So do you think this is still instantly recognisable as an RPG maker game? Does it stand out?
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Here the hanging figure is in the foreground, so all the playfield moved behind it.
The areas only scroll left to right, with oter 'rooms' being entered through doors.
Thers a demonsration video on this page here:
https://forums.rpgmakerweb.com/index.php?threads/the-history-of-hauntly-hall.148732/
From looking at this picture, my answer would be "yes, except two things:", being the font used and how the character would move. However, looking at the gameplay in your thread, I see that you've already sorted out the latter. It now feels like "a game made in an engine" from a picture-standpoint. (And yes, I am aware that this may sound horrible, which isn't my intention. It means that it's up to you from there to make that game great with what it has to offer).
However, seeing it in motion actually reminded me of old Atari games, which certainly had its flair for what happened on screen. Dunno how much it will give of these vibes after adding more lighting (as you seem to intend) or simply... stuff that an Atari wouldn't be able to handle.
Hmmm... Well I'm just in the planning stage for a sort of suspence/mystery game. I'm looking at making it in a black and white 'shadow play' type style. But right now I'm not sure how to display Black text! always seems to be the simple things that get you stuck!
Has been a long time that I've worked with XP, but you should either be able to change it within the default scripts, or by simply changing the color palette of the windowskin.
The color palette works in numbers from 0 to x, where (I think) the first one should be the default colour used for normal text.
So you can either change this number to a different one, or change/swap the colour on the windowskin. Just keep in mind that it will then change it for the whole game.
On that note: I guess as soon as you enter back to any UI-related stuff from RPG Maker, people will obviously notice the engine - which actually is still applicable to many of the more known Maker Games. So you may either change it up somehow (maybe scripts?) - or even create your own via events if it's nothing too complicated.
It does not scream rpgmaker to me and also reminds me a lot of World of Horror's aesthetic, if you are familiar. Good job.
I also don't think I saw anyone say it yet and not that it is really that fun of a game but, Yume Nikki was my introduction to rpgmaker and I definitely think there is an avenue for the 'walking simulator' or an expansion/fusion on the core idea. The sense of exploration, emptiness, and apparent surrealism in the game and its mechanics really fascinates me. More tradtional rpgmaker horror games are also a fun idea- like you I'm just not the biggest fan of jump scares.
I think Yume Nikki was certainly the first look into Horror RPG Maker back then for a lot of people. If not mistaken, I'd actually seen it before stuff like "Ib" and what-not, as well. Actually been a long time, now that I think about it.
Ah, but about jump scares: That is not only a thing about rpg maker, but games in general. A lot of games try "the cheap" route, as it normally gains the most effect and audience. Now, this route can be done well, for example some of these horror rpg maker games include it in atmospheric and smart ways (most of the time).
I do actually like the more suspense, thrilling, psychological route of horror. Where you feel something is there, but it doesn't show at first. Or where it messes with your head. To (some) extent the horror rpg maker games do include this within their setting and story telling, but feature wise, they still rely a lot on quick grabs and reactions.
So... to get back to the initial question: Jump Scare filled games are most popular. But if the game has nothing else going for it, it will probably be forgotten quick (especially nowadays). Making something more... long-term horrifying may not get the masses flying to you, but may or may not make for a better experience for your game - especially for players who love to immerse themselves into it.