That was awesome! The writing, the art style, the audio, all really excellent! Also man that ending haha, i love that kinda stuff! Would love to see more stuff like this
thebigmoose
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woah! this was awesome!! The art, the sound design, the writing, the mechanics! All around super solid, especially for how much time we had!
I really loved the humor in everything, like somehow using the knife to cut through the river and the character just accepts it haha (ruined my run though, losing that knife is rough!!). The pixel work is top notch here too, great enemy design and implementation and god that fire looked so damn cozy! I feel like I could easily sink into this game and just mosey around the woods seeing what there is to see.
I think the only couple issues i have have to do with encounters, it was pretty common for me to run into the same encounter back to back (some of which can be *very* punishing!) and it was pretty easy to wind up in no win situations wrt combat. I feel like the latter could be helped by having the punch attack be useable even if the player has healing items.
All in all, *very* well done! I would absolutely love to play more of this, PLEASE keep working on it!!!
Really cool idea and fun use of the prompt! Took me a little bit to figure out the rules and how to even get the game started, but it was fairly smooth sailing once I did!
I also had to use the leave location exploit, the game very much didn't feel beatable without using it at least a little unfortunately. I think increasing the draw size on end turn would alleviate that a great deal, only drawing 2 cards per day feels very limiting especially when you're not guaranteed to come across every clue in one run of a location's deck (went all the way through tokyo without finding all 6!).
That aside, I had a lot of fun with this! Would absolutely play a full version if y'all continue working on it!
Thank you!! yea i feel like there's still so much room to play around with just the few mechanics I've got in, but there's still so many more elements I want to throw in :). Out of curiosity, which puzzle did you get stuck on?
Also thank you so much for the feedback! Funny enough, I actually had a rewind system (with bookmarks!) planned, but I didn't wind up having the time to put it in lol. Audio is a big thing too for sure, I'm gonna be spending time in the FL studio mines figuring my way through that haha. Also yes, faster movement for sure!! that was something i'd heard back from quite a few people so it's def top of the docket!
Thanks again for playing and putting all that thought into feedback, it's greatly appreciated!!
nothing else really, i'm still able to move around freely. Neither of the book cases do anything, the door leading further into the building is locked, and I'm still able to leave the building and walk around the outside. There's a black pit in the middle of the room I can't walk into or interact with
man, i wish i didn't get softlocked after the first VHS tape because this absolutely rules. Like, you really have something here man, from the concept to the visuals to that intro like, moodwise I would eat this up. INSANE you got made in RPG maker like, I couldn't imagine how much you had to work around to get this, serious props for that. please keep working on it, i will 100% play on release.
Also did anyone else get softlocked after the first VHS? I'd like to keep playing, but I basically can't interact with anything after that point. I think the corpse in one of the preview images is supposed to spawn, but for me there's just a big void.
man this was awesome, legit makes me want to make it on that leaderboard aaaaaaa. The spritework is top notch, the music was super fun, and I really love the concept of playing the little mini games before the main event. Like sonk said, very reminiscent of the chao garden!
it'd be so sick if you kept workin on it, would seriously be a perfect game for the Playdate! I bet you could think of some really fun uses for the crank haha.
Great job!!
thank you!! that tv was a really last minute add haha, I'm really glad it played well! Also yea, it's actually a pretty close recreation of this apartment I lived in over by the logan square/hermosa border lol. It's a kinda generic three flat outside of that weird deck, I was kind of hoping to hit an uncanny valley feel but for buildings.
Also thanks for that note! I'm guessing I have to normalize the look speed somehow lol, I'll definitely fix that as I keep working on it!
Oh yeah i've def found a few, but they usually go through like step by step instructions which doesn't help a whole lot when it comes time to make my own model haha. I was hoping maybe there'd be some deep cut resources people that sort of go more over technique that people might know about. udemy is def a good resource that i've forgotten to check though, so i might have to do that.
huh, that's definitely not the answer i expected, but that actually does make a lot of sense! i guess like, you really need to understand the proportions and the way things fit together for it to really make sense.
I'll definitely check those channels out! Looking at them, it def seems like a long journey but I'm dedicated as hell to my project so I'll make it work. Thanks for the advice!
Hey there! I've been picking up a lot of blender lately to help make assets for my games, i'm pretty proficient at making inorganic objects and such and i've become pretty familiar with the overall modeling process. HOWEVER I have this road block with making anything alive, like humans, dogs, etc.
I was wondering if anyone has any particularly good resources for learning how to do this? Also any free human assets someone happens to know about would be appreciated. I wouldn't be using them in the end product, but i was hoping to have something to use during development until I manage to make my own human models.
oh I've actually been meaning to watch some of his stuff, a friend sent me one of his videos the other week but i haven't gotten around to it yet lol.
Yeah, that does seem like a really good thing to keep in mind. I want to hopefully bake that into my process, plan what i can but make sure those plans are as easy as possible to change. I'm def gonna try fleshing out a smaller level, i actually just got dawn drawing out a rudimentary opening area that i wanna try implementing!
oh wow, thanks for going so in depth! I like that approach of like, starting off with the challenges/rewards before going into the actual geometry. It seems like that'd make it easier to build the level, since then it's a matter of how the landscape supports those challenges and rewards. I'll definitely have to try that!
I actually am making a metroidvania of sorts lol, I've always really appreciated cohesive world flow in those kinds of games since they *really* promote exploration and discovery. Your methodology seems like it'd be great for like, making sure the local pieces in this broader world don't get lost in the sauce so to speak.
Also I'm excited to try it out when i got a moment, i really like the look of it from the screen shots. You really managed to capture that old PC game magic with the art style.
Oh sick, thanks for sharing that, it's really cool seeing other people's processes! That actually sounds a bit like what I've been trying out, sort of doing rough sketches with lil notes and stuff in it then refining that over time. How do you decide what sort of challenges to present in front of the player where? Is it sort of like, stream of consciousness placement then refinement based on how it feels when you actually play?
Btw, def gonna check out your MM0 game, i love a good dungeon crawler like that, wish there was more of it being made out there lol
oh rad, i was actually wondering if segmenting backgrounds like that was something people did! It seems like the best way to handle a well thought out, parallaxing background.
I think that in between method seems like a good solution for what i'm going for. I'm working with sprites, but I want them textured onto models to make animation/lighting easier (and hopefully come out with an interesting looking aesthetic lol) and that sounds like it'd work better with what you've suggested. I might still try to mess around with tiled just to see how that goes though, no harm in at least seeing if it makes sense for what i'm doing.
Thanks for the advice, hope your project's going well so far!
Oh hey, thanks for the reply!
That'd make sense, I'm actually ok with it taking longer so long as i can manage to translate my ideas well lol.
That kind of haphazard placement is exactly what i want to avoid, I'm really trying to make a world that feels cohesive. I feel like all that front loaded work will make the rest of my process easier (if i know the world, i have a better idea of its fauna and what might motivate characters etc).
Outta curiosity what tools do you use? Rn I'm sketching on an MS whiteboard, translating the geometry with unity pro builder, then texturing it using aesprite (though i haven't gotten quite that far yet, I'm not much of an artist and that part still intimidates me haha)
hey all, after years of waiting I'm finally getting myself into game development! I'm a programmer by trade so that parts been easy, and everything else I've been picking up with not too much difficulty.
However, I'm not super sure where to start or what the process looks like for building levels. Rn I'm trying to sort of think about my game world and its history and build off of that, sketching out a rough draft of the levels as it comes to me (it's 2d game so much easier to do lol). And while that's fun, idk if that's the best way to be doing it and i don't want to get too invested in it only to realize it doesn't translate very well.
So, tl;dr! Do you all have any level design tips/tricks/tutorials you'd like to share? I'd also love to hear anyones general process!
Very excited to be joining this community, hopefully my post wasn't too long winded lol.