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Almari is a black comedy surreal horror JRPG inspired by Yume Nikki, OFF, Mother/EarthBound, Undertale, the Legend of Zelda series, and the Shin Megami Tensei series. It's been in development since 2013.

The game follows Almari, a hollow objecthead who lacks any emotions. He wakes up after a crash landing in an unknown location and is told by a being known as Hama that he must travel through nine worlds created by various human emotions known as the Emotion Worlds and defeat the Emotion Holders of the worlds to gain their emotions for himself. The game focuses on dungeon crawling, puzzle solving, and turn based combat. Experience comfortable yet unsettling surreal visuals and meet strange or completely normal characters.

Almari is equipped with a writing utensil and various kinds of stationery to write words that will be used as his attacks. However, Almari does not learn these attacks by leveling up, and instead must find them throughout the Emotion Worlds.

FEATURES

-Over 100 unique enemies.
-An acceptable amount of boss battles.
-Touch encounters!
-Plenty of places to explore, discover, and die.
-Unhelpful NPCs that are sometimes helpful.
-Helpful NPCs?
-TV Channels
-Original Soundtrack by POST ELVIS with guest tracks by Decon Theed!
-A free experience you can’t waste money on!
-Stan

LINKS

Dev Blog

Team

itch.io

Music/Other Game Videos

Latest Blog

Looking back on the Demo's Release

So it’s been five months since I posted Almari on itch and I’ve been truly surprised by how well it’s been received so far. I mean, a brief Let’s Play on day one?? That was insane! I want to shout out to Sahil for doing that, that really meant a lot to me. To everyone who’s played the demo or popped their head into the discord server, thank you. I’m really happy that my game has made an impression on you.

I feel like I’ve honestly been welcomed into the RPG Maker community, especially on twitter, between getting to know other devs, and Sgt M writing a review, and now Liquid Mikan has started doing translation videos of the demo, it feels almost unreal. I never would have thought that after being influenced by so many RPG Horror games around 2012 that I only got to experience because someone translated them from Japanese, I’d one day make a game of my own that gets some part of it translated to Japanese. It’s surreal that things would come full circle like that.

To anyone else who enjoyed my game enough to want to translate it, you have my full support and I’d be humbled and honored that you’d put in such a great effort. If I can be of any help with such a task, please let me know!

There’s still a lot of the game to be made and revised past the demo. I have my own list of additions and changes to implement, but I’d like to hear your opinions five months after release.

What were some of the things you loved about the game? Or some of the things you hated? High points, low points, everything in between. I’d like to know what worked and what didn’t so I can make the best game I can with the help of your feedback.

Thank you for reading, and thank you again for trying my game.

-DemonClaus
  • Production
  • DemonClaus
  • RPG Maker 2003
  • Puzzle RPG
  • 05/19/2018 08:18 PM
  • 08/11/2020 10:13 AM
  • N/A
  • 29715
  • 24
  • 320

Posts

Pages: 1
I played a little bit and I like it so far!! Stylish and strange!
Love the style! Seeing that SMT influence really gets me hype. I'll be sure to check out the demo when I get the chance!
I think i played some 2 hours or so of the game. Played through most part of the "bed realm" (i hope) and i'll share some opinions of what i thought.

First, kind of a minor thing, but i noticed the random encounters sound a bit off. Sometimes i give two steps and i'm already into another fight. After some time i started to run of some battles due to that. Another thing that relates to that is that i think facing four enemies at the beginning is kind of slow and takes time (although just the scribbles are fine, stan and "frog" and another two randoms take quite some time to beat). Putting more enemies to battle would work better if Almari had another member in his party and i don't know if you want to do that so soon. Also, i don't know if you want the player to grind,if it is the intention, it's fine as it is.

Almari seems to be a silent protagonist. If that's the case, putting a partner that interacts with him is a good choice. The npcs doesn't really have interesting dialogues in this beginning and a talkative character would both be good for comedy and for the player to grasp better the changes in Almari in comparison to him.

In the other bed part where there's a lot of bed with dialogues, i decided to check each one of them and, instead of a interesting dialogue about the world of the game or anything that would get me interested, i got a death as a punishment instead of a reward for exploring. I had climbed the stairs first instead of going to the left and i thought i would get a heal. When i got the game over after i have explored most of the cavern and i haven't came back to the old man to save in quite some time, i closed the game and just came back to play today. Be cautious of punishing the player for exploring when exploration is a key in the game.

To sum up, the fights are a bit slow when we face 3 or more enemies and sometimes the random encounters happen a lot. The npcs have kind of vague dialogues and is not too interesting in general. As you said you take inspiration in OFF i would recommend you think the following: In OFF, the batter speaks, but not that much, most the purification thing (that's what i remember, at least). So, to compensate that, the world has a really interesting development, the elements and stuff. In Almari, you have a silent protagonist and didn't develop the world besides that there's thoughtforms and emotion holders.

I know it may seem i didn't liked the game, but that's not the case. The beginning of the game is really important since that's the part where you have to make the player keep at your game. After that, you have to keep consistent and interesting. So, in my opinion, you should put some more efforts at the beginning so the game doesn't seem too plain. I know that almari doesn't have any feelings at the beginning and because of that he isn't that useful of a protagonist right now, but i'm pretty sure you can think of something to make that first part better.

When i get to play more of it i may give you more opinions. For now, i think that's all i can think of.

@RicardoLogi

My apologies for the misleading description on exploration being a key factor. I've updated the description to try to be more accurate of the game. I wasn't sure on the best way to describe it but I hope this change will be helpful for future players. Sorry the beds killed you. :(

Thank you for the criticism. I only really took visual aesthetic and some puzzle inspiration from OFF but I see your point about the interesting world building that OFF had.
Oh man, how'd I ever miss this??? I loved seeing this on Starmen, I adore how you accomplished the art style
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