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A jam submission

RosebedView game page

"How Possessive!"
Submitted by Dollycheesecakes, Luminesenz — 19 days, 5 hours before the deadline
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Rosebed's itch.io page

Results

CriteriaRankScore*Raw Score
Engagement#254.0004.000
Presentation#274.4004.400
Overall#393.8003.800
Theme#573.4003.400
Gameplay#593.4003.400

Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

(+1)

Hi there!

I'm one of the 6 judges for this RPG Maker Game Jam 2025. I was one of the 2 judges assigned to your game, and we have been assigned to rate your games according to each metric highlighted on the game's main jam page, and submit these ratings to the organisers, who will then appropriate what happens with that. Please contact them in the Q&A if you have any further questions about the judging process. The judges will work on different time schedules, so even if I may have finished playing your game, the entire process might not be finished as of yet. Many of these reviews I am posting while still judging.

All that aside, I'd like to share my VOD of me playing your game, which contains up to an hour of gameplay, and some final thoughts at the end! Depending on whether I stopped the VOD early or not, it will also contain many of the thoughts that I say to you below, which may cause repetition. So just be aware of that.

I will also attach a review below this VOD. I will not disclose my ratings for each category as of yet, but those will be revealed in due time. Not all judges are required to post a review or VOD to each game, but many will do so even if it's optional, including myself.

Here's the VOD:

R
You've made a very interesting entry for sure. There's clearly a lot of effort and time and skill put into the graphics of this game. It has this kind of Gothic vibe (forgive me if I get that wrong) and it's got a certain sort of macabre tone, with bloody undertones and a sense of danger. And I generally felt that atmosphere throughout, even through the portions towards the late game where it might have started to embrace silliness a little more. But not too much. Striking a unique tone.

So I think that the tone of this piece is one of the hallmarks that will remain in my memory.

Now to get to the nitty-gritty. I felt the puzzles were actually quite decent in design, even if some of them felt either too slight in detail, or contained too much of a leap of logic. The biggest leap, in my opinion, being the solution where you had to push the bust down the stairs to break it. I found it very difficult to think about that solution naturally, since I didn't have previous clues to put them together, or if I'd been given them, I didn't think about pushing it on a tile. That doesn't usually bring results in the top-down puzzle games I've played like this, so maybe that felt a little unintuitive of a solution to me.

However, I was able to finish most of the puzzles on my own with fair ease, and even if the majority weren't immensely ingeiously designed, they were fairly well set-up and easy enough to follow through (with exception of the one I detailed above.) Plus the battles, while serving the story, felt sometimes slightly unnecessary, and never a true challenge. You could evade them all, and each boss battle simply boiled down to finding and using the correct item. So that only engaged me somewhat.

I felt the story picked up after the 45-minute mark. That's when all the exploration of the memories and the past and such begin to play (at least in my playthrough, that was at that 45-min mark), and we finally get to know the emotional reasons why we're here in this place. Fourth wall breaking also broke immersion occasionally. I felt it didn't need to be there, because the story was strong enough on its own - I felt that you as a writer (the dev) could trust your own abilities because the game is well-written enough to do that.

Sometimes I felt the challenges were tacked-on a little, like a list of chores to do. To do this thing, then do that thing in order, but it did feel sometimes like repetitive chores, which didn't coalesce with my feeling that I'd imagine someone trapped in a mansion might feel. So it took me out a bit.

All that said, I think there is a lot to enjoy about the game. Specifically the complete feeling of it, the atmosphere, and the vibes. I think that's the strongest part of this game. It's hard sometimes to make good gameplay within a scary mansion, because a lot of it just boils down to quite claustrophobic puzzles and such, but games have done it well before, so I believe there is room for interesting gameplay to pop up here.

Either way, keep making games. You are clearly very talented and deserve the chance. Every game is a gift.

Developer(+1)

Hey Benny. Thanks for the feedback! I also watched a bit of the stream + the end of the stream 

I’m very glad for all the positive things reviewers (and you) said about the artworks firstly. I’m glad I did a good job (and I’m glad Lumi’s sprite work is appreciated too!) I do find myself drawn more to dark Victorian sorts of aesthetics but Lumi seems to like more modern lab things. So it’s a mixing pot of stuff we like I suppose. I’m glad the tone got across well! And yes, I know all the puzzles are quite nonsensical. That’s my bad. I’m actually not very good with making puzzles but I try to add them because I’m not really sure what else to do. I did enjoy playing a lot of horror puzzle rpgmaker games when I was younger so I think that’s where I got it. I think the reason it mostly started to make sense toward the end was because we both had no idea what we were doing with the story. Lumi gave me the idea and two central characters, and I tried to explore it in the game.

The battles are a bit bland and it’s probably because turn based isn’t really my taste. In my main project I use an action battle system as opposed to turn based things but that requires more time to do. I knew that random encounters in turn based, without the proper gimmicks, can be a drag. So I made them unimportant. It is a mistake to leave it like that, though. Also when you say “fourth wall break” I think you mean with Ruby. She’s just a silly character though so I didn’t think much of it. And the chore thing; Lumi DID want to do that but I couldn’t find a way to apply it so it never happened. Seems like I should’ve tried a bit more though. Extra note; the game takes place in more of a lab/college of sorts. My main reference was a research hall from a video game. I suppose there may be some “resident evil” influence somewhere too, however. So such assumptions are understandable. I think I’ll make a big post detailing a lot of reasons behind certain things once the jam is over (but then again I’ve thought of only doing that under certain circumstances)

But lastly, thank you for playing! I’m very happy you see talent in me. I’ll be sure to continue improving my craft, making games, and I’ll consult with Lumi about potentially expanding this project since some people see potential in it. Have a good day!

Submitted (1 edit) (+1)

Hello, I played this on stream! The atmosphere overall was very well built, with the custom portraits and light effects. 
The story was a little confusing to me, so I didn't know well why I was pushing forward. But floors with a different "leader" helped to give some sort of rhythm to the game.

The boss battles were more like puzzles, I liked them. I can't say the same for the random encounters, since you just have to spam the basic attack at all time. (maybe if the quick time event had different requirements/timing would've been less repetitive).
I also liked the puzzles, even if some of them felt very arbitrary: why would I want to push a statue down the stairs, if I didn't know it has a key piece? (also, I softlocked by pushing it on a wall).

I stopped playing because I got stuck on a puzzle even if I think I tried everything, if you're curious here's the VOD: 

Developer(+1)

good morning, or goodnight, Waldorf. Im a bit busy so couldn't watch the stream fully but Lumi watched it and gave me a basic rundown of your criticisms (and I watched the end of the stream so I got an idea aswell.)

I'm glad you liked the puzzles. And I think you said in the end of the stream the story was nice so I'm glad that was good too. You mentioned something about test players but I kinda make games on a whim and I don't end up thinking about test players or anything. I know that's sounds dumb, but I just like making games n all and just make whatever. The puzzles are a bit confusing, and the story. Sorry about that. I should've made them clearer but ill keep that mind next time. The gameplay is in such a way where fighting the encounters isn't actually important and you only really need to fight the bosses so you could just run past them if you wished. I think I'll address a few story related tidbits later after the jam ends in one big post. But to answer something; every character is mentally weird in some way or another so blocking you off from passing is normal in their heads for their own ideals. And also we never got the time to make a more cohesive ground plan of this all anyway. I'll be sure to fix any mistakes in future projects though. Ill admit the RTP mixture is a bit jank looking but i didnt have time to replace that. Im glad the lighting was pleasing, though. And if you want the answer to the puzzle you were stuck on then you can ask and I'll respond.

Lastly, Lumi has a criticism for YOU. Ahem, "The voices he does are silly and don't fit the characters" Or whatever she said. I mean, that's not a big problem and I think she was just joking. I dunno

Anyway, thanks for playing our game! Goodluck in the jam and have a good day.

Submitted(+1)

Really cool game! I will start by saying I wasn't able to play through it all. The game would keep freezing and I would have to close and open the game again. I've had this issue with my own games and have found the answer to be a plugin called graphicsrenderfix. I can share it with you if you're interested, I use it in all my games now. That aside I really enjoyed what I played of the game. The art style is awesome and really nice to look at. I liked the bgs that helped to set the atmosphere and the lighting looked really good too. What I played so far of the story made sense to me at least in terms of what the main characters objective was. The full story as to why the characters are in a tower and what their experiments are for I don't fully understand but I also haven't played the whole thing! I got up to the artist level and was enjoying the different tasks. Combat was simple but engaging enough and I liked the enemy designs. It would have been cool if I unlocked some skills as I leveled up, though I only got to level 5. I like that each level and boss had a theme and exploring the levels was a bit like looking into the personality of each boss. A little bug: pushing the bust into a wall or object would cause the game to freeze (I assume it needs the skip movement box ticked). What the two of you have put together is really impressive and the style and atmosphere made this really engaging!

4 stars for theme. 5 stars for gameplay, each floors little puzzles and the combat were great. 5 stars for engagement, I really liked the story and again the tasks were very engaging. 5 stars for presentation, the game looks amazing and the custom ui and the sfx/bgs you picked all add to the presentation. Brilliant game!

Developer(+1)

Thank you for playing Im glad you like it!

Im very sorry you couldn't finish the game. I cant update the game right now because when the jam starts you can edit files but I did find a user fix online you could attempt if you would like to finish the game https://github.com/rpgtkoolmv/corescript/pull/191/files

Anyway, I will address the full review now. Im very happy the art style is well liked among alot of the players! I also did the lighting and bgs myself so Im happy thats good too. About the story; I know Ive said this many times in other responses, but I dont think It ever gets clearer at any point. To be fair, I give the MC's motive an explanation at the end but Im not sure if executed it all too well. We had a rough draft of a story (that was mostly inspired by other stuff) that I only took a few scraps out of, then made new characters to put into it, and had to work out everything from there with a very small amount of time. If you have any questions storywise, Lumi and I can answer them later. But I do, to some extent, explain everything by the last floor. So if you want some clarity on the story, then maybe give that script fix a try until I can actually fix the project myself. Not sure if it'll truly clear all of it up as I mentioned though

Anyway, I'm very happy you enjoyed our game so much. Thank you! Have a good day and good luck with the jam

Submitted(+1)

A bit confusing but I was really enjoying this game!

Developer(+1)

I'm glad you liked it! I'm sorry for the confusing bits as me and Lumi had a very short time to make the story so if you have any questions we can answer them later. Good luck in the jam and have a great day. Thank you for playing 

Submitted(+1)

I player the game and here it is:

1- The titlescreen is a piece of art! I kept myself watching those flowing sprite for some minutes.

2- Visuals are in fact the most powerful thing in this project. The mapping is awesome! I realized you used a mix of tilesets, but it did not bother me. I think it's charming.

3- I saw some bugs (Collete's door and Roselyn after giving back the hairpin, some sprite changing).

4- The story was not clear for me, maybe I was to much dragged by the beauty of the scenario.

5- I loved the tasks, I've learned some stuff with you now.

6- This game passed me a MadFather vibe, maybe because of the theme.

7- The busts are beautiful! And the battles are very nice to play, the ghosts and the bosses. 

8- The mindtrip thing is a nice plot. Maybe you should explore more in another game!


Congratulations! This project has a lot of potential.

Developer

thank you for playing! 

The plugin I used for the title is Moghunter's title particles. But I did make the title screen image myself using a combination of free ibispaint materials so I'm glad you like it :) I'm very happy to hear my artwork and visuals are nice and I'll also pass that on to Lumi who did the mini character sprites. I did use some of Com-Sho's tilesets in the project but I assume they mix well with the RTP and I'm also glad to know you like the mapping I did. I understand the story isn't very clear but that's because me and Lumi had to rush it a bit as we started planning about a week before the start of the jam so if you have any questions you can ask and I'll answer them with Lumi when we are able to (maybe after the results of the jam we'll do a devlog) also can you spefifcy what you meant by mind map thing? I presume it's something with Monroe and I just want to confirm. And im happy to hear you learned new things from this game and I'm glad you like the battles

Anyway I'll fix the bugs you speak of very very soon. Thank you for your review and your nice words. I wish you luck in the jam. Sorry for the long post, I like to respond to all points made usually

Submitted (1 edit) (+1)

Yes, the mind thing is Monroe's backstory. The memories and imagination moments. I like that. It's deep. You did a nice job here.  Thanks for the game. :)

Developer

ok thank you. im glad you like the game. By the way I want to spefifcy this in particular even tho I think I did (it just confused Lumi) but the house area in the memories is a combination of everyone's memories. Anyway, Have a good day and again good luck with the jam