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A jam submission

SECRET PROJECTView game page

A rogue-lite puzzle game with a horror theme
Submitted by Fortunastreet โ€” 49 minutes, 24 seconds before the deadline
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SECRET PROJECT's itch.io page

Results

CriteriaRankScore*Raw Score
Sound/Music#114.1114.111
Overall Fun#174.2224.222
Controls / UI#393.6673.667
Art / Graphics#414.1114.111

Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Ai Usage

Human made

If you have competed before, how has your game changed?
It is a brand new game.

Genre

Horror

Any Horror

Puzzle

Mystery | Advenure

Rating

For 13+

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Comments

Hi Fortunastreet!

This was a fun and unexpected project! I had no idea what to expect but this was something I really enjoyed!

As usual, I start with the music and audio, which I found fitting and enjoyable! I think with your experience from the last game, you already have a great grasp on balance and what fits.

For the visuals, I generally approach my feedback from the colorblind side of things and there was only the issue for the color of the room types/cards. A symbol or label on the top corners representing this would help me, as a colorblind player, identify that the two cards are different types without thinking about the color of the cards. This doesn't need to be left on even; it could just be an accessibility toggle on or off if you want to keep the ui/ux clean. Oh yeah, and I'm still not entirely sure I see when I'm injured. I know you mentioned that I was bleeding, but it wasn't very apparent to me. I like that you didn't outright give me an HP meter, but I think this needs to be improved a bit too.

Artwork is nostalgic to Valoren, and I love the consistency. This is great for the universe-building that you have going on!

The gameplay is very satisfying where it is. I don't think I've played enough to get annoyed with anything, and I feel that the gameplay loop makes me really want to keep going. Heck, I didn't even want to stop to go on to the next game as you saw haha! I think the only thing that needs to be made clearer earlier on is that going down to the basement is really the objective; I didn't realize it at first til I read some of the documents. It would have really made some of my decisions better, and while it was a nice discovery item for finding the escape, I feel like I wish I could have understood it sooner than I did. If that makes sense?

While I didn't find all the rooms yet, and have more to play (which I will), I'm quite curious about whether you would be expanding this further, adding more rooms, and more.

Thank you for the fun game! I look forward to playing it more and am even more excited for what other ideas you have in store!

Regards,

- Glim
GlimMusic.com

Developer

Colour accessibility isn't exactly a common consideration for a prototype, but for the official release, I could certainly add an extra option for accessibility (for the room types, but also for one particular puzzle and maybe for the character art?).

The first library book is clearly the way the player is intended to know their end goal (library is a very common room, but its 1-gold cost can be a bit daunting). Otherwise, there is another book in the basement staircase with the same info, and the book in the upper staircase clearly invite you to look for the basement staircase. So I'm not sure how much more I should telegraph that point.

I have 3 extra outfits planned (all are implemented, but they are waiting for their artworks), like 10 extra rooms planned (2 of them are already finished). I plan to also add a few illustrations, and I could maybe add some extra late game puzzles, but otherwise the game is mostly done.

Thank you for the extended stream. I will certainly come back to you at some point with an updated version. ๐Ÿงš

Jam Host

Hey! With FQ9 ending soon, I wanted to let you know that I won't be able to cover your game until after the event. If you're okay with waiting, just keep the game on the event and I'll be getting around to it over the next couple of months or so. :)

Jam HostSubmitted

Welcome back to the Quest, I enjoy your new secret project, I seem to vibe with this one a lot more, I could keep going if not for the time restraint. 

5/5 for me on all category. 

2:46:17 Fairies' Mansion

Developer

Thank you again for the stream. ๐Ÿงš๐Ÿงš๐Ÿงš

Submitted(+1)

Gameplay starts at 2:44:44

The things rpgmaker can do is truly something else. I never expected MV to be able to create a horror roguelite, but you managed to pull it off! I like how when you take damage in the game, your character sprite and menu shows the damage. Hopefully one day Angel can escape from the Evil Mansion of Doom and Scary Things.

Controls are fine, menu easy to navigate. Each room with its own vibe is solid. I was hoping to find a way to heal after taking damage, but I suppose that's part of the experience.

Developer(+1)

Thanks for the upload.  ๐Ÿงš

(1 edit) (+1)
  • Youtube Link / Twitch Link
  • Graphics : Why is there an inexplicable biblically accurate angel backdrop for the extras menu?
  • GUI : Fine
  • Performance : Fine
  • Music / Sfx : 
    • Music : Fine
    • SFX : Fine
  • Gameplay : Blue prince at home. 
  • Notes : 
    • There was a bit of an issue / confusion on positioning with certain tiles , e.g. going west will suddenly make you face east in the new room.
    • I really felt like I got shafted by RNG here , I'm assuming I was just unlucky considering Shift said he did it certain things much sooner
    • Maybe some tiles could be locked to certain positions , like how the end caps prefer being near the edges.
    • Was never able to find out what the numbers were for , tried to do the "palindrome" thing for different safes and none of the numbers I tried worked for any of them.
    • Completely unclear what to do with the sheet music, you can't pick it up nor play any piano you come across.
  • Final Thoughts : Overall I do like it and would like to give it a more complete play-through in the near future.
Developer

-I will be pretty honest, I choose that background because it looked cool. I had to look out online to understand what you meant. Now that I saw what a biblically accurate Throne looks like, I'm not sure what to think about it. If anything it can be a pun about the main character's default name (Angel).

-To prevent the player from immediately going back to the previous room due to the new being flipped 180ยฐ, the next update will include a direction-lock to the exit for like 30 frame preventing the player from immediately going back by mistake, like you suggested.

-Your RNG was clearly not good, but I think everyone will agree the game isn't easy especially early game. I already made a few changes to help out the early game (for example, there is now an extra minor gem in the Upper landing and a guaranteed gold coin the first time you enter the Mystical elevator). I may do more if necessary. An idea I got from the streams was to give each outfit a passive effect (like the grey dress will tell you how much loot there is in a room like if you had a compass, or the starting one will give you a very small bump to your loot chance).

-The palindromes books and the note you found are useful clues, but they do not suffice by themselves to solve their respective safes. More info is needed.

-Like in Blue prince, you cannot pick up any clue with you, it is intended that you take notes or screenshot any valuable clue (the game even now has a build-in screen capture shortcut to make the process easier) and once you got all music scores, you deduce the code. I have not seen anyone solve that puzzle yet (mainly because the 7th music score is in an uncommon basement room), but once I get some feedback on that, I may change the starting clue. It seemed like the memo with music notes was confusing people more than helping them.

I will happily follow a more complete playthrough, even if it starts at 2 AM in my time zone. ๐Ÿงš 

(+1)

As someone who really enjoyed Blue Prince, it was cool to see another game inspired by it, with added horror and RPG battle elements that give it a new twist.  Overall I really enjoyed playing it and seeing how you incorporated those mechanics.  And having a more fleshed-out story was nice.

I know your page already mentioned you're working on the typos and spelling issues, but I also felt the map was upside down once you left your room.  So you go down, but on the map it shows you going up; you go right, and it shows you going left.  That was really confusing and made me go the wrong way in the "only go right" room.  There was also a room that said something along the lines of you'd be damaged the first time you entered it, but it damaged me every time.  Don't know if I read it wrong or misunderstood or if it was a bug.

The fight mechanic was nice, especially with some being (mostly) optional, even though I, of course, just went in and was like "I'mma touch it!" and promptly died LOL. It would be nice to see an HP bar, as I wasn't really sure how much health I even had.  It also led to me being confused about how to heal, since I thought it would happen once the night ended, but I started the next night still wounded?

All in all, a fun game that I hope to see again in the future as you continue polishing and developing it.  Would certainly enjoy playing the full game when it's out :)

VOD (with timestamp) where I played it: https://www.twitch.tv/videos/2874427686?t=01h54m47s

PS: I was really confused about what the name was, as it said one thing on the page and another in the game ๐Ÿ˜…

Developer(+1)

Thank you for trying out this prototype. ๐Ÿงš I will happily ping you when it is fully released.

The minimap was a clear problem for a lot of people, so the next update will make the minimap rotate to always match the room you are currently in. It should remove the confusion.

I also noted I may need to find an elegant way to explain how hp works in this game, as it isn't as intuitive as I thought it would be. Basically, the main character has 2 HP. Anything that can wound her always deals 1 hp of damage, anything that can heal her always restaure 1 hp. She can either be in normal condition, wounded or dead.  Hence why there are no health bar. Enemies have more hp, but they follow the same logic (at half health, their main animation change to reflect that they are close to death). 

The charred room seems to have confused a lot of people, would this new version be more clear about it does?

You also were confused by the Toxic room; it doesn't hurt you the first time you enter the room (you just were already wounded because you went to the altar before), but it does hurt you the 2nd, 3rd, 4th times... Would you have a suggestion to improve upon the current text?


Submitted(+1)

Hey, I know you were in chat during my playtest so you likely got what you needed, but I also uploaded the recroding to youtube in case you need to reference anything: 

Developer

Thank you for the upload.  ๐Ÿงš