You're welcome mate, good luck with your projects!
RATASOFTWARE.INC
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The first playable DEMO of Nightmare in San Vicente is getting closer, and I can’t help but feel that mix of excitement and nerves that always comes when you’re working on something nobody else has seen. Most of the development is already finished, but without much feedback, you can never be completely sure how players will receive it… and those doubts are always there.
As for the project, the church is finally designed. I’ve also completed a small part of the town exterior, and tackled the thankless task of the HUD and UI—an almost invisible job, but one that took a lot of time and effort. On top of that, all 7 possible endings are designed, and the side quests are fully completed. You can see all of this in the devlog video.
What’s “left to do”:
- Design the INTRO and the remaining part of the town (the map is pretty large)
- Create the game manual and cover art
- Replace the remaining placeholders (character portraits)
If everything goes according to plan, I hope to have something playable in about a month, and I would really appreciate your feedback. I’ll also soon need players willing to test the game.
As always, thank you so much for your support. After all this time, I feel like I’m REALLY close to finish the project...
Thanks again, everyone! 😘
If you want to promote your game on itch.io, there are several strategies that work quite well:
- Social media: share updates, screenshots and news on X, Instagram and forums such as Reddit in indie game or RPG Maker subreddits, depending on your genre.
- Short videos: uploading gameplay clips or teasers on YouTube or TikTok really helps people see your game in action. Clips of 30–60 seconds can attract curious viewers.
- Take part in jams: itch.io game jams are perfect for gaining visibility, receiving feedback and connecting with other developers.
By combining these three tactics, even if your game is small, the community can discover it and start following it.
Gook luck mate! 😘
Hi eveyone!
Here’s another of the possible endings for my game, in which the protagonist falls into a trap in the old San Vicente mine.
Bearing in mind that the game is made in RPG Maker and my graphical resources are quite limited, I’d like to hear your thoughts on the ‘atmosphere’ of the scene. Does the combination of lighting effects / music / sound effects work?
I’d also like to know what you think of the UI (main menu, ‘Threads’ option…), as I’ve designed this one from scratch and would like to hear your thoughts.
Thanks in advance!
Thanks for your time and for your feedback!
Regarding the HUD, I’m referring to the display in the upper-left corner of the screen, which shows the player’s Horror, Madness, Depression, and Wounds values. It only appears when the player is moving to add a sense of dynamism, and it flashes red whenever any of these values change.
As for the sounds, they were indeed still in development; 😉
I’ve added them for both the menus and the events that change these values.
Thank you very much again for your feedback, and have a great day!
Pues tiene muy buena pinta, aunque no tengo muy claro como funciona el tema de la comunidad... nunca creé una para ninguno de mis proyectos, como verás tampoco soy un experto... 😅
Lo que si te recomendaría es sacar una demo jugable lo antes posible, y que se pueda jugar online para que lo chequee más gente.
De ésta forma vas a recibir feedback y sugerencias que te pueden ayudar con el desarrollo del juego. También te sugiero que busques una jam a la que presentar el proyecto, ahí también obtendrás mucho feedback.
Por lo demás la página pinta bien, y el juego todavía mejor, abrazos amigo!
Yes, it’s definitely possible to make a good game within those constraints. Limitations like a 10MB cap and no external dependencies can actually encourage creativity and efficient design. Many great web games rely on simple mechanics, clever art direction, and tight gameplay loops rather than large assets or complex backends. That said, the scope would need to be carefully managed. Something small but polished, like an arcade-style game or a clever puzzle, would fit much better than a content-heavy experience...
As for whether I’d try if there were money involved: potentially, yes, but it would depend on the expected return versus the time investment. If the compensation felt fair for that extra effort, it could be a fun and worthwhile challenge. 😉
Not an easy question! There are tons of engines out there, but if you're starting out, I’d definitely recommend checking out these two because they’re very beginner-friendly and great for actually finishing projects:
RPG Maker
- Paid (usually one-time, often on sale)
- Learning curve: Easy / Medium
- Capabilities: Perfect for 2D RPGs, but flexible enough for story-driven or adventure games
RPG Maker is kind of the “classic” beginner engine. It comes with built-in assets, a visual editor, and systems for maps, battles, dialogue, etc, so you can start making a game without coding.
You can go deeper with scripting (JavaScript in newer versions), but you don’t have to. It’s great if you want to focus on design and storytelling first.
Twine
- Cost: Free & open source
- Learning curve: Very easy
- Capabilities: Interactive fiction, branching narratives
Twine is amazing if you're just starting or want to prototype ideas quickly. You basically build your game like a flowchart of story nodes, and it exports directly to HTML so you can share it instantly. You don’t need to code at all to begin, but you can add logic, variables, and even JavaScript later if you want more complexity.
So in conclusion, If you want something more “game-like” with visuals and systems, go with RPG Maker. If you want to experiment, tell stories, or start today with zero friction, go with Twine.
Curious: what kind of game are you thinking about making?
Hello, congratulations on getting the project off the ground; it sounds like a brilliant idea. 😊
The fact that the first artists have already signed up so early on is a very positive sign. Creating a dedicated space for independent video game musicians is something that many developers and composers can benefit from, so it’s fantastic to see you heading in that direction. What’s more, making it open source lowers the barriers for people to get involved and can really help the project grow faster with contributions from the community.
Good luck with VoxelBeat, I’ll be keeping an eye on how it develops!
¡Hola y bienvenido! 😊
Primero que nada, es normal sentirte así. A casi todos nos pasó al empezar, especialmente en una comunidad tan grande como itch. Estás entrando a un espacio donde hay de todo: desde principiantes hasta gente con años de experiencia, así que es lógico sentirse un poco abrumado... Sobre cuándo empezar a mostrar tu juego, creo que no hay un “momento perfecto”. Mucha gente comparte desde etapas muy tempranas y otros esperan a tener algo más pulido. Ambas opciones son válidas. De hecho, particularmente pienso que compartir antes suele ser útil porque te permite recibir feedback que puede mejorar tu juego desde el principio.
En cuanto al miedo al hate, puede haber alguna crítica, pero en general la gente de ésta comunidad es bastante respetuosa y con ganas de ayudar. Tendrás que saber diferenciar las críticas constructivas de comentarios dañinos que no te aportan nada y puedes ignorar.
Y un consejo importante: no necesitas que tu juego esté “perfecto” para compartirlo. Si esperas a eso, probablemente nunca lo publiques 😅. El desarrollo es iterativo, y mostrar el proceso también forma parte del camino.
Y por último: intenta verlo como un espacio para aprender, no como un examen. Nadie espera que llegues siendo experto.
¡Mucho ánimo con tu proyecto! Si quieres, puedes contar un poco más sobre tu juego 👾
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!




