This game really got under my skin in a way that a lot of games fail at doing. I love your style so much. You're so good at mixing photos, digital art, and pixel art. It all blends together so well. This game builds so much tension and made me feel so uneasy.
Both this game and It's Snowing do such a good job making me feel nasty by the end (in a good way). Glad to see something new from you. :)
Nobi RedRust
Creator of
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Thank you for playing my game. And I'm glad you enjoyed it for the most part. I'm glad you enjoyed the art and the characters. It's what I spent the most time on in the game. I've gotten a lot of complaints that the combat is pretty lacking because a lot of the skills are overpowered and can easily kill enemies, and while I would liked to balance it more, I didn't want to make it difficult either. I didn't think it would've been as easy as it was but I'm glad people like you are helping with all the feedback. I've also gotten complaints about the message box sound. In all honesty I just chose some random sound effect from my last game and turned my volume down, not knowing how annoying it'd be. Oops. The designs of the main area was mostly like that from the beginning. I made that map and then designed everything around it. I told myself that they were placeholder assets and I'd eventually replace them but I got so distracted with everything that I had forgotten about them. The tileset for the outside of the houses are from my last game and while I didn't like it I had forgotten to make new tiles.
But I'm glad your liked some of the game, and the world the story takes place in. And thank you for your words of encouragement, I've been pretty discouraged about making my games lately and I'm glad you took the time to play mine. I've met so many cool people on here and I'm glad to be part of the community of people that will be truthful and take time to help me become a better developer.
After playing through it a couple times and getting what I assume are both endings to the game, I feel like I can adequately review this game. It's a very strange game in a sense that it isn't strange enough. Like I feel like it doesn't provide any questions or mystery surrounding our job despite the weird circumstances such as: the weird people in our office, our weird boss. the ominously tall building, etc. There are hints of something happening but they never really go anywhere. The people on our floor are just that. They aren't fleshed out or given much to say. Even people we do talk to, like the cigarette lady, don't have much to say. I feel like the vending machine has a lot more to say with the amount of drinks and descriptions of said drinks than the patients or characters. It might just be me since I'm not a big reader but I feel like a lot of these things can be shown with a shorter description to each drink. But I also don't feel like it provides a lot and is more so just a way to put in some quirky writing, which could be good, but I never feel like the tone of the game ever sticks to anything solid. It never feels serious that would contrast the zany moments and it never reaches that level of wacky that would make these moments fit well into the story it is trying to tell.
In terms of gameplay, I appreciate the effort put into the combat at the custom UI for the battles but with no explanation or guidance I found myself confused. Skills I would use would often be undone by the patient resulting in a very frustrating experience. The balancing in this game feels all over the place and I never felt like it was in my favor. I found myself not using a lot of the skills because they don't provide a very meaningful description as to what they lower and what they raise. The way I passed the majority of the sessions was by using my cooldown skill followed by a skill to lower whatever bad bar was higher. I was able to help 3 of the patients with this method but I still failed 2 of them. The patient does more damage to themselves than I am ever able to fix, especially with the freakouts they have halfway through getting their self love up. I'm not sure if that on purpose to try to say something but it definitely messes up the balancing. I was also not sure if the patients were purposely not fleshed out at all to make em feel less important, like you're just getting something done rather than taking the time to help someone. Which would be cool, but I feel like if the focus of your game is helping mentally ill patients you could at least flesh them out a little.
Now, onto what I did like. Although this game technically takes place on 1 map I do like the plugin for the map that simulates a 3d environment. It provides a really moody graphical fidelity similar to old school dungeon crawlers. I thought the art was really cute and although taking a break wasn't really necessary to progress the game I still did so to see what was happening in the breakroom. I enjoyed aspects of the game here and there. And even thought it needs works you still tried. and that's what counts. Don't get discouraged, every moment is one for learning.
Before anything thank you for playing. I'm really happy people are still downloading and playing this.
As for the combat, I've received similar complaints about never switching out of Formation B. Players would be able to stay in formation B by stun locking the enemy with Headbutt and/or Hammer Strike for the duration of the fight. I didn't account for how much damage Form A would output when play testing or how easy the game would become when spamming hammer strike. I was originally going to add smaller enemies to the encounter that were more easily taken out with melee but I ran out of time. Towards the end I noticed that there wasn't a lot of strategy to the game, and while I definitely would've loved to make the game more difficult, I didn't want to frustrate the player and prevent progress. So I decided to leave it somewhat easy. There was a thought in the back of my mind that the player had far too much ammunition during combat, but my love of guns outweighed those doubts in my mind so I stuck with a somewhat realistic approach to the ammo count. Pariah's Fanning ability was actually a last minute addition. I tried balancing out how powerful the skill was by making her Hit Rate a lot lower than that of her sisters'. But because of the Take Aim skill this balance is easily put in the player's favor.
As for the twist I'm willing to admit that this thought sounded a lot better on paper. A lot of ideas I had I just rolled with, for better or for worse. More than anything I wanted to have a "what the f*ck" moment but I feel I could've done better. In all honesty I was going to cut the 4th wall break from the game entirely, but I felt that I didn't properly establish a character or foreshadow the events of day 4. I don't regret it, I feel like it at least put a neat little bow on everything but I also feel like I let it limit my creativity as a writer by working within my own f*cked up guidelines.
But again thank you so much for playing. I'm really glad you liked the characters. The writing is what I spent the most time on so to hear that getting praise makes me happy. Making this project and meeting people in the RPGmaker community has made me really glad that I worked on this project. And thank you for helping me improve by critiquing my work. It means a lot.
PS I accidentally refreshed/closed this tab a total of 3 times while writing this. I am an idiot. :,D
PSA: While the game jam is active I am not allowed to upload a new update for the game addressing the current bugs. Forgive me if you run into any. But seeing as I don't want anyone else to get stuck some of the biggest bugs are:
1) Interacting with the slide from anywhere but the bottom. Will lock your character in place. Preventing Progress
2) Interacting with the tent on the final day (DAY 4) will play the previous conversation from day 3 and lock the player in the EMPTY SPACE map. Preventing progress.
The other bugs can be seen on the Itch.io page. They're all visual or do not heed progress. Sorry for those that played and got stuck. I truly am sorry. And thank you for bringing these bugs to my attention.
Here's a picture of Usagi I downloaded off of the Chiikawa Wiki and had to convert to a PNG because it was a WEBP file. I hate you WEBP!

Great game. sweet azz visuals, really cool puzzles, and really unique mechanics I don't think I've ever seen in an RPGmaker game. I wasn't the biggest fan of the block pushing puzzles but I managed and I liked every other puzzle. I wasn't the biggest fan of having a lot of the things I needed to interact with be activated by player touch, I found myself running into a couple things and accidentally interacting with them. But I assume this is because the interact key is being used by the magnet claw. It's a minor complaint. I the last puzzle before you repair engine somewhat annoying because I didn’t think the magnetic arm would be able to go through the wall to access the last area. It took me longer than I’d like to admit. But everything else for the most part was fine. I loved the final resident evil style run through all the maps. The fact that the maps can be progressed through forwards and backwards just shows how good the mapping was. I ended up getting the best ending. 5 different endings is pretty wild so good on that.
Great game. Keep up the good work.
PS Amaru reminded me of Karen from Spongebob.
Yeah I hear that's a pretty big problem, sorry about that. I was planning on adding an autosave feature with a plugin but I didn't know where to put it at the time and it was getting late, I wish I added it now that people are getting softlocked lol. And thank you for the recommendation on the plugin. I always found it annoying how easily it is to accidentally make choices. Hopefully I can roll out a QoL update when the game jam ends to fix the issues. But I'm glad you liked the characters. These characters were meant to be one off enemies from my other game but over the process of developing this game I've come to like them a lot more. I hope in the future to make more chapters with these characters. And thank you so much for playing my game. It means a lot. :,)
While it is in a rough state I respect the attempt at trying something different. And I will always respect someone for trying a new medium. Some feedback on the game. I recommend starting with the basics first, lower the scale of what you’re trying to do before expanding. Don’t be ashamed to learn something new. Take your time. It’s okay if you have a slow work ethic or busy schedule, just work on what you can. Try using the functions that come with RPGmaker, like learning damage formulas, how to make skills, how to balance enemies. Making combat fun is never easy, especially with Turn Based combat but sometimes it’s better to start with something basic rather than having a gimmick. The introduction for example where you introduce characters can be an autorun event. Rather than having 3 separate events that each individually trigger when the player touches them. This video goes over Autorun events. They essentially automatically trigger and repeat until you say otherwise. I also recommend watching the rest of the series. RPG Maker MV Tutorial #18 - Autorun Events! The default resolution for RPGmaker MV is 816x624, so don’t work in resolutions that are way too high because you’re eventually going to have to resize them. Which isn’t a problem, just take this into account because there’s gonna be quality loss when resizing from really big resolutions. For pixel art, if you choose to use it I recommend using Aseprite. It’s really helpful when making pixel art and while it might be clunky at first it’s one of the most useful tools when making RPGmaker games. I wouldn’t have made a game without it. For non-pixel l art I recommend using Krita or another program of your choice. Just remember to use the correct resolution when working. Most of the resolutions can be cross referenced with the prepackaged assets that come with the game. This his isn't the way, there are devs a lot better than me that work in RPGmaker so take everything with a grain of salt. For some reason rapid slashes hit like 10 times but did 0 damage. This could be because the damage formula accounts for defense and the Cultist’s defense is too high, or the damage formula is incorrect. Damage formulas account for stats of players and enemies. The most basic formula is “a.atk * 4 - b.def * 2”. This is your basic attack skill. This essentially translates to “user attack × 4 - target defense × 2”. The list of stats that can be used in the formula box can be seen if you hover over the damage formula box which are all shortened. The numbers in the damage formula can be switched out for higher or lower numbers depending on what you want. The reason your Thief’s skill might not work is again, probably the damage formula. Could be a typo or an incorrect letter placed somewhere in there.
Sorry if this is a lot of reading. Just some advice on the current code. If you want any more pointers, advice or ideas I'm always willing to help someone out. Just don't get discouraged. Keep at it. Improvement comes with time and practice.
On a final note, the download size of the game is really big and I'm not sure why. The file for some reason had 2 "game" files in it. One in the regular main folder and another in the "www" folder, which is usually where your images, SFX, and data goes. I think you might have repeat folders inside of that one. Which is something you might want to fix. I'm not sure if this will cause some discrepancies but when deploying your game you can checkmark the box "exclude unused files" to save space. It'll make the game smaller by only deploying assets you used.
It's a little hard to get to that level before beating the game so maybe have you get a skill every level or at the very least every other level. It helps with the flow of game play.
and yeah I was a little upset they disabled uploads cause there are some issues in my game that need fixing but I guess I'll have to wait.
In all honesty I found this one very frustrating and I'm not sure how much is on purpose. Items like logs weigh 50 (more than half of your starter weight) and are worthless while others items weigh like 0.5 and cost more. I'm not sure what the idea is behind making these items' weight so ridiculously far apart. Weight was almost never an issue because I knew exactly what to throw out first every time. I feel like there shouldn't be a limit on weight but rather a debuff. Similar to Lethal where you move slower. I know this is easier said than done but I feel like it'd help. Especially with items like the Chunks of Uranium Crystal. I'm not sure why but even with all 4 party members I wasn't able to pick up this item. The max carry weight with every party member is 180 and the crystals weigh 215. I might've missed a max carry weight upgrade of some sort. Which I probably wouldn't have gotten anyways because I never had enough money. They're strict as hell with your allowance. You'll usually end up with a little over 1000 dollars by the end of your first day plus a small bonus if you exceed quota by however much the game wants you to. Which is never enough to buy a lot. The most important thing to get feels like party members, which cost about 1000 each. Which is a common number in the shop. I often felt like everything in the shop eats through all of your allowance. Even one use items that you feel would give you a little bit of an edge in combat like throwables and consumables cost the same amount as a person. Which makes sense for the world but locks you into what you can and cannot buy. Which doesn't help with a constantly rotating pool of new items each day. Combat feels intense and not in a good way. The enemies are either numerous, strong, or just really annoying. I never felt like I was prepared for any fight. I found myself escaping from almost every single encounter I came across because of how deadly every encounter can end. This also in turn despawns the enemy until you leave and come back. Which is something that always seemed to work. At its worst you'd run into a troop of 5 bats who all get an attack in before you can escape. At its best you run into a slow enemy and are able to escape without a scratch. Speaking of that I wasn't the biggest fan of the QTE for almost every skill. While it does keep the player engaged in the combat it also gets old after doing it against a troop of 5 bats. At some point I got lost and bored of the looting gameplay and just kept fighting everything til I died.
I know I had a lot of negatives here but I think you have a really really really good base for a game here. A grimy setting, a weight system, quota mechanics, great presentation and randomization. It has a good core, it just needs some balancing. Which makes sense considering the small amount of time you had to make this. Every added mechanic takes a lot of play testing to get perfect and there are a lot you have to account for. There are a lot of moving parts here and it's okay if they aren't all oiled. For what it is I find this very impressive. I just think you need to reevaluate the focus of the game. Like it'd be really cool to take inspiration from something like darkest dungeon, where it's more battle focused and the treasure is a side objective. Because as it stands right now it's not very fun to run away from every enemy and collect random things you find. But for now I really like what you made and look forward to seeing this updated. Don't get discouraged. Every moment is one for improvement. Keep up the good work.
I beat the game on level 4. So I was 1 level short of getting a new skill. Honestly the game is pretty short so maybe a skill every level might keep combat more fresh for the player. In all honesty I escaped from most enemies while I was trying to figure out what to do so I didn't end with as high of a level as I thought. I mainly ran from every battle cause I thought Double Strike was the only move in the game. If you don't mind me asking how many skills did you end up making?
Edit: While trying to grind for new moves I ended up getting paralyzed for 4 straight turns in a battle and got beaten to death. I feel like that might be too unfair to the player since the actor has no way of getting rid of it other than waiting for it to end.
I just beat the game. I feel like game lacks a lot of new skills to play around with or make combat fresher. I do like the amount of maps but with no objective it's hard to stick to the gameplay loop of exploring empty maps and opening every treasure chest you see. Not that this is a complaint but I found I had so many items I never used. I found progression somewhat confusing because sometimes you just have to interact with random stuff. Wasn't really sure what happened in the ending. I assume this being killed all the humans on the maps, which is why they're so baron but it's never set up or established. I wish there was a little bit of foreshadowing to the ending. I thought it sucked that our character is forever trapped in the forest and enclosed by trees. So I reloaded a save and tried to say "no", but the text crawl is so slow. It took almost 3 minutes to get through it. I thought it'd give me a boss fight but instead it just gave me a game over. Was kind of upset that our only ending is a bad one.
But don't get discouraged. Honestly it's a fun little game, and while it is somewhat simple it is a step in the right direction. Every game you make is another experience to improve and it's a lot better than my first game. I liked the jokes sprinkled through the game. I recommend you make some of the maps smaller, give them borders to make where the player can go more direct, add some more skills, make progression a little more clear to the player and add a little more of your story to the game prior to the ending. I know these might sound easier said than done but you're on the right path. Keep up the good work.
I gave this one a fair shot. I'm currently stuck on Desert 3. I'm not really sure where to go at all. I assumed it's the ladder than causes the large bore boss to appear but I can't seem to do any damage to him whatsoever. I thought it might be one of those bosses that kills you to progress the story, but when I tried purposely dying it resulted in a game over. How do I progress past Desert 3?
It's super cool how you were able to make animated enemies. You did a really sweet job on the game, and despite the few shortcomings it's still a neat project. Hope to see more in the future.
also forgot to mention but I thought the looping maps were a super cool way of showing that the player is lost.
Wasn't rocking with it at first. I thought the combat was a little bit confusing and clunky and while I still think it is I eventually found myself somewhat engaged in the combat. I started thinking a little more strategically after getting my sh*t rocked by Dominion like 5 times lol. It was cool to finally get the hang of the combat but it all feels somewhat precise. The reason I got knocked by Dominion so many times cause my HP was at 80 and they always attacked first. I was able to pass this by going back and getting a kiss. Which, I mean I'm kind of split on. On one hand I feel like making the enemy faster than the player helps with balancing but on the other it can get frustrating have to always think 2 steps ahead and over correct to account for future enemy attacks. I found myself reading skills for longer than I should've to find the correct one to balance my bars. I also don't know what was up but a lot of enemies just seemed to stop attacking at some point and just block for the rest of their turns. This happened during the dominion boss fight. He used block 3 times in a row, which is how I won. While I wasn't the biggest fan of the writing I don't think the game would be as charming without it. I don't feel like it does enough to flesh out the characters and never involves anything deep but it does enough and gives them both personalities and creates a back and forth between them. Was a little upset that when something interesting was happening and both supporting characters were realizing that they might've just ruined this girl's life it just kind of ends. Wasn't sure if that was meant to be the definitive ending. Were you planning on making an ending to this post jam?
But other than that, HOLY! The art was cute, I liked the designs of the characters (and their portraits+), I liked the tileset, loved the custom sprites for the characters and good lord I loved all the enemies. I feel like the screenshots do not do this game justice. Every enemy being animated is so crazy and must've taken an insane amount of work considering how many enemies their are. I loved how each enemy troop was a new unique portrait. I was really surprised how good a lot of the enemies look. Great enemy designs and great animation. I'm also surprised you're using VX Ace. I've been spoiled by MV I can't imagine going back, but good on you for sticking with it. I honestly just wish this had a more satisfying conclusion. I know I'm one to talk but it just feels a little anticlimactic. But you all did a good job. Very impressive. I'll be looking forward to your future works.
Thank you for playing the game. Sorry that you didn't enjoy the battle system, I didn't have a lot of time to come up with a more unique system because of the time I had. That's why enemies only use 1 or 2 attacks. But I'm glad you enjoyed the writing and characters. In all honesty that's what I spent the most time on so I'm more than happy to accept that as the thing I did best for this game. If you don't mind me asking what did you not like about the combat? And how do you think it could be improved?
I did like some of the aspects of this one. For one I like the subversion of expectation with the page. It looks so bright and colorful and in reality it's a horror game. I wasn't ever particularly scared, since you don't often have control to avoid scares or deaths, it's just something to catch you off guard, usually involving loud noises, which I'm mostly accustomed to. But that's just me. I got stuck on one of the first puzzles involving the box and the television. I swear to god the TV says "4212" and it being a 4-digit code I thought the code was to the right door in the hallway upstairs. I thought maybe I saw the sequence out of order when I saw it so I tried "2124" "1242" and "2421" and when none of them worked I took a break. I got so hung up on it being a code for that door because it was the only place where I could put in a 4 digit code And the only other place I could put a code was in the living room, but that only had 3 digits. So I took a break and came back and put "421" into the box and it worked. I'm not sure if adding an extra 2 into the sequence on channel 2 was intentional but it definitely threw my off of what I was supposed to do. After that I breezed through the rest of the game without issue. I liked the puzzles. They were fun. I liked some of the bright and cheery visuals in contrast with some of the darker ones. I didn't understand what exactly was happening in the story but I enjoyed the weird mind games it plays. I did run into a bug when Dog Man is in your bedroom and every time you interact with him he'll play the event where he gives you the wardrobe key. I also ran into a few bugs involving assets carrying over from other rooms. 
I wasn't entirely sure why this happened but it's something that happened several times with different shelf items. I also second the opinion from Starmage that some of the transfer events should be set to player touch rather than action button. I also feel like the game could use more SFX. Like background sounds or doors shutting. It feels too quiet and often the only sounds you're accompanied with are the menu sounds and jumpscares.
But overall this was a neat game. I like most of the puzzles and I liked a lot of the art. I like the layout of the house and the tileset used. It all looked nice and pretty good. Again I love the subversion of expectation, I wasn't expecting a horror game. I liked how you can access the right room early but are told to leave, I love how that's even an option. I thought that was really cool. You did good.
Thank you for the heads up about the bug. I didn't actually catch that.
When developing the game I actually just chose whatever sound I thought best that I already had in my sound library from my last game. One that wasn't too long and one that wasn't too short so words would blend together more easily. I settled on some random punch sfx from my last game and but forgot to switch it out with something less obnoxious. My dumbass was also working with the sound down in the volume mixer, so the game's sfx would be louder than I wanted them to be lol. I am going to be rolling out a QoL update when uploads are enabled. Which will include an auto save feature as well. Thank you again for your insight.
and thank you for the diet tea.
I wasn't really sure what the point of the game was but I see now that its purpose is to serve as a dungeon maker for your friends to play. Which I think is a neat idea in a sense, but having to find someone to play a dungeon you made isn't always gonna be an option for most people. So I played it solo. Which I guess kind of ruined the game for me lol. But I like the idea. I'm kind of dumb but I thought it was super cool how you're given the ability to place blocks and I'm not entirely sure how that even works in the first place. So good on you for pulling the wool over my eyes cause I have no idea how you did that and it's cool. My main issue with the "editor" side of things is that during those sections you're still interrupted by random encounters, making building dungeons a lot more frustrating and tedious for the player. Which, sure might be ignored if the dungeons were say, 3 rooms. But the amount of dungeon rooms you're given feels overkill. It makes the builder want to get the dungeon done as soon as possible lest they die and lose their progress or want to constantly save to not lose that said progress. I feel like the final boss dragged on a lot longer than I felt was necessary which might've been rectified if I built an actual dungeon and leveled up my heroes, but the process of building it seemed so slow with all the random encounters. And I understand the encounters are there for balancing purposes, because if the builder was given infinite resources they could build a dungeon that is extremely affective at killing the player. But process just feels so slow. Maybe have the builders have some alternative way of making money that doesn't feel so disruptive. I feel like this idea could be improved upon but it is definitely a start.
Honestly the reason I stuck through to the end of the game was the writing. I didn't expect to laugh at this game but a lot of the jokes were funny. Especially the conversation with the final boss. I feel like it wouldn't really make sense without prior context, or knowledge of what an Isekai is but I thought it was funny as hell how the Isekai'd main character is some perverted psycho who killed his cat. I feel like putting that writing into another project would benefit you. It's what kept me playing the most and I wished there was more of it. Take this whole review with a grain of salt considering I didn't really play it correctly but I feel like there are some great ideas in here that could use refining. Keep up the good work.
P.S. You might want to add descriptions to the items the player buys. By default items "Potion" "Magic Water" "Dispel Herb" and "Stimulant" do not have descriptions in the RPGmakerMV database.
If I didn't already know what they did I probably wouldn't have bought them.
Short but sweet. I'd love to play a full version of this when it comes out. It's such a cool concept with cool character and enemy designs. I loved all the custom pixel art, this game looks amazing. Don't even know how you managed to do most of the things shown in this demo. There's so much passion and work put into the design, I just wish it was longer. Which I see is a common complaint here. But don't get discouraged. People like what you have and surely they'll like what you put out. Good luck in your future endeavors. I look forward to seeing the development of this.
I liked it. Pretty cool game with neat puzzles. I loved the pixel art for the custom tile sets and the custom sprite sheets. I liked the puzzles. They never overstayed their welcome and never felt like they slowed the game down at all and I loved the way the story was told by interacting with things. I liked the subtle touches of the main character's refusal to comment on some objects that he doesn't want to talk about. It never scared me but it felt like a psychological horror game, but the horror is a lot more relatable and the guilt the player feels is letting things pass him by and idling his life away, a much more common occurrence in young adults. At least that's what I got from it. Of all things it reminded me a lot of when PT released, got cancelled, and every indie horror game had to be it. Which usually boiled down to some guy murdering his family and reliving a moment in his life over and over again. But I often found myself relating to the main character rather than being appalled by his actions. It's easy to let your life slip through your fingers and I think this captures that nicely in such a short experience.
My only issues with the games are minor ones. The rooms in the house feel like they had a lot of empty space, like they're missing some furniture. I wasn't sure if that was intentional or not just something I noticed. The puzzle involving putting your house back together was cool but because of how big the place is and my terrible memory, my dumbass didn't know where to put the couch. But I was able to use a reference of images off the itch page so all was good.
Surprisingly I ran into no bugs and everything went well. I loved how interactions changed depending on which loop you were in. I liked the camera shifts when entering the bathroom or kitchen. It was all the little things that made this one special. Keep it up.
Looks great. Probably the most stylized game I've come across. The lighting and tile set do a great job at making it feel like a cozy little apartment. They both look really good. Towards the end I became somewhat invested into the story and what happened in the apartment but a lot of it is cut short. The pay off you get from a lot of the events is almost immediate and the relationship between the 2 isn't given time to develop. But given the time you had and the lack of playtesting this is quite impressive. I did run into a bug where you're supposed to call the Ghost's living father, so assuming my phone was in the bedroom I went there, and came back out only to have the flickering light event repeat itself. But that was the only bug I had run into. I had a bit of trouble on the last word prompt, as obvious as the word was. I'm kind of dumb. I assumed it might be a room in the house since we were interacting with the door. After that everything just falls into place and ends almost immediately. It feels like it had a lot more planned and was cut short by time constraints.
But I loved the game for what it was, and other than the text prompt it never felt like it overstayed its welcome. I was so intrigued by the game I didn't realize it had already been 30 minutes. I loved the 2.5d graphics and the lighting affects, they both look rad. I like the idea of the relationship between the two and I liked that something new is happening each day that make you do something every day. It made it feel fresh. All in all I liked this one a lot. I feel like it could've been better with more story to makes moments have more impact but again with the time give this is impressive and I am looking forward to seeing more from you.
Strange little game. Lot of reading, and a lot of green. All in all it is a really cute little game. The graphical simplicity and use of a simple colors reminds me a lot of One Shot of all things. Although it is a little on the simpler side in terms of graphical fidelity it still nailed the vibe of some of the areas in that game. Especially the music. It all adds up to a pretty cute and wholesome experience. I'll be looking into your other works.
Edit: Also sorry I forgot to rate it and am barely seeing that I didn't a day later.
Oddly good dialogue between characters that were sometimes confusing to keep up with depending on whether one of your party members was talking or not. Not a big fan of the combat, it felt a little forced. You can just kind of spam attack and win and with all the party members you have it makes it even easier. I don't know why but all my party members were invisible for some reason and only added to the confusion when players in the party were talking. There's also just so many characters it all becomes a blur of people talking. Conversations involving 3 or more people felt disjointed, especially with everyone of the characters being represented by orange.
But I like a lot of the dialogue. There are a few jokes I like here and there and dialogue never feels as stiff as I thought it would. I like the custom sprites, they look cute and goofy and there are some neat ideas here and there. Needs some work but good job.
I liked the idea of a game. The concept was pretty cool. It was like Stardew Valley but with some light combat. I honestly couldn't really fathom how you were able to makes crops grow all from different seeds. It's rad as hell. I feel like making the hoe act in front of the player rather than below was a weird touch, considering everything other item for farming acts below the character but that's just a nitpick.
The presentation was at times rough, but you did good considering. Wasn't the biggest fan of the music. Everything also just feels really slow and the player lacks objective. Like for example in Stardew you're growing crops, fishing, etc. to earn money to get upgrades. In this game you only really grow things for the sake of doing so. You don't get money from it and as far as I know most items are given as gifts. There's a lot of reading in this game and it can sometimes overwhelm the player when you start describing little things the characters do. I don't suggest cutting it out completely, it's somewhat charming, just reformat it or cut down on the word count. But take that with a grain of salt because I am a poor reader. I also feel like the combat is just thrown at the player with all their moves and little understanding. I feel like if the game had smaller combat encounters with maybe pests of some kind it'd help with the build up of the final fight of this prologue. There just isn't a lot to do.
Despite those things the game had some fun things to do. My favorite part was possibly the fishing mini game, which works surprisingly well considering it's RPGmaker. I liked that the map wasn't overwhelmingly big, and I enjoyed the concept of a robot growing food for humans. Overall, neat game just needs some work.
I really liked the dream sequences where things manifest in real time. It's a really cool affect. I wasn't the biggest fan of having to sneak past about 5 rooms of enemies that get progressively faster and more difficult to avoid. I feel like it could've gotten the point across with 3 rooms. It was a little frustrating and towards the end I chose to attack and I got locked into the (I forgot what it was called) over extension ending. It wasn't a very long game so it wasn't the most tedious game ever. But again those dream events where things manifest in real time was really really rad.
Edit: Also I think this is impressive given how little time you worked on it and how close you were to the deadline.
Great presentation with some damn good art, set pieces and events that were pretty cool. My only issues is some of the puzzles were kind of obnoxious, and the fact that you can almost immediately lock yourself into an ending where none of the puzzles matter unless you do them in a specific order is kind of a let down. I feel like the game could've been a lot more linear than it was. But I'll be damned if I didn't like looking at it. Great pixel art some of the best I've seen. Which is super cool knowing that it was done in such a short time.
First of all I loved the presentation. It was probably the highlight of the game. Although the majority of drawings were unfinished they still were oozing with care and charm. The moody intro cut scene was enough to pull me in. I like the main character, they're adorable and even though most cut scenes are unfinished they're still fun to watch and as much effort as this game has in it, I feel like there was a little too much work put into it if that makes sense. I felt like some of the work was put into the wrong place, like all the different kinds of scrap you can get, all the different items, and all of the moves. I didn't use the majority of them. I'd gotten some of the optional scrap and invested most of my money into increasing my damage and I'd gotten most moves from those machines. Which made every enemy pretty easy. I scaled up in damage very quickly and I didn't really have any reason to invest into any other items that would increase my attributes. I think the gun is kind of cool and I like how shooting the enemy gives you an advantage in the battle. Other than that I did run into a few bugs. When first meeting The Woman in the beginning she asked me to open the door but I just talked to her again and was able to progress without ever knowing, and the work pass you're given is tagged consumable so I was able to f**cking eat it. Not sure if that was intentional lol. And I know it was addressed but the final boss got her sh*t rocked with one move.
Despite it's minor flaws I think this has a great custom tileset, great custom sprite sheets, great custom art and great custom sh*t I didn't even know you can customize in RPGmaker. For one the custom battle graphics. It all looks great. You did good with this game keep it up.


hope you like it
I drew a tiny kid real quick. Hope you enjoy.