It's made in RPG Maker MV
Skyforger007
Creator of
Recent community posts
That was really odd. I have no idea what was going on, the story felt really loose and I couldn't link anything that happened together. I don't understand the title screen. You have a perfectly fine image here on the site, why didn't you use that for the game? The title also requires some music and not the white noise that is looping in the background.
There was some of those sudden death things that I really dislike. I don't understand why you would have a choice in the starting cutscene which if you choose, you will die and have to go through all of the cutscene again. You say on your game page that "there are only around 30-45 minutes of heavily polished gameplay." I would disagree on the heavily polished part. The maps are average at best. Most of them are too big with a lot of empty unused space. There's simply too much blood everywhere, you get so used to it that it gets boring. The randomly placed holes and cracks and missing floors, walls etc. feels really off and while the same is seen everywhere, it's boring level design, same as the blood.
The dialogue doesn't feel natural at all. All of these people end up in this strange place and they really don't seem to have any worry in the world. The player character especially. She's just making jokes while she should be terrified. Which kinda shows that you don't know what you want the game to be. Is it horror? Is it comedy? There's also some foreign words mixed in that I do not understand, it merely breaks immersion if I have to google what the words mean to have any idea what they're talking about. Most of the scenes in the game happened so fast that I barely had any idea what was going on. Some random shadows pop in, a couple sound effects, then they disappear. And the player continues on like nothing happened.
The puzzles feel either too easy or weirdly placed. There's some chemical in a bathroom that purifies blood? The thing just breaks, I don't know what just happened, there's a timer in the corner, and by just clicking around randomly the character says something stupid and I've completed the puzzle. I mean, okay? That was super weird. I laughed so hard at the puzzle with the jumping thing and the floating trees (there was a typo.) She seems to be more concerned about the freaking floating trees as opposed to the slaughter that had been going on there. Seriously? I don't know anymore what to think about this. Should I take this seriously? It's really hard to do at this point. Then there was the running away thing. There's a maze like thing which you only have one chance to get through without dying, and you will very likely fail on the first try as you can't know which way to go. When I got to the final puzzle, the character just happens to figure out by herself what to do. "make the room symmetrical" or whatever. How would she know that? And the teacher just so painfully conveniently happens to have the item you need for the said puzzle. That's just very poor design. The puzzles need to seem like they belong there, have a meaning for them. Not be simply random quick puzzles that seem to have no real connection to the story itself.
You really have to work on your mapping, dialogue, story and puzzles. So that's what, everything really? Find out what genre you want the game to be give us a bit more backstory and work on how you're presenting it. I'm giving it two stars for the effort.
But I mean she can beat up a child and not get immediately arrested is what makes it so baffling. Is there some additional clues for the code? That safety measure feels kinda off, forcing the player to figure it out like that, if they don't figure out then they should fail. Or maybe the code is just too hard ?