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DuskFall: My Sister's Keeper's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #12 | 4.000 | 4.000 |
| Overall | #19 | 4.094 | 4.094 |
| Engagement | #24 | 4.125 | 4.125 |
| Theme | #27 | 3.875 | 3.875 |
| Presentation | #31 | 4.375 | 4.375 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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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:
This was quite an interesting game! Its general vibe was quite hard to pin down... they were playful yet violent and they were hired and there was some sense of a conspiracy going on in the town... revealed through diaries and it's sort of non-linear. I liked the general aspects of it in theory. But maybe certain things I bounced off of a little? The way the tone was jumping around, and I think certain repetitive gameplay aspects might have hurt my experience of it. But I think there were also lots of redeeming qualities. Generally the strongest thing about it was that it created a unique vibe.
Several aspects of this were unexpected. The dreams, the hacking, the surreal qualities, the monsters under the houses... it's a very unexpected narrative. Promising battle structures including modes for ranged, melee and recovery modes had my hopes up but turns out the monsters are quite easy to kill and you can recover far faster than they can ever attack. Gameplay was easy for the whole game and finding monsters just turned out to be interacting with everything in a room. So sometimes the gameplay fell a bit flat for me and became repetitive. Just how it goes, I guess.The vibes were pretty fun, actually! The characters' designs add to the endearing nature of everything, and their bickering, while sometimes a little repetitive (in my stale opinion), did add character to the whole thing that kept it at least somewhat engaging. By the end, I feel like the final 20% had the information that I deemed the actual interesting parts, to help set up a unique premise. But that's how you "set it up". The idea of a person controlling an entire neighbourhood via security cameras and inviting people in seems to be a good set up to have an hour dedicated to exploring why, and stuff like that. But I felt like maybe it was just a little too vague for most of the game to keep me interested in the narrative.
The portraits are the standout. The cute faces and how they emote are very good. Well, actually, there are 3 standouts. The portraits, the monster battlers, and the music. The battlers are very well done and fit really well with the mood of the game. The music reminds me of Femtanyl. It's very very high energy and fun stuff. However, mapping, while serviceable, felt sometimes plain in the outdoor areas (rows of houses, etc.) and the biggest flaw in the sound design, I feel, is the message box sound effect which sounds like a big banging noise that annoyed me within the first minute, where I had to turn it down and it still felt quite intrusive. So yeah, that was annoying. But overall decently presented, with room for improvement.
So overall, I appreciate this work and I think that every game is a gift, so I encourage you to keep making more games. There certainly is a unique vibe going on here, and I think the world should see more of it. Refined in maybe some of the gameplay aspects, I think, when it comes to creating strategic or interesting decisions (in my admittedly subjective opinion), and I think you can start churning out some good ol' hits! (If you haven't already. Forgive me if you have! I haven't looked into your dev history hehehe)
Keep making games! Every game is a gift. <3
Thank you for playing my game. And I'm glad you enjoyed it for the most part. I'm glad you enjoyed the art and the characters. It's what I spent the most time on in the game. I've gotten a lot of complaints that the combat is pretty lacking because a lot of the skills are overpowered and can easily kill enemies, and while I would liked to balance it more, I didn't want to make it difficult either. I didn't think it would've been as easy as it was but I'm glad people like you are helping with all the feedback. I've also gotten complaints about the message box sound. In all honesty I just chose some random sound effect from my last game and turned my volume down, not knowing how annoying it'd be. Oops. The designs of the main area was mostly like that from the beginning. I made that map and then designed everything around it. I told myself that they were placeholder assets and I'd eventually replace them but I got so distracted with everything that I had forgotten about them. The tileset for the outside of the houses are from my last game and while I didn't like it I had forgotten to make new tiles.
But I'm glad your liked some of the game, and the world the story takes place in. And thank you for your words of encouragement, I've been pretty discouraged about making my games lately and I'm glad you took the time to play mine. I've met so many cool people on here and I'm glad to be part of the community of people that will be truthful and take time to help me become a better developer.
I like the visuals and some of the dialogue was pretty funny, I'm enjoying this one!
The implication of the larger world beyond the game's story was interesting! The characters and their dialogue were fun in how snarky they were, and the overall humor of the game was on point. I really enjoyed how checking the fridge for diet tea even had some gags associated with it!
I do think combat was a bit too simplistic, however, despite also being technically fairly complicated by virtue of the formation system. I never chose any formation other than A because ammo always lasted for the full encounter and could be easily replenished afterward. Rogue's "Fanning" skill was also absurdly powerful, so I relied largely on her in every fight with little fear of enemies actually managing to take down a party member. Still, the hide-and-seek element offered some nice context to the battles and the enemy designs were excellent!
I think the game's combat could be readjusted to be more like the standard full turn system, but with more skills and tradeoffs (hit chance, status ailments, etc) included, since I'm unsure the formation system has much utility as it is currently implemented. I'll also add that the ending's fourth wall break felt somewhat limp--like it was meant to be unsettling but mostly came off as a superfluous twist. That said, I think the intro's setup for the fourth wall break managed to both effectively creepily and funny enough to be worth it.
Aside from those critiques and the recurring typos, this game is really cool! The structure was straightforward enough to see it to the end with minimal issues and while the gameplay was simple, it still offered an enjoyable hunting mentality which fit well with the narrative! Solid work!
Before anything thank you for playing. I'm really happy people are still downloading and playing this.
As for the combat, I've received similar complaints about never switching out of Formation B. Players would be able to stay in formation B by stun locking the enemy with Headbutt and/or Hammer Strike for the duration of the fight. I didn't account for how much damage Form A would output when play testing or how easy the game would become when spamming hammer strike. I was originally going to add smaller enemies to the encounter that were more easily taken out with melee but I ran out of time. Towards the end I noticed that there wasn't a lot of strategy to the game, and while I definitely would've loved to make the game more difficult, I didn't want to frustrate the player and prevent progress. So I decided to leave it somewhat easy. There was a thought in the back of my mind that the player had far too much ammunition during combat, but my love of guns outweighed those doubts in my mind so I stuck with a somewhat realistic approach to the ammo count. Pariah's Fanning ability was actually a last minute addition. I tried balancing out how powerful the skill was by making her Hit Rate a lot lower than that of her sisters'. But because of the Take Aim skill this balance is easily put in the player's favor.
As for the twist I'm willing to admit that this thought sounded a lot better on paper. A lot of ideas I had I just rolled with, for better or for worse. More than anything I wanted to have a "what the f*ck" moment but I feel I could've done better. In all honesty I was going to cut the 4th wall break from the game entirely, but I felt that I didn't properly establish a character or foreshadow the events of day 4. I don't regret it, I feel like it at least put a neat little bow on everything but I also feel like I let it limit my creativity as a writer by working within my own f*cked up guidelines.
But again thank you so much for playing. I'm really glad you liked the characters. The writing is what I spent the most time on so to hear that getting praise makes me happy. Making this project and meeting people in the RPGmaker community has made me really glad that I worked on this project. And thank you for helping me improve by critiquing my work. It means a lot.
PS I accidentally refreshed/closed this tab a total of 3 times while writing this. I am an idiot. :,D
PSA: While the game jam is active I am not allowed to upload a new update for the game addressing the current bugs. Forgive me if you run into any. But seeing as I don't want anyone else to get stuck some of the biggest bugs are:
1) Interacting with the slide from anywhere but the bottom. Will lock your character in place. Preventing Progress
2) Interacting with the tent on the final day (DAY 4) will play the previous conversation from day 3 and lock the player in the EMPTY SPACE map. Preventing progress.
The other bugs can be seen on the Itch.io page. They're all visual or do not heed progress. Sorry for those that played and got stuck. I truly am sorry. And thank you for bringing these bugs to my attention.
Here's a picture of Usagi I downloaded off of the Chiikawa Wiki and had to convert to a PNG because it was a WEBP file. I hate you WEBP!
I normally don’t like turn based games, but the unique combat system was pretty fun. I did feel like I was just going through the process instead of thinking about what I should do after the first set of monsters though. Honestly, the last row of monsters somehow felt easier than the starting ones. So much so that I just kept spamming the headbutt? attack (the one where it takes hp to deal damage) without fearing that my character will die. I had all my smelling salts and never used the healing items after the first battle. Maybe increase the difficulty incrementally, and instead of making all of their attacks available from the start, add them as the player progesses, so there’s something new to keep the player’s attention?
Storywise, I really liked the character dynamics and their dialogue was fun! I did miss out on some texts because I’d accidentally click on a choice while trying to move on to the next text box. I personally use Galv’s choice pause plugin to fix that.
I also came across the softlocking bug mentioned on your page. It’s unfortunate because I was really invested up until that point and wanted to know what the story was about.
Aside from the issues already mentioned on your page, I really enjoyed it! The character designs and personalities were definitely the best parts.
Yeah I hear that's a pretty big problem, sorry about that. I was planning on adding an autosave feature with a plugin but I didn't know where to put it at the time and it was getting late, I wish I added it now that people are getting softlocked lol. And thank you for the recommendation on the plugin. I always found it annoying how easily it is to accidentally make choices. Hopefully I can roll out a QoL update when the game jam ends to fix the issues. But I'm glad you liked the characters. These characters were meant to be one off enemies from my other game but over the process of developing this game I've come to like them a lot more. I hope in the future to make more chapters with these characters. And thank you so much for playing my game. It means a lot. :,)
I look forward to the updates and more of the D squad! Maybe I’ll get inspired to one day update mine too… Thank you as well for giving my game a chance! :D Your original comment really cheered me up when I was feeling disappointed about how some things turned out.
Glad I could make you feel better. And don't get discouraged. Every moment is one for improvement.
Loved the art and writing, I couldn't get much out of the combat system, tho I appreciate the effort behind the different battle stances. Sadly I confess I lost interest due to the fights. I will an eye on it for after the jam. Nice work!
Thank you for playing the game. Sorry that you didn't enjoy the battle system, I didn't have a lot of time to come up with a more unique system because of the time I had. That's why enemies only use 1 or 2 attacks. But I'm glad you enjoyed the writing and characters. In all honesty that's what I spent the most time on so I'm more than happy to accept that as the thing I did best for this game. If you don't mind me asking what did you not like about the combat? And how do you think it could be improved?
Well I didn't fight all the fights so maybe they become more startegic later on but early I felt there was no real strategy to them. I could just unleash all my skills against the monsters and they would die without much hassle. I would suggest giving the combat more of a puzzle approach, maybe using elemental weaknesses or some other thing to pace the encounters. I'm guessing that using range formation depletes all your resources so you want to use it sparingly and that's smart. On the flip side, every time I used that stance it was just about unloading huge amounts of damage, so changing stances didn't feel like a requirement. Another way to do this would be to make swithching between them feel like a dance, a flow. Of course you only had 1 month to do this, and what's there is fine for such a small margin of time, so these "pointers" are just food for thought for later. I hope they can be of some use, I'm sure you'll find the way to integrate it later on. Best of luck! I'll be sure to check it again.
Awesome game! Loved the characters, each was unique, interesting and like-able in a short amount of time. Great art, the character and enemy designs are great. Little nitpicks, the text sound could be about 1/3 of the volume but I did get used to it by the end. Also I found a bug where on the final night if you go back to the tent it will play the dialogue again and then leave you on a black screen, so I had to load a previous save. Story was really cool, love the idea of looking for battles rather than them coming to you. The combat system was really cool once I figured it out and made me feel bad-ass when I could beat a monster without taking damage. For all your trouble I present to you some diet tea that I found (not sponsored). Well done!
Thank you for the heads up about the bug. I didn't actually catch that.
When developing the game I actually just chose whatever sound I thought best that I already had in my sound library from my last game. One that wasn't too long and one that wasn't too short so words would blend together more easily. I settled on some random punch sfx from my last game and but forgot to switch it out with something less obnoxious. My dumbass was also working with the sound down in the volume mixer, so the game's sfx would be louder than I wanted them to be lol. I am going to be rolling out a QoL update when uploads are enabled. Which will include an auto save feature as well. Thank you again for your insight.
and thank you for the diet tea.
Really liked the character and name trick, gameplay and combat part is fun and strategic. The only problem is that every single word sounds likes like a punch on my face XD.
Yeah sorry about that lol.My friend said the same thing. I'm gonna roll out a quality of life update when the game jam is over.
But I'm glad you enjoyed the game. Thanks for playing.
So good, love the music and the ambience. Art is super pretty too. Can't wait for more!!! :D
Fun game.