a few bugs and spelling errors, but overall it's really fun and nails the horror atmosphere! Were it not for the bugs and the length I would honestly try to finish it.
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Overall, I enjoyed this entry. It is a fun entry that's a love letter to the horror movies of the 80s and 90s.
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Also, when you get captured by the wraith you hop to the right, which can mean you clip into impassable trees. I ended up in an endless loop of captures a couple of times because of it. There also was a time where I exited the car and was unable to move - not sure how that happened.
Overall, I liked this game, I just wish I understood the story better.
Steel of Studio Blue saw your game played, and here is what he thought:
https://www.twitch.tv/studiobluegames/clip/AffluentBadChamoisPunchTrees-Au7BKydA...
When it’s difficult to see the purpose or direction of your efforts, I find it’s best to stay the course and enjoy the grind. At the end of it you’ll either find your direction again or have a bunch of useful skills at your disposal!
As for the art programs I use, I primarily use Gimp (because I have been using it for years, so I’m familiar with how it works), Aseprite for pixel art (particularly helpful for RM-related work), and I have been trying to get better at Clip Studio Paint for larger images. I also use MS Paint for quick edits.
Have you tried editing sprites? If trying to learn Aseprite in its entirety is proving too overwhelming, try just editing something that already exists with what you currently know. You’ll get a result sooner and you’ll have some space to dip into the tools and see what they do without having to come up with everything yourself or risk ruining something you worked hard on.
And why stop at RM sprites? Try bringing in sprites from asset packs and other pixel art games to see how those sprites operate. Maybe you can draw some inspiration from how those characters are made, and learn to overcome the challenges of adapting them to RM’s framework.
Whatever you decide to do, I hope you continue to grow your creativity, because being able to create is a special power that gives you the ability to make dreams come true.
I struggled with many things when I was learning RPG Maker the first time. The one recurring theme that took the most time to really master was how to make things work sequentially in cinematics the way I wanted. Things like, "have character A do a thing during a cinematic, then have character B do another thing." I found the best way to make it work is to try to centralize the commands in one event as much as possible. If I split the commands up across multiple events, there's a risk that the computer will try to make everything happen all at once instead of waiting for each switch to flip or variable value to change. This does lead to some funny-looking events, like one character holding all the commands for all the characters on the map for the cinematic, or having one "controller" event stashed in the top-left corner of the map handling all of the characters' actions, but it works!
Another thing that I still struggle with is battle sequences. While I understand it mostly now, making events happen in battles can still be a dicey proposition that takes a fair bit of trial-and-error to get right, and gets more dicey the more complex the sequence is.
Variables (and switches) are cool. You can do a lot with them just by telling the engine "if this variable = (something), do this." In Unreal, variables are even more impressive: EVERYTHING is a variable! This leads to a level of control not possible in RM, but it also means there's a lot of complexity associated with it - I'm glad that I have all my experience from RM to help me understand what's going on and how to leverage all this power. I hope you continue to wrap your head around variables, because in the end you will be able to make the engine act like your personal trained monkey!
Unreal does 3D environments so well that movie & TV shows have started using it to construct their backgrounds! You do need a pretty good computer to run it well, though. Since it’s free, you can try it out on whatever computer you have at the time and see how it handles.
And yes, a new VR headset is pretty expensive. I actually tried to extend its life, rather than replace it, but the headset just says it’s not gonna last much longer. At least I should be able to afford it pretty soon.
My favorite villain is not a single character, but a collective: specifically, the Borg Collective from Star Trek.
When something gets the attention of these cyborg zombies, they swarm their target and do everything in their power to consume it and convert the victims into more of them. What sets the Borg apart from your standard space locusts is their adaptability: they can learn and change to become impervious to anything you throw at them! This makes them absurdly difficult to deal with, as any weapon wielded against them will only work once or twice, and never again. You can't blast them, you can't negotiate with them, and you can't outrun them. It's downright terrifying. Star Fleet has many encounters with these cybernetic terrors, and while the protagonists of the various shows always manage to come away from these episodes unassimilated and alive, they are never truly victorious until the end of the Voyager series, and even then the Borg still exist in some antagonistic capacity.
I find the trick to designing cool battles is to think of challenges you can present to the player, then design tools for them to overcome those challenges. My favorite fight system doesn't actually come from RPG Maker, but Slay The Spire. There are tons of cool encounter ideas in that game.
One example is a miniboss encounter: the first action the enemy takes is to give itself a state in which it gains an attack buff every time the player uses a "skill" card (which usually gives the player Block points). After that, the enemy uses either a plain big attack or a weaker attack that gives the player a defense debuff.
Another example is a boss that splits in two when its HP is below 50% HP. Those enemies in turn split in two when they get below 50% HP.
Since not every encounter is a boss, here's an idea for a minion battle: two enemies alternate between a basic attack, a skill that buffs their attack damage, and a skill that debuffs the player's attack damage. The first time the player hits them, they gain Block for a turn.
Slay the Spire is a great source of inspiration, but its mechanics don't always transfer to RM cleanly. Here are some ideas I've had that are specific to RM:
So you see, there are some great ideas that aren't math-based! Just tweak the values until you get the results you want.