Fear
A downloadable game for Windows and macOS
This game is a part of Spooktober Spooktacular Game Jam! You play Reid, who comes to in a strange house and needs your help to escape.
The Player's Guide: Monsters roam the halls on certain paths, and cause instant death if touched! Other hidden dangers also await you in the darkness...
The guide is here if you get stuck.
Thank you everyone for giving it a try.
The game wouldn't function properly without the help of @akoniti, @Hedopepe, @Dragoncrash, @drusianai, @Human and @ExtraVecchio
Status | Released |
Platforms | Windows, macOS |
Author | Kupotepo |
Genre | Survival |
Made with | RPG Maker |
Tags | Horror, RPG Maker MZ |
Average session | A few seconds |
Languages | English |
Download
Development log
- 10-22 Release NotesOct 24, 2020
- Fear GuideOct 23, 2020
- Now Available in Mac Platform.Oct 23, 2020
Comments
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Full disclosure: I also have an entry in the game jam.
Interesting game. Some really great looking maps (I will definitely be hunting down those tilesets). I liked all the flavor text that rewarded the player for exploring (At least on the early maps. Later maps were not as 'flavorful'.)
I didn't see anything in the rules about making changes to a submitted game before the deadline. Hopefully, you will find the following observations useful and can use them to improve the game before the deadline.
With any luck, your game will attract non-RPGM devs on Itch.io. To shorten their learning curve, consider a brief tutorial on the controls at the start. Include that the books are save points. Alternatively, you could turn AutoSave on (System1 tab) so that the game autosaves every map change.
I'm still trying to master parallax lighting myself so know it's not the easiest to implement. However, the lit areas are too circular and don't account for things like walls that would occlude the light.
The two sets of stairs leading to the landing with the first mob appears to have a passability issue. Only the side with the blue stripe is passable.
It was not obvious where all the doors were since they were obscured by the walls and banisters. Perhaps place the events below the player and set them to player touch instead of action button. That way the text window automatically pops up when they approach a door. Also include the name of the map or room the door goes to in the text window (e.g., "The [room name] door is locked. I'll need to find a key."
Consider using the TinyGetInfoWndMZ.js plugin that comes with MZ to popup a window whenever the player gains a key. After the 3rd key, I had to keep opening the Items menu to see which key I had found so I knew where to go.
Oftentimes, I didn't know where to go to find the door a newly found key went to. Perhaps give Reid an inner monologue to help guide the player along. "Hmm, a [room name] key. I recall seeing that door near the [landmark/point of interest]. " Reid also witnesses some unusual things that would surely give him something to think about.
Slow the speed for the credits scrolling text. I'm a fast reader but I had to reload my last save to catch everything.
Good luck!
Neuralsplyce
"Review Drive!
Additionally, for everyone who reviews 3 games submitted to the contest, there will also be a Spooktober Spooktacular Review badge! These reviews must be submitted by November 20th to be eligible."
Please do not forget to link this, so you can get the badge for that too.
Thank you for review, but I am on the tightrope time on the midterm exam and I have decline for now. But I might revisit project in later time.
It's always great working with you @Kupotepo!
I really appreciate you adding me as a creator for my modest contributions. It's a cool little spooky adventure, and getting smoked by that basement zombie sure made me jump...FEAR :)