The "failed to load pixi" message error has been fixed and the game should work fine now.
A. V. Dossow
Creator of
Recent community posts
Thank you so much for the playthrough and the feedback Moriko!
Here's a fun fact: originally, the entire game was supposed to look like that (the retro graphics), I even had a prototype with some bosses and completed areas, and the combat wasn't in fist person view but rather sideview. However, I came up with a more detailed sprite for Alice with jiggly physics, and I settled for that aesthetic (the current one). Still, I decided to add the retro section to show what the game would have looked like (and an excuse to use all the retro sprites for the characters)
I agree that the combat tends to drag on, and some enemies used peritonitis way too much (at first I thought it was fun, but after watching gameplays, I realized it was actually tedious). This was my second real RPG after Billy Went to a Carnival, so I definitely still have a lot to learn when it comes to classic RPG battles and balance. I should mention that, by default, all attacks have 80% accuracy (in the demo, it was 100%, but I felt that it made some battles extremely easy)
I'm glad you enjoyed the cameos by Alesa, Julia and Scalpel! By the way, Scalpel can be defeated by giving him peritonitis and curse status, and he drops an item that instakills any enemy in the game (he's really tanky, but he's an optional superboss)
Thanks again Moriko! : D
Thank you so much for the feedback BlueROSE404!
I'm glad you enjoyed the game, and I also reckon that the final dungeon needed a bit more of enemy variety (other than the bosses) and the second half of it might somewhat feel like a filler section haha, so I added the retro aesthetics to make it feel less "filler".
I actually wasn't aware that using the scalpel with Alice made her lose all of her sanity, that's actually a serious bug hahaha, so I'll have to fix it, although I'm sure it must have lead to some funny game over situations hahahah
The boing boing boing attack was supposed to be even more powerful, but it made some bosses too hard, so it had to be nerfed
Thanks again for the detailed feedback! : D
Yes, fullscreen uses a plugin that leaves no empty borders, in order to avoid situations where the game looks too small and the text cannot be read properly (it can happen in certain computers/resolutions). I might change it in the future, but for now, it's kind of a preventive measure.
Windowed mode uses the default 816x624 resolution 1:1
This is hands down my favorite entry. I remember looking at your progress in Hawk's discord and thinking that the images you shared looked incredible and the final result would be amazing, and now I can confirm it.
The visuals are perfect, I can do nothing but praise them. Your art keeps getting better and better, and both the maps and the character sprites look fantastic. You totally nail the aesthetics from the golden era of Rpg Maker horror. Also, the CGs look incredible, specially **trying to avoid spoilers** a certain CG concerning a certain metamorphosis
Music, ambience and sounds: excellent. I was genuinely disturbed at some areas, thinking something would caught me off guard.
Puzzles: while I was a bit lost at times, I think they were good. Puzzles are one of the hardest parts of a game (specially Rpg Maker horror where puzzles tend to be more important), but in the end, I think you did a good job.
The story was big strong point for me: I really like how you handle events, scenes and transitions. You definitely know how to capture that 80s horror film vibe (my favorites). Yeah, the premise is quite simple, but the way the story was told made it stand out for me. For example, going back to the car to show the other characters was a really good choice, as it also provided more lore to the player.
The fact that you always take the time to make a manual for your games talks leagues about your dedication as a dev and how much you love your craft.
Also, I really appreciate the fact that there's a really quick ending (where you just leave); that's always fun and players appreciate it (I've done it myself in some of my games).
My main complaint would be that I felt the text speed was quite slow, I'm not sure why. Like, even if I pressed Z, sometimes the text was still low. Also, being able to skip the intro would have been a nice addition. But other than that, I don't really have anything else to complain about. Overall this, was a really solid entry, my absolute favorite one from the jam.
I hope you keep making more amazing games, and you definitely deserve way more recognition as a dev.
Amazing job!
One of my favorite things about your games is the writing. There's no doubt you have really good skills as a writer, specially when it comes to characters and lore. This one's no exception. I also love how some information was presented in creative ways, such as newpaper clips.
The atmosphere was excellent: I could feel the decadence and the oppressive atmosphere of the tow, and the use of sound effects and music was on point. There was a feeling of dread all around, something which is really hard to achieve in Rpg Maker games, so congratulations on that.
The gameplay might not have been my favorite part of the game, but it was still good. Also, there was a lot of attention to detail all around, and that's something that should always be praised, specially considering this was made for a game jam.
Now, I'm not a fan of RTP assets, but in this case, the writing and the atmosphere were so good that the use of RTP didn't really bother me.
Your entry for the last Hawktober horrors was among my favorites, and this is no doubt one of my favorites in this new edition of Hawktober horrors.
Overall, a really solid game, with an amazing atmosphere. I look forward to more of your games, amazing job Sith_Winchester!
First, I would like to mention how much I loved the visuals. I still remember the first of your games I played, and while the visuals caught my attention and were quite unique, they were still pretty rough. However, you kept improving you art with each new game, and this one is, in my opinion, your best looking game so far, specially in terms of sprites. Seriously, the style, the art, the sprites, the backgrounds....I loved all of them. Your animations have also improved greatly. But overall, in terms of art, this is one of the best looking games I've played in a while, and definitely one of the most unique ones too. Your style is pretty recognizable, and in a really good way.
The concept of the game is really neat, and the gameplay didn't feel repetitive to me, although maybe that's because I'm a fan of everything related to ghosts. I actually felt relaxed while playing and I would have loved to have more stages, maybe with more characters. Still, the lenght of the game is good considering it's for a jam. Also, I want to mention how much I like your tutorials.
The music was really goood, really relaxing and that's another thing that you've improved greatly. I thought Invasive Species had the best soundtrack, but I think this one might dethrone it.
I don't really have something to complain about other than what I mentioned about more stages and more characters, although that's more of a personal wish than a real critique, since the game didn't really need that in order to tell the full story.
So yeah, overall, a really solid game with beautiful visuals, and definitely one of my favorite entries!
Coincido en que se hace repetitivo, pero me quedaba sin tiempo y tenía que apurar jajaja, así que lamentablemente el gameplay de la parte de las pizzas terminó bastante repetitivo. Pero me alegro que te haya parecido divertido y te haya agradado el humor!
La demo de la que estás hablando es de Alice Slaughters Wonderland, que todavía no tiene fecha de lanzamiento oficial, se tuvo que retrasar porque todavía había mucho por hacer, y no llegábamos
Thanks for playing and for the playthrough Moriko! Also, as always, thank you for your feedback.
While sometimes I might disagree with some points (like Alice's design for Alice Slaughters Wonderland), your feedback is always valuable, as you've pretty much played every game I've ever made (except for the legendary "Alloy Soldier Xenia" and "Curse of Isidra", two games that might never see the light of the day), and I always take constructive criticism into account for my future projects.
I laughed a lot when you listened to the insults hahaha
I'm glad you enjoyed the game overall! It definitely has some weak points (like the pizza making parts, that can get too repetitive/boring), but I really enjoyed making the art, the music and the dialogs.
Hopefully, I'll release some more few games for this spooky season!
Happy spooky season to you too!
No worries! That was more of a joke hahaha, I actually expect players to cheat.
I'm glad you liked the way I wrote the characters, their interactions and their mutations!
I agree with how repetitive (and boring) the pizza making aspect can get; I definitely should have
added more variety to that, but I was running out of time. But I'll definitely keep this
into account for my future projects.
Reading the spoilers made laugh so much hahaha, some of the dialogs I wrote are so weird...
Thank you so much for playing and for your feedback! : D
Hello BlueROSE404
Automagoria was my first published game ever (not really this version though, a harder one with a slightly different palette and more instances of instadeath), and it has a very special place in my heart. So when people play it and give feedback for my first game, well, it makes me really happy, since I wish more people had played this one.
The scope for this one was quite high and it was a very ambitious project, considering it was my first serious Rpg Maker game. I made tons of mistakes, I had no idea of many things a Dev should be aware of, and I took for granted that if I could easily beat the bosses, any player could do it too.
The original version was a nightmare, so I eventually updated the game and released this "definitive version", although I've love to remake this game in a more modern engine (this one was made in Rpg Maker 2003, the only engine I had at that moment).
I definitely agree with the points you made, and I think many of the flaws of this game can be attributed to both my lack of experience as a dev back then, and the fact that this is supposed to be an action platformed made in a very limited engine that was intended for simple RPGs. That's why it feels so clunky. Still, I definitely could have made many changes that would have made the experience far less frustrating.
Nevertheless, I love this game, it's probably my favorite game out of all the games I've made, and the automaton is my favorite oc, even surpassing Alesa.
The green/teal monster was definitely reaaaally frustrating, and I should have handled it in a different way (it even ruined some of my playtests back in the day).
I definitely want to bring the automaton back, and I have many ideas for that, I just haven't been able to turn them into games, but I'll get there (he also has a cameo in A House for Alesa 3).
A House for Vanessa....yeah....I'm not sure if that game will ever be mad. I'll definitely make more Alesa games, but I don't really know what to do with Vanessa, although a game similar to this one could be fitting, time will tell.
Thank you so much for playing, your feedback and your words, I really appreciate it!






























