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Nevermind The Clown 2's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gamer's Choice | #1 | n/a | n/a |
Special Theme: Halloween | #2 | n/a | n/a |
Music | #12 | 3.333 | 3.800 |
Creativity | #15 | 3.508 | 4.000 |
Fun | #16 | 2.807 | 3.200 |
Sound Effect | #16 | 2.807 | 3.200 |
Games for Impact | #18 | 2.631 | 3.000 |
RPG Maker Game of the Month | #18 | 1.930 | 2.200 |
Overall | #18 | 2.543 | 2.900 |
Character Design | #19 | 1.930 | 2.200 |
Developer's Vote | #19 | 2.280 | 2.600 |
Graphic Design | #19 | 2.280 | 2.600 |
Storyline | #20 | 1.930 | 2.200 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous and shown in a random order.
- This game was good enough and well-received story and chase scene.
- A very creepy submission for this month! Really great to see a runner like this in RPG Maker and it's very impressive
Which RPG Maker Engine are you using
RPG Maker VX Ace
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Comments
Quite creepy, but the camera made it a bit too hard. I died over and over and so just gave up. Good horror running music.
The enemies are drawn to directly follow your movements. By rushing head first you are guaranteed to die every time. Use a shuffle like movement or start running backwards and forwards when you anticipate an enemy to appear. It may take a bit of trial and error but by doing that and using the jump to gain extra distance (either to dodge backwards or forwards) the game should not be too difficult in the....long run.
I gotta say, it's ambitious to make a platform/endless runner with RPGM. It works pretty well, though. I don't have much to say, but I found the camera to be a big problem. You don't have much room to see oncoming obstacles. It would play much better, if the player was closer to the middle of the screen. Also, don't use white text on a white background. It's difficult to read.
Nice effort and good on you for trying something different!
Thanks for your feedback! Sorry if you found difficulty with the camera. I had hope not being able to see oncoming obstacles too easily would turn up the tension or sense of surprise but I understand it might need to be worked on. I will change the background and text for the next update.
enemies are drawn to your movement and proximity. By rushing head first you put yourself at risk. Holding shift to pace backwards and forwards quickly draws SOME of the hazards into an appropriate field of vision for you to judge an opportunity to jump past them.