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(1 edit) (+1)

I really love the art style for this game. Like a lot of people, I think it's what drew me to it in the first place. The use of the video feature, the sound design, the character design, the parallax mapping, etc. all comes together to create a really cool aesthetic. I love the weird hand platforms and really wanted to see what more of that world looked like.

If you're okay with feedback, there are just a few things that I'd suggest adjusting. A lot of these are just minor oddities with RPG Maker that I know far too well.

  • The first thing I noticed is just that RPG Maker's default UI clashes a lot with the rest of the game. Mouse controls are up to personal preference, (I like to disable them) but the big mobile UI button in the top right corner really distracts from the art style. I encourage pretty much everyone to use a plugin that gets rid of it.
  • The behavior of doorway events is a little inconsistent, because some of them are marked "Same As Player." I always like having their priority be "Below Player," so the player has to walk on top of them before the room transition starts. It feels a little strange to hit an invisible wall to go into another room, which is what happens when they're marked "Same As Player."
  • In the same vein, when the player moves into another map, I would place them one tile away from the doorway instead of right next to it. That way, the player can immediately move towards the door again to re-enter the room. If they spawn on top of the event that transfers them to another room, they have to awkwardly move off of that tile and then back onto it to get back to where they just were.
  • Also in the same vein, there are some things you can interact with even if you aren't looking at them. Riley's toys in the beginning room are a good example. I believe this is because you have events that the player stands on top of to interact with, which means they will activate regardless of where they're looking. If you set the priority to be "Same As Character" and move the event into the wall, the player will only be able to interact with it while facing it.
  • The passability for some tiles is strange. It's noticeable with the boxes in mom's room; it really feels like I should be allowed to move closer to them. I would look at star tiles for certain things like the tops of the boxes.
  • The save station is super, super cool aesthetically. The only issue is that you can also save from the pause menu, so it seems redundant. I believe this is a setting you can change pretty easily.
  • The item description for the Wretch's key cuts off in the menu.
  • Talksprites seem to blink in and out for new textboxes sometimes. I think this is when there's a specific transition involving the images fading in, but don't quote me on that.
  • I got stuck behind the cat in the kitchen because it moved after I snuck past it and it sealed me behind the table.
  • When you talk to Riley's mom in the kitchen after grabbing a bowl, she turns toward you for one frame. You can fix this pretty easily by setting her Direction Fix to on.
  • The talksprites seem to be slightly offset from one another, so when characters' expressions change they move around a bit.
  • Punctuation and capitalization is somewhat inconsistent.
  • The songs could loop more cleanly. It feels strange to hear them fully fade out and then start again.

That seems like a lot just because I'm longwinded, but like I said, it's all super minor stuff that could be fixed pretty quickly. (I'm sure some of the issues are present in a few games on my profile too...) I'm really, really excited to see where the game ends up regardless of anything I wrote here. Good luck with the rest of it, and feel free to ask me to elaborate if I didn't explain something well enough!!