Thanksssss mate!! 😘
RATASOFTWARE.INC
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I wanted to share something that almost happened to me today, in case it helps someone else avoid a bad situation. I was browsing Itch.io (as I do every day 😅) and came across a post that included a link. At first glance, everything looked normal, and I was about to click on it without thinking... I’m not even sure if the link was malicious, but there was certainly no guarantee that it wasn’t. My work is somewhat related to cybersecurity, and I’ve been thinking about how easy it is to fall into these kinds of traps.
So I thought I’d share a few basic things I’m going to be more careful about from now on:
- Very new accounts or those with little to no activity
- Creators with no projects, comments, or any kind of presence
- If something seems off, it probably is
It’s really worth taking a few extra seconds to double-check before clicking on anything...
Itch.io is an amazing platform, but, like any other site, it’s not immune to bad actors.
Stay safe and don’t click blindly like I almost did 😅
I’m experimenting with a mechanics system that reduces madness (-1) when smoking.
For this to work, the player needs cigarettes (a consumable item in the inventory) and a source of fire: matches or another flame available in the environment.
The flow is simple:
- Check that both items are available.
- Activate the smoking animation.
- Apply the Madness reduction effect to the character.
- Consume the used resources (cigarette, match if applicable).
Advantages of this approach:
- Clearly separates resource conditions from status effects.
- Easy to extend: can be used with other consumption mechanics (first aid kits, wine, etc.)
- Allows for the addition of visual and audio feedback without affecting game logic.
In my case, it helps players manage a negative status by integrating an everyday gesture as a strategic resource.
What do you think?
Hello, everyone!
I would like to share with you the design of my HUD, which I created this weekend. It displays the character's current wounds, madness, horror, and depression values.
To make it more dynamic, it only appears when the player is moving, and each value flashes red when it increases and green when it decreases.
I have also recorded one of the possible endings, which occurs when the player accumulates 5 wounds, and is one of the most dramatic for Chusé...
Thank you in advance for your feedback!
You're right, there are many things I need to fix!
It's a game I made quickly for a jam, and right now I'm very busy with another project... Anyway, I think the plot and background of the story can be a lot of fun, I'm really glad you liked it. 😉
Check out the game's devlogs, I'll post the next updates there.
Thanks for playing and commenting, have a nice day! 😘
I've been working on a mechanic for a game for days, and I'd like to know what you think.
During the game, the character will have three variables that will change depending on what the player experiences: depression, horror, and madness.
Each of these variables can increase depending on the player's decisions, what they discover while exploring the town, or certain events in the game. If any of them reach 5, the game ends.
The idea is not only for them to function as a “game over” system, but also to influence the experience while you play. Depending on the level of depression, horror, or madness, the world may begin to change subtly, and the character themselves may behave in strange ways.
Horror:
- Increases with frightening situations that occur in the village and that the player does not handle well.
- If it reaches 5, the player loses the game.
- With a value of 3–4, the protagonist may behave strangely, not wanting to go through dark places, refusing to enter basements, cemeteries, etc.
- It decreases by consuming items such as wine or absinthe, or by finding memories or objects that can distract them or lessen their fear.
Madness:
- It increases with the consumption of wine or absinthe, or with situations that occur in the village and are beyond the player's comprehension.
- If it reaches 5, the player loses the game.
- With a value of 3-4, strange situations may occur that reflect the player's madness and disorientation, such as finding objects that were not there before, doors that lead nowhere, etc.
- Decreases with tobacco consumption.
Depression:
- It increases with the incorrect solving of puzzles and riddles, or when the player recalls and does not handle sad scenes from the past well.
- If it reaches 5, the player loses the game.
- It has no effect at values of 3-4.
- It decreases with absinthe consumption, or by experiencing situations and finding objects that momentarily dilute their sadness.
Do you think it's too difficult for players to understand?
It's worth the effort to make the game more interesting, or is it a waste of time? 😅
Hi everyone!
I'm currently developing a psychological horror game where the main character struggles with depression and anxiety, and have to escape from an asylum.
The story also includes alcohol and tobacco use, and at certain moments the character may display self-harm behaviors (narrative-driven, not graphic).
Do you think should I include a clear content warning on the game page...? (There is not explicit graphics in the game, just narrative-driven, and it is not the main theme of the game).
I believe that the use of generative AI reduces the quality of the game itself and the effort required to create it, in the same way that handmade products are superior to artificial products. Furthermore, I also believe that artists, creators, etc. are so opposed to the use of AI because it also takes away a lot of their work...
Oh I'll check it out!
My game is made with RPG Maker, and I try to play with lighting, music, and effects to create tension in the environment.
Depending on the decisions the player makes, they will accumulate points of madness, horror, and depression, and depending on the value of these parameters, the scenarios will change, or they may even lose the game. 10-12 hours of gameplay I guess.
I've been working on the project for about a year, and I hope to have a playable demo in 2-3 months.
You can take a look here. 😊
It’s been almost two months since my last devlog… and honestly, there were quite a few moments where I seriously considered cancelling the project altogether.
Progress has been slow ,much slower than I expected. But despite that, I feel like the game is moving in the right direction, and more importantly, it’s becoming exactly what I want it to be. This is a very personal project for me, and I don’t want to cut corners or leave anything half-finished.
That said, looking at the current scope, I might be aiming a bit too high:
- 292 switches
- 202 light events
- 60 items
- 78 common events
- 73 variables
All of it set up manually.
On the development side, I’ve now completed all the interiors of the town. The scripted events are fully implemented, polished, and working as intended. During this phase, the game has also shifted towards a darker and more unsettling tone, which fits much better with the atmosphere I’m aiming for.
What’s left to do:
- Build the full exterior of the town
- Design the church and the cemetery
- Rework the default UI to better match the game’s tone
- Replace remaining AI placeholders with custom art (Only character portraits and cover just right now)
- Add secondary storylines (I currently have 4 in mind) If everything goes as planned, I expect the game to be around 10–12 hours long.
That’s where things stand for now. Thanks a lot for all the support so far.
I really appreciate it, and hopefully, it won’t take me another two months to post the next devlog 😅
As I said, thanks everyone, you can follow the project in https://ratasoftwareinc.itch.io/nightmare-in-san-vicente




Good advice!!
1. Start small and don't scope creep! Work within your limitations. Don't plan features you have no idea how to implement! Things can go downhill rapidly and you can be overwhelmed with the amount of curve balls coming your way! Time can also be a factor.
What I wanted to do:
- A small project to occupy my free time and make my friends laugh.
What I have:
- A year of development
- 292 switches
- 202 light events
- 60 items
- 78 common events
- 73 variables
- Sleep
- An angry girlfriend
😂😂😂😂😂



