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A jam submission

From the AbyssView game page

The writhing darkness beckons you to consume all in your path. Will you obey?
Submitted by Human (@AkraticHuman) — 11 hours, 30 minutes before the deadline
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From the Abyss's itch.io page

Results

CriteriaRankScore*Raw Score
Gamer's Choice#1n/an/a
Amateur's Choice#1n/an/a
Creativity#24.6674.667
Character Design#24.5564.556
Graphic Design#34.5564.556
RPG Maker Game of the Month#33.8893.889
Developer's Vote#44.3334.333
Games for Impact#44.3334.333
Overall#54.1334.133
Storyline#54.3334.333
Fun#64.2224.222
Sound Effect#123.4443.444
Music#143.0003.000

Ranked from 9 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.

  • lovely game, not the best but it as the potential to be great!, i would suggest somethings like having the enemys try and make you change you're style, most of my time playing all i did was heal and attack, heal and attack, and very rarely it's suggested that you should use something like a spell, i will say the graphics are a complete 4, there are some set backs like how the top of the tress in the overworld are black, but overall it's really good, the battles look amazing and i always enjoy watching them, here's the full stream: https://www.twitch.tv/videos/500633685
  • Wow creative and unlike anything I've seen! Great twist on the premise and protags
  • This game well-received story and also the main character looks astonishing and good enough to use Dragonbones as well as full of monsters and enemies.

Which RPG Maker Engine are you using
RPG Maker MV

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Comments

Submitted (2 edits)

Nice stuff! Some thoughts I had while playing:

- I like the animation on the title screen. The cursor is hard to see, though.
- Maybe it's just me, but I find the dialogue font a bit tricky to read. I think the
varying heights of the letters are throwing me off. Looks more like a font you'd use for
a title card to me.
- I'm sure I don't need to say this, but the battle animations and camera movements are fantastic!
- Tiny nitpick, but the character with the green cape (Lucian?) is standing on the
background of the battle back, instead of the floor. With all the effort you put into
the rest of the scene, it really sticks out as a silly mistake to make.
- The menu screen is very flashy. Can't decide if it's TOO much, but all the info is
easy to read, so I think it's fine. It's really easy to go overboard with particle
effects and such, so I'd keep that in mind if I were you.
- The music in the forest doesn't loop properly. Not a big deal, but it is a bit jarring
when it restarts.
- Does it matter which enemies you devour? Or is it just quantity? Because I ate the big
mushroom monster and Bysmoch commented on it, but he didn't get any stronger.
- Sometimes targeting skills/monsters get stuck on a single target. I found if you mouse
over the actor/enemies to change the target it fixes itself, but I was playing with a
controller and was very confused when it kept getting stuck and I wasn't sure if I was
doing something wrong or not.
- Might be worth mentioning in-game that when the enemy starts flashing, that's when you
can eat it. Maybe I'm dumb, but I didn't realize this until fighting the second boss
monster lol. Or maybe just a tutorial about status ailments. Poison/darkness is an
obvious one, but you add any unorthodox ones later it's going to get confusing if
there's no glossary or explanation.
- I also didn't realize what the blue bar on the skills was for quite a while. I thought
it was TP consumption or something, until I put 2 & 2 together and figured out it was
counting skill mastery. This is a pretty unusual mechanic, so I'd add a tutorial
message about that, too.
- More HP damaging skills would be nice to have. It gets a bit boring putting up
defenses and then using the attack command over and over.
- I really, really like the idea of symbiotic party members! It's a super interesting
twist on the usual JRPG-style team. It would be a really great hook for advertising to new players! TBH I almost skipped your game because I thought it was just a tech demo for animated battlers, but I'm glad I didn't because it was much more than that!
- The animations are quick and snappy, but there a LOT of them. I can see this getting
annoying if the player needs to grind at any point. There is fast-forward battle
animation plugin that you might consider using, but I don't know how it would react with
the animation engine. Might be worth trying out though.
- BTW Caz is a girl :p

This is a really great start! The only big thing I'd say you need to work on is the mapping. The dungeon layout is pretty boring. Other than the above, you did a good job! Very solid work!

Developer(+1)

Thank you for the detailed feedback! I agree with everything you said, except I like that font so much! But I will change it if needs be. 

Doesn't matter what you devour in order to get Bysmoch's HP boost. Basically he just commented on the mushroom because of the boss. 

I agree that the combat took too long and needs a speed up option, and consider that the biggest flaw in the demo. I ran out of time to fix that. The fact that Tristan has one (weak) damaging attack is something I wish I fixed in time.  I would have made much of the mechanics more explicit (devour at 10%, skill level up makes skills more powerful, etc.) but yes, not time. 

Oh, also I used a crappy pre-made map with tiny adjustments. So yes, I need to work on mapping. 

Your comments were very helpful though. Thank you for taking the time to test out the game. 

Developer(+2)

Should take less than an hour. I used 13 different animated battlers. One single forest dungeon with two mini-bosses and an endgame boss.