Download Now

20.0 MB
544 downloads
0 reviews
  • Add Review
  • Subscribe
  • Nominate
  • Submit Media
  • RSS
This is an action dungeon-crawler shoot-em-up hybrid-ish game! You get to shoot lots of stuff, see stuff blow up, and see tons of bullets fly around the screen.

This game is situated in a machine of unknown depth, as two people are to venture in, and find an way out. The machine doesn't like intruders, but thinks that it might be fun to play with them and torture them a bit, so the two people are pressured to survive.

(Story pending~)

(ノ O ^ O )ノ︵ Music:

Latest Blog

At the time of writing, I am uploading an Efface beta tech demo.

I can't stress how this specific download will not be the actual game. There's no storyline at all!
You get to shoot stuff and see how things work though!

Also please:
Complain, complain, complain! Tell us every single bad thing about it (I probably repeated this message in the demo multiple times, and you'd be sick of it by then), but seriously, if there's anything that annoys you even by a little tiny tiny bit, tell us and we'll consider a solution. We want this to be an awesome game so we need your opinion for that!
  • Production
  • Rhyme
    Lusty
  • RPG Maker VX
  • Action RPG
  • 10/02/2010 07:50 AM
  • 09/19/2013 12:03 AM
  • N/A
  • 30207
  • 38
  • 544

Posts

Pages: first prev 12 last
Slick interface! Definitely one of the best I've seen in an RM game. I like where this is going.

It might just be me, but I'm not a huge fan of how "on ice" the movement is, like how you kind of ski to a stop.
And I agree with what edumazieri said above. At least something like a "Resident Evil sparkle" marking spots you can examine would be nice. Not sure how I feel about the VX character sets, either...this game deserves something more original (and preferably larger and animated, too haha). Anyway, awesome job so far, keep it up!
Rhyme
Tear Harvester Rhyme
7546
HEY GUYS PRESS SHIFT ON MENUS.

1. the interface looks awesome, possibly the best i've seen, but the windows that show when you check stuff out disappear so quickly and are so transparent i barely could read what they were saying. Als on the HUD, maybe some different background behind the ammo icons, that "extension" of the bg looks a little weird.
Thank you! :D I worked hard for the interface! I will be fixing the HUD as well, then. The Notifications (those windows that pop up when you check stuff out) will be darkened.

2. some passability errors on B3F (?) you can walk on tables ,you probably alread ynoticed that one lol, but well...
Yep, and fixed!

3. maybe some ability to change the controls.. or make the CONFIRM button fire (and check stuff out too if possible, less buttons the better)i usually play with joystick... but i couldnt, because it doesnt have A S D W etc...
I will try making two sets of controls, one for the joystick as well.

4. ermm.. better enemies? lol
That's a must :D

5. like what you've done with the tilesets, but they're overused a little these days, could change some colors and make them better tho, also its a little hard to spot what you can check and what you can't.
I do agree that it's a bit difficult to find out where to check and where you can't. I'll put an indicator of some sort soon. As for the tilesets, well, couldn't find any other! D:

6. could try using XP style graphics maybe...
If we get a spriter!

7. ya its probably done with flaws around no 3. i'm done lol.
Glad you enjoyed it!

It might just be me, but I'm not a huge fan of how "on ice" the movement is, like how you kind of ski to a stop.
Try setting "Movement Responsiveness" to 3 in "Options" , if that doesn't fix it, I'll make a 4, which does an automatic stop.

(and preferably larger and animated, too haha)
Larger means more bullets will hit you! D8



Edit: Don't press when selecting Equip!
author=Rhyme
It might just be me, but I'm not a huge fan of how "on ice" the movement is, like how you kind of ski to a stop.
Try setting "Movement Responsiveness" to 3 in "Options" , if that doesn't fix it, I'll make a 4, which does an automatic stop.

(and preferably larger and animated, too haha)
Larger means more bullets will hit you! D8

Ohh, I was setting it to "1" to try and correct it, rofl

Larger characters...larger maps 8]
Wow you shoot in my taste ! I am hardcore shmuper too ! And platfmormshmups fan.
If someone know more shmup hybrids in rpgmaker please let me know at pw.
Now its time to download it
i enjoyed it, actually :D I usually don't enjoy playing other peeps RM projects.
A couple things whilst I remember them:

Collision detection was really bad. I'm guessing that's a tileset issue and is probably unavoidable due to the engine.

ALSO.

Some bullets did 0 damage to the player character.
This CSS is totally awesome.
My gripes:
- Music is too loud in proportion to sound effects. Maybe allow the player to adjust that?
- When interacting with a lever and reading relevant text, enemies can be hurting you
- I kept running out of ammo. Maybe adopt the convention of having enemies drop ammo? It could be that I wasn't experienced enough with the game to effectively plan for how much ammo I should buy at the store, so take that suggestion for whatever its worth.

The project is very promising! I think the graphics are fine. Folks complain about graphics much when the focus is rightly on gameplay.



Happy
♫ ♩ ♫ ♪ ♬ ♪
4939
I was too lazy to check if it has been mentioned before, but I find it weird the interface is being hid by the character positioning, while you could just fix it with map design, by giving more room to the areas un-accessible to the players.

Like if there's ten ceiling tiles instead of one, it leaves room for the camera to move, even if the player is right next to the wall, and in this case the interface would move along with the camera and the player sprite would remain in center of the screen at all times.
Your blog post is nearly a year old rhyme, this simply will not do. :<
Rhyme
Tear Harvester Rhyme
7546
Sorry :< we've been busy
Rhyme
Tear Harvester Rhyme
7546
QA time~

Collision detection was really bad. I'm guessing that's a tileset issue and is probably unavoidable due to the engine.
Yes it is :< I'm trying my best to make the tileset more fitting with the grid.

Some bullets did 0 damage to the player character.
Oh boy you'll love the next update...

- Music is too loud in proportion to sound effects. Maybe allow the player to adjust that?
Music has been changed :3

- When interacting with a lever and reading relevant text, enemies can be hurting you
Interacting with objects in hazard zones now provide information via the neat little box that pops up to tell you stuff. This includes item pickups, levers and switches, buttons, object examination text, and warnings.

- I kept running out of ammo. Maybe adopt the convention of having enemies drop ammo? It could be that I wasn't experienced enough with the game to effectively plan for how much ammo I should buy at the store, so take that suggestion for whatever its worth.
That is a good idea~

I was too lazy to check if it has been mentioned before, but I find it weird the interface is being hid by the character positioning, while you could just fix it with map design, by giving more room to the areas un-accessible to the players.

I-I didn't think of that! D: Now I feel like the hard work with the interface autohide is easily avoided.

As a short update, I played with the CSS a bit (maybe a little overboard with the small caps), and the Game progress is halted at the moment because me and Lusty can't talk to each other at the moment. Once me and Lusty gets into contact with each other it will resume! So hang tight~ (there newblack are you happy now :<)

edit: clarification of an answer!
does the maker still work on this ? it was pretty good :D
guess the games dead
uploading a playthru of the demo
after i post a like here ill un sub :(

Pages: first prev 12 last