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Bit2

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A member registered Feb 21, 2019 · View creator page →

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Any quick start tutorials for those who might be unfamiliar with RTS and are casual gamers?

Any gameplay manuals included?

I took Developer Akubi's saving grace in the game, so I'm here to leave a review as promised.

The Good stuff:

+ The graphics are actually quite good, lots of details

+ Light story, light ending, ends at a casual mood

+ All hail developer Akubi for unlimited continues, it's a key driver to keep playing and see till the end.

Constructive feedback:

- Guards are probably a bit too many. There are 360 degree-of-freedom movement but having only 4 cardinal directions makes it hard to tell the detection direction & detection cone. I think if the direction/cardinality is improved, the number of guards will not be an issue. The driving factor is that it's quite tedious to be stealthy, especially coupled with the random paths.

- Feels like being able to shoot while running feels better instead of the mechanic of staying-still-and-shoot

- Movement can be worked to be faster and more fluid

- Binoculars' clunkiness can be reduced. It either snaps away too fast, or gets stuck due to walls. The intent of not seeing past wall is clear, but for a causal game maybe you can impose a limit to the range of the binoculars (instead of having it get stuck at walls), and also limit the max speed of the binocular's movement

Bugs/glitches

x If you skip the dialogues too fast in the intro, both the intro and the BGM plays together simultaneously

Thank you! I hope you can persevere and complete your own monster hunter fan game too, doesn't matter what tool is used in the process to make it! At one point I kinda gave up with development (this game) but I pushed through with the encouragement of others (their names were mentioned in-game by one of the NPCs). Even though the final product is a much more "lite" version compared to what I initially had in mind, having a completed product is provides a good closure and is definitely something good to look back at. So please go on and complete it! With RPG Maker I believe your game will have a different playstyle with different mechanics, but at the end of the day, that's your reinterpretation and that's what you created, which by itself is a huge accomplishment, and certainly goes a long way in providing the needed fuel of motivation for your future projects. I appreciate the cameo in your special quests, and I'm glad to beta-test/alpha test anything of yours that is WIP. Good luck!! :)

Hey Code Phoenix, I feel your frustration with the controls and I really don't like how I am forcing the players to adapt to my control scheme too! Anyway, I think you're thinking too much of the game's features... It's a very "lite" game, so I can give you my response to resolve some of your confusions:

1. Having a house/house to the south: There's no access at all, I did not program any new areas for that. You already have the best house overlooking the hills/fields in the distance. The NPC mentions houses to the South, but it's just me saying that "hey, there's more to the village so you're not the only dweller here!".

2. On item combinations: There are no such mechanics here, and also please forget about herb+fern=potion mechanic in this game! The elder gives a tip that says the potion will be refilled by the amount of herbs you have (up to a max) before each quest, so that's the usage for herbs. Frankly I initially wanted to implement a combination system but I don't have enough item variety to justify this mechanic, so Honey became a weapon crafting material instead!

3. On food/meal/BBQ: Talk to the NPC near your house with a cauldron. Her name is Calla. She will tell you that you'll need 5 Beast Meat to have a meal. So if you have it, you can get a random buff!

4. If you check the notice board near your house (starting point), you can see the stats on how many/how fast you killed each monster. You'll see SM and LM which indicates how many types of small monsters/large monsters for the game. In short, there's 6 large monsters! As a shortcut, you can get some glimpse on who they are by checking the weapon materials. :)

I don't ever expect complete patience in finding out everything I've implemented in the game, so I'll be happy to answer any questions to minimize confusion. Again, I'm very happy to even have someone playing the game!

My apologies for the late reply Dankoose. I appreciate your suggestions and happy that you're wanting more from the game! :) I am not very active in the gamedev scene and coupled with my suboptimal programming skills, this is the max I could come up with for now (Flash-like game). The only other thing that's on my radar is to turn it into a web-browser version (HTML5), but I'll need to learn how to code the save system specific for this platform.

Sorry for the late reply and thank you very much for trying it out! Very likely that you're probably not playing it anymore (this reply is made 15 days after yours) but it's always heartwarming to know that players like you are experiencing the game.

Hello, thanks for your interest! So far, no plans to do so as it's merely a hobby/side project but most importantly, the save system is finicky - updating it will cause backward incompatibility and the saved games will not be readable anymore. This is due to my lack of skill though, to overcome this I should learn to code up a better save system.

Sure @andresmdg! You can reach me at lorekingwn at gmail dot com and we can keep some conversations there. I'm surprised there's no direct message feature here on itch.io. Again just to remind you that I'm not a professional developer so I am definitely not great with best practices when it comes to development (I don't have great discipline either, haha), but I'll be happy to provide feedback and alpha/beta-test some of your WIPs/prototypes!

Hey andresmdg! Thank you for your comment. I am using Game Maker: Studio to create the games. Right now I think they have GMS2 already, but I don't have it. I've been a user since say--10 years ago?--and found that it's super useful to create 2D games and quick prototypes. Right now  people also use Unity, which has a free version so you can give it a shot, but I am not too versed in that (and sticking with my comfort zone!). Please let me know what kind of game you'd like to make, and we can see what's the right tool to do it. Best regards!

Craibos! Very sorry I spelled your name wrongly in the game. Just know that "Kraibos" was referring to you.

Thanks man! You are a big inspiration. Thanks for convincing me into finishing the game. Hope you enjoy it!

Thank you for your interest! I'm a fan of Fatal Frame too and I love the second the most. Please let me know if you have any questions or comments. :)

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Hi all! I am new to itch.io and is a solo developer as a hobby. I recently published a 2D point-and-click adventure (with horror elements) game here on: https://bit2.itch.io/lethal-frame.

About the game:

Two sisters found themselves trapped in the Lost Village. Armed with only the Camera Obscura which can capture the unseen, can you uncover the secrets of Kamikura Village and escape with your sister?

Inspired by TECMO's Fatal Frame series, this is a 2D point-and-click adventure game drawing heavy inspiration from Fatal Frame II: Crimson Butterfly on PlayStation 2. The game is developed in around 50 hours which provides up to 1 hour of gameplay experience.

Would appreciate feedback :) Hopefully you can become one of the fuel source for my motivation to make more free games in the future as a hobby!

Trailer: