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No matter the place
No matter the time
Your shining light
is my only guide




Being the sole guardian of the Sanctuary, Liwayway is used to a life as the chosen handmaiden of Hanan, the goddess of the dawn. However when the very foundation of the place she was tasked to care for is threatened, it is Liwayway's duty to maintain the peace of the Sanctuary.


But what if this time... it's more than what she could handle?




Sa Ilalim ng Gabi (Under the Night) is a Philippine-mythology inspired game made with RPG Maker VX Ace and during Theme Roulette 2, with the themes being 'Lanterns' (image interpretation) and 'Barrier' (given word). You play as Liwayway, the morning goddess' handmaiden, and attempt to restore the light that is threatened to be consumed by the darkness that looms closer. Your goal is to light up the Sacred Lanterns as an act of defense against the vile monsters that perverse the sacred grounds, roaming around with a plethora of techniques and mechanics that changes the dynamic of the game.


Features
  • Explore the Sanctuary of the Dawn that Liwayway tends to in Hanan's stead. You will find yourself in a place where every move counts, and mistakes can be easily solved and turned into advantages. But with the exception that you can be worn out easily...


  • As Hanan's chosen maiden, you are given the power to shine like her. The "Light Mode" allows you to spot enemies and scout ahead, while giving yourself the opportunity to assess the situation before making a move. The only price to pay is the reactions of several enemies, unless you turn the light off...


  • The Sanctuary grounds are overflowing with monsters based from Philippine folklore. You will find yourself defending against aggressive AIs with their own unique gameplay mechanics that forces you to make second-guess decisions. Plan your next move, just as they plan theirs...


  • Even if you are already defending yourself, defense is the best offense. Putting down one of the main enemies of the game puts you in a more favorable position, even if it can nearly cost you the entire game as they will try to fight you back.






This game is made for the partial fulfillment of the SCALE Program 2018-2020 and for the Theme Roulette 2 event.

Latest Blog

State of the Project #2

While I'm not a big fan of just blurting out stuff, I do want to remind some of you guys of the changes considering that the development has been handled for a biiit too long now.

For starters, we're going to release it by this week. Possibly. Or next week. We're just finalizing stuff before we're good to go (and by good to go, like really good to go.)

So... what's really going to be added to the game?

Twilight Mode
Twilight Mode is the harder version of the game, where everything is held against you (but not that much). It includes the following features:
  • Saves disabled
  • Enhanced monsters (damage still the same)
  • A harder starting and climax point
  • Limited (but not to a high degree) visibility and hearing
  • A different look for ?????



A New Monster
Originally archived as an 'odd' subject in one of Liwayway's notes, this new monster plays a role in the game's 'climax point' (no, not the ending sequence, the 'climax point'). It will haunt you just once, and is a rare occurrence. However, this doesn't mean that you shouldn't take care of yourself by any means, as this new monster can instantly kill you if not careful.
After a single encounter, it will never appear again. Unless you did something recklessly...


...and another one.
This monster will warn itself by a familiar 'cry'. Don't be deceived by its looks. It's more dangerous that it seems. This new monster will destroy a dynamic where the player remains passive, keeping the beat alive.

However, that is yet to be tested out.


Free Healthcare
Instead of instakills, the player now has the chance to survive blow per blow. That doesn't mean that it can give you a bit of relaxation. You're only awarded with three 'lives', and you can regain them by igniting a lantern (all lives in Normal and one per lantern in Twilight).


...with added protection
The health system is also coupled with a defensive option: the Burst mechanic. This gives the player an ability to halt anything- anything- within a 20-tile radius for a set duration (different for each monster). It fills up whenever:
  • you get attacked (set amount per health lost).
  • you ignite a lantern (full burst gauge).
  • ...you wait (amount restored per second depends on health remaining).



And some changes.
While it would be a good assumption that the last few months spent were wasted on the game... you're sort of right. But not to a terrifying degree. I have a life, my team has a life. And I have responsibilities as a honor student that I have to begrudgingly carry out. Even so, we're determined to publish it by this month (as next month is our 'SCALE' deadline, which includes this as a branch). Gameplay changes have been added, with some stuff to the mix.

Also, we would like to request from some of you to join us in playtesting this game! You can just PM me at whatever time you want.

Until then.

Oh, and have this too I guess.

  • Production
  • KatanaHiroshi
  • RPG Maker VX Ace
  • Adventure
  • 05/27/2019 03:19 PM
  • 02/04/2020 10:45 AM
  • 09/17/2019
  • 4777
  • 3
  • 0

Posts

Pages: 1
author=ggleo
OIOI awesome kaayo


Salamat kuya! haha
Pages: 1