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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



  • A free experience you can’t waste money on!

  • Stan


LINKS

Dev Blog

Team

itch.io

Music/Other Game Videos

Latest Blog

Bravery Rebuild v1.2 - Quality of life patch goes live + Big news!

Hey all, the patch is finally here! Sorry for the delays, I ended up much busier than anticipated with many more things for the project that I'll go into in this post. But first, the patch notes!

v1.2 Changes

  • The Escavator has been nerfed.

  • Stan can no longer stunlock.

  • The Sleep Status now heals 5% HP/WP

  • Pushable rocks now have different graphics from non-pushable rocks.

  • The cave where Flame is hidden received an exit at the end so backtracking through the enemies is no longer necessary.


  • Minor bug fix.


I had many more things I wanted to put into this, but ultimately they ended up as things that would be better to put in the next build. For example: this new battle transition.

Aside from that, I can finally talk about the exciting news I hinted at in the new years blog. The EarthBound/Mother fansite Mother Forever runs an annual presentation of Mother fan-projects and related works called the Mother Direct, and Almari happened to be accepted into the showcase among several other incredible projects! We've been working hard on a trailer that we hope you'll love, and it'll be airing live tomorrow (6/13) at 1PM PST / 4PM EST!!

But wait there's more!

If you've been itching for more music from Almari's soundtrack, Decon Theed has ya covered! Check out his new addition to the OST wannashoutaboutit!

And lastly I want to announce that a newer longer demo is in the works! I'm hoping to get it done by early 2022 but the curse of being an indie dev suggests it'll probably be later than that lol. But one thing I can say is that when it's done, it'll be the final public build of the game until it's finished. It will pick up from where this demo leaves off, and include the entirety of the first three emotion worlds in their final form! I hope you can look forward to that, and in the meantime, the Mother Direct is tomorrow! Be sure to check it out!

Thanks for reading, and I'll see you in the next exciting episode of Almari blogs!!

  • Production
  • DemonClaus
  • RPG Maker 2003
  • Puzzle RPG
  • 05/19/2018 08:18 PM
  • 09/26/2021 02:22 AM
  • N/A
  • 46707
  • 30
  • 69

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.
Punkitt
notorious rpgmaker 2k3 shill
2754
Oh man, how'd I ever miss this??? I loved seeing this on Starmen, I adore how you accomplished the art style
Pages: 1