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Grim (Demo)'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall Horror | #9 | 2.932 | 3.167 |
| Gameplay | #10 | 2.777 | 3.000 |
| Judge's Score | #11 | n/a | n/a |
| Creativity | #11 | 3.240 | 3.500 |
| Soundtrack/Sound Design | #14 | 2.623 | 2.833 |
| Overall | #14 | 2.777 | 3.000 |
| Story and Writing | #16 | 2.315 | 2.500 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Which Challenge(s) did you add to your game? If none, simple enter NA
NA
Are there any sensitive topics/trigger warnings that players should be aware of?
War
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Comments
I really loved the atmosphere of the maps, tbh, I'm very surprised that isn't a category. Even for those using default RM you can still make cool layouts and things, I feel like people are so scared that artists are gonna win for being good artists that they don't even want to have a visuals/ rating. But there should be one! Because visuals is HUGE for horror. Maybe "Atmosphere" Might be a good rating category? Anyways, I do wish there was more writing and story because with horror it's nice to know what's going on. Some first person games can get away with scary happenings without much writing, but I think this really could've made use of it!
This game was effectively made in the last four days of the game jam. I am not happy with how it turned out. There was much more planned but I started on this game way too late. There was also going to be custom artwork for the enemies on the battle screen that explained their moveset. And yes the notes were gonna be readable but that didn't happen. I am saying all this because it was really bugging me ever since I uploaded the game.
This game is definitely visual proof that the rtp can make some good maps, and for atmospheric environments if used correctly. I'm hazarding a guess it's meant to be reminiscent of WW1's trenches, with Emilia trying to find her brother, but also escape alive after an attack. Unfortunately that's all there really is to it, and I agree with Sith that the game could have used more exposition, maybe with the notes on the desks being written by the soldiers there with thoughts of why they're there and what's going on. Something to further build the world and immerse the player fully into Emilia's shoes.
I can only assume the green bubble status effect means the player is poisoned, but the game never provides anything to heal that damage. As a result I would start resetting the game any fight it happened, and quickly enough just began avoiding fights all together. Especially once I noticed she wasn't gaining XP from fights, so there's literally no gain to fighting except maybe hoping to get back some amount of the ammo you used. There's also a box in one of the rooms in the upper right area where the box just says "weapons gained". I didn't have anything new in my inventory, and I'm guessing it was a bit of filler that was missed.
I'm hoping you update this once the Jam is over, since I'd like to see what you fully intended this to be.
The green bubbles actually meant your bleeding which is cured by a bandage. It's sadly another small thing I forgot to change.
For a demo, this provided enough gameplay to let me see what this game's going to be about. I like that the battle mechanics are simple and standard, but I really wish there had been more of a story about what's actually going on in-game. All we're given is one or two text boxes about what we're doing, but no context as to why the character is where they are. I think that if the notes on the desks could be read or if there was any lore to pick up, that would bring this game up a notch or two. As it stands, it's a pretty typical RPGMaker game. That's NOT a bad thing, but there's nothing there yet to make it truly shine. However, that also means that this game has a lot of potential to it. I just think it really needs to be expanded upon, especially in terms of WHY we're there.