MV - Inkwell

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Started by BloodyKun 3 posts View original ↗
  1. Synopsis:
    Inkwell is my submission to the recent "Spooky surprises" game jam hosted by Riggy2k3 and Philly Game Mechanics on itch! The theme was pretty self explanatory, about scary stuff in the most unexpected places - perhaps I did not really go into that later part. I'd started designing this game based on ideas I already had for a survival horror game in my head, with the recent remake of Silent Hill 2 on my mind, and wanted to explore some of those mechanics in a way I could experiment in RPG Maker with. I'm not sure it's to its full potential, but I'm glad to have tried. As it is now, it is probably a bit on the easy side, and I cut down on ideas I had for more in depth levels, but still thought it worth it to share here with it being my second overall "complete" project and pretty fitting for the spooky season upon is. It can likely kill just under an hour of your time if you're looking for something both a bit silly and spooky to play for Halloween.

    You play as Dustin, your average young man living a pretty ordinary life that he's grown bored and weary of, until one day something very far out of the ordinary happens to him...and spoiling that would ruin the spooky surprise, I guess lol. It's a bit unfortunate I can't muster up more of an intriguing pull than that, but I guess it's how I gotta write my stories when I overscope for these game jams so far. Suppose it's a bit of a learning process to figure out better ways of writing or other avenues to explore in such a short time frame. Perhaps I'll just say I took some cues from both the aforementioned SH2 as well as many of the works of Junji Ito, the latter of which also influenced my art direction here. Hoping people will enjoy them but really I'd love to hear any sort of criticism so I can improve my work. Thanks in advance to anyone who spends their time on this!

    As far as any content warnings go, I tried to keep it fairly on the tamer side of what I'd consider a PG13 rating. A few rare swear words here and there, alcohol and smoking, some slightly scary imagary? Hard to say, I don't think any of my designs came out looking as scary as I'd initially intended to be honest. I can't imagine too many others would be.

    Trailer and screenshots:
    trailer and screenshots
    I have one longform video here, more of a guide for anyone who might get stuck on something. I feel it's pretty straightforward, but kinda difficult to tell when playtesting your own work. It was recorded before I made some minor spelling and bug fixes but is otherwise pretty much the same release.


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    Download and credits:
    You can find the download file on my itch page for the game here: https://bloodykun.itch.io/project-spooky-jam
    Many of the assets are standard RTP for RPG Maker MV. I edited a lot of them using Gimp to apply a greyscale filter to them.
    Any of the unique art assets and sprites are made by me using Corel Painter Essentials 7, Gimp, and MS Paint.
    The music I used comes from https://freemusicarchive.org/home and all fall under a public domain license, and have been altered and edited with other freely distributed sound effects from https://www.youtube.com/@AudioLibrarySoundEffects ,
    having used both Windowshare Filmora as well as Audacity to do so.
  2. Wanted to give this a go for the RPG Maker Web Feedback Festival.

    Spoiler
    I expected to see Inkwell, but the title screen says Crescent Drake... spooky surprises indeed!
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    But in any case, the main game... the custom assets I think are okay. The portraits and enemy battlers both add to the creepiness that you are (I think) going for. The mom was genuinely scary and it's a shame you see so little of her. As for the rest of the game, I kind of had to kick my self in the butt to keep on playing after the dating/fighting scene. It was... a weird experience.

    It's just too much happening in too distorted a fashion. It plays out like your average bad dream, which is recognizable but isn't really satisfying as a scenario for a game. From beginning to end I was just basically doing what the scenario forced me to do, and none of it made sense to me in either a psychological or philosophical sense. I did chuckle at some sections of the game (such as the dating sequence), and they way the town falls apart is creepy enough. But... it feels like you're mixing baking soda with citric acid... not sure what you were trying to do.
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    The four (I think) weapons that you can collect in the game, and the two skills that you have at your disposal all seem rather inconsequential as the normal battles require zero strategy and the boss battle has a fixed resolution anyway. You can buy healing items but these too are obsolete...

    The soundscape with the heavy distortion throughout is not something that I found enjoyable, either. There also is no explanation for why you need to hear the garble all the time. I guess the UI not having the default MV/MZ sound (in fact it had no sound) was kind of a relief.

    All in all, some nice art and ideas, but overall not a satisfying play through I'm afraid.
  3. Thank you for playing and for the feedback! It was certainly a learning experience in where I’ve come up short as a solo dev with a short amount of time. I wanted to test out how weapons and items could work with different scripts and variables, but unfortunately I don’t think certain mechanics I tried to make with some of the enemies actually worked correctly with these. I tried to base much of it off of the Silent Hill series as well as Junji Ito, and I suppose I found how tough it can be to make such a story work in a more concise way. In any case, thanks again! Really helps to hear from others.