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ReimJ

13
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A member registered Aug 28, 2018 · View creator page →

Creator of

Recent community posts

Thanks for playing!
The exit sign can be interacted with and it'll show you the "floor count / progress".

Checked it out. Seems I didn't do the hitbox on that thing correctly.

There should be a manhole that opens up to the east (right) of your position.

When I tried play through in the browser, i got an error message: "Error. Failed to initialize graphics". Downloaded it to play it offline.

Thanks for playing the game! I also agree with you comments about the menu and how it's too complex. Unfortunately, I do not have the skills to simplify the menu layout.

Thanks for playing! Glad you enjoyed the exploration; that was the meat of the project. On the subject of the quiz, perhaps it was better for the objective to be simply gather all 74 items and/or find all 4 secrets. In order for the quiz to trigger, you needed to enter all the locations (and to do that, you need all 3 keys). Did you have any trouble with navigation? Were you able to find all the secrets?

Thanks. It works right out of the box. I really don't think the game needs an installer, just needs a zip file.

Can we get a download that doesn't require installing the game?

Hey Jonathan, thanks for playing my game!

Glad you enjoyed the audio. The BGM was all made by "Sleffy”; he did a very good job. As for the SFX, they were all default RPG Maker SFX, but I used them in unorthodox ways. I’m most proud of the room-transition sound; since it’s actually the “poison” SFX instead of the usual “steps” SFX. I considered adding an SFX after every interaction with an environmental item, but I wasn’t satisfied by any sound I found (and I didn’t have time to prototype SFX assignment).

The “educational” bits are more background detail than foreground detail. The “digestive system as the setting” was more of an atmospheric choice (and i wanted to try using that particular tileset). I should pay more attention to separating “foreground” writing vs “background” writing and making sure the correct text-lines are emphasized. In the case of this game, the environmental details (24 in total) serve as a “trigger” for the cutscenes (4 in total). Every sixth item you look at triggers a cutscene which moves the story forward. So I guess the environmental details in this game serve as an abstraction of time.

As for how this game fits with the theme of “mood”? The brainstorming went something like this:
Mood > Emotions > Energy > Atmosphere > Energy Levels > Food > Digestive System
This influenced the choice of setting, and what VFX I would use. The screen tint and the shaking intervals are a manifestation of this; the mood of the beast affects the atmosphere and feel of its insides.

Thanks KV, for playing my game!

Yes, this is definitely more of a story than a game. I agree with all your points relating to the technical faults. The BGM couldn’t play on Mac since RPG Maker needs an M4A file to play on HTML. Because the music was custom made, the author of the music had trouble exporting to M4A since it was his first time trying to export into that format.

Concerning the “educational bits”, that was all very quick research and not thorough research, so I can’t guarantee complete factual accuracy. The choice of setting the game/story in the digestive system was made pretty much at the start; I also wanted to try making use of that tileset (04 Dungeon ; “Bio” set).

Concerning your “build-up vs payoff” comment, I was wondering, what payoff were you expecting?

I really like the theme.

Seems a lot can be built from this project.

It was interesting.

Note: When I hit "restart" after a game-over, I noticed that the playing field doesn't clear itself. Is the field suppose to clear itself after restarting?

Thanks for the feedback!

There was really only one enemy that could damage you (the final boss). All the other ones could only disrupt you or escape. Speaking of which, did any of the enemies manage to run away?

Also glad you noticed the shadows. I actually worried that it would be too noticeable. Considering the theme, I think it seemed appropriate for the shadows to be easy to miss.