RMMV Mars Underground [release date 15 March 2019]

Kilgore Trout

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Demo will play in a new browser window.
Compatible with most recent tablets and phones.


Factsheet
Release: 15 March 2019
Developer: Matt Sanderson (from Australia)
Demo: Gamejolt / itch.io / indiexpo
Full game release date: 2018
Platforms: PC / Mac / Linux / iOS / Android
Website: marsunderground.net
Steam Store Page


Description
It’s Mars’ first day at a new school. Except every day is his first day at a new school. Every night the world ends.
Influenced by classic LucasArts adventure games, 16 bit SNES RPGs and movies like Groundhog Day and Donnie Darko, Mars Underground is an apocalyptic adventure game where you relive the same day over and over.
The player attempts to solve brain damaging mysteries and uncover multiple potential endings as they explore the possibilities of this time loop. With each cycle new items can be picked up and topics unlocked.
Take experimental prescription drugs. Talk to a toilet. Get hit by a car. Humiliate yourself repeatedly. All in the name of figuring out what on earth is going on.
Mars Underground is a narrative focused gaming experience that favours exploration rather than fast reflexes.

Features
  • Unique time loop premise that explores the possibilities of branching stories and multiple endings in interactive fiction.
  • Game design that mixes classic adventure game conventions with sandbox-style gameplay. As the player discovers new topics and acquires new items the world opens up and they can try more things each day.
  • All original, dynamic music soundtrack.
  • Simple, easy to grasp gameplay that can be fully played with either mouse, keyboard, controller or touch input.

Explore Phobos City
  • Solve the mysteries of Phobos City and try to escape the timeloop!Capture18.PNG


  • Interact with the charming and witty citizens! Make friends!Capture3.PNG


  • Relive the same day over and over: almost as tedious as real life!Capture2.PNG
Press
In Mars Underground, You Live Out The Same Apocalyptic Day Every Day” by Joel Couture, Siliconera
"Mars Underground has a free demo" by Tess Heap, Last Life Club
Mars Underground – Alpha Demo” by KJ Robertson, Alpha Beta Gamer
"Mars Underground Kickstarter Reaches Goal" by Tyler Fischer, DualSHOCKERS
"Mars Underground Demo Impressions: Today Is Also Tomorrow… and Every Day After" by Wraithkal
"Mars Underground wins Best Indie Game at Strasbourg Festival" by Andrew Cathie, Rocket Chainsaw
Preview: Mars Underground” by The Video Game Almanac
"Mars Underground Kickstarter Ends on New Year’s Eve at 11:59!" by Joshua Barsody, Droid Gamers
"Mars Underground is an Apocalyptic Groundhog Day with a Schoolboy" by Rahul Shirke, IND13

Screenshots
Capture1.PNG Capture4.PNG Capture5.PNG Capture6.PNG Capture7.PNG Capture9.PNG Capture10.PNG Capture11.PNG Capture12.PNG Capture13.PNG Capture14.PNG Capture15.PNG Capture16.PNG
Capture19.PNG

Credits

Design, Development, Programming
Matt Sanderson

Music
Matt Sanderson
Paul McMahon (Akumenn)

Graphics
Matt Beer
Vexed Enigma
Lunarea
Pyromantic
Jason Perry

Scripts
HimeWorks (www.himeworks.com)
Terrax
Nelderson
Hudell (hudell.com)
Galv (galvs-scripts.com)
orlando
Jason R. Godding
SumRndmDde
Shaz
Masked
Zalerian
Ramiro
Dekita
Orange

Font
Alex G: Xeliard

Contact
Twitter: http://twitter.com/MarsUnder
Facebook: facebook.com/MarsUndergroundGame
Website: http://marsunderground.net




 

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amaSenpai

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This sounds fun!

I'm a sucker for time loop mystery plots and multiple endings.

When you talk about experimenting with items and dialogue, does this mean you can use items and "lose" them even if they are ineffective?
 

Kilgore Trout

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When you talk about experimenting with items and dialogue, does this mean you can use items and "lose" them even if they are ineffective?
Hey thanks. That's a really great question. I'm aiming to minimise unnecessary frustration so losing items after they have been used (but could be used in other scenarios) is one of the tricky parts of design balance. One option I have considered is that items are never removed from the player. However, this might seem a little weird in certain circumstances. Examples being where the use of an item would cause it to be destroyed or if you were to give it to another character in the game.

I think it probably comes down to trying to make smart design choices. If an item can be lost it should be very easy to get it again.
 
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taistelusopuli

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The graphics are beautiful. I really liked the color palette that has been used here. What is the main goal of the game? Is it just to indulge in the time loop or actually escape it?
 

Kilgore Trout

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Thanks. I can't really take too much credit for the graphics. I used the awesome Old School Modern tileset.

There is a goal of the game beyond just indulging in the possibilities of the time loop although I don't want to reveal to many spoilers (and being honest I'm still working on the plot).
 

zombie_parrot

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This sounds like a fun idea. Also, I'm a sucker for this style of graphics.

Looking forward for updates on your project.
 

taistelusopuli

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Maybe you can't take credit for the creation of the tile set but you can take credit for the artistic decision to use that particular set ;)

Good to hear that there is a higher/deeper goal than just exploiting the situation at hand :) no need to tell, was just checking ;) as long as you have the beginning/setting/premise and the end in mind it is all about fleshing out the twists and turns on the journey there.
 

Kilgore Trout

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This sounds like a fun idea. Also, I'm a sucker for this style of graphics.

Looking forward for updates on your project.
Thanks! Hoping to get a gameplay video out shortly.
Maybe you can't take credit for the creation of the tile set but you can take credit for the artistic decision to use that particular set ;)

Good to hear that there is a higher/deeper goal than just exploiting the situation at hand :) no need to tell, was just checking ;) as long as you have the beginning/setting/premise and the end in mind it is all about fleshing out the twists and turns on the journey there.
Sounds sensible. I am trying to put together the end of the game while developing the rest of it. Not sure if that's a good idea or not, but having a concrete ending in place seems like it might help the rest to stay focussed.
 
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taistelusopuli

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I'd say it does. Having important focus points clear helps with the rest of the creation process. Writing music I always start with the main theme or emotion of the piece and build from there.
 

Kilgore Trout

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Hi, just updated with a video showing the start of the game.
 

taistelusopuli

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Looks as good as I expected! :D the music is great too! Fits the scenery and enhances the feeling very well :)
 

Kilgore Trout

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Hey thanks! I put a lot of work into experimenting with events and timers to make the music "dynamic." The old LucasArts adventure games with the iMuse system left a big impression on me.

Still a lot of music to write (you may have noticed the video becomes somewhat silent half way through...)
 
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Kilgore Trout

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Finally got a little demo out!


Check it out and let me know what you think.


Thanks
 

Kilgore Trout

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Updated demo:


-Made improvements for touch devices
-Enabled AdvancedMenus plugin by orlando
-Moved all choice menus to centre of screen
-Added descriptions to more items
-Added poop and toilets...
-Added more music
-Added more sound effects
-Improved sound levels mix
-Various tweaks and improvements
 

Authumbla

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Hey thanks. That's a really great question. I'm aiming to minimise unnecessary frustration so losing items after they have been used (but could be used in other scenarios) is one of the tricky parts of design balance. One option I have considered is that items are never removed from the player. However, this might seem a little weird in certain circumstances. Examples being where the use of an item would cause it to be destroyed or if you were to give it to another character in the game.


I think it probably comes down to trying to make smart design choices. If an item can be lost it should be very easy to get it again.


If you're in a time loop it would make sense to never permanently lose an item, although you could make it so that you have to complete a series of actions in the loop all over again to regain it. 


I was about to mention how it looks and feels really Earthboundy, but you mentioned that was exactly what you're going for, so all I really have to say there is that you have good taste :)
 

Kilgore Trout

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Nice game and good upgrade ! Even if the title screen is not so attractive...
Glad you liked it. Could you elaborate on what you found unattractive about the title screen? Thanks.

If you're in a time loop it would make sense to never permanently lose an item, although you could make it so that you have to complete a series of actions in the loop all over again to regain it. 


I was about to mention how it looks and feels really Earthboundy, but you mentioned that was exactly what you're going for, so all I really have to say there is that you have good taste :)
I don't really want to make the player repeat actions in the loop over and over if it can be avoided because that might be a bit tedious. Still, there are some consumable items but I plan to make it easy to regain them.
 

Kilgore Trout

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I don't see anything. Choose a background that tells me what kind of game is it (if it's fantasy, if it's modern, if it's post-apocal., etc.)


And the write is not so clear. It's hard to read it. :)


Yeah, it could be better. I'll add it to the list of things to do ("Make a better cover/logo/image").  BD
 

Authumbla

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Yeah, it could be better. I'll add it to the list of things to do ("Make a better cover/logo/image").  BD
The general layout is cool (I like the color scheme and placement of the logo), although I'd change a couple things:


1) A lot of pixel artists will either point out or complain about how on CRT monitors, every pixel sort of blurs into the next - it makes sprites look a lot smoother and on SNES/Genesis/Etc emulators there will usually be options to put a filter over everything to emulate this effect (it never looks good). The point here is that sprite art always looks kind of...strange, blown up.


2) Seconding the statement that the background is extremely vague. I'm assuming you're going for a sort of dreamy vibe, but you should put something in the background as well.


You're definitely on the right track, though!
 

Kilgore Trout

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The general layout is cool (I like the color scheme and placement of the logo), although I'd change a couple things:


1) A lot of pixel artists will either point out or complain about how on CRT monitors, every pixel sort of blurs into the next - it makes sprites look a lot smoother and on SNES/Genesis/Etc emulators there will usually be options to put a filter over everything to emulate this effect (it never looks good). The point here is that sprite art always looks kind of...strange, blown up.


2) Seconding the statement that the background is extremely vague. I'm assuming you're going for a sort of dreamy vibe, but you should put something in the background as well.


You're definitely on the right track, though!


Thanks, played about with it a bit. Let me know what you think. 


I kind of like how strange sprite art looks when blown up, but maybe that's just me.

mars LOGO new.jpg
 

Kilgore Trout

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