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A jam submission

Consciousness - The Mirror Gates - Touch The StarsView game page

Demo of an Rpg focusing on story telling made with RPG MAKER MZ software.
Submitted by kinstothegame — 18 hours, 30 minutes before the deadline
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Consciousness - The Mirror Gates - Touch The Stars's itch.io page

Results

CriteriaRankScore*Raw Score
Fan Favorite#951.8862.667

Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

Felt like someone tried to throw some weird time trip, a post apocalypse setting, Jojo, SMT, and pokemon all together. Based on the dialogue and tilemaps.

Some bugs like emotions don't work well with pictures due to layering.

Very long dialogue to the point that you might have been better just calling it a trailer and completely automating it. The dialogue doesn't really make sense (I mean, you can understand it if you've played/read a lot of these, but by itself, it doesn't make any sense). This is a bad thing because you will cause your players to lose interest very quickly. Long dialogue is fine, but you need to keep the player interested in reading somehow and throwing a bunch of what seems like gibberish just doesn't really help. Definitely hire an editor that can help with pacing and wording.

Your character just seemed to no longer have thoughts or a guide after the battle thing, but I guess that is post game?

Did that character just shoot a missile into the middle where it would, in theory, damage both sides?

The guy shouts about showing how not to mess with him and the other character dying, then the other character is just fine? Also, did he ignore the referee's call and get away with it?

That kind of tutorial doesn't really make the game fun to play, especially when most of it is useless the majority of the game. You could've cut it down significantly if you didn't want to use a plugin to show controls as an on-screen display. You could've used a 'screentone' effect to make an image of the controls that is partially transparent and displayed that for a bit.

Your mirror image doesn't exactly do what you do. Not sure if intended or not, but the text there didn't really fit well in terms of pacing.

Common issue, but those chairs are a bad choice if you aren't going to do some extra work with them because they look really off (the other chairs already look off enough).

Another common issue: Autosaves after important choices that lead to game ends are annoying. So is a lack of autosaves.

Hi there! Here's a video of me playing through this entry, and I'm going to release my full opinions of each after the results for the first round have been published. Until then I won't let on my judging score or overall review, but you can still watch my playthrough if you'd like! Cheers. :)

https://www.twitch.tv/videos/1106587063

Submitted

Well, I played your game and in general, I have quite pleasant impressions.

But first about the disadvantages:)

- An unnecessarily detailed control tutorial at the very beginning of the game, given that at the moment the mechanics of the game are extremely simple, and also, the gameplay itself begins only after about 6 minutes of the game.

- Inability to control the mouse. Yes, in some games it is really acceptable to disable mouse control since certain game mechanics will work correctly only with the keyboard/gamepad. But in this case, I don't see a good reason to deprive the player of mouse control (even during dialogues).

- The same applies to saves. In my opinion, there is no reason in the current demo for the inability to save at the player's request.

- Probably, this is not exactly a disadvantage, but I was somewhat confused by the emphasis on toilets in this game: D

Otherwise, the game is quite good, and I think both the graphics and everything. the rest will be improved if the game continues to be developed.

I really appreciated the fact that you paid a lot of attention to the variety of character sprite animations. Head turns, sv_battlers, and even reflection in the mirror (which doesn't work so well in my game).

I think I should take an example from you in this regard. I really liked it!

The plot is not the most unique, but if you try, you can come up with something really interesting. Moreover, this is only a demo.

The locations themselves are made at a fairly normal level, and I would advise you to try to improve them, for example, using parallax mapping. But as I noticed, you didn't use plugins in your game. So, if you want to create your own game without using plugins, then you will probably try to get the most out of the RMMZ engine! :)