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Where the Forest keeps the Hollow's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme | #1 | 4.714 | 4.714 |
| Presentation | #2 | 4.857 | 4.857 |
| Overall | #6 | 3.786 | 3.786 |
| Creativity | #6 | 3.857 | 3.857 |
| Horror | #9 | 2.857 | 2.857 |
| Story | #10 | 3.429 | 3.429 |
| Gameplay | #13 | 3.000 | 3.000 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How did you choose to implement the Theme: Witching Hour in your game?
I made the story revolve around the idea of making and drinking potions by the witching hour.
Did you implement any of the optional Bonus Challenges, and if so, which ones?
Yes. I added all 3. There is familiars that helps with hints and where to go and potion brewing is a big part of the game. There is also a curse to be broken, but I did not really get to that part of the story. There is hints to figuring something out before 6 days have passed.
Did you create your game in RPG Maker?
Yes
Does your game contain AI-generated assets?
No
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Comments
I think the visual part of the game is its strongest suit currently. But even that has some issues and inconsistencies. Not with the visuals themselves, but with the fonts or map passability/object interaction. For example, the video that plays on game start is really cool, but the fonts and font clorors seems a bit out of place and ruins its mood slightly.
Gameplay is just too straightforward. Not talking about mechanical depths of controls and actions, but about overall progression through the game.
I think there is a clear potential for a good game here; it just needs more work. Good job!
Also, really cool title screen effects!
Thank you for playing the game =) And I agree a lot with the map passability and object interactions. One of the big reasons were having to cut the pictures drawn up for the scene and then the fact the sprite was so big. So I had to remove the ability to pass and walk some places because if not the hat would clip too much. But you also see a few places where the sprite will weirdly clip where it should not. Believe me when I say it has been worse XD I would fix it more if I had more time before the game jam ended.
I hope to add more exploration and things later, but I had just one week left when I actually strted on the events to the game. But I will try to add more things to do =).
And thank you. I found a plugin so I could play a video and added an animation of trees I made, and the visuStella glitches plugin.
The art, music and intro were lovely and you can tell the great care and time you put into their creation. The game play was where I found some issues in that it was more just a rail road narrative. I was hoping for some sort of mini game play like a potion making system or some barriers that require the items found in a particular order, etc. Also the small of amount of cursing felt out of place compared to the the overall narrative tone. I am still looking forward to playing the full game and think your presentation was immaculate.
Cheers!
Thank you, and I agree that it does feel like you sort of go from A to B without much to the gameplay. I would like to implement a sort of potion synthesis system in the future, it is just down to how I am better at the creative part, and not always as good at the technical part. I think the closest maybe is that you can unlock something when you have all the potion items in your inventory if you go to the right place. I also planned on having a chase scene, but had to scrap it and made it a cutscene instead because it became too big for the time I had left.
And the cursing is actually a plot point for later XD It is meant that the main characters thoughts and manner is not supposed to fit the setting.
I will do my best to make the final game more challenging for myself when I continue, as I will have a lot more time on it =) Thank you again for playing.
The art and atmosphere is super nice! I really love the way this game is going, will play the full version when it's out.
Thank you so much! I don't know when I will have time to finish it, but hopefully it won't be too long =).
The art was absolutely gorgeous in this game, and I didn't expect such a good animated intro.
The tilesets were also the aspect that made me drop my jaw to the ground, especially when I went outside.
I only wish this demo had revealed more about the story, because by the end, it felt a bit underwhelming in that regard.
I was also dropping frames when I was in the kitchen for some reason.
Maybe the visual effect above the cauldron might be the cause, but I'm not sure 100%.
Thank you for liking my game =) At least it is easy to convince people I spent most of the time on the art and that intro and that is why I needed to cut down on the size of the game XD
I had to cut down on the size because of some real life stuff, but it is true I could have added more story elements. I think I sort of shot myself in the foot since I did plan on giving a lot of lore in a library later, but the library is not before 3rd day, so of course until then a lot of the story is just what you get told and hinted to.
It might be the particle plugin, I think that is the only place where it is used as well. I tried using it to make some smoke out of the holes in the garden, but it fell through and I went with the Xs.
Once more, thanks for playing it =) And for giving some good pointers to things I can fix later =)
Np. It was a pleasure to play your game.