johndfg

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After the death of his sister, Thomas collapses into a coma and wakes in a mind-bending dreamworld filled with strange objects, horrifying creatures, and constant danger. Though each minute spent in this place inches Thomas towards insanity, he must push ahead in order to learn the secrets of his sister’s death - and himself.

Let’s plays:



Half Dead is a horror-adventure game with a heavy emphasis on atmosphere and interacting with the environment. Inspired by games such as Witch’s House and Ib, Half Dead features an ever-changing landscape that inches towards insanity. With danger at every turn, you must use your wit to navigate this unforgiving place and stay alive.

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MECHANICS

Half Dead’s story is driven by the player’s surroundings. Though there are flashbacks that tell Thomas’s story, it is up to the player to pay attention to surroundings and talk to NPCs to learn the full story. After all, it is Thomas’s mind you’re wandering through... (or is it?)


The main aspect that sets this game apart from other RPG Maker games is the SANITY health system. In Half Dead, health is shown through a sanity meter, and the lower your sanity becomes, the more distorted the setting will become as well. Previously harmless objects will begin chasing you, new, dangerous paths will open up, and npcs’ real motives may become more clear. This really increases uncertainty with the player, and adds to the creepy factor. Not only this, it adds a level of difficulty for players who’d like to play the game with very little health in order to see everything the game has to offer. Different choices you make can and will effect the ending you get, and may even cause chaos in your dream world.


The player will progress through the dreamscape by completing puzzles. Puzzles can range from simple “use item” events to complex events requiring different sanity levels, the help of NPCs, or even monsters.


One thing I have to say though - this game’s main goal is to be creepy and unsettling, with some genuinely scary moments, much like Ib. However, it won’t feature jumpscares, and won’t put too much reliance on blood and gore, although it will have some. One of my main goals is to make an intriguing horror game without following the cliches of past RM horror title.


I’m hoping to finish the game by spring of next year, but I’m very busy, so the exact release date will be flexible.


I'm really experimenting with parallaxing and how different effects can stir different emotions/reactions from the player.


IMAGES/SCREENSHOTS

As you can probably imagine, it's VERY difficult to have good screenshots without some major spoilers, so I had to make do with what I thought was spoiler-free.

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A monster, patiently leaning against the wall until a later moment.

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DOWNLOAD LINK (V1.4)



Would LOVE critiques on ANYTHING
cvXZiC057-BjpHWH4skIPdnWFzY4HyLekb_lqTrGQRTnKm_WQt5M62p8SeSjAo9tJkAmYFD8YcLXeUxG-I1_neubCJYF8b4y-S-V0lI-BRgQwcKjDPzfMrnD51DQ2WCp9g2yTiSC


Just keep in mind that a lot is subject to change!




CREDITS

Story / Tilesets / Parallaxing / Eventing : Johntjess

Sprites / Character artwork : Joori

BGM / SE : Joori, Rupert Cole (rupertcole.co.uk)
 
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Andar

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One advice about your presentation:

You claim to have an atmosphere-based game, and then your entire post and description is an extremely dusty matter-of-fact listing.

That doesn't generate any interest or even respect for your skills at all.

If you claim to have an atmosphere-based game, then you need to show that by examples of how you generate that atmosphere and not by a fact-listing.
Theoretically this could be done by screenshots of creepy environments, but in your case (unless those pictures are early placeholders, and then you should not use them for advertising) you appear to want to create the atmosphere through the story.
So give an example of your storywriting at minimum if you want to generate interest.
 

johndfg

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One advice about your presentation:

You claim to have an atmosphere-based game, and then your entire post and description is an extremely dusty matter-of-fact listing.

Not sure exactly what you mean. How do you recommend I use the required 350 words to describe my game?
 

Andar

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350 words is minimum, not maximum.
the story part is much to short, and you should add at least something on how and what kind of atmosphere you create in the game.
The Theme of your game puts you into a problem - horror is always difficult to describe, especially psychological horror (splatter could be shown graphically).
At minimum you should put some of the ingame texts that you plan to use to create the atmosphere into the screenshots - in their current state those screenshots don't relly show any form of horror.
 

johndfg

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the story part is much to short, and you should add at least something on how and what kind of atmosphere you create in the game.
The Theme of your game puts you into a problem - horror is always difficult to describe, especially psychological.
Hmm. That helps a lot, thank you! I think I’ll spend a week or two rewriting this thing in google docs, get some better screenshots, maybe a gif or video showing some features or the atmosphere!
 

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Insanity meter is a nice touch! I definitely see potential here, and though it's still in the early stages, given more time and care could make it into something pretty awesome. I like the idea, and the sprite is cool, maybe work on adding a lot more details to the maps, it's all about making the world believable and eye catching for the player, and being that it's some kind of coma induced world of nightmares then you have a lot to work with. Imagination is everything here, you can delve into parts of the mind where most wouldn't dare...
Horror is the realization of fear that is happening before your very eyes. Think about what the character is seeing and feeling, or not seeing... Does it make you feel fear? I know it's hard to create a creepy atmosphere with RPG Maker, but it is possible.

I look forward to seeing your updates!
 

johndfg

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Thanks! I'm really new to game development, so I'm kinda taking everything one step at a time. I'm really proud of certain sequences, but it can't really be shown with screenshots. Most of all though I need to work on adding more detail and fleshing out how decaying sanity changes the world, just like you said.
 

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Same man, I'm still pretty new too and this is my only option for making a game since coding is the devil... But RPG Maker gives the opportunity to make something special, there is so much you can do with it and with the ability to customize absolutely everything it's a mighty fine tool! You're moving in the right direction for sure man, one step at a time is the best way to do it, if you take two steps it'll get complicated real quick... Like I left a huge bug in my last update which made people miss a really important part of the story as well as some items they really needed to progress... which sucked! So slowly, but surely, and going over just everything, and actually concentrating is vital. But yeah that sounds awesome man, decaying sanity could change everything in ways only the insane could understand. Love it!
 

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Yea man, I fell in love with rpgmaker after playing Ib and Witch's house, and I'm really trying to make something with the same level of quality. Probably not though since it's my first game... I started HD in 2015, but made about 4 crappy maps and gave up. Restarted a few months ago and finally started making progress. Just hoping I don't get deadlocked because I'll probably stop working on it again... Good luck on your game! About 5 minutes in, and it's great! Can't wait for updates.
 

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Ah, don't stop, just take a break every now and again for a while, you'll soon get inspired again :)
 

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You've got the beginnings of something great here and I hope you continue with it.
 

johndfg

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Yea, I’ll keep going as long as there isn’t a huge problem. I recently downloaded a Use Item on Event script, so you have to go to your inventory to use keys and other items, but it kinda broke the game. If I hadn’t managed to fix it I probably would’ve stopped, but it’s fixed now thankfully. I updated my forum with better info + screenshots. I might start working on a 30 minute demo to add in the next week or two also!
 

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—- PROGRESS UPDATE 8/12/18 —-
Main Game: 60% done
I’m about 70% done with the main levels, and once I’m completely finished I need to add some extra levels/puzzles for filler/story elements.
Looking for play testers, then I can begin working to finish HD
 

johndfg

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—- PROGRESS UPDATE 9/21/18 —-
Main Game: 80% done
I’m about 90% done with the main levels. After the individual levels are done, I need to finish the ending cutscenes and add a few branching paths when different decisions are made.
If anyone would be willing to help me make a trailer once I’m ready to release the game, that would be amazing!
 

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Downloaded! It's pretty late here, so I won't have a chance to play tonight, but I will update this post with my thoughts once I complete the demo. :)

So, I'm about 50m in so far and I'm stuck ;_;. I believe I need to be at 2 health to proceed, however Thomas is at full Sanity and I can't figure out how to reduce it. The large skeleton is blocking the exit of the "Give it back" room, and I'm not sure how to lower my sanity by 2 points...any tips?
Once I complete the demo, I'll update again with my full thoughts.
 
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johndfg

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Downloaded! It's pretty late here, so I won't have a chance to play tonight, but I will update this post with my thoughts once I complete the demo. :)
Awesome! Just a quick note, the last fourth of the game is pretty unfinished, so don't expect much out of the end... Otherwise I think the rest is pretty solid. Hope to hear what you think! :)
 

johndfg

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So, I'm about 50m in so far and I'm stuck ;_;. I believe I need to be at 2 health to proceed, however Thomas is at full Sanity and I can't figure out how to reduce it. The large skeleton is blocking the exit of the "Give it back" room, and I'm not sure how to lower my sanity by 2 points...any tips?

It sounds like you're at the area with the hallway with the skulls in it, so if you examine the right side of the piano, there will be a lever that will allow you to take the batteries from the lamp in the other room and place them in the toy near the piano to get a key to the locked door. The "two sanity" area was just supposed to give you a hint to that area, but is bugged for some reason so you can't enter. I've actually removed much of the area you are on because of how confusing it was. Hope this helped!
 

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Looks great. Nice idea my friend
: MV1:
 

johndfg

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—- PROGRESS UPDATE 9/8/19 —-
-Life got in the way the last few months... Looks like I may be able to squeeze in some free time and finish HD in the coming months, but no promises. Many changes in mind.
 

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