Download the app from their site and follow the instruction in it.
κ§ΰΌΊπ§ͺπ²ππππππ²πππππππΏ ΰΌ»κ§
Recent community posts
No problem, tbh there are two ways I usually play games made in RPG MV (since I use a Mac) - I either make a small local server in Python using the 'www' game folder, or play with AopAop on my Android tablet (which has a keyboard attached, using any Bluetooth keyboard will work too!).
Obviously, watching gameplays is not the same, but since the games are mostly story focused it's still very close to actually experiencing the game.
The kinetic novel started out pretty well, clearly explaining the plot without overusing inner monologue and the cast was introduced in a very organic way which was promising.
SPOILERS FROM HERE ON OUT
.
.
.
.
.
However, I think that the murder plot really came out of left field - there was almost no build up to it, and the way the killer was introduced did not create a sense of dread but felt almost ridiculous. And I think just writing a bayonet instead of its full description (including its century of manufacturing) wouldn't have pulled the reader out of the story.
I would also note that while the music was overall pleasant, there were points where it didn't fit the story and maybe a different track (or silence, when used well it can create amazing tension) would have suited it better.
Overall, I think if given more time to edit and polish the story, it could have been a very fun little kinetic novel, maybe if it was much more serious and holding the tone well right until the ending could have taken the story much further and make it more memorable.
Iva Somnia is a bite size horror experience that takes the player on a journey through the character's psyche in a world that starts deteriorating the longer you play.
One of the highlights for me with this game is how most of the horror is delivered via audio cues (the droning of a bell toll in the school, animalistic screams in the weird village) and doesn't use jumpscares or excessive amount of blood to startle the player, which I really appreciate and think it's a much more effective approach.
The use of a monochrome colour palette is a nice touch, with the night 'effect' giving a bit of a blue tint and showing red markings on different items was an interesting idea (I just wish it was utilized to mark important places/ items). Speaking of the 'effects', with the coke 'effect' changing also the icon for the character in the menu to look more disheveled and in pain, very well portraying her mental state.
[SPOILERS TERRITORY] Unfortunately, I wasn't able to string a story together from the clues given in the game's narrative. It is pretty obvious that the protagonist has lost three of her friends (and most likely the one who killed them), but the rest of the clues we got to what's happening were too vague (the protagonist is very clearly stated to be mentally unwell, but besides a couple throwaway lines about 'the voices' we don't get much information to understand and relate to the protagonist).
Overall, the game was a fun experience and I think if it was longer with more content it would actually patch up some of its weaker points.
It doesn't work on Mac because RPG Maker MV doesn't work with newer versions of Mac as they stopped supporting Mac ports with it, your best options are: try opening the windows version with Wine, make a local server with the files in the 'www' folder or run it on a random android device with the AopAop app (which is how I ended up playing it).
I played a bit more, the speed is a huge improvement!! I just have a small note about the riddle - I'm pretty sure I know the answer (not gonna spoil it for others though) and no matter which way I input it, seems like the game doesn't accept it. I can only suggest either having very clear instructions before the input (ex. write only in small/capital letters, no 'the' in the answer, no spaces) or have several options that are the same answer but typed differently (which is a bit harder to implement). I think also the text in the beginning of the input could be messing things up;;
I do love the character designs so far, simple but very effective, plus the words in French are a sweet touch to the text and I think makes the dialogue more interesting that way. Also noticed that you fixed the 'being able to save from the menu' issue and that saves only come with the campfires, really love saving points like these as they make the game much more intense and have higher stakes. Overall I really like your game so far, can't wait to see how it progresses ^^