Description

First and foremost, thanks to Archeia_Nessiah for the wonderful event page CSS!

Make the spookiest Halloween game ever for your chance to win a 100-dollar Steam Gift Card and other prizes!



All Hallows' Event 2013 is upon us! You have until October 31st at 11:59 PM UTC to make a complete game in any engine based on one or more of the following themes:

- Ghost Stories
- Survival Horror
- Monster Attack
- Halloween Comedy
- Nonfiction Horror


Each of these themes is fairly broad, and you can combine one or more themes! Just please let us know in your game description which theme(s) you are focusing on.

A panel of judges will play each game and rank the top three entries. Users may vote for their favorite game once the contest is over; voting will be handled through this page. Results will be announced via podcast.


Step 1: Sign up for the contest in the "Registration" section below this event description. You can enter this event solo or as a team. Additionally, you may submit as many games or join as many teams as you'd like.
Step 2: Create your game page. Normal submission rules apply.
Step 3: Post your download to the game page once it's approved.
Step 4: Submit your game download to the contest by using the commands on the upper-right corner of this page.



1st Place: A 100-dollar Steam Gift Card from Deckiller!
2nd Place: A copy of the RPG Maker DS+ Resource Pack, sponsored by RPG Maker Web!
3rd Place: A Steam Key for A-Train 8, sponsored by Degica!


and...

Peoples' Choice: Anything from the RPG Maker Web store, sponsored by RPG Maker Web!

Achievements

1st Place: 100 Makerscore Achievement
2nd Place: 80 Makerscore
3rd Place: 70 Makerscore
Best of each theme: 60 Makerscore
Voters' Choice: 100 Makerscore
Participation: 50 Makerscore

Achievements coming soon...



  • The game must be relate to at least one of the five themes: ghost stories, survival horror, monster attack, Halloween comedy, or nonfiction horror. Unsure if you game meets the theme? Just ask!
  • You may use ANY game development engine.
  • Only completed games are allowed! NO DEMOS!
  • Preexisting resources may be used, but no games that were started before the beginning of the event are allowed.
  • No late submissions; the deadline is strictly 11:59pm UTC on Halloween (October 31, 2013). Exceptions may be made if judges find a game-breaking bug.
  • No team limit.
  • You may submit as many games and join as many teams as you'd like.
  • Judges' entries will not be ranked, but they will still quality for the voters' choice achievement.
  • All necessary files must be included in the download.
  • Only one of each prize is available - please take this into account if you're on a team.
  • If the winner does not want a prize, s/he will pass it to the 2nd place winner, and so on, until we find a person who wants it.
  • All of RMN's normal policies apply.
  • If you have any questions, ask in the comments section or PM Deckiller.

Details

  • 10/01/2013 03:46 AM
  • 11/01/2013 12:59 AM
  • 11/25/2013 12:00 PM
  • Any
  • Caz
    Fomar0153
    StarSkipp

Registration

You must be logged in to sign up for All Hallows' Event 2013.

Teams Members Entry Votes
I must have a Death Wish
  • 0
WombatRPGs
  • 0
Tiny Tale Games
  • 0
Jomarcenter Studio - Project Illusion
  • 1
  • 0
Owls owly owl
  • 2
BOO!
  • 0
Team Somebody
  • 1
Richthofen
  • 1
Dragons_fire
  • 0
Classwork that happens to fall into the same timeframe as this
  • 0
Crawling Eye
  • 0
Team Abysstree
  • 1
Grandma's House
  • 0
  • 0
Stron9est Studios
  • 0
Dark Pupil Productions
  • 0
Moga
  • 0
The Final Sin
  • 0
Scarebear Countdown! 5-4-3-2-1!
  • 1
Demonfly Studios
  • 1
Stiven202Team
  • 0
Spiders are scary right????
  • 0
I MU
  • 1
RM Coalition presents: Zombies
  • 1
Indrah and the "last minute entries are totally a thing"
  • 0
Thirdmuse
  • 0
Story tellers
  • 1
XLawrenceX
  • 0
Team we want to work on games but no time
Ooooh, scary!
Dibs on Judge Dredd!
The Z is for Spooky Ghost Girl
??X, ?????, ?????, ?????, ?????
Halloween Wars
Uhhh...
Rainbow Brite, Murder Empress
Killer Machines
Awakening
Team AestheticGamer
Rational Fears
Cubic NorthStar
Yesno's Undecided Munchkins
Ghost in the Machine
The Darksters
GamesVTS
SMC Games
I love John Carpenter
BleedOut
Shall I show you dis pear?
JJester
Scary Chocobos~
Team CorrosiveDude
Scorn
Let's Let Gourdy Win Because He's a Cool Guy
Pagan Blood
sanggameboy's Team
Various Artists
MaMa is back and at it once more~
Buju Mystery
Just for fun
Xtheme Core Dev
Pomerane
i am hiromu656
Spoopy
Dark Brotherhood
Wise Productions
Me, myself and I
Krimson Games
Team Cheesecake
DawnSeeker Studio
Games in Time
Solest Games
Team Grape
Something is Bubbling in the Cauldron
Tricky Avian
The Bard
FlyingSolo
The Conspicuous Bananas
Jet and the Stewards
The god of horror
Phantasia
RyanAvx - HappyCatMusics
Black Swallowtail
Mustache Cash-Stache x Infinity
Mike Gidop
poosickle
Serial killers are monsters yes?
a

Posts

author=SnowOwl
author=psy_wombats
In any case, there's definitely organizational overhead when working with a team larger than say, 3, especially if people have never worked together before. Even with people I've worked with for years, a team size of 6 still requires me to spend about half my time in a manager role anyway. So I really don't think limits are necessary, diminishing returns does the trick just fine.
With the risk of sounding like a bitter loner: Your arguments are not very persuasive when you're in one of the biggest teams.
Also, one person out of six spending some time managing what everyone should do is hardly diminishing returns. More is always better, unless some are total amateurs, in which case you have yourself to blame for letting them on your team.

Edit: By better, I mean faster. And fast is pretty important when you have one month,

That said, I don't really care about team size limits, feel free to add as many as you all want. I just wanted to be contradicting for no reason.

I up this :B
Well as ~1/6 that big team, its not like everyone is going nuts. I'd say about 2-3 people working like crazy people could replicate it.
@giaks
I'm going with death myself, but I want my game to be hard, so...
Depends on who you want to play your game, the pussys or the nonpussys (see how I expertly steered you towards the superior choice there?).

@bob_esc
You are not helping your case by saying that, you know. More like the opposite.
How much would one person have to work to catch up then? 24 hours a day?
You don't need to defend yourself, I haven't seen anyone overly passionate about enforcing team limits. Let's go back to talking about how horror is superior to non-horror.
author=SnowOwl
@bob_esc
You are not helping your case by saying that, you know. More like the opposite.
How much would one person have to work to catch up then? 24 hours a day?
You don't need to defend yourself, I haven't seen anyone overly passionate about enforcing team limits. Let's go back to talking about how horror is superior to non-horror.


If any part at all of Scooby Doo counts as Horror I'm right there with you.
Sailerius
did someone say angels
3214
As someone who manages a team of a dozen, let me just say that claiming that managerial overhead diminishes the team's output is bullshit.
Can I just point out that for MaMa the team consists of people making a house interior (1-3 maps) with their own mini story. The lead developer in this case is the one who has to make sure everything fits, sew it all together into a legible story, make a bunch of extra filler maps and do all the intro/outro/main plot/etc eventing (as well as making sure everyone else's inclusions work).

With less people signing up than in the last two years, I'm expecting to do a lot more mapping and eventing than before. I mean, the stats for maps created in the last two were:
contributors:me
THANOY - 29:12
WETSS - 17:28

Still a lot of work there. I'm not saying that having a big team doesn't help out a lot with the production of a game but I think a lot of the 'fairness' in this case depends on the projects themselves and how the work is divided up, rather than the amount of people in the group.
so has everyone decided which concepts they are going to try for?
Ours is just incredibly unique, that's all I can say at the moment without spoiling too much.
Sailerius
did someone say angels
3214
author=Liberty
Can I just point out that for MaMa the team consists of people making a house interior (1-3 maps) with their own mini story. The lead developer in this case is the one who has to make sure everything fits, sew it all together into a legible story, make a bunch of extra filler maps and do all the intro/outro/main plot/etc eventing (as well as making sure everyone else's inclusions work).

With less people signing up than in the last two years, I'm expecting to do a lot more mapping and eventing than before. I mean, the stats for maps created in the last two were:
contributors:me
THANOY - 29:12
WETSS - 17:28

Still a lot of work there. I'm not saying that having a big team doesn't help out a lot with the production of a game but I think a lot of the 'fairness' in this case depends on the projects themselves and how the work is divided up, rather than the amount of people in the group.

Why do you assume this has anything to do with your team? I first commented on the issue before your team signed up.
author=Sailerius
author=Liberty
Can I just point out that for MaMa the team consists of people making a house interior (1-3 maps) with their own mini story. The lead developer in this case is the one who has to make sure everything fits, sew it all together into a legible story, make a bunch of extra filler maps and do all the intro/outro/main plot/etc eventing (as well as making sure everyone else's inclusions work).

With less people signing up than in the last two years, I'm expecting to do a lot more mapping and eventing than before. I mean, the stats for maps created in the last two were:
contributors:me
THANOY - 29:12
WETSS - 17:28

Still a lot of work there. I'm not saying that having a big team doesn't help out a lot with the production of a game but I think a lot of the 'fairness' in this case depends on the projects themselves and how the work is divided up, rather than the amount of people in the group.
Why do you assume this has anything to do with your team? I first commented on the issue before your team signed up.

She's just clarifying. I think she doesn't want people to resent her for having a big team, but that should be beyond Liberty's concerns since everyone knows she's trying to engage the community in a collaborative effort to enjoy it, not to win a competition unfairly. It just so happens that All Hallows coincides with her project.

Meanwhile, I have no problem with big teams. In fact, more RPG Maker games should be made with big teams, and we should be encouraging this kind of thing, in my opinion. There should be no restrictions to creativity, except the ones you place upon yourself. As for winning the contest, do all you can to create the best game you can, because we're all about making fantastic games. Team size should not matter at all.
I was clarifying in case anyone wondered about it. Memories of one of the previous events and the hassle over team sizes back then have left me a bit touchy about team sizes and justifying them. Also, I didn't see your earliest posts from before my signing up, so I thought it was a dig at all teams in general.

And, well, I wanted to engage in conversation, too~

Keep in mind that while a group can create a volume of work in a shorter amount of time, a lot more time is used to make sure everything fits together well enough to be consistent, too. Quantity doesn't beat quality and it's easier to assure a consistent quality when there's only a couple of people involved. (1-4 is a good balance.)

Also remember that with more people comes more... flakiness, I guess you could call it. There's a lot of running around and making sure people get things in on time. If one person falls through on their end, it can mean a lot of last-minute rushing to get their portion finished on time, so that's another issue with larger teams. It all balances out, I think. Pros and Cons on both sides of the coin.

LouisCyphre
can't make a bad game if you don't finish any games
4523
Craze
why would i heal when i could equip a morningstar
15150
"Ahah! I've found them! Well, I always knew where they were... I see everything, after all. Saying 'I've found them!' has such nice shock value though, y'know?"
Ratty524
The 524 is for 524 Stone Crabs
12986
author=CARRIONBLUE
so has everyone decided which concepts they are going to try for?

I have. It's going to be an action/platformer where you have to fight through various, creepy monsters to save your husband from an evil spirit.

... I'm deliberately not aiming for something too complex.
Decky
I'm a dog pirate
19645
Complexity can kill in a timed contest like this.
author=Liberty
Also remember that with more people comes more... flakiness,


Don't worry Libby, I'll make sure as flaky as possible to give you a hard time <3
marimo
Nessiah's Seme-kun
2805
author=Archeia_Nessiah
author=Liberty
Also remember that with more people comes more... flakiness,
Don't worry Libby, I'll make sure as flaky as possible to give you a hard time <3


I'll help Chii be as flaky as she can be!

@LouisCyphre: Those are some lovely ladies!
I have my idea and I'm getting to work.
Ocean
Resident foodmonster
11991
My idea is a happy paradise with pumpkins! Now to get to work...