The alternative in a platformer to coyote time, which a lot of classics did like Megaman, was to let you hang off a platform with only a couple pixels on top of it. Might be good here.
Sword Fan
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If you add more "coyote time" or a double jump, and a shadow to accurately gauge your feet, you may not even have to rearrange the blocks. Also, maybe you could get a different variation of the ending depending on your score in the shooting game? But the main thing I feel really needs to be changed is the coloring in the block world. There should at least be an option to make the color outlines static, it hurt my eyes a fair deal with how much they changed.
Thanks for reading. Great work once again.
Great use of theme. I managed to finish it in only twelve seconds, but I stuck around to see the effects after. I loved the trippiness, it sorta reminded me of "Yoshi's Island's Touch Fuzzy Get Dizzy" levels. The sound effects are fine too, but I would add some dynamic music that gets faster or slower and remove the chains because I kept trying to climb them lol.
Awesome stuff! The graphics were far too professional and the sound design was pretty cool too. My favorite part was the shooting minigame, I honestly think it deserves to be bundled as a standalone .exe because I rarely play shoot 'em ups with that level of heaviness to them. The ending was very cruel in a good way. I can't help but think if you made the Tetris jumping level easier, made the colors in it static, and perhaps added a bit to the ending, this could go straight on Steam for $2 or $3 TBH.
Cool idea for a game. I was reminded of Ib with things like the hiding and knocking segments. What made you choose to use MZ for this but VX for another project?
In terms of artstyle, sound design, and premise, I actually think this is your superior project for this jam. The pixel art is nice and cohesive. I was genuinely frightened when I heard the first scream.
The game is just too spacious for its own good. Survival horror games tend to gate progress in such a way it leaves the games well-paced. There is too much to explore here and it is easy to be overwhelmed. The rooms should open up more gradually. I would love to play an update with improved pacing.
You might enjoy my older RPG Maker work, Half-Hour Hero.
Oh boy, I always love seeing the RPG Maker VX icons when I start a game up. It's a nice touch using terms like "enter" and "abandon" for the title screen too. The UI colors are really creepy! I couldn't seem to get it in fullscreen?
I was genuinely quite freaked out by the opening with the blood splatters, uncanny portraits, and loud noises. It sets the stage if nothing else. Admittedly, I've seen the RTP assets very many times so I'd be lying if I said they made an impression for the most part, but I did love how you used the supernova effect for lighting the candles, and that the menu was formatted uniquely. I too often see RPG Maker games with the four-party layout when they aren't even RPGs.
More portraits at the beginning would definitely help with the flow. Also, I appreciate the diary item. I may come back and finish the game at another date.
This game launched on my second monitor and then reappeared on my first monitor after the title screen. Diabolical. I think my favorite aspect of this game is the soundtrack, which I listened to your on GameJolt page a few times. It's very eerie for being "only" chiptune music. I am mostly reminded of the original Metroid. More "coyote time" for the jumping (or at least slightly closer platforms) would be nice. Sadly I didn't play your first game yet.
Upon opening the game, I'm immediately impressed by the simpleness of the world. It also looks like a game from an old handheld, but with particle and shading effects. The music that plays is a bit unsettling if nothing else. The physics are very on-point and I was genuinely extremely scared by the monster. I suppose just having an enemy much faster than the player is tried and true.
A bit more stamina would have been nice. The monster is also arguably scarier without loud jumpscares, but a nice compromise would be more subtle sound effects of it rustling through the grass. I'd love to see this expanded with story aspects.
As for the theme of trust... I had to trust myself to manage my stamina wisely. Close enough! Cute item icons as well, by the by.
Regarding trickery, you are tricked into trusting a file with anti-piracy baked in. The ending screen is a "gotcha" that was based on a joke from this: Tenohira de Higurashi ga Naku | 07th Expansion Wiki | Fandom
Regarding time, I unfortunately could not think of a clever way to implement it. I suppose a timer would have sufficed but I did not want a UI that appeared similar to Mario's with all the already present parody elements. With the deadline approaching and the description noting the theme wasn't necessary, I opted to submit it while I could.
Thank you for playing.
Regarding trickery, you are tricked into trusting a file with anti-piracy baked in. The ending screen is a "gotcha" that was based on a joke from this: Tenohira de Higurashi ga Naku | 07th Expansion Wiki | Fandom
Regarding time, I unfortunately could not think of a clever way to implement it. I suppose a timer would have sufficed but I did not want a UI that appeared similar to Mario's with all the already present parody elements. With the deadline approaching and the description noting the theme wasn't necessary, I opted to submit it while I could.
Thank you for playing.
Thank you very much! I need to switch up the gameplay quite a bit with things like a dash for the next project.
Regarding the colors, I hate to say it's bad on purpose, but in-context, this is a game within a game for my next major project. The resemblance to Virtual Boy is the intent: Virtual Boy: Wario Land (gameplay)
Thanks for the feedback. As stated in the description, I used an open GameMaker template as a starting point and heavily edited some free assets in combination with my own to fit a Virtual Boy aesthetic. I will adjust the volume mixing better for the full game then. The game is intentionally a parody that will be polished and used as a game within a game for a future big project, so I thought it would be nice to throw a tech demo out and receive feedback for it ahead of time.
Thank you for the extremely in-depth feedback! Everybody seems to be in agreement the presentation really helped sell the short story which makes me happy. You are right about the headers. Maybe red text for game overs would help since I originally wanted to have red blood for black and white illustrations before ditching the idea. Regarding the anachronism, I did not try to make it 1:1 with the era (thus the magnum simply being called an 18XX) and chocolate cake was invented only a few years after the scene took place in our world, so I figured it was close enough. You're absolutely right about things like the peanut butter jar though. To my surprise, it wasn't invented until about a century after this VN takes place! I'll definitely replace that line if I update this. Thank you again.