Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics


A member registered Jun 13, 2015 · View creator page →

Creator of

Recent community posts

I can imagine, it's a jam game after all! I do think these "limitations" end up making a narrative that is exciting, and it felt refreshing to be empowered rather than powerless, for once. Thank you! <3


Loved this so much! Very atmospheric, really enjoyed Thuy's character so far (diving into a cursed U-Boat by herself muttering witty banter, suddenly KICKING the SHIT out of time water angels and 1 second later delivering the most deadpan physics lecture i've seen was... unexpected and exciting), great music (though, I'd have loved to have some more silence and ambient sounds, as the song gets grating and loses effect after prolonged exposure), it was a blast, enjoyed it a lot!

To be honest the only thing that would make me more excited about this is... if she could get even more badass. like. rpg elements. parasite eve. enemies giving xp. you know? which i don't see horror devs doing, and i understand why they don't, but i think it would fit here lol  i am pleading everyone to be inspired by parasite eve all the time though...

Thanks for making this and congratulations for the awesome title and taste!

I made a video recording my first impression / full playthrough. I did not ask for permission, so I can delete it if you prefer! :)

These screenshots are so INCREDIBLY appealing, I'm absolutely here for that omg

Please disregard the downloads on this page. It was supposed to be hidden. They are NOT compatible with Wave 1 EasySTAR animations, they're intended for unreleased content and I just found out today that I'll not be able to retroactively update the first 4 animation packs on their current platform. 

It seems I am unable to update files on past bundles, so I cannot fix the first 4 EasySTAR packs as they are in their humble bundle forms. 

However, and you actually caught a page that was supposed to be hidden lol, I can still fix the next 3 EasySTAR packs that are due on a certain event that will happen in the following months, so I'll do just that, thank you! I'm also planning to release an updated compilation of all EasySTAR packs on The bugfixes (and extra content) will definitely make their way there, which will also be likely the only non-bundle way to acquire it. I'm still studying exactly how I'll approach that, especially since I want to provide discounts to previous EasySTAR customers, but itch is definitely the easiest platform to provide maintenance, support and updates.

Thank you once again for your invaluable feedback!

(1 edit)

Thank you very much for your feedback! I had never tested html deployment; in hindsight that should've been rather obvious. 

Indeed, the missing texture is just HB_Basic.png, as I eventually renamed it to HB_Basic.png to avoid compatibility issues, but wasn't able to update the Humble Bundle packs yet. Once again, thank you very much for this very precious feedback, I'll do my best to get the Humble Packs updated as soon as possible, both to fix the texture folder capitalization issue and to update the texture references!

(2 edits)

thank you! I'll look into it right away. I'm currently fixing my work PC so i might take a day or so. This textureset here is still rather barebones, there's planned content for a future update that should make its way here soon; the current state of this download should be enough to fix any issues with compatibility between the first and second batches of animations. 

By the way, you can name the texture folder anything and it'll remember, which is really convenient for organization. My other animation pack series, SeraphCircle, which isnt yet out, has a dedicated folder for itself inside the texture folder. Still, I didn't know capitalization differences could lead to this sort of issue, I'll have to fix that! It does work out of the box inside RPG Maker MZ, though. 

What are you using these animations in? Effekseer itself? Unity? 

I noticed the project still uses the 1.0.0 version of the core script. Is this intended? What is the optimal corescript version for this plugin?

Thank you very much for your support! I hope it was of use to you!

well the dev has to eat, it's great that they're charging real money to create a real tool! i hope it becomes a trend during this rpg maker generation, so that we can have a rich array of very powerful commercial development tools for rpg maker.

after all, in the previous rpg maker generations all 3d-like solutions were free, but none of them did 5% of what mz3d can do and didn't have the budget to keep continued support / updates etc

As soon as we're in with the new publisher, we'll get back to you! Thanks for your interest.

(1 edit)

Was superb on MV, is still superb on MZ. I'm a Patron but I bought it on here anyway, both the MV and MZ version. This deserves all the support it can get!

Now if I'll bring myself to finish an actual game (with it or not...) remains to be seen lmao

Hello! Thanks for supporting my work, I'm glad you like it!

I have been considering making backgrounds. I haven't made any yet, but there's a massive number of monsters waiting to be released -- I'm working on several packs at once -- and perhaps I'll ship some backgrounds with the next packs. I'm making animation packs too, but because of this topic I'll consider the backgrounds a bit more seriously. Thanks again!

Thank you for your support! You're supposed to place the enemy files inside the "enemies" or "sv_enemies" folder on your RPG Maker MV project.

Alternately, you can use the Resource Manager to import artwork. Just open your RPG Maker MV project, click on the Resource Manager button, then select the Enemies folder and Import.

Have a nice day!

lmao deadass expected to see a bug, saw a cute comment instead

Thank you, I'm so glad you like them! <3

The difference between them is both sizing and a few details, mostly eyes. I've designed all creatures to work both on sideview and frontview, so on the sideview folder they look to the right, while on the frontview folder they look at the camera. 

This is mostly just for convenience, as you can use them in whichever perspective you want! 

If have any more questions or suggestions, I'm here! Have a great day.

I think that instead of reducing the 'Scale', it's probably more efficient to, in the Render (not Basic Render, shown as an orange cube, but Render, shown by a white cube) tab, you change the node type from the default Sprite, to None!

Hey! Seems like an interesting project. Did you guys acquire the packs? How do you intend to use the manual?  That sounds exciting, but if you intend to print and sell then we should negotiate. That's something I'm very happy to think about, seeing as how I wanted to write a little lore section about each monster myself, and I love seeing what sort of work people do with my assets!

OMG I'm sorry, it seems I accidentally edited your comment instead of commenting myself??? I honestly DON'T know how that happened and I'm so perplexed. Anyway, I'll copy my reply to another comment. 

"They're on the main page! Right above the Download button. 

But basically, you're free to use it to develop games as much as you wish, either commercial or free, and on any engine. You're not allowed to resell, redistribute or otherwise try to repackage the assets though. (of course.)

If you have a particular need hopefully I can help you out!"

My apology for this mistake. The last thing I want is to impersonate someone else! 

Proudly participating! <3

Thanks a lot <3

(3 edits)

Whew I wrote an enormous response, clicked the notification icon and erased everything...

For now, this pack is very different from the current Steam version. But an update to legacy owners of the Steam version should be rolling soon. The main difference between this and Steam will be, then, the presence of .PSDs, which allow you to make new variations of most monsters. (Most of them are separated in folders with opacity masks, by clicking on the individual layers/folders and altering the Hue you can make plenty of really neat edits). I plan on releasing further content updates on this one such as new monster variations, and since this one is independently published, I can roll out updates and new content in a much swifter fashion.

I don't know how I'd approach 'loyalty discounts', since any previous sales are information accessible only to my publisher, so I have nothing to go on.

Still, I'm looking forward to feedback, both on the contents of this pack and things you'd like to see in the future! Packs #02 and #03 are on their way to here :)

edit: I noticed that the short description mentions "extra files"; this is a relic from a previous version of the pack and I'll swiftly remove that. For now, it's the .PSDs. 


where ARE the COMMENTS?! Did this get a judge review?????????? that was fun

There are other ways to check and they will do a thorough check on any potential winners that's for sure. But you don't have to really worry it, as long as you do everything in good faith you're safe :)

(1 edit)

Just confirming something I took for granted / treated as obvious: I mentioned being tired from working on my IGMC game on twitter, and people immediately said "the jam doesn't start until tomorrow". 

As far as I know, IGMC's jams always have started immediately from the official announcement, and the delayed submissal date on the official page is just meant to stop people from submitting old or unfinished work. Is that right, or do I have to scrap what I've done in this meanwhile? (most background writing and some spriting)


They're pretty good at looking at files' creation dates nd other methods, as well as you can be sure they'll be doing great detective work on the winners lol

(1 edit)

I think a demo version -- or rather, a vertical slice, is what's more appropriate for this jam. 

Also, the full version, if you win, has an exclusivity publishing contract with Degica, so it can be paid if they're publishing, lol

(which is a sweet deal imo, perhaps even moreso than the cash prize)

Yeeeee how productive! I'm very looking forward to playing another game by you <3

thank u so much! I'm very glad u enjoyed~ <3

thank you!!!! I got so stressed i zoned off of for the month and just saw this now >v<)'b but there's some new stuff i cooked off in the meanwhile! :D <3

Thanks for the report! Indeed, some people have been having troubles with unzipping the files; it's random though; only a small number of ppl reported this. I wonder if that'd have been an issue if I .zipped it instead of .raring it....

Maybe if you tried unzipping it with another compression program like 7zip? Regardless, at some point in the next month I'll be uploading an updated version! ; o ; 

Thank you very much for the interest ;v; <3

Did a let's play of it, lovely game~~ <3

Thanks so very much for reporting this in the page. <3

It's funny, it appears to be an actual RPG Maker 2003 error and not my mistake -- all the RTP files are inside the game folder, and it DID run on my laptop with no RTP installed; while a friend who DOES have the rtp installed got the same error. 

I contacted the staff to talk about it, because nowhere in the rm2k3 helpfile it states having to do anything other than adding the rtp files to the game project : / 

anyway, i'm gonna make an installer version with bugfixes and a bit of expanded content and post it on RMN in a short while. :/

Thanks for the feedback!

(2 edits)

thanks!!! ehe <3

Progress: Working on the Intro cutscene, schemed the battle system further, did some extra tiles such as statues and cut-able tree stumps!

that looks like a surprisingly fun and endearing concept -- and i actually find the lack of walking animation to be charming and fitting within the game hahaha <3

maybe try playing around with colour grading though! the loads of grays would benefit from it~

Heya! This is Jo and I'm working on an RPG for the ongoing IGMC2017, tentatively titled Heaven's Door.

It's a condensed RPG, where I (as usual) attempted to 'reverse engineer' traditional RPG mechanics and make it the simplest and funnest I can.

Some mockups (I'm still on the graphics creation stage while I figure out the code structure in my head)

The battle screen. I'm going to add a shade of black to the player sprites. The battle system is simplified but dynamic-; commands are entered in real time using directionals (you assign up to 4 spells and items per character to the directionals)and, while the battles are turn based, the Combo counter is constantly rolling so you're encouraged to make quick decisions to keep it up and reap its plethora of effects. Ability scope is automatic; healing always targets the ally with least HP, attacks always target the front enemy, all debuffs target all allies / enemies.

The Specialty screen. The art is placeholder, not created by myself, and is ripped from Valkyrie Profile. I just  used it to help set the creative tone and have something as a placeholder on the menu; i'll be replacing it with my own art in a couple of days.
Outside battle, thigs are simple as well: There's no Experience nor Levels, you gain AP after every battle and can use it to increase your characters' Specialties. These do thing ranging from automatically healing a low HP ally without using up items or turns, to surviving fatal damage with 1HP, to countering enemy attacks. You can equip 4 of these and bring them to battle; they will often add special effects to your commands such as Healing Guard that lets Guarding recover (the party's!) HP, or Shock Arrow that has a chance of resetting the enemy's turn counter on hitting them.

Lastly, my graphics for the game. Dungeon design has metroidvania elements, with cutting open trees, swapping places with statues and freezing and engaging enemies. Still early, but hope it'll be an endearing experience!

Stay tuned for progress! : D