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A jam submission

The Repentance of the SinnerView game page

A sinful boy's journey to atonement.
Submitted by Elinz (@elinzeiart_z) — 13 hours, 50 minutes before the deadline
Rated by 6 people so far
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How did you choose to implement the Theme: Witching Hour in your game?
The protagonist is trapped the devil' realm during the witching hour.

Did you implement any of the optional Bonus Challenges, and if so, which ones?
I added a potion-making level.

Did you create your game in RPG Maker?

Yes

Does your game contain AI-generated assets?

No

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Comments

Submitted

So, I try your game and the ambiance is excellent ! Really !
However, I was stuck since the beginning and after terminated every eye-monsters, I never understand what to do next.

Developer(+1)

Hello. Thank you for playing! You can read the walkthrough provided above. If you are still stuck anywhere, I am happy to help!

Submitted (1 edit)

Oh boy, that was good! There are issues, of course, but I liked the game quite a lot!

The game's strongest suit, of course, is its presentation—visuals, animations, lighting, menus, text boxes and text variations, and a lot of other small things. Horror elements and sound design were also great!

I also enjoyed the story, especially dialogues near the end.

Where I have mixed feelings is gameplay.

The whole first half felt nice, and the only place where I had to consult a walkthrough was a gluttony puzzle. Maybe I could have stuck on the brew puzzle, but I've seen a comment about it beforehand, so can't say for sure.

But the chase, checkers platforms and QTE sequence (especially the very last one) were really annoying and felt bad to replay over and over again. To the point of me being happy that some guy did a letsplay of your game, so I won't have to suffer through them again to see the true ending.

Chase is annoying for multiple reasons. 1) Thing that chases you can kinda fast skip sometimes (don't know if it's intended behavior). 2) Eyes are random—so you are either lucky to not have to waste time on a lot of vertical movement or unlucky and caught more easily on checkers. 3) Checkers platforms—just plain annoying to deal with while chased.

In the next sequence, the same problem with checkers with the addition of thinking about evades. And QTE had 2 pain points. Personal - I don't really like them, and I had to switch from controller to keyboard. Objective—the last one gives too little time and makes you replay WHOLE sequence... The idea itself is great for immersion, and I love it, but making it into a tight QTE check might not have been the best decision.

Everything after that was peak, loved it!

Overall I think you have done a tremendously good job! And I'm, honestly, quite awestruck. To the point of wanting to ask for pointers from you (if you're ok with that, of course)!

Thank you for your game!

Developer

Thank you so much for playing! I'm glad you liked the story. I received quite a lot of critique that the boss levels are too hard, so I will make it a little easier in the next update. The monster chasing faster is intended as it felt too easy otherwise (at the time of play-test).  I'm not sure what pointers are xD

Submitted

Oh, I meant, that I would like to ask for some advice or tips from you =)

Developer

ohh, I'm happy to help if you want any tips from me!

Submitted

You have a lot of links to socials and sites. Where it is best to reach out to you? X maybe? Or some other site?

Developer

My Instagram (@elinzeiart_z) is fine!

Submitted (1 edit)

The overall presentation and story, as many have mentioned, is great and the sound design with a random chance for whispers gave me the creeps.

Yet I think the gameplay leaves a bit to be desired, especially with the lack of help players get while navigating through the world. Like, I get stuck every second because I don't know where to go. Either I'm not the smartest tool in the shed, or I skipped something, but I needed half an hour to figure out you had to push the table and then jump from the window. Once that was done I was stuck again lol. Also having to spam to get rid of enemies hurts my hand

Developer

Thank you for playing! ^-^ I will consider adding more clues in the next update.

Submitted

This game was gorgeous, didn't take too terribly long to get into the gameplay, and immediately had me closing out because giant flying scary eyeballs (and the sound design). No thank you. This is a compliment! 2D Horror usually doesn't make me want to nope out.

Developer(+1)

Thank you for playing! ^o^

Submitted

I'm stuck with the potion puzzle.

At first, I got the goo A and goo B from the toilets marked with X, and then I tried to make a potion.

But the game told me I didn't have the correct ingredients, so I took all the bottles from the sinks and did the same thing again.

That didn't work as well.

What am I doing wrong?

Developer (1 edit) (+1)

Hello! Thank you so much for playing ^o^

You'll need to wash the goo-covered bottles in each of the tub first!

Submitted

Np. There is a bigger issue now, though.

After you know who gets hung on the clock, the CG of a burning church appears.

The problem is that this CG never vanishes.

I could even activate the menu and go back to the title screen during that moment.

Another weird thing is that the CG persisted even in the title screen.

I can't proceed through the game because of that soft-lock. 

Developer(+1)

I'm sorry for the bug!  I tried to replicate it, the cutscene seems to work fine. Does the issue still persist after restarting the game from your latest save? 

Submitted (1 edit)

Ok, I tried to do some tests while also trying to go through that CG.

I managed to do that, but in a very odd way.

First of all, this bug got triggered from any point in the game.

You could even start from the beginning, and it would occur anyway.

How did I "fix" that?

When the CG was displayed, I did the following things:

1) Opened the main menu (Yes, you could still do that).

2) Selected and opened the item menu.

3) Exit from the item menu to the main menu.

4) Repeated points 2 and 3, but smashing my keybinds constantly until the game decided to trigger the cutscene.

Another odd thing about it was that when the cutscene ended, I was still in the menu with a black screen in the background.

When I exited from the menu to go back into the game, the black screen disappeared right after, and I was in that red room. 

When I completed the memory puzzle, and I said that the offering was done,  the game froze for a few seconds.

I thought it was about to crash, especially when the audio froze and messed up the game's window size for a few seconds.

Fortunately,  it didn't happen, and I was able to get the Sapphire Heart.

At that point, Miji's lines were triggered, and then, I ended up in a permanent black screen.

I couldn't even use that weird trick to trigger the game to move forward because I couldn't open the menu.

That's where I stopped playing, and I decided to write this little essay you're reading.

Personally, I think this hell of a problem might be due to my PC because some effects, like the lights or something like that, used in MZ and MV tend to make me drop frames.

The higher resolution might also impact that.

To give you an idea, the bedrooms, the main hall, and the red room (pre-Sapphire Heart) were the areas where I suffered the most, especially the red room.

This means that this might be caused by bugs related to frame-dropping.

That's probably why you didn't face any issues when you tested it yourself.

But to be honest, I have never experienced this kind of issue with a MZ/MV game this bad (if my theory is correct).

For example, I faced some frame drops while playing Where the Forest keeps the Hollow (another game jam entry), in an area with a cauldron, but I didn't face this issue at all in all the others in that game.

That said, let's start with the review.

The concept of the story was really cool, and I liked the dynamic between Miji and Billy.

I also liked how they both reacted to what was happening around them, and that's why I kept trying to complete the game until this point.

The art was also gorgeous.

The puzzles were a mixed bag.

Some were pretty intuitive, others confused me a little.

One thing I found absolutely annoying and redundant was the presence of the eyeballs, because I couldn't properly explore the areas, and they made me waste time.

Especially when I was wandering around without knowing what to do.

One last negative thing was the save points.

For some reason, I couldn't save at the saint's statue after completing the puzzle related to it, and I remember having this issue at the very beginning (but I might be disremembering on this last one).

This made me waste a lot of time while trying to get to the end and during the testing.

Developer(+1)

Thank you for the thorough review and testing! The persistent bug is unfortunate. The eyeballs won't respawn after you kill them, and also give a small reward if all the conditions are met. I shall look into the save point bug. 

Submitted (2 edits)

Np, I'm happy my feedback was helpful.