
Synopsis:You and your not-girlfriend visit the small, humble town of Sundew as part of a "vacation".
That vacation actually being a mission to investigate this town in the boonies for a legendary artifact called the Inducer Core: a super alchemy item that lets the user overhaul anything they touch to make it twice as powerful - something so incredible it could change the world.
Fortunately for you, nobody else knows about it aside from your employer... but at the same time, you don't know where to start looking for the Core or even know what it looks like.
The town of Sundew seems like a nice enough place though, so you decide to poke into the town's mysteries as a way to pass the time. What could go wrong?
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This borrows the same engine I've been using for my main project, The Dark Heart, but I've modified it a little bit. Turn-based combat with Zelda-like exploration.
This takes place in the same established universe as my main work as well, but everything that happens here is more or less self contained. It's a look into how the world is like beyond the main heroes. (More details down in the Characters segment.)
This was originally made for the No Travel Game Jam, but I've since kept working on it to make it the best it can be. You can expect this be at least two and a half hours long if you do absolutely everything.
EDIT: The Omega Cut is the most complete version of the game there will be for the forseeable future - everything I've wanted to put in is in.
(There is some slight cursing, by the way. Johnny says the S-word like four times.)
Features:Spoiler
Features marked with a ★ are in the game, while ♢ is what I want to patch in to make this a more complete experience.

★ An extremely robust combat system that gives you a ton of options
★ Cutscene skip
★ Navigation buttons that tell you where to go and change color based on significance, as well as the ability to disable them if you don't want them.
★ Being able to change the characters outfits with costumes, although this only affects battle
★ Quirky dialogue & humor to add levity to the game
★ A bestiary that lets you see detailed stats about every monster in the game, even what species they are or where they're located
★ One dungeon
★ Four Superbosses hidden across the town/dungeon
★ Dungeon keys you collect are added to the HUD so you don't lose track of them
★ You fully heal every time you level up
★ Autosave
★ Quick-Swap. Pressing Q when you have more than one party member will automatically switch the characters around without having to go into the team-setup.
★ An interesting twist on the New Game Plus concept
And that's about it.

★ An extremely robust combat system that gives you a ton of options
+ Four playable characters
+ You can change your equipment mid-combat
+ Regenerating MP for every character and limited item stack (aka. only 2 of this game's Megalixir at a time, etc.)
+ You can see who goes first, with their icons changing color if they can't move or are charmed, etc.
+ Attacks are split between physical and magical
+ Enemies can hit hard but are dismantled by smart play
+ Enemies on the overworld, no random battles. They have smart path-finding and line of sight, with the added bonus of letting you sneak up on them for surprise attacks.
+ Being able to actually use weapons on the overworld, both for stunning enemies for surprise attacks and solving overworld puzzles
+ Enemies react to moves they are vulnerable to / resist / are immune to, complete with different colored flashes, shaking and meaty SFX.
+ Retry (starts fight over instantly) and Continue (leave to safe area) function when you lose to enemies in combat, complete with restoring the items you've used in combat should you get far without winning.

★ !! The ability to customize your keybinds !!
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★ !! The ability to customize your keybinds !!
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★ Cutscene skip
★ Navigation buttons that tell you where to go and change color based on significance, as well as the ability to disable them if you don't want them.
★ Being able to change the characters outfits with costumes, although this only affects battle
★ Quirky dialogue & humor to add levity to the game
★ A bestiary that lets you see detailed stats about every monster in the game, even what species they are or where they're located
★ One dungeon
★ Four Superbosses hidden across the town/dungeon
★ Dungeon keys you collect are added to the HUD so you don't lose track of them
★ You fully heal every time you level up
★ Autosave
★ Quick-Swap. Pressing Q when you have more than one party member will automatically switch the characters around without having to go into the team-setup.
★ An interesting twist on the New Game Plus concept
And that's about it.
Screenshots:Spoiler




Characters:Spoiler
* Johnny Lucerne - A massive dork that, despite his unassuming appearance, is a skilled fighter and a lover of hand-to-hand combat. He and his partner run a service where they go around and collect rare and lost items, often selling them back to other adventurers who need them.
* Freyja Duskell - An extremely experienced catgirl witch who can copy the powers of her enemies by observing them, ala. the Blue Mage from Final Fantasy. Despite her tough and cold exterior, she's a big sweetheart and will always fight for what's right even if she wants a little compensation from time to time.
* Madeline Richtel - A young dog girl nun who's apprenticing at her local church. Despite her gentle appearance, her heart's full of adventure and she's willing to fight even if she's scared. Her prime motive is to protect the people she loves.
* Latona - The head priestess of the church in Sundew and Madeline's mentor. She is responsible for watching over the safety of the town due to being a senior magical girl, being a legendary hero back in her heyday. Now though, she's more concerned about being Maddy's teacher than anything else.
IMPORTANT NOTE: Johnny and Freyja are just shopkeepers my main project.
Sundew Nightmare is one of their misadventures, as they play a minor (but extremely helpful) role in my main project.
* Freyja Duskell - An extremely experienced catgirl witch who can copy the powers of her enemies by observing them, ala. the Blue Mage from Final Fantasy. Despite her tough and cold exterior, she's a big sweetheart and will always fight for what's right even if she wants a little compensation from time to time.
* Madeline Richtel - A young dog girl nun who's apprenticing at her local church. Despite her gentle appearance, her heart's full of adventure and she's willing to fight even if she's scared. Her prime motive is to protect the people she loves.
* Latona - The head priestess of the church in Sundew and Madeline's mentor. She is responsible for watching over the safety of the town due to being a senior magical girl, being a legendary hero back in her heyday. Now though, she's more concerned about being Maddy's teacher than anything else.
IMPORTANT NOTE: Johnny and Freyja are just shopkeepers my main project.
Sundew Nightmare is one of their misadventures, as they play a minor (but extremely helpful) role in my main project.
Current Staff:Spoiler
Only me.
I did enlist the help of the wonderful Jaxcheese for some music, even though it wasn't made exactly for this project.
You can find more details in the resource credit notepad file that comes with the game.
I did enlist the help of the wonderful Jaxcheese for some music, even though it wasn't made exactly for this project.
You can find more details in the resource credit notepad file that comes with the game.
And now, the moment you've all been waiting for...
THE GAME! 
Here is the dropbox link. (Version 16)
BUGFIXING -If anything crashes or acts Not Fine please tell me immediately, because due to the amount of crunch I was under, I couldn't 100% polish everything like I could my other game.
Spoiler
Yet to be changed:
- Some animation resizing stuff
FIXED as of version 1:
- Missing portraits
- Missing sounds
- Incorrect door paths
FIXED as of version 2:
- Being able to walk where you shouldn't
- Cutscene softlocks
- Completely revamped a physics puzzle
FIXED as of version 3:
- Added in the costumes, finally
- More softlocks
- Fixed a formula that crashed the game
FIXED as of version 4:
- Balanced the game more
- Added in a superboss
- Fixed some miscellaneous glitches
- Removed ABS aspect since it didn't really help the experience
- Added cutscene skip
FIXED as of version 5:
- Fixed the superboss
- Hookshot petrification softlock fixed
- Even more balance fixing
FIXED as of version 6:
- Fixed the weapon shop lady not having her first conversation with you
- Added two entire new areas, as well as a bonus superweapon
- Added in the rest of the Seven Wonders, since that was missing from the original game.
FIXED as of version 7:
- Fixed more tileset oddities
- You gain skills as the game progresses as opposed to simply getting them all at once
- Tweaked the final boss's defenses to better fit the game's playstyle
- Mid-game boss nerf
- Cleaned up some dialogue
FIXED as of version 8:
- Added more content, changed the color palette of the final dungeon
- Overhauled some cutscenes & modified sequences
- Added a new ability for a character
- Added in a new secret superboss
- Some music alterations
- Changed the actual name of the file so people know it's Sundew Nightmare and not some other no travel game jam entry (late, I know)
FIXED as of version 9 - the Omega Cut:
- Added a brand new playable character & costumes
- Tweaked some abilities & general gameplay fixes
- Added a retry when you die functionality for bosses
- Made it so you can continue from a save file after you beat the game
- The bulk of this new update was that I added in a New Game Plus mode with... interesting properties, such as removing the tutorials from the game on a carried-over file
FIXED as of version 10 - the Omega Cut:
- Fixed more bugs
- Revamped the ghost chase
- Added a death counter that ticks down the more you bump into said ghost
- Made Freyja less ornery
FIXED as of version 11 - the Omega Cut:
- Revamped a fair amount of the script, such as monster name changes and upgrading certain plot details
- Some small buffs for enemies
FIXED as of version 12 - the Omega Cut:
- Added in a new kind of puzzle in the Drosera Ruins
- Added in a new cutscene at the end before the credits
FIXED as of version 13 - the Omega Cut:
- Fixed some bugs exclusive to the new stuff
FIXED as of version 14 - the Omega Cut:
- Added a new "weakness shake" feature thanks to Trihan from the RPG Maker forums
- One final round of rewrites & enemy/skill balancing
FIXED as of version 15 - the Omega Cut:
- Added a "super" cutscene skip option where it will skip across cutscenes even on different maps
- Baked a fullscreen button into the system options
- Overall cutscene fixes ranging from reducing the amount of time spent in certain rooms as well as quelling some more noticable sound bugs
ADDED IN VERSION 16 - THE OMEGA CUT:
!! - A fully customizable keybind system that allows the player to change inputs to be whatever they want, as well as a new combat hotkey system
- Diagonal movement
- The smartest iteration of enemy overworld behavior yet, complete with a true line of sight stealth system
- Finalized the dialogue, barring any potential future changes
- Post-final boss cutscene
- Added two new boss fights (one optional), rebalanced most of the older ones and gave normal enemies gimmicks
- Some animation resizing stuff
FIXED as of version 1:
- Missing portraits
- Missing sounds
- Incorrect door paths
FIXED as of version 2:
- Being able to walk where you shouldn't
- Cutscene softlocks
- Completely revamped a physics puzzle
FIXED as of version 3:
- Added in the costumes, finally
- More softlocks
- Fixed a formula that crashed the game
FIXED as of version 4:
- Balanced the game more
- Added in a superboss
- Fixed some miscellaneous glitches
- Removed ABS aspect since it didn't really help the experience
- Added cutscene skip
FIXED as of version 5:
- Fixed the superboss
- Hookshot petrification softlock fixed
- Even more balance fixing
FIXED as of version 6:
- Fixed the weapon shop lady not having her first conversation with you
- Added two entire new areas, as well as a bonus superweapon
- Added in the rest of the Seven Wonders, since that was missing from the original game.
FIXED as of version 7:
- Fixed more tileset oddities
- You gain skills as the game progresses as opposed to simply getting them all at once
- Tweaked the final boss's defenses to better fit the game's playstyle
- Mid-game boss nerf
- Cleaned up some dialogue
FIXED as of version 8:
- Added more content, changed the color palette of the final dungeon
- Overhauled some cutscenes & modified sequences
- Added a new ability for a character
- Added in a new secret superboss
- Some music alterations
- Changed the actual name of the file so people know it's Sundew Nightmare and not some other no travel game jam entry (late, I know)
FIXED as of version 9 - the Omega Cut:
- Added a brand new playable character & costumes
- Tweaked some abilities & general gameplay fixes
- Added a retry when you die functionality for bosses
- Made it so you can continue from a save file after you beat the game
- The bulk of this new update was that I added in a New Game Plus mode with... interesting properties, such as removing the tutorials from the game on a carried-over file
FIXED as of version 10 - the Omega Cut:
- Fixed more bugs
- Revamped the ghost chase
- Added a death counter that ticks down the more you bump into said ghost
- Made Freyja less ornery
FIXED as of version 11 - the Omega Cut:
- Revamped a fair amount of the script, such as monster name changes and upgrading certain plot details
- Some small buffs for enemies
FIXED as of version 12 - the Omega Cut:
- Added in a new kind of puzzle in the Drosera Ruins
- Added in a new cutscene at the end before the credits
FIXED as of version 13 - the Omega Cut:
- Fixed some bugs exclusive to the new stuff
FIXED as of version 14 - the Omega Cut:
- Added a new "weakness shake" feature thanks to Trihan from the RPG Maker forums
- One final round of rewrites & enemy/skill balancing
FIXED as of version 15 - the Omega Cut:
- Added a "super" cutscene skip option where it will skip across cutscenes even on different maps
- Baked a fullscreen button into the system options
- Overall cutscene fixes ranging from reducing the amount of time spent in certain rooms as well as quelling some more noticable sound bugs
ADDED IN VERSION 16 - THE OMEGA CUT:
!! - A fully customizable keybind system that allows the player to change inputs to be whatever they want, as well as a new combat hotkey system
- Diagonal movement
- The smartest iteration of enemy overworld behavior yet, complete with a true line of sight stealth system
- Finalized the dialogue, barring any potential future changes
- Post-final boss cutscene
- Added two new boss fights (one optional), rebalanced most of the older ones and gave normal enemies gimmicks