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I was accidentally forced into choosing an ending prematurely: after entering the village, I followed Kasey into the north building, and there was no option to back out. I was able to reload thanks to the auto save feature, so that was nice (: The intro was really stressful, I think in a good way, however I will say that the effect around some corners made it difficult to tell whether something was an npc or not. 

Definitely made me feel like every second counted, haha! also, you can just run away from every enemy (on the world map), at a pretty high chance to escape rate... also, it was very difficult to find out how to advance while on the world map, as I tried to interact several times with the area, only to find out I had to step on a specific tile to advance. It felt quite short, but the visual assets and tweaks looked nice. 

Ultimately, I felt a bit disappointed that there wasn't a way to buy any items before leaving the main village, as you can't (from what I've seen) backtrack (and you start with 0 G) . Also, with the fact that you can sort of speedrun the game to the end by running away from all enemies. 

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Hey, thank you for checking it out and yeah there was a quite a few points where it was a bit rushed. I had initially planned for like a steal skill to get gold from enemies and to have a plugin to adjust the escape rates for the enemies but I just ended up using RPG Maker's default one instead. Ideally, with the gold obtained from fighting the enemies, you could have enough to buy from the shops.

Also yeah the Kasey ending should not have occurred prematurely. I actually had like half the game left after you entered the house lol,  but I had to cut it out because of time. But I am glad that the auto save feature came in handy. 

And thank you for mentioning the issue about not knowing how to progress in the overworld. I thought having the event triggers at the entrance of the castle would have been clear, but I should have expanded the detection area to perhaps the entire castle so that the player can more easily reach the target.

I had no idea there were even shops to get to on the world map, if thats what you meant! I knew enemies could provide the dropped currency (hopefully, I didnt try myself).

If not, then like I mentioned, there would be nothing to spend it on if we can't backtrack to the village.

 But otherwise, I did think it was a unique experience, especially the beginning! It set up high stakes for the player to make the right choice (I ended up walking right into an enemy and was knocked out, going a way I knew I wasn't supposed to, just to satisfy curiosity haha, it was exciting.)

I do appreciate the effort that went into making everything look nice with the added effects visually (I really liked the blacksmith in the village hehe)

I think this has the makings of something really cool if you decide to ever expand on this idea :> 

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Ohh, what I meant by the shops, were the shops in the village rather than the overworld. Like you would get money from the enemies  during your escape and use it at the village. BUT there was supposed to be another town at the port. I didn't consider the idea of going back to the village once you start your journey but yeah that is something I should have included.

And thank you so much for liking the way it was set up. I wanted to play with gameplay and storytelling a bit in the beginning, where initially things are quite difficult and you would die quickly if you aren't careful, but things would end up getting slightly easier once you get Kasey to help relieve the tension a bit.  The encounter is actually like an optional super boss that you can beat if you plan carefully with Kasey but it is intentionally set to be hard to accomplish. 

I definitely wouldn't have been able to make the visuals as interesting if it wasn't for the fantastic rtp modifications and assets by the community. Which is a bit sad considering the closure of the forums.