RMVXA "Anirone" puzzle fantasy game.

Goddiga

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(Picture by Greerenz)

Anirone is a game about a girl name “Anirone” who has been locked inside a house. She need to find a way to get out of her room by collecting several things in another world. There will be many obstacles along the way, and only you have the power to help her go through them all!!



General Details

- *Caution! : It contains some jumpscare, sexual implication (up to your interpretation), blood and violence.*

- Use default RTP and some imported resources and scripts.
- Full of puzzles. Most of them are “quite a brain-twister” to solve. Be cautious…
- Various ways to deal with things. Many choices for you to be chosen.
- Multiple endings. 4 Bad Ends , 2 Neutral Ends and 1 Good End. Only a good end is canon.
*(A “Good End” is “extremely hard” to get. It can be achieved in the first play-through technically. But not logically. It may required second or more time. And there are a lot of requirements to get the good end.)
- Average play time = 30-50 minutes.



Character

- Anirone : An ordinary girl that you control.




(Thanks to http://moka-rin.moe/game/chara/)





Credits

Creator : Goddiga (from Whateverzone)
Scripts : Galv , Tsukihime , Yanfly , Helladen , Khas , NerdiGaming
Art Resources : Sanggameboy , flamingteddyproductions , Red Herring , Unknown (horrorpart1-3,tumblr) , http://moka-rin.moe/game/chara , Morishita , Greerenz , Flytrap , Fatelogic
Music Resources : Purple Planet , Maoudamashii , Presence of Music , Royalty Free Music , pantersar , Kyoko
Bugs Report : Ardaceus , Flytrap
Programme : Enterbrain
____________________________________________________________




Download : Mediafire , RMN , itch.io



This is my first game I ever made by RPG Maker VX ACE. So if there’s any mistake, I’d like to apologize for that.

Please give me as much advise as you can.
And you can offer any help to me if you want to.



(Picture by Flytrap)

Other websites : Tumblr , gdunlimited
 
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hiddenone

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First off, congrats for finishing a game! It's already an accomplishment to be able to say that, so you should be proud. There were some parts that I had issues with (I can be pretty dense when it comes to puzzle-solving), but I was quite pleased when I could figure out how to solve a puzzle. I do have some comments on the game, but since some of it is about the puzzles I'll stick it in a spoiler.
It took me a little while to realize that I'd need to use saves to progress properly, but once I realized that I liked the mechanic. I do think that adding in a 'load game' option in the main menu would be useful, since I ended up needing to reload pretty often. Having to exit to the title screen each time wasn't awful, but I would've appreciated an even faster way to get to my saves.

I know that you said the puzzles are “extremely hard” (and again, I'm not great at solving puzzles), but there were points where I felt I had to look at the hints on the RMN page to be able to progress. One of the places I got stuck longest was needing to use the Sack to pour gold dust down the hole. I had tried interacting with the Sack earlier and nothing happened, so I never realized that I'd need to interact with it to pour the dust. Every other time you used the sack it was just by interacting with an event. If there had been a message like "Hmm, I shouldn't dump the Sack out here" when I tried to use the Sack in the wrong spots I would've been able to figure it out without having to check the hints.

I found the avoid the bat sections to be really tough. The first one almost made me just quit playing because I 'game over'ed ten times in a row since there was no room for error. If there had been a bit more room to move around would have been nice while I was getting used to avoiding the bat.

There wasn't too much story that I found, though to be fair I only was able to get Bad End 1. A short intro would've been nice, even if was just a quick "I want to get out of here", instead of just dropping me into the room. The ending I got seemed out of left field, since the man seemed way more lecherous than I expected from the diary I found. Maybe it's explained in a different ending, but I didn't get to see those.

Lastly, I've got some suggestions on the graphics. I loved the simplicity of the title screen, but the girl in the picture reminded me more of Alice in Wonderland than Anirone's sprite. You used the RTP pretty well, but there was a problem with the clock in the first room since it was designed for a 2-tile high wall. It ended up blocking the floor next to the bookshelf, which meant the player has to go all the way around the piano. It's not a major problem, but changing its passability of the bottom of the clock to 'O' would be nice. I liked how the page items pulled up an actual picture of the paper, but I found that they disappeared too quickly for me to really process what they were, which meant that I had to look at them repeatedly to figure it out. I'm guessing that they currently call a common event with a short wait before erasing the picture, you could instead have an empty message box set to transparent so that the player is in control of when the paper picture is removed. Later in the game I came across two of the man in the first room. While it's possible they're twins, I'm guessing somewhere there's an event that's not being properly hidden. He also showed up in the hallway even after I stabbed him with the sword.

And I think that's about it! Congrats on finishing a game, this is quite impressive for a first attempt. :)
 

Goddiga

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First off, congrats for finishing a game! It's already an accomplishment to be able to say that, so you should be proud. There were some parts that I had issues with (I can be pretty dense when it comes to puzzle-solving), but I was quite pleased when I could figure out how to solve a puzzle. I do have some comments on the game, but since some of it is about the puzzles I'll stick it in a spoiler.
It took me a little while to realize that I'd need to use saves to progress properly, but once I realized that I liked the mechanic. I do think that adding in a 'load game' option in the main menu would be useful, since I ended up needing to reload pretty often. Having to exit to the title screen each time wasn't awful, but I would've appreciated an even faster way to get to my saves.

I know that you said the puzzles are “extremely hard” (and again, I'm not great at solving puzzles), but there were points where I felt I had to look at the hints on the RMN page to be able to progress. One of the places I got stuck longest was needing to use the Sack to pour gold dust down the hole. I had tried interacting with the Sack earlier and nothing happened, so I never realized that I'd need to interact with it to pour the dust. Every other time you used the sack it was just by interacting with an event. If there had been a message like "Hmm, I shouldn't dump the Sack out here" when I tried to use the Sack in the wrong spots I would've been able to figure it out without having to check the hints.

I found the avoid the bat sections to be really tough. The first one almost made me just quit playing because I 'game over'ed ten times in a row since there was no room for error. If there had been a bit more room to move around would have been nice while I was getting used to avoiding the bat.

There wasn't too much story that I found, though to be fair I only was able to get Bad End 1. A short intro would've been nice, even if was just a quick "I want to get out of here", instead of just dropping me into the room. The ending I got seemed out of left field, since the man seemed way more lecherous than I expected from the diary I found. Maybe it's explained in a different ending, but I didn't get to see those.

Lastly, I've got some suggestions on the graphics. I loved the simplicity of the title screen, but the girl in the picture reminded me more of Alice in Wonderland than Anirone's sprite. You used the RTP pretty well, but there was a problem with the clock in the first room since it was designed for a 2-tile high wall. It ended up blocking the floor next to the bookshelf, which meant the player has to go all the way around the piano. It's not a major problem, but changing its passability of the bottom of the clock to 'O' would be nice. I liked how the page items pulled up an actual picture of the paper, but I found that they disappeared too quickly for me to really process what they were, which meant that I had to look at them repeatedly to figure it out. I'm guessing that they currently call a common event with a short wait before erasing the picture, you could instead have an empty message box set to transparent so that the player is in control of when the paper picture is removed. Later in the game I came across two of the man in the first room. While it's possible they're twins, I'm guessing somewhere there's an event that's not being properly hidden. He also showed up in the hallway even after I stabbed him with the sword.

And I think that's about it! Congrats on finishing a game, this is quite impressive for a first attempt. :)
Awwww Thank you very much for your comment! I'm really glad to hear all the good and bad and what can be improved from the player. It's a great honor. :kaothx:

I have a plan for the remake in the far future but that would be after my current game I am developing though. I'll take all comments and improve them in the way I can.

About save, I intended to make the player to save from that light to make it harder. And there are some reason to use him and not from the menu which tied with that light, the story of the game and good ending.

About the sack, I hinted the player by making that item visible and be able to press confirm button to it. But I'll try to hint the player better in the remake! There's a reason the character is silent and I can't put some message to stop her from dumping the dust due the tie with a story.

About the bat, I just find it too easy to run away from the bat in that short distance so I make the space small to make it harder but still manageable if you run.

About the story, I agree for an intro and I'll put it in the remake! But not by her saying the word at that time! Maybe a reminiscence to the past.

About the graphic, someone draw that title screen for me so I want to use it there but I agree it looks like Alice. And thank you for the clock and paper message suggestion!

About two men, that's a bug! Silly me!

Again, thank you for playing and giving comment! That really means a lot to me. :kaocry:
 

hiddenone

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I understand wanting to keep the saves at the points of light, I agree that doing it that way is better than being able to save anywhere for this game. But what I meant was being able to load a save from the menu, like if I broke both the hammer and sword on the pots so I need to reload my last save. As I mentioned, having to back out to the title screen isn't hard, but being able to have skipped that and just loaded my last save from the menu would have been nice.

Ah, so Anirone is supposed to be silent. That's totally fine, but unfortunately I've played other games that let me press the confirm button on items that don't have a use, so I assumed the same thing with the Sack in this game. It was a mistake on my part, but I would have realized the Sack did have a use if something had happened. Perhaps a question mark balloon when used in the wrong spot, so that the character wouldn't have to say anything.

I guess you're a faster gamer than I am, since I found the bat quite difficult even when running. :kaodes: I did eventually get around it, but a bit more leeway during that first meeting would have been nice.

Good to hear you plan on remaking and improving this game in the future. Good luck with your current project!
 

Goddiga

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I understand wanting to keep the saves at the points of light, I agree that doing it that way is better than being able to save anywhere for this game. But what I meant was being able to load a save from the menu, like if I broke both the hammer and sword on the pots so I need to reload my last save. As I mentioned, having to back out to the title screen isn't hard, but being able to have skipped that and just loaded my last save from the menu would have been nice.

Ah, so Anirone is supposed to be silent. That's totally fine, but unfortunately I've played other games that let me press the confirm button on items that don't have a use, so I assumed the same thing with the Sack in this game. It was a mistake on my part, but I would have realized the Sack did have a use if something had happened. Perhaps a question mark balloon when used in the wrong spot, so that the character wouldn't have to say anything.

I guess you're a faster gamer than I am, since I found the bat quite difficult even when running. :kaodes: I did eventually get around it, but a bit more leeway during that first meeting would have been nice.

Good to hear you plan on remaking and improving this game in the future. Good luck with your current project!
Ah! So that's what you mean about saving and loading. That's a good idea!

And about the sack, that's a great idea as well.

Thank you very much for your clarification and additional comment!
 

Aoi Ninami

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I'm finding this to be pretty much unplayable.
I got past the first bat after a few tries, but when I try to use the Scorched Key on the door, a much faster bat attacks me and I can't avoid it.
 

Goddiga

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I'm finding this to be pretty much unplayable.
I got past the first bat after a few tries, but when I try to use the Scorched Key on the door, a much faster bat attacks me and I can't avoid it.
You need to lit up the flame of your lamp again by interacting with something that has fire.
 

Aoi Ninami

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Oops :) I guess I got a wrong read on the kind of thing the game expected of me, after the first bat. Now I'm a bit further and enjoying it much more. If I manage to complete it, I'll come back and write a proper feedback post :)
 

lastchristmas

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scared by corpse and delete game :(
 

Pinesal

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Why are you putting "extremely hard" in quotes? Is that a quote form someone who told you the the puzzles are hard or are you implying that they aren't actually "extremely hard"?
 

Goddiga

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Why are you putting "extremely hard" in quotes? Is that a quote form someone who told you the the puzzles are hard or are you implying that they aren't actually "extremely hard"?
It's kind of a caution and most players told me that the puzzles are hard. So, I want to warn the new players what they are going to go through. And the requirements for the good ending are a lot harder (or even nearly unnoticeable) without a proper guide.

I had changed it to “quite a brain-twister” for a better meaning.
 
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