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(+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.

(+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!