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Found 8 results

  1. Playable teaser/Demo out now! This demo does not have any of the maps from the main game, but gives you a flavor of the game! (with a bit of story) Progress blog can be found here you need not play the first game. but if you can find the first game you are welcome to play it. YOU WON'T FIND IT Welcome to the world's best party simulation game's sequel! (you don't need to play the first game. If you find it, play it) Here we visit Ellie, my little sister! It's Ellie's birthday, and I want to throw the biggest party bash ever! there will be cake, gifts, and teddy bears! Play my sister Ellie in her house, as I Elise, plan a super duper surprise party! Help Ellie explore her house, as she looks for every single surprise I've made for her! Meet zany new friends, and open kooky gifts, find teddy bears, play music, and more! Try to find me, hiding somewhere in the house you'll never find me, before I find you first! Like a big game of hide and seek! Help Ellie solve special puzzles I laid out for her, as you try to avoid the big bad E****. If you get caught, you lose! Oh no! Ellie left me alone, so that's why I planned this surprise party! She left me alone. alone find the first game -- Play as a young woman name Ellie in this largely gameplay driven game where the game remembers you and everything you do. The plot advances when the game wants it to. Don't question the game's decisions. Bad things might happen. Don't try to remove the game's memory. That only makes it angry. Do as the game says and remove it when you're done and you should be safe. Traverse the house while avoiding E****. If it catches you, you lose. The game will remember that. The game may make the sounds loud or quiet. It depends. You have been warned. Flashing lights may also occur. this is common. You have been warned. The game does not know your name. Don't give it to it. If it calls your name do not respond. You must reach the end of the game to win. Doing this could be a challenge, and could not be as well. But do not give up midway. This will anger it. Traverse to many different areas, or just one. Answer doors, turn off lights, don't get caught, beat the game, you will survive. The story depends from game to game, though there is one cohesive plot I think, but it is hidden. Find it, this will please the game. The game will do everything in its power to try to get you to stop playing the game. Do not fall for it, no matter what you do. Finish the game. The game will mess with you. You have been warned. Find the first game. Ellie - I don't know her role in the story, nothing is getting the game to tell me about it. Further searching is needed She is the person you play. Elise - I couldn't find her sprite. The game is adamant on only telling me one thing E**** Mack Celianna Ayene-chan Meow face YesImAaron Micheal Galv Shaz Racheal Jet10985 Zerbu TheLEECH Modern Algebra Me Show your support with a super duper cool banner made by yours truely~ Feedback is always welcome~ ...
  2. Greetings fellow game makers! It has been over a year since I began the foundations for Classical Age World, and I could really use some people on the team. We have one person in greece on the team, whom is trying to make a career out of Uni time, and another person whom is exchanging ideas with me. I have several blog entries on webs about the game, which can offer more information than I think is reasonable for this thread http://forums.rpgmakerweb.com/index.php?/blogs/blog/174-chungsies-blog/ A little bit about the game: The player is dropped in Alaska in 50 BCE, and meets an Inuit whom provides assistance in learning to navigate the game, how to craft, how to level up skills in the skill tree, and how to explore and stay safe in a world full of issues which may never be solved. There are 99 cultures in the game, and many languages. 63 factions compete for world domination, as they balance things like sanitation and taxation and production, as well as military and infrastructure. There are 36 independent cultures with no recognition of sovereignty. The player must make decisions which can not only effect themselves, but the rest of the world in entirety. There are 12 different Nationalities to choose from, which will determine which storyline is defaulted in terms of quests and adventures, as well as how all the NPCs interact with the player. Regardless of nationality, the player can earn titles and ranks within a culture/faction which enables things such as Employment opportunities, or the power to obtain land which is protected by the fielded armies of the governments in question; as well as reduce taxes levied on the player. Please refer to the blog entries for more information. Communication: I have Skype, Outlook, Gmail, and a dedicated Discord server for helping in coordinating with anyone interested. License: This is a non-commercial project, as such there will be no payments provided to anyone on the team. Positions: Scripters, Artists (tiles, sprites, battlers, splash screens, icons), Developers (this includes the creation of skills for the skill tree, quest lines, storylines, information about NPCs, idea generation), Composers (I myself know how to compose, but if you feel you can offer something for the project, you are more than welcome), Animators (cut scenes as well as skill animations). Credit will be given to anyone who helps, even if they do not join the team. I can be contacted immediately on Webs or Central @Chungsie. Regards
  3. Welcome to Toby's Island, a 90's style RPG that follows the story of Toby, a boy whose lineage destines him to defend an island from a terrifying darkness imprisoned at the islands core. On the journey you will craft tools and potions, farm plants, fish...fish, and collect monsters while you repair and upgrade a village, meeting new friends and overcoming an evil that your predecessors never could. The intention of this game is to appeal to fans of the pokemon franchise, but expand on both the story telling and gameplay. The game revolves heavily around resource/item collection, explores serious themes and prides itself on hidden passageways, events and easter eggs. You may remember seeing a post about this project a while back in 2014. Visually the game has been rebuilt almost entirely, leaving only the menus and a few odds and ends behind. I am also very close to a demo that I would love to show everyone. <--- social media icons made by Galv.
  4. (Evil Ways) Abstract: Story: The World: The Characters: Features: Screenshots: Credits: Download ________________________________________________________________________________________ Glossary: KNOWN ISSUES (reserved space) CHANGELOG (reserved space)
  5. Firts of all, english isn't my primary language, so sorry for my errors. I was working on my game and started to think about this. There are many possible places to have items, such as chests, barrels, bookscases, etc. If all of them had messages ("Nothing here", "Only water inside this bucket") or items, the player will get tired to check every place of the map? I thought about putting an exclamation when you pass near a place with a item, but this does not make the message where there isn't an item useless? How do you prefer the items when you play a game? - Obvious place (like the exclamation) and you never need to check others places. - Just some places (like just the bookcases). - Anyplace that can hold an item, so you need to check the entire map. By tha way, I'm talking only about normal items, not key items.
  6. Hello guys! Jeff here! I am currently working on a horror game called The Looker - Illusion of Your Eyes The idea of the game, is to (totally original idea alert!) escape the house, now you're not alone, a creature called The Looker is stalking you, but is it really? Character Bios: The Looker Credits This is my first horror game, I really hope it scares you, or makes you jizz your pants, or gives you nightmares, or makes you crap yourself, or makes you never go into another mansion ever again, or makes you scared of grey things, or scary eyes, and the list could go on and on, but play the game yourself! Thread with Download Link (Nonexistent, still getting The Looker's spritesheet made, uh-oh!) I still need a title screen so feel free to make me one, (post it here:http://www.rpgmakervxace.net/topic/20443-the-looker-very-important/) Thanks! Sincerely, That random guy that jumps out of your fish tank aka Jeff!
  7. Hi Everyone, One Cut Studio here with yet another game concept that I have been thinking about. I know that the idea for an "RPG for People Who Love Food" is really good and if executed well could be when heck of a game. Please note that I have not given up on that idea, but rather I don't have much passion for that idea right now. I want to start developing a game I am passionate about making. So with that said...here is a game I most likely will start developing in the new year. It will be an upgrade of my earlier game Angry Birds: Maze Madness. The concept is similar but there will be added elements, more of a plot, and better production value overall. This game, as opposed to AB:MM will be intended for the gaming community as its primary audience. Everything I have are ideas thus far and without spoiling too much (I like suspense): The Title: Relic Hunter: Knowledge of the Ancients (Work in Progress) Game Type: Level-based/Maze/Adventure/ABS/Puzzler (Think Indiana Jones (plot) meets Legend of Zelda (gameplay).) Game Locations: Specific geographical regions on Earth. For example, each level has a maze for our hero to solve. The prize at the end of each maze is a specific Relic of Artifact. The mazes in each level will match the location of where they are from. So a maze in Egypt will probably be the ruins of a pyramid. Another example would be a maze in the form of a Japanese castle. Gameplay: Navigate the mazes, avoid traps, combat enemies, collect treasure, and solve puzzles to reach the prized artifact at the end. Obtaining the artifact gives you special advantages to use for the next maze. Plot: Won't reveal at this time. Game features: Won't reveal at this time. Obviously as this game is developed I will create a new thread for games underdevelopment and go from there. I just wanted to post this idea/concept and see what the community has to say. Thanks, -One Cut Studio
  8. Story In the sleepy town of Fleetswood in the USA, a plague has destroyed all traces of civilisation and human life, leaving few survivors. There are those who hid from madness, biding their time in solitude until resurfacing and rebuilding their lives, slowly but surely. Yet, there are those that were infected, becoming monstrous creatures neither living nor dead, dark shadows of their humanity remaining. The plague-ridden hide in dank, dark hallways and skulk through Fleetswood at night. There is no safety or society left, only bleak, endless darkness. Dorian awakes atop a high mountain in the Red Arrow National Park. Below him and within the mountain lies the Panopticon, an old 1940's prison built into the rock. You don't know how he got there, why he is there, or much about him at all. The only clue is an envelope by his waking body, with a letter inside that reads 'Meet me in Shimmering Falls'. You have no direction. There is a picture of your son and a fire marshal's report in a ruined wallet, and all you can remember is bitter, biting flames. In a world where reality and imagination is entwined, and your friends are just as likely to be your enemies, you must find the secret to unlocking your memories and free yourself of torment. You must survive. Characters [from left to right] - Dorian A father, a husband, a drug addict and a convict. Dorian's enigmatic past is locked under layers of waking amnesia, with small details of a particular week being the most that he remembers. He recalls climbing into a car with a woman after taking a hit in a nearby club's bathroom, playing with his son in the park, and an intense fire at his home. Aside from the odd letter he found as he awoke, the fire marshal's report and his son's picture, there is little to no background to his crime or how he got to the Panopticon. All he knows is that the letter's handwriting looks suspiciously like his son's, and he must find a way to venture back into the plague-ridden Fleetswood to find this 'Shimmering Falls'. - Henry A young, playboyish man who could often be found prowling clubs and bars before the plague hit Fleetswood. Rather intimidatingly opinionated and brash in his discourse, Henry has a very strict and cynical world view and believes that everyone should share it. Since the plague, Henry has drifted between various places in Fleetswood, not entirely set on leaving the town behind completely. He is quick to anger, fiercely protective of his privacy, and seems somewhat familiar. Perhaps his greatest weakness comes from his overwhelming fear of the infected, as symbolically, their decaying bodies and endless lives are everything he stands against. He claims to know of some kind of vaccine, but is reluctant to share any details. - Victor A complex, reserved individual. Victor spent much of his pre-plague times working in homeless shelters and charities. Having ran into Henry on more than one occasion, he maintains a level of distrust towards the man for untold reasons. Since the plague hit, he has remained solitary in the abandoned church of Fleetswood, helping lost stragglers and defending his safehouse. He holds no religious beliefs but is rather fond of the calming atmosphere within. He has no desire to leave Fleetswood on account of helping those in need, yet for all his benevolence, there is a certain mystery to Victor that one cannot always grasp. He often speaks in riddles and remains silenced for long periods of time. Something happened in his past, but it's unclear as to what it was. - The Surgeon An enigmatic doctor, whose origins and motives are unknown. She seems to appear from nowhere, and instigate bizarre and curious events. She shares no common knowledge of the other survivors, but has a great deal of information regarding Dorian and his past. Henry swears she's a product of imagination, yet Victor remains open to her existence. Real or not, she is of valuable help in threading together vital parts of Dorian's memory. - Dahlia A fierce and dangerous survivor of the mysterious plague. Constantly looting the abandoned homes and stores for supplies, she maintains an incredibly primal outlook of the entire situation - kill or be killed. She will stop at nothing to protect herself, yet behind her bravado lie some unspoken secrets. She seems to know almost every survivor, Dorian included, and it's clear that she's lost someone very dear to her. Peeling back these layers however may prove something of a challenge. Her strength and resolve shape a powerful ally, yet establishing some form of trust may take Dorian down a road he can't come back from. Setting Screenshots Features - A game very much centred around survival. Dorian will require food and drink and proper sleeping cycles if he is to be in his best condition. Rather than this being a tacked on gimmick, I want this to be an important aspect of the game in which everything else revolves around. If your hunger rises you may feel weaker, which may affect your pushing strength in various puzzles. To this end, crafting your own meals and scavenging for food will become a vital aspect of your exploration. - Exploration will also be a major gameplay focus. Ammo will be sparse, nourishment will be sparse, human contact will be sparse. Exploration will be adequately rewarded. - Multiple endings and open-ended gameplay. Hopefully I can get in some rather grey moral choices that will affect your ending. These choices will be based around the survivors you meet. The endings will remain the same in terms of how everything came to be, but the different endings will primarily effect the outcomes of the plot rather than shifting it entirely. And with open-ended gameplay, everything is up to you. Perhaps you just don't like how Henry talks to you. You're welcome to kill him. - An intense, atmospheric setting. The setting is probably the most important thing to me in this game and I want to make sure I nail it completely. It's very much a Bioshock/Silent Hill hybrid and I want to capture that feeling of solitude. That being said, I'm also doing my best on researching the USA to make sure that Fleetswood is appropriately and realistically conveyed as a small, American tourist town. - This game will be very centred around solving puzzles and exploration, but with that said there will be fight or flight style combat. I'm yet to settle on an ABS because every one of them does something I need but not all of them do everything (o.O), but once I figure that out I'll get to the combat. With the day and night cycle, enemies will be more commonplace during the night hours. To that end, there may be times when you'll have to barricade your sleeping spot for the night unless you want to be woken up by plague-infested corpses at the door. - Like Blood Shard this game'll have fully custom artwork and soundtrack (save for some real life tracks). Ronove is doing some excellent character artwork, and I'm slowly plodding away at the music. Sprites are also being done by the excellent Digital_Raze, and will have lots of poses and stuff for some more fluid looking characters. Demo I can't promise too much but I'm intending on getting some form of demo out in the next three weeks, Let's say the 20th of July. We'll see how that goes. Updates 23/10/2012 - Project thread created. 29/06/2013 - Thread updated (lol) Credits
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