- Joined
- Jul 7, 2017
- Messages
- 11
- Reaction score
- 9
- First Language
- english
- Primarily Uses
- RMMV
Disclaimer: This project may contain some religious elements; though that's up to interpretation and they are tertiary at most. This project also contains darker themes and a few dirty words, so it is not recommended for young children, or people with a sensitive disposition.
posted version: [Beta] v0.2 (estimated 2.5 hours of content) https://www.dropbox.com/s/b42h4i35uhfy0wh/Grief V0.2.zip?dl=0
Cumulative hours of work: 78
Added plugins from http://yanfly.moe/
Added sounds from https://freesound.org/
Added music from http://freemusicarchive.org/
Grief is the working title for this project as I am still trying to come up with a better one, and my first attempt at making a game. You play as Luke, a college student who wakes up in what appears to be a collection of disparate spaces connected to each other by a nexus that appears to be a mash up of a dungeon and his own apartment. You are informed by a shadow figure that you are a prisoner in this space, and can only free yourself by saving the other inmates from their own inner demons made manifest by the power of this place. The game play centers around making progress through each area through exploration to find new tools, and growing stronger slowly through combat with the inmates' inner demons. Combat is stripped down to be more of a puzzle than a slug fest, with each enemy using its own strategies that need to be overcome, and minimized stat numbers for ease of understanding. To progress, You'll need to pay attention to your surroundings, read up on each location, and search every nook and cranny for hidden items and demons. Equipment outside of weapons is focused largely on the idea of incomparables, so that there is no one strongest piece of gear, and you'll need to adjust your gear to counter your opponent's strategies. Progress is a mix of linear in terms of level and areas opening up to you, and nonlinear in terms of each area past the first being open to multiple angles of attack. Apart from a few key instances, losing a battle does not result in a game over, but instead sends you back to the nexus to compliment the puzzle element of each fight. There are no random battles, and almost every enemy drops something needed to progress, a new piece of equipment for you, or a shard of their own power; which you'll need to progress as each teaches you an ability that will be invaluable in future battles. Progress through larger areas is aided by warp points which lead back to the nexus to avoid re-traversal becoming too much of a slog.
I'm hoping to get some feedback here. I have a few people I know in person who have done some testing for me, but schedules are an issue. It's close to a state that can be called "Finished and working" in that it functionally plays from start to end, I just need to change a bunch of the aesthetics of the game. That being said, I want to make this as good of a game as I'm able, and will attempt to improve or change for the better almost anything brought to my attention. It will be a free release if and when I finish this thing.
Known Bugs:
-There is a warp in Fort Magrad that transfers the player to LAHS instead of the secret area.
-refighting avarice is possible
-progress past the church is impossible due to a tile issue
To-Do list (in no particular order of importance):
-Update screenshots once I'm finished map building
-expand secret area to be its own dungeon
-Replace all enemy sprites (and replace text referencing appearance as needed).
-Flesh out sound effects
-Replace state and attack icons with own images
-Finish encounter balancing
-Always more QA to find and fix bugs
-Should probably also make my own tile sets for each area, but may be out of my scope.
posted version: [Beta] v0.2 (estimated 2.5 hours of content) https://www.dropbox.com/s/b42h4i35uhfy0wh/Grief V0.2.zip?dl=0
Change log(in order of when I did the thing):
-Fixed several soft-locks, namely in the starting room and the room with anxiety
-numerous bug fixes (numerous to go)
-Redesigned Fort Magrad to be less big and empty
-Rebalanced duty, obsession, and avarice to be more of a puzzle
-fixed the battle backgrounds for all fights up through Fort Magrad
-added a few background tracks for some areas (Center area and Fort Magrad)
-Redesigned L.A.H.S. to be less empty.
-Redesigned secret areas for game balance and to connect to each other
-redesigned the enemies in L.A.H.S. to be more of a puzzle (Sans cowardice, who still needs more work)
-Removed the statue bosses in the secret areas
-added new requirements for best gear and best end.
-Added and subtracted a lot of flavor text (I lost track of specifics)
-Changed warp tiles to be more convenient
-Fixed several soft-locks, namely in the starting room and the room with anxiety
-numerous bug fixes (numerous to go)
-Redesigned Fort Magrad to be less big and empty
-Rebalanced duty, obsession, and avarice to be more of a puzzle
-fixed the battle backgrounds for all fights up through Fort Magrad
-added a few background tracks for some areas (Center area and Fort Magrad)
-Redesigned L.A.H.S. to be less empty.
-Redesigned secret areas for game balance and to connect to each other
-redesigned the enemies in L.A.H.S. to be more of a puzzle (Sans cowardice, who still needs more work)
-Removed the statue bosses in the secret areas
-added new requirements for best gear and best end.
-Added and subtracted a lot of flavor text (I lost track of specifics)
-Changed warp tiles to be more convenient
Cumulative hours of work: 78
Added plugins from http://yanfly.moe/
Added sounds from https://freesound.org/
Added music from http://freemusicarchive.org/
Grief is the working title for this project as I am still trying to come up with a better one, and my first attempt at making a game. You play as Luke, a college student who wakes up in what appears to be a collection of disparate spaces connected to each other by a nexus that appears to be a mash up of a dungeon and his own apartment. You are informed by a shadow figure that you are a prisoner in this space, and can only free yourself by saving the other inmates from their own inner demons made manifest by the power of this place. The game play centers around making progress through each area through exploration to find new tools, and growing stronger slowly through combat with the inmates' inner demons. Combat is stripped down to be more of a puzzle than a slug fest, with each enemy using its own strategies that need to be overcome, and minimized stat numbers for ease of understanding. To progress, You'll need to pay attention to your surroundings, read up on each location, and search every nook and cranny for hidden items and demons. Equipment outside of weapons is focused largely on the idea of incomparables, so that there is no one strongest piece of gear, and you'll need to adjust your gear to counter your opponent's strategies. Progress is a mix of linear in terms of level and areas opening up to you, and nonlinear in terms of each area past the first being open to multiple angles of attack. Apart from a few key instances, losing a battle does not result in a game over, but instead sends you back to the nexus to compliment the puzzle element of each fight. There are no random battles, and almost every enemy drops something needed to progress, a new piece of equipment for you, or a shard of their own power; which you'll need to progress as each teaches you an ability that will be invaluable in future battles. Progress through larger areas is aided by warp points which lead back to the nexus to avoid re-traversal becoming too much of a slog.
I'm hoping to get some feedback here. I have a few people I know in person who have done some testing for me, but schedules are an issue. It's close to a state that can be called "Finished and working" in that it functionally plays from start to end, I just need to change a bunch of the aesthetics of the game. That being said, I want to make this as good of a game as I'm able, and will attempt to improve or change for the better almost anything brought to my attention. It will be a free release if and when I finish this thing.
Known Bugs:
-There is a warp in Fort Magrad that transfers the player to LAHS instead of the secret area.
-refighting avarice is possible
-progress past the church is impossible due to a tile issue
To-Do list (in no particular order of importance):
-Update screenshots once I'm finished map building
-expand secret area to be its own dungeon
-Replace all enemy sprites (and replace text referencing appearance as needed).
-Flesh out sound effects
-Replace state and attack icons with own images
-Finish encounter balancing
-Always more QA to find and fix bugs
-Should probably also make my own tile sets for each area, but may be out of my scope.
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