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RPGmaker GAME (InGame-Eventing-Mechanic-Test)'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme | #32 | 3.750 | 3.750 |
| Gameplay | #47 | 3.500 | 3.500 |
| Overall | #87 | 3.250 | 3.250 |
| Engagement | #98 | 3.000 | 3.000 |
| Presentation | #139 | 2.750 | 2.750 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Really fun! I like this kind of puzzle games. If you lean more into the scripting aspect, I think of a lot new mechanics and even interesting fourth-wall breaking storylines. Hope you keep working on it!
Thx. ^^ Happy to hear you had fun. Yeah, I will continue this project - but I decided to finish at least one small project I started before this.
Really cool concept. Original and surprisingly very fun! Well done for a short prototype that proves your core mechanic has great potential. Hope to see a longer, more complicated version of this in the near future.
Thanks, glad to hear.
After few days thinking about the project I got many ideas (levels/puzzles and stuff that can be improved & optimized. Maybe I would add some little minigames too...). So, a longer & better version is planned / soon in development. ^^
Hey there! Thomas here.
As a programmer myself, I found the concept of the game really interesting and honestly, very brave to try and realize. As a designer too, I noticed some issues that I think are worth mentioning.
The core-mechanic is cool, but they felt a bit underused in this prototype. In the end, it plays more like a puzzle game focused on movement and avoiding monsters, rather than one that truly leans into creative eventing and scripting. The level design could definitely be improved, there’s often no clear direction on where to go, and I’d suggest replacing the current monster chases with platforms or obstacles that require event-based puzzle.
The orc puzzle was decent, but having enemies detect you even when they’re off-screen was a bit frustrating. Personally, I’d look to something like ‘Baba Is You’ as a reference, full-screen maps where you can see all the pieces and plan ahead.
In my playthrough, I set all my commands at the start, never changed them, and was still able to finish the game even without using the portal event.
That said, the idea is really cool, don’t get me wrong! I hope you keep developing this incredibly original concept. There’s a lot of potential here, but I think it needs tighter tuning especially in the maps and puzzle design to really let the eventing mechanics shine, rather than relying on fleeing from monsters.
The theme was surprisingly well executed. I wasn’t expecting what happened at all, and that unpredictability worked in your favor. In a final version, I’d love to see a small but coherent narrative to support the gameplay contextually. I wasn’t too into the villain shenanigans but hey, it’s a jam, and those things are less critical at this stage.
I don’t know if this is one of your first projects or if you’re already experienced, but either way, trying something original with a well-known engine is something I truly admire. Keep at it, this could evolve into a truly unique indie puzzle game!
Hi and thanks for the feedback.
I agree with most of what you mentioned, or rather, many things were unfortunately caused due to a lack of time (just a few days after the jam started, a few weeks with a lot of work came and my brain didn't feel like continuing the jam project in the evening... and few days before the end I had more time, but it wasn't enough... well... it's how it is, but I'm not happy with the current state ^^').
I wanted to create different levels/minigames, but in the end I had to stuck to one (avoide enemies). It should become a puzzle game with maybe some minigames.
I will definitely delete the current levels or rebuild them with more time and a lot more thought so that they will be played better - and so you have to "re-event" at least once for the most levels.
I like the idea to see the complete level, but I also like it the otherway. I think I will add / create some with "limited vision" or normal zoom and I try to add many with "full vision" or zoomed out.
Stuff I plan to add:
- controller, complete keyboard and complete touch support
- a new eventing UI for smartphone users (bigger text, so you can read the stuff)
- Sandbox-mode
- many improvements & optimazions
I totally understand your point, it was kind of the same for us. We discovered the jam a week and a half after it started… but we gave it a shot anyway!
You did a great job, seriously. Don’t dwell on what you could have done, just remember that you built a whole game from scratch in a very short time, and that’s already an achievement!
I just wanted to share my experience to let you know how I felt during my playthrough, and hopefully give you a few ideas based on my background as a developer because you can definetly do a banger!
So totally cool, didnt think id still be eventing after the jam ended.
Would be neat too see what the limitations/how far this idea can go!
keep working on it for sure! :D
Hey, thanks, I'm glad. ^^
I've come up with some new ideas and, of course, some improvements.
I'm curious to see how far I can go with this. I'd like to incorporate many different levels/mechanics. I think I'll push this project to the front, as I've learned a lot of new things with it and can still learn a lot, which will greatly help my other projects.