Thanks for playing!
yiEPS
Creator of
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Oh, sorry about that. There is normal saving, but I dislike 'forcing' auto-saves on people which is why I didn't implement them. I might add it in the future as an option though.
Glad you liked my quiz style: it's based on Microsoft Encarta 96's Mindmaze, which let you do 2 attempts at a 4-choice question, and with no real punishment for failing them. The only thing it didn't have was explanations for the answers, which I felt were very important for a game about knowledge and why I added them in this game. It's important to explain why the answer is what it is, after all...well, except for some of the few free-win riddles I put in, of course, hahaha.
Thanks for playing!
Hmm, it should be re-looping you for another 9 rooms before putting you back in the path to the pyramid core if you do that, although I did actually think about making a "Bad End" where choosing to spare the pyramid loops you in the maze forever, so that'd be neat too (but not intentional).
Thanks for playing!
EDIT: Oh, now I see. Sparing the Pyramid Core locks it out of its dialogue trigger, making it impossible to talk to it again. Oops! I'll push out an update that fixes it real quick (1.0b)
Yukari hats keep an active invisible hitbox somewhere near where they die that damages me even after I defeat them, and if you get damaged when reviving, Shinmy will start with negative damage and be effectively invincible (unless she falls in the water).
I also think there should be health drops...unless I'm dumb and I missed them?
Regardless, very mechanically interesting! I'd love to see more of this.
Thanks for playing! Lots of 3D models are rushed or outright broken in this first release. Some like the evil eye will be fixed in the next one, although it's hard to do so many while still programming the game!
As for the gameplay parts, they gain much more story relevance in the later stages. First is basically a tutorial and 2nd actually didn't get its story relevance yet (missing 3D model on jam release).
Thanks for playing! I actually had to learn about Byakuren's lore/personality quite a bit while writing the script initially. For instance, I wrote her as an atheist Buddhist in the first draft, before later learning she did worship Bishamonten "in the past", so I had to rewrite some scenes to conform to that.
I hope the final product will also impress you!
Thanks for playing! Yeah, MZ3D is a plugin I used to make the game and it is browser-optimized but still much less efficient than using Unity or Godot's 3D, so it actually runs much more poorly than expected.
For the Shrine Maidens, you're actually not supposed to take action against them: however, you can bait them to some areas by causing a lot of "commotion", then do nothing there and hope they don't find your head (while searching, they won't go anywhere else).
Also, I may add an option to disable the blur and some other 3D effects in a future update.
Also also, yes, in the Kogasa (exterior) region, if you don't handle the fairies fast enough and they attack Kogasa in that area, some of them are literally impossible to reach: Distract has infinite range, but won't work on attacking fairies, and attack has a range of 12 tiles.
So basically, diligence in that area is important. If not, you have to hope Kogasa can escape to her house on time.
I'm working on a guide of sorts to better explain all of this in the next update, with a few more hints in-game as well!
Thanks for playing! The goal is simply for both Sekibanki and Kogasa to survive to the next morning (there's a timer you can bring up on the bottom-middle of the screen). You attack the fairies away and scare humans to heal. Shrine Maidens are meant to make it hard, but their AI is currently bugged (will fix next update, hopefully).
As for why it's made in RPGMaker, I just knew how to program best in this. If I had more experience in Godot, I'd have done it in that engine instead.



