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Miracle Blade Chan

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A member registered Dec 30, 2016 · View creator page →

Creator of

Recent community posts

Hello everyone. Sorry for lack of updates, as a lot of things happened to me and I didn't work on the game for a bit.

Lately, I've been working my eyeballs out. Here are just some of the new features:

  • Stamina Bar with working jumping and sprinting
  • Lantern light bar with 20 min max lantern time and fuel refill bottles hidden around floors
  • "handwritten" text in intro and some documents changed to type for easier reading
  • ! icon for desk documents instead of text popup
  • Questline for NPC Cassandra completed
  • Questline for NPC Matryoshka
  • New animations and sounds for iron barriers opening
  • AI and pathfinding for Enemy Hyakume completely revamped
  • UI under lantern and stamina bars added, now displays keys and gate statuses as well as documents
  • Movement bugs fixed
  • Enemy Twin Skeleton now attacks if lantern bar depletes completely, can teleport closer to the player
  • Many documents and lore fixed/changed

I sometimes have a chill stream on my MITY Youtube channel where I chat with ppl and relax while I work on the game.

https://www.youtube.com/channel/UCTbTQtrbMemHeZQuPCS1dUw

Also, if you join the Discord you can have access to see progress and download test demos!

https://discord.gg/7fyC5wK

Hello everyone.  After the Kickstarter failed I had a lot of doubts and sort of gave up on the game for a while. I was in a rough spot in life and I actually did not have money for food for some time.  Thankfully, friends were there to feed me and my Patreon supporters got me through.  I went through several emotional breakdowns and really wanted to give up on a lot of things.  The Kickstarter money was not only going to help keep me alive, but also to support and help to finish the game I was so passionate about.  But when that failed, that passion died.

It's been a few months now and I've managed to get myself stable again.  I have a good job where I can get meals, my family is back in town after being gone for a half year and feed me home cooked meals.   I have a large amount of money put away, and the Corona stimulus also went in there too.

With my life in a stable state, and without any games to distract me, I've decided to resume work on MITY and things have already been going very smoothly.  I've made lots of progress and I'm happy to show it here.  Some would complain that MITY development over the course of this Itch.io page has been terribly slow, but life has thrown me many curve balls.  Not only that, but I've learned everything from the ground up as far as all the coding, and I'm still learning new stuff.  MITY hasn't been just a game for me to work on, but it's also been a constant in my life that I've always been able to come back to no matter how hard things got.  It's a testament to everything I've been through and all the people who have helped me along the way.

Anyways, now that I'm done ranting, I'll show 2 short snippets of the work I've done.

Cassandra's quest for documents continues.  In this screenshot, I was testing her systems in the dev test room. She will have a document fetch quest on almost every floor, and the reward is a good character arc with development, and inside lore and information straight from someone who used to work in Rutledge during its days of operation.  There may be further rewards for completing every encounter...

Plus, she's pretty wacky and fun to talk to.



Next is Matryoshka. She is a humanoid slime-type creature that is extremely volatile and will kill the player is her questions are not answered properly. She will approach the player quickly and cannot be escaped when she is encountered.  She is searching for a water source that will allow her to clean herself up. Will you help her, or will you let her dry up and die?


Thanks for checking in to the MITY dev log here on Itch.io.  It may not be interesting, but this is a good record of where I've come from and the progress I've made on this, and in life.  It may be boring to some, but I'm glad I'm able to put these here!  Stay tuned for more updates.


Mirichan

Hello friends! An update to the Kickstarter Demo (MITY_DEMO_FIX_2), thanks to the lovely feedback from my Discord community!  Already!  I love it!  I'll really try not to change anything else lol.
Discord: https://discord.gg/7fyC5wK

  •  the number of attack cabinets has been lessened
  •  bones are now on the floor where an attack cabinet will attack
  •  Daughters warning for dark mode activation is longer and more warning-ish
  •  Cassandra's document on Floor 3 is easier to find and is always present (it used to only spawn when you started her quest, but now you can view it anytime, but you can only take it if you talked to her about it first)

Thanks and I'll keep this page updated!!

(2 edits)

Hello everyone who follows my humble little game.  I've spent the last 3 weeks or so slaving over this game, and now it's good to release a demo, an Early Access sort of thing.  The Kickstarter Demo is pretty much totally complete, floors 1-3 are in their final states for the final game.  The only bit that isnt present is the inventory system, which I may not implement at all.  I feel like it could distract.

Putting this up on Steam is viable, but it's gonna take a few weeks.  Plus I've stuck with Itch.io this long anyways, and it can link to Steam anyways, so I really shouldn't abandon ole' Itch.io.

All the building blocks are in place for the rest of development.  The NPC's questlines are set up, systems and mechanics refined...phew its been a bit rough.  I'll be distributing this specific demo to drum up support and for marketing for the Kickstarter on 2/1/2020, reaching out to Youtubers and the like.  There's a lot of things down the line that I cant do myself that I will want skilled people for.  Plus, Oomler plushies!!!


I hope you guys enjoy the demo.  If the Kickstarter fails, I'll just have to keep on trucking by myself for now! The road to get here was rough, but now I can actually dedicate myself to this project.  Thanks everyone for following and supporting me thus far.  It's really meant a lot!

Miri-chan

Hello everyone.  Wow, it's been a long time, hasn't it?  Well, you all faithful few who have followed this humble little game on this site for some time now will be thrilled to know MITY is beginning a Kickstarter campaign on 1/14 with a goal of $7500.  Rewards for supporters include signed artwork, ingame mentions, and even plushies.  Funds will be used for coding help, professional spriters, and sound designers.  Be sure to follow the Kickstarter when it begins!

You can find me and my community directly at my Discord server: https://discord.gg/7C7UzfT

The MITY Youtube channel, where you can view the trailers and Kickstarter updates and dev updates: https://www.youtube.com/channel/UC568xwMLBa8BH-94Taf4pOg

As a result, the Itch.io page will be shut down, and MITY will be moved to Early Access Steam with a free demo.

Thank you all for supporting me so far!  Every little notification from Itch.io about followers gave me so much emotional support!






Hi ppl, mirichan here with another MITY update. 
things have taken a huge leap forward with development.  some huge things have changed and gotten better and will only continue to do so.

  • new camera system.  the camera now smoothly follows daughter along the screen, not snapped to her.  it sort of floats...it speeds up to catch up to her, and when she stops, it slows down to meet her.  looks like a real indie game cam.  also, i turned up the viewport size, so the game may look like its very small pixelly, but in fact its very very pixelly, allowing for more precise camera movements.  so, no more jitter or stiff camera.
  • new dialogue system.  the old system...believe it or not...is all sprites.  "I should try to be quiet."  Yeah, that text was a sprite.  now tho, thanks to friendlycosmonaut's dialogue system ( https://www.youtube.com/watch?time_continue=19&v=eldtS1NHnzs ) all that old system is being ripped out and being replaced with
  • somehow i never learned about parent/child object relationships, so the document-on-the-floor and document-on-the-desk systems are....extreme game size baggage.  every single one was copy paste but with a different sprite.  not to mention the sprites arent stretched out to display, those are the sprites.  now im changing them to slide up on the screen using 1 single frame, and then slide out, and the object being a child of a parent object, reducing a huge amount of game file and memory size.  plus itll probably look better anyways.
  • there will now be power generators that need to be turned on before gates can be opened.  i can do this now with dialogue options that have option selects built into them.  no more having to just touch a switch or such to activate it.  now, youll be asked if you want to activate it.

more updates to come, but these are some major game system changes laying the groundwork to make all the rest of the game development easier and quicker.  I can generate whole dialogue conversations with just a few lines of text, whereas before, doing that took an entire day.  look forward to more updates in the future.


mirichan

I love it when people play it or post videos of it.  reactions are priceless....i have a lot of trouble getting the game noticed and spread around.  As for the spooks, I dont like cliche jumpscares so i tried to go for ambience and atmosphere.  as for the full version...it will be some time.  I work on it alone so it takes a long time.  i wonder if eventually i can get a team together, that would make things much easier.

as for the monster bios, they will be revealed thru readable desk documents and also through the story and dialogue, so look forward to that~

Oh yeah, I uploaded this updated demo to the main page.  Goodbye, pumpkins.

its okay, im glad you like it!  right now im having problems with the game engine, so im not sure when work will continue.

the girl you saw is another girl who is lost inside the Sanctuary.

follow these steps to reach the secret level:

  1. Go to Floor 2
  2. Go to the East Wing, but do not light the candle
  3. Go all the way to the top corner where the elevator is, you will hear a strange whining sound and see an odd painting.
  4. Walk against the right wall to open a secret pathway, and meet an Acolyte (he is friendly and will not hurt you).
  5. Lead him DOWN to the candle and light the candle, before the big chair maze room with the hyakume in it.
  6. Because you now light the candle with the acolyte, if you die you will respawn and he will be there
  7. In the big room, on the right wall about halfway down is ANOTHER secret path to open
  8. take the Acolyte into this pathway and he will transform into a portal
  9. now you will go to the secret floor

https://discord.gg/NKtSEJ8

HALLOWEEN 2017 DEMO AVAILABLE

Hello everyone~

Work on MITY has been going swimmingly.   Whatwith the nice, smoothness, and no-limits nature of the new engine (no loading times, no lagging, etc) as well as all the new spriting and features added, I will be releasing a new demo on the 22nd.   It will be posted here as an update on the main page.  Look forward to it!

Hello people who follow this game that is basically unknown.  You faithful few.

Development on MITY is continuing as fast as ever.  Some latest additions, to keep you up to date:

  • There are now floor maps on most floors to help guide you, but you shouldn't rely on them too much.
  • New floor textures.
  • New bathroom floor textures.
  • Many new types of furniture.
  • Improved hit boxes on furniture and furniture that previously could not be walked "behind" can now be walked behind.
  • New aggressive furniture types.
  • Outdoor area has been revamped...its much MUCH better now, and shorter, and less confusing.
  • On death, there is a text that reveals the name of the creature or hazard that killed you.
  • Improved item placement.
  • All documents laying on the floor can be viewed, randomized from a list of 100+ real historical medical and occult documents, but desk documents will remain to be story and lore-related only.
  • In between floors there is a longer break of silence, and text of Daughter talking about her life.
  • Completely new and never before seen textures, floor tiles, furniture, and wall types different from any previous floor, beginning on Floor 11.
  • A new Guardian entity that actively hunts and attempts to trick and trap the player throughout the floor.
  • Improved hitbox detection in the House areas.  No more invisible blocky placeholder barriers - collision boxes are precise and some items and furniture can be walked behind.  It looks very neat.
  • No more Restart Floor bugs.  Instead of starting at the beginning of the floor, the loading screen previous to that floor is loaded instead, so the Floor is completely restarted, meaning instances that are randomized like enemy placements, types, colors, wall types, furniture types, and etc are re-rolled.  For some reason there were game-breaking bugs with the Restart Floor not re-loading properly.
  • Special event when the 2 headed child skeleton "Okubili" is defeated.  Good luck figuring out how to properly defeat him, but it can be done.  This method was discovered on accident, incidentally.
  • Other small things.

Keep following and I'll keep you all updated!  I have a lot of sprite work still to do, and I'm not that GREAT at spriting, or rather, it takes me a LONG time, so I can't give a proper 100% MITY completion date.  I will also need testers and stuff.  But rest assured, the game is progressively becoming better than ever.  It's my hope that it will become something big, one day.


Miri

Hello, you small group of people who follow this game.  Here's some tidbits regarding the 1.0 release.   I got the gaming PC up and running, and upgraded from GM8 to Game Maker Studio 2.  I've been learning the ins-and-outs, but things are looking fabulous so far.

  • Hitboxes for furniture are more refined (and smaller).  You can now walk *behind* objects to a degree, so there's much more leeway.
  • If you find a specific hidden item of which there is only 1 per floor, the fog dissipates for the remainder of that floor.
  • Lore and dialogue is presented between each floor, adding more story elements.
  • Rutledge didn't have bathrooms.  Now it does.  And they're nasty.
  • Tile texture redone to match the camera angle.
  • All walls, furniture, and tile textures are now more defined and easier to see.  (Furniture doesn't blend into the floor).
  • Refined item and furniture placement and some levels redesigned a bit.
  • Now available in fullscreen or windowed (window also resizable and no more weird scaling effect)
  • Many, many other things.

All in all, I've been updating MITY to the new software, with which I have no limits now.  In GM8 I was severely limited.  If the game got too big, the program would crash.  If what I added was too complex, it would crash.  Now, MITY can truly grow.  Look forward to more update notes and the road to the final.

Hi Poeple, been a while since I posted here.  A lot has happened since the last post so I thought I'd tl'dr here.

I got the gaming PC up and running, but it was broke.  Took it to the shop.  Got it fixed.  Tried to continue developing MITY, couldnt.  Gaming PC was strong yes, but the program I've been using is too old.  Bought the new modern studio version for $100.  Couldnt import MITY to the new program.  Had to get 2 in-between version and import them in between them until I got it to the Studio version.  Syntax errors and name errors due to new updated software and language.  Spent about 2 days fixing those.  Got them fixed.  Tested MITY.  Lots of things still broken....like the Bell, Wisps, triggers, layers, etc. 

So basically, since then I've been getting MITY updated to the new software and running properly.  Now I can start fully adding new content.  As I said before, there won't be any spoilers or teasers until the final version comes out.  But, I am still looking for testers.   Be sure to check out my discord as well!

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Hi people~

I've been slowly working on MITY since 0.7.  I've acquired a high specs gaming pc, but I'm having issues getting it up and running.  The laptop I've been using all this time for MITY dev is kind of running out of juice, it is sort of old and doesn't have high specs (it's not really meant for gaming or gaming dev.)  Once I have the gaming PC going though, I'll be moving MITY dev to that glorious thing and proceed to finish MITY.  There'll be no more teasers or screenshots until 1.0 comes out, but I'll still be looking for glitch testers and spook-quality-checkers along the way.  (Also sprites, still, somewhat).  If you're interested shoot me a message on discord.  I've been thinking about making a MITY discord server, but I'm not sure yet.  I'll post more updates in this thread in the future.  Feel free to message me if ya want.

Edit: Heres the discord

Server invite link: https://discord.gg/NKtSEJ8

Within the next month or two, once I can get feedback and reviews to what people would like refined/added/suggestions/ideas I will be better able to focus on the direction the game will go and have a release date :D