Good Bye Rebeca - Mystery - Download Now!!

stiven202

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Information:

 

- Title: Good Bye Rebeca

- Engine: RPG MAKER VX ACE

- Genre: Mystery, Suspense

- Languages: English, Spanish 

- Number of Players:

- Duration: 2 to 3 hours

- Four alternative endings (One secret)

DOWNLOAD HERE: http://rpgmaker.net/games/7314/downloads/

 

AVAILABLE NOW!!

 



 

Synopsis:

 

This is an adventure of mystery and suspense that tells the story of Rebecca Bradley, she is 15, who awakens one night in the basement' home with a letter from her parents that says "Goodbye Rebeca".

 

Now she will must find her parents to know why they abandoned her. She knows she always has been a good girl but what she will discover at home and around will reveal her the great truth.

 

Features:


- Game with open world (almost) after a certain time in which you can explore different scenarios and return to them at any time to discover mysteries, notes, objects and other things that help you know the whereabouts Rebeca's parents.

 

- Extras: This game has extra rooms that you can be unlocked with a collectible once you ends the story.

 

- Many tasks and objectives in the game may be completed in the order you want.

 

- Collectibles: There will be some stickers that you can collect along the whole adventure.

 

- Unlimited Inventory. Here the question is to use objects at the right time, no manage it.

 

- You will have a map to guide through "Desolate Ville" rural area where Rebeca lives.

 

- Save Points: You can save the game with a purple books.

 

-Health Bar: You must use "Medicinal Potions" to heal your wounds as there will be different traps and enemies to hurt you.

 

- Changing Scenarios: Beware, if already visited a scenario and you must return to it, you're not very confident, things can happen anytime and you  have to be prepared for anything.

 

- The duration of the game is estimated between 2 and 3 hours depending on the player.

 

- Difficulty: It will Two difficulties: Novice and veteran.

 

- You can play with two characters throughout the adventure: Rebeca and her friend Rodrigo.



 

Screenshots:

 


 



 



 



 



 



 



 



 



 



 

 



 



 



 



 

Characters:

 

Rebeca



 

Name: Rebecca (Protagonist)

Age: 15 years

Personality: Shy, intelligent, spontaneous, impulsive, solidarity, studious

Occupation: High School Student

 

Rodrigo



 

Name: Rodrigo

Age: 16 years

Personality: Optimistic, brave, sarcastic, solidarity, incredulous, outgoing

Occupation: High School Student

 

The Rebeca's parents has no faces for a reason, that you will know when you finish the game.

 

Carlos



 

Carlos: Rebeca's Dad

Age: Unknown

Profession: Work in a Warehouse Mining

 

Rita



Rita: Rebeca's Mom

Age: Unknown

Occupation: Housewife

 

Teaser Trailer:

 

Note: This trailer is taken the Spanish version of the Game

 




 

Credits:

 

Created by: Stiven202

Faces and Characters: Miza and Andrelo Gomez

DOWNLOAD HERE: http://rpgmaker.net/games/7314/downloads/
 
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lemongreen

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I'm going to try to review this:

The title screen is nice; looks like a custom art background and a slow piano style tune.

Some of the mapping was quite good as well, but the outside maps not so much; those more looked like trees randomly placed around. There’s one that looks like an orange tree with a ladder right up against it that stands out and I expected it to be important because it’s the only one like that, but it wasn't ever.

It might be a good idea to have your project looked over for grammar; there were way too many awkward mistakes (some of which didn't make sense)

Another thing is some lines come without a portrait making it hard to tell if these are supposed to come from the character (which doesn't make sense since it's usually shown) or from a narrator.  This is further confused with some lines without a portrait reading basically as "you did this." and others as "I did this."

This game would be impossible if it weren't for the video walkthrough (this is not a good thing) I think it’s because a lot of the puzzles are increasingly fuzzy logic (basically, some of the puzzles don't make sense even in context) I really don’t understand why horror games, especially indie horror for whatever reason like working this way. (A good example from this game would be that most doors you apparently need a key to open except when you examine the door to the study it tells you that Rebeca needs a stick to open it… Why?  That and apparently she opens the locked door of her own room with a radiology scan? (Yeah, I don’t know how that works…)

Then again, the story itself was confusing; I had no idea what was going on most of the time nor where to go or what to do (again, if there wasn't a walkthrough I probably wouldn't have finished) Many times while playing I debated just stopping and only watching the walkthrough since that seemed to be what I was doing anyway.

For instance, I don't understand the point of what happens at the lake (it also doesn't help that she's extremely fast and can't be avoided; that just makes that segment annoying)

I also don't understand the point of the monster in the maze; I kind of expected the story to explain it, but it never came up (nor really was the woman who attacks you at the lake; I mean, at least she was passingly mentioned as possibly being the miner’s wife, but that was it)

And there’s the whole issue that Rebeca lives in an apparently desolate and isolated village, though by the way her family’s house looks she actually seems pretty well off. (I mean, a house with two floors and a basement which her father also seemed to have the funds to add a maze to, two bedrooms, a laundry room, a kitchen, living room with a wall mounted TV, and a study? Oh, and she has a pearl on her collar. I think her family was holding out… which makes me wonder why the story actually turned out the way it did…)

Besides that, the desolate village doesn't really seem much like a village (there's only two houses, not counting the miner shop)

Some of the sound effects don't really work for what they're trying to get across (like using the RTP collapse sound for a code solved; that just doesn't seem right)

And I’m not sure what “Ripped from” for the sound credits means. (Do you mean downloaded?)

Speaking of the credits, I noticed none of the tiles were credited. The ones I noticed off the bat were Celianna's tiles, the Zombie Survival DLC, and the Modern Day DLC (I think there’s actually more than that) All of which deserve proper credit.

Some other issues that should be mentioned:

I know it’s brought up in the read me attached with the game file but there’s something that causes major slowdown issues in the basement maze.

There’s also the health bar/portrait thing; it’s very dark and takes up a good portion of the screen. In fact, it looks out of place for most of the game unless you actually lose health at some point and realize that’s actually what it’s for. (I don’t think I did till the miner’s store and by that point I was a good way into the game)

There also seemed to be some semi-long pauses between text boxes, especially when the portrait changed.  (I'm not exactly sure if I can describe the issue, but it seemed like the text would be over so I’d try to move the character, but instead another text box would pop up slower than the one before it)

There are even extras in the game (and a try to get players to replay, since it seems a single playthrough doesn't actually unlock everything) but I'm not going to replay this. It's not that it was bad. It was confusing and the translation could've done with another look over by somebody else, but it's not really a type of game I'd replay, anyway.
 

stiven202

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I'm going to try to review this:

The title screen is nice; looks like a custom art background and a slow piano style tune.

Some of the mapping was quite good as well, but the outside maps not so much; those more looked like trees randomly placed around. There’s one that looks like an orange tree with a ladder right up against it that stands out and I expected it to be important because it’s the only one like that, but it wasn't ever.

It might be a good idea to have your project looked over for grammar; there were way too many awkward mistakes (some of which didn't make sense)

Another thing is some lines come without a portrait making it hard to tell if these are supposed to come from the character (which doesn't make sense since it's usually shown) or from a narrator.  This is further confused with some lines without a portrait reading basically as "you did this." and others as "I did this."

This game would be impossible if it weren't for the video walkthrough (this is not a good thing) I think it’s because a lot of the puzzles are increasingly fuzzy logic (basically, some of the puzzles don't make sense even in context) I really don’t understand why horror games, especially indie horror for whatever reason like working this way. (A good example from this game would be that most doors you apparently need a key to open except when you examine the door to the study it tells you that Rebeca needs a stick to open it… Why?  That and apparently she opens the locked door of her own room with a radiology scan? (Yeah, I don’t know how that works…)

Then again, the story itself was confusing; I had no idea what was going on most of the time nor where to go or what to do (again, if there wasn't a walkthrough I probably wouldn't have finished) Many times while playing I debated just stopping and only watching the walkthrough since that seemed to be what I was doing anyway.

For instance, I don't understand the point of what happens at the lake (it also doesn't help that she's extremely fast and can't be avoided; that just makes that segment annoying)

I also don't understand the point of the monster in the maze; I kind of expected the story to explain it, but it never came up (nor really was the woman who attacks you at the lake; I mean, at least she was passingly mentioned as possibly being the miner’s wife, but that was it)

And there’s the whole issue that Rebeca lives in an apparently desolate and isolated village, though by the way her family’s house looks she actually seems pretty well off. (I mean, a house with two floors and a basement which her father also seemed to have the funds to add a maze to, two bedrooms, a laundry room, a kitchen, living room with a wall mounted TV, and a study? Oh, and she has a pearl on her collar. I think her family was holding out… which makes me wonder why the story actually turned out the way it did…)

Besides that, the desolate village doesn't really seem much like a village (there's only two houses, not counting the miner shop)

Some of the sound effects don't really work for what they're trying to get across (like using the RTP collapse sound for a code solved; that just doesn't seem right)

And I’m not sure what “Ripped from” for the sound credits means. (Do you mean downloaded?)

Speaking of the credits, I noticed none of the tiles were credited. The ones I noticed off the bat were Celianna's tiles, the Zombie Survival DLC, and the Modern Day DLC (I think there’s actually more than that) All of which deserve proper credit.

Some other issues that should be mentioned:

I know it’s brought up in the read me attached with the game file but there’s something that causes major slowdown issues in the basement maze.

There’s also the health bar/portrait thing; it’s very dark and takes up a good portion of the screen. In fact, it looks out of place for most of the game unless you actually lose health at some point and realize that’s actually what it’s for. (I don’t think I did till the miner’s store and by that point I was a good way into the game)

There also seemed to be some semi-long pauses between text boxes, especially when the portrait changed.  (I'm not exactly sure if I can describe the issue, but it seemed like the text would be over so I’d try to move the character, but instead another text box would pop up slower than the one before it)

There are even extras in the game (and a try to get players to replay, since it seems a single playthrough doesn't actually unlock everything) but I'm not going to replay this. It's not that it was bad. It was confusing and the translation could've done with another look over by somebody else, but it's not really a type of game I'd replay, anyway.
 
 

- is not that the door requires a radiograph to open it, radiography being so thin it can fit on one side of the door and thus achieves unlock, I've done it in real life, once I stayed locked in my own room.

 

- The monster on the maze is not very important but Father's Rebeca mencioned it on "Extras chapter" once you finish the game.

 

- the game can not always give you a clue of what to do, it is a game of mystery and puzzles, not a linear game in which you say each step what to do.- the game can not always give you a clue of what to do, it is a game of mystery and puzzles, not a linear game in which you say each step what to do.

Survival horror and horror games are so often you're the one should think what to do and how to solve puzzles, example: In silent hill 1 often does not know  what to do, you have to think where to go to find the daughter of Harry Mason

.

 

- Rebeca don't live in a town as such, she lives in a rural area (apart from society) in which there are only a few houses, warehouse mining, forest and a cave.

 

Thanks for your suggestions.I know that my knowledge of English is not very good, but I'm doing my best, in fact just uploaded a new version of the game that fix bugs and some dialogues.

 

---------------------------------------UPDATED----------------------------------------

 

I've updated the game with new version.Version 1.7:

- Fixed some dialogues and many bugs.

Download new version here:

LINK
 
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lemongreen

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To the radiograph scan; just because you can do it in real life doesn't mean players will understand why they need to do it, especially since there's no explanation for it (as said pretty much all the other doors opened with keys, what made this one different?)

I don't think you quite understood what I was trying to say; I meant that it's nearly impossible to understand what to do without the walkthrough. There weren't really very many in game hints or clues as to what to do... for the majority of the game, really (I think untill inside of the miner's house. Also, it didn't really play as a non-linear game to me; most of the time you had to do things in a very exact order, and even the times when it could possibly have been "non-linear" there still felt like a definite order things had to go in)

By the way, mystery is built on clues, not a lack thereof. I think that's why the story is confusing as well; you left a lot of it for the last potion and by that point it barely felt like I was learning anything, or even wanted to continue playing. (It should at least explain how some of the puzzles might work in somewhat of a vague way)

With your example from Silent Hill; can you actually say without any doubt that the game doesn't at least lead your thought in some vague way on where to check for Cheryl? (and, yes, players can be lead without being told exactly what to do. Maybe you should try replaying Silent Hill)
 

stiven202

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Use a radiograph to open a door that is stuck is common sense. look this image.:



From the house, maze, forest, lake, warehouse and mining house do not need a guide. Everything is based on knowing which door which requires key or which object you need to unlock X thing.

Later, when Rebeca falls into the cave and you control Rodrigo, you can see the objectives pressing A key, so these objectives easily know what to do.

And for the final scene you don't need guide, it's just going from the cave to the final room (Final scene).

that this kind of games, to think, explore, rethink, use items, test and re-visited and scenarios.

Even for silent hill you need a guide most of the time, but it's good, are games that are constantly challenging your intellect, do not treat you like an idiot telling you exactly what you have to do at every moment, but that test your intelligence , your common sense, your thinking.
 

lemongreen

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It's not really common sense in game when the rest of the doors need keys (except one that outright has in the description that it needed a stick) Even so, I don't know many people who would call it common to use a radiograph that way (or even have one just laying around to use) 

No, you don't need a guide to play because it's your game, therefore to you it's easy to say the player won't need one either.

Let me break it down for you since you still don't seem to understand where I'm coming from. At the beginning of the game Rebeca is in the basement of the house, right? At the moment when the player first gets control of the character there's no indication whatsoever as to what they're supposed to do (in fact, Rebeca herself isn't even helpful on this point) and it might just be that my personal computer screen is darker than the one you made this on because I didn't even notice there was another door in the room. (and your response of "this kind of game is supposed to make you think" doesn't work here; that was a head bangingly simple thing, but there was no clue pointing to the fact that it was there unless you examined the closet from the side, which was why I thought it  wasn't important)

Then in the maze I thought I was supposed to solve something in there so I wandered around till the weird cutscene with the alternate ghost Rebeca thing happened (which also was never explained) and was sent back into the basement. 

Also, you do need a guide at the lake; you have to stand in an exact spot to get the rusted key (I should know; I was watching the walkthrough at that point and had to try quite a few times to get the spot. I couldn't even figure out why it didn't work the first time. In fact, there's really no clue that you need to directly check the lake for anything) 

And in the house I couldn't figure out where I was supposed to start or what to do so that was when I was pretty much just started watching the walkthrough the majority of the time. (and actually a lot of what's in the house doesn't really get an explanation. The doors at least say in the description that they're locked and again one even says that it needs a stick to open [and actually thinking back the radiograph makes even less sense since you also use a lockpick to open a door in the maze; why that couldn't have been found earlier and just used there is beyond me since apparently she can use a lockpick] It's as if beyond the doors the player is supposed to know the story on their own)

Really, I felt like more of an idiot because I had to depend on a walkthrough just to play the game and the further I played the less sense it made anyway. 

Speaking of which, I don't think I covered this very well in my initial review, but it seemed a bit like the story just dropped away somewhere in the middle. There was actually a lot that was left unexplained, like the maze which seemed like it was going to be such a major part of the story, but then nothing really happened with that. That and pretty much everything with her father seemed pushed to the side after a while.  And there's also the mental ghost twin thing that I guess is supposed to explain the ending, but I still felt like the ending came a bit from nowhere. And there was also the graveyard scene where Rodrigo brought up his father (actually, I'm just confused as to why the graveyard was there at all; thinking back it didn't really seem all that important and really the only reason it seemed like Rodrigo was sent to look there was for a note he'd know nothing about) 

There's also (and I did bring this up before) the miner and his wife which felt completely random and didn't seem part of the story at all. (and only gets a passing mention as being possibly the ghost at the lake)

Oh, and the mining shop; there was something about what was dug up in the cave I think, but it's fuzzy beyond that.

This isn't Silent Hill; Silent Hill games are long and have much more to them (their own lore and story that slowly builds throughout the gameplay, not just challenges to the player's thinking) This was short (about two hours give or take) and the story just felt flat (and didn't seem well tied together) which made the game itself feel incomplete as what it was trying to be.

As survival horror there were (as far as I could see) three chances in this game to live up to that in this game, and all three just were chasing monsters with little explanation. Mystery? Barely any clues were given to the player for them to actually piece together the story (let alone understand why the ending happened; that kind of stuff isn't for the "extras" of the game, if it's in there) Puzzle? There were maybe four that I can think of that weren't entirely confusing as to what to do (that doesn't mean I solved them completely without looking at the walkthrough, but that I at least knew what to do at the start) 

Again, it's not a bad game; it's just confusing and needs probably a bit more thought put into some areas (like linking up and possibly expanding on the story a bit better) 
 
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