It's an interesting concept. Good job!
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Very well polished game, and it's lots of fun once you have the timing down. The only thing I can think of that might improve it a little is some kind of visual indicator that you're on beat.
Thanks for trying the game! If it's after the first roof escape, check the clock in the piano room. If it's the second, look at the bookcase of fairy tales in the office. I also included a text file with the walkthrough if you get stuck anywhere else.
Thanks for trying it! There's two endings. The teddy bear in the laundry room was mostly a little joke item that didn't get finished in time. There's a walkthrough included that tells you how to find both endings, but let me know if the walkthrough isn't clear enough.
I like the idea of getting abilities from the enemies to get past obstacles on the map, but it's a little hard to tell that it's what you need to do. It took me forever to figure out how to get past the bridge lol. The browser version crashed a few times with no apparent trigger, but that might just be my bad internet connection.
The error seems to be fixed in this version. I love the writing and gameplay! It's a very unique use of the battle system. The story reminds me of Lux Pain, but has much better gameplay. I'd be interested in playing a longer version.
This was a really fun game! Just a heads up: there is some sort of bug in the final battle that made the enemies stop fighting for some reason. But that was the only issue I had with the game.
Thanks for the reply. If it was the ketchup, it was in the far left wooden cabinet in the storage room (the room to the right of the kitchen). If it was the resumes afterwards, they were in the dumpster out back (specifically the sprite with the trash bags).
That's a huge bummer. I really thought I had it working at least at a first draft level. What item was it, so I can make it more obvious when I update it? The others that reviewed it were able to reach the ending, so at least it isn't broken, but it's no good if players get stuck.
This was a cute story, but there's some stuff I think could be improved on to make it even better. The Engrish breaks the immersion really bad, and some of the choices don't make much sense (why was it bad to go back for the backpack? Why do I even need the backpack? Right or left at the ending? etc etc.). The biggest problem I had was how the ending just came out of nowhere. I'm the last person who should complain about a dead protagonist, but it was so sudden it was hard to be sad about it. It was more of a "Wait, wut?" and less of a "No, my worst fears have been realized!". A little foreshadowing would go a long way to making sure the ending breaks the player's feels with maximum impact.
Thanks for all the feedback! This was my first game and my first attempt at anything bigger than a single map in RPG Maker, so I was kind of learning as I went. I want to make an update to fix some issues and plot holes I couldn't beat down by the deadline, so I'll be sure to fix those problems you mentioned as well. The killer calling them 'it' is both because he's nuts and because I've probably seen Silence of the Lambs too many times lol.