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A game about a kid and the monster under his bed.

"Bedtime is supposed to be a happy event for a tired child; for this child it was terrifying. While some children might complain about being put to bed before they have finished watching a film or playing their favourite video game, when he was a child, night time was something to truly fear."

The game, like many of my horror games, tries to scare you without too many of the typical "screamers", instead relying on atmosphere and suspense.

Based on a short story by Michael Whitehouse

Latest Blog

It Moves released on Steam

It's released on Steam! Get it while it's hot!


As earlier said, this release is ported to MV, so the graphics have been reworked to fit the new resolution!
Here's a link, you can also just search for "It Moves" on Steam:
https://store.steampowered.com/app/1028930/It_Moves/
  • Completed
  • SnowOwl
  • RPG Maker VX Ace
  • Adventure
  • 02/13/2014 03:05 AM
  • 08/16/2022 03:23 PM
  • 08/27/2014
  • 459294
  • 121
  • 20109

Posts

It's good to know I can always count on your support, kumada.
I like the summary. Glad that horror games are steering away from screamers now for a cheap scare.
I wanna play the game but I'm scared to download the demo, 'cause even though it's part of the game I feel like it's gonna be a huge ol' spoiler. However! I'm quite a fan of your games, SnowOwl. =3 I'm impressed by the skill it takes for your games to become so perfect.
unity
You're magical to me.
12540
I'm going to have to give this a shot! I love a good scare every once and a while! ^_^
author=Rield
I like the summary. Glad that horror games are steering away from screamers now for a cheap scare.
It will not be completely devoid of "chock-horror", but I will do a lot of build-up before and try to keep them as classy as possible, so no screamer behind random doors or that type of scares.

You also can't put too many of them, or it will cheapen their effect.
It's not like screamers are automatically bad, it's just a matter of how you implement them. Either way, the focus will be on atmosphere, not cheap scares.
At least, that's how I feel about it. Feel free to disagree.

author=Knuckleluckelluckagus
I wanna play the game but I'm scared to download the demo, 'cause even though it's part of the game I feel like it's gonna be a huge ol' spoiler. However! I'm quite a fan of your games, SnowOwl. =3 I'm impressed by the skill it takes for your games to become so perfect.
Ain't nothing like a good scare in the safety of your own home with the lights off.
You should wait for the completed game if you want to get the whole experience in one go. I'm happy as long as you're enjoying it.
It's always helpful with some feedback, though.
I'm diggin' this game you got going on. I agree with the cheap scare bit. I remembered when I first played Dead Space that in the beginning, and middle of the game I was always getting jump-scared alot, but towards the later half, I was just laughing on the inside thinking to myself..."yup...seen it, done it, heard it, bye bye necro-morph!).
author=Kaliesto
I'm diggin' this game you got going on. I agree with the cheap scare bit. I remembered when I first played Dead Space that in the beginning, and middle of the game I was always getting jump-scared alot, but towards the later half, I was just laughing on the inside thinking to myself..."yup...seen it, done it, heard it, bye bye necro-morph!).

It got old really fast. You could predict when it was going to happen, too.

Also, I just updated the demo. I think I reached a good spot with this one. The game will probably be around 40-60 minutes so a 10-20 minute demo seems good.
unity
You're magical to me.
12540
This is fantastic. I'm really enjoying this so far. The atmosphere is terrific!
I can't wait to see it finished, Snow owl. I've found myself a big fan of your games.~
Eh I'm not trying to say that they are bad. Or at least I think I'm not. I just kinda don't like how most people have them set up. Like you said, Player opens door bam there's one. or Player picks up an item, bam there's another one for no reason.
I mean they get me to jump either way cuz I'm not expecting them to appear right there but it's like really? There was no need for one. D:
author=OpticalMouse
I can't wait to see it finished, Snow owl. I've found myself a big fan of your games.~
I'm glad.

author=Rield
Eh I'm not trying to say that they are bad. Or at least I think I'm not. I just kinda don't like how most people have them set up. Like you said, Player opens door bam there's one. or Player picks up an item, bam there's another one for no reason.
I mean they get me to jump either way cuz I'm not expecting them to appear right there but it's like really? There was no need for one. D:
I'm not sure I would call those jumps being scared, though. It's more like it surprises you. It's the same thing as a friend sneaking up behind you and screaming in your ear. The person that is enjoying themselves is the friend, not you.
Thinking of adding a couple of puzzles. Yay or nay?
unity
You're magical to me.
12540
Cool by me ^_^
author=SnowOwl
Thinking of adding a couple of puzzles. Yay or nay?


Totally! Just make sure that it's not so obscure the player is all "Why in the heavens would I ever think to do that?"
Alright, I added a couple of puzzles to the demo. Feedback would be good, since I don't really have alot of experience when it comes to making puzzles.
That was terrifying. Definitely sharing it with my whole house and friends!!
i played it and its an amazing experience

play it
Probably going to work on adding more interactivity and reactions from the player character. Someone noted that it would add to immersion.
unity
You're magical to me.
12540
I personally think it works either way, it just puts a different emphasis on things. For example, in Yume Nikki the character never responds to the weirdness, yet the player still gets the full impact of it (although YM isn't a horror game of course).

On the other hand, if you want emphasis on the character going through all this terror, rather than the character just being a placeholder for the player, then interactivity and reactions is absolutely the way to go, and will really pay off.