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DISCLAIMER: THIS GAME IS COMPLETELY FREE TO PLAY AND NOT TO BE SOLD, BORROWED, OR MODIFIED ANYWHERE OR FROM ANYONE!!

:STORY:

Amorita Town, a sleepy location filled with peaceful residents and gloomy scenery.

You are Carlos Ramirez, a seasoned Detective who has experience in many different kinds of cases and investigations. On a fated day, you come face to face with a case you have never witnessed before. A very mysterious and tragic murder of a family that lived in the outskirts of the town. Something about it is not right, it makes you feel extremely uneasy, and almost, unsure.

As your mission deepens, the mystery appears to be shrouded in an evil like never before. What awaits you will tear you down and shake you to your core, an ancient darkness arises from the shadows. Enter the Shadow Seeker.



:FEATURES:


Immersive Combat

Real-Time combat is done with both melee and ranged weapons. You also have a Stamina Meter when Sprinting so use it with caution!


When using your Guns, you have chances to deal Critical Damage, thus dealing additional damage to your
enemies! There are certain Upgrades that will increase the likelihood! A great way to save and conserve your ammo!


What would a Horror Action game be without those glorious headshots?
Lesser enemies can be killed with a headshot using a Pistol, but stronger enemies may need a heavier weapon like the Shotgun!


Go all in or the more Stealthy approach, there are many different builds to try out in the game. The choice is yours!


With the use of Traps, comes a whole new play style to the game. Use the Snare Trap to snare your enemy, use
them for quick escapes, or to finish them off from a distance!


Try to be creative with your trap placements. Explosive and snare traps can pair
so well together! It is ideal to set up traps before taking on groups of enemies to manage your positioning more efficiently!



:Safe Rooms:

Visit Safe Rooms to Save your game and upgrade various skills! These are the only rooms that are not considered hazardous, and can include items to help the player stock up before heading back out.

:Upgrading:

Access your Upgrades in Safe Rooms to spend your Spirit Points to earn new skills! You can only select one skill per Rank, so make your decisions wisely!



:EXPLORATION:

There will be many secrets and hidden areas in the game that are up to the player to find and discover. You will be heavily rewarded with either valuable loot or Spirit Points! Keep your eyes open!


:MISC and other Planned Features:

- There will be plenty of engaging and thrilling Boss Fights!

- 3 Different Endings!

- A variety of 7 different types of enemies! (Excluding Bosses)

- A bone-chilling and immersive Soundtrack

- Stealth and Sound Detection System

- A variety of Perks to suit any style of gameplay!

- Decisions and actions taken will change certain story events!

- Files to keep track of events and enemies

- Tips revolving around the game will be featured as well

Current Progress
Chapter 1: 100% Done

Chapter 2: 100% Done

Chapter 3: 100% Done

Chapter 4: 20% Done

Chapter 5 (Final Chapter): 0% Done


If you like what you see, don't forget to Subscribe and stay updated for future info and development! Keep supporting the indie gaming scene :)

Latest Blog

Chapter 3 is officially finished!

Well, took long enough I feel, but the full third chapter of the game is now officially completed! It took a lot of work and detail to really make the sewers shine(if that's even possible).

So what's left now you ask? Well the game is still planned to have a total of 5 chapters, so just two more would be left to develop! These last two chapters have been something I've been wanting to work on since starting development on this game, so I can't wait to get started on that. Stay updated, because there will be more to come!

Enjoy some screenies for now :)




  • Production
  • KoopaKush
  • RPG Maker 2003
  • Action Adventure
  • 10/04/2019 11:10 PM
  • 03/08/2024 04:28 AM
  • 10/25/2021
  • 133309
  • 91
  • 2368

Posts

author=OzzyTheOne
This game looks incredibly amazing and exactly like something I've been meaning to make if I weren't so lazy :O

I made sure to sub so I can follow the development of this amazing game as closely as possible, I absolutely love everything I see about it. Best of luck and may you make an amazing game KoopaKush!! Can't wait to play it!


Thank you very much for the kind words and support! :D I'm gonna try my best to make this an amazing game and experience :)
Looks really solid! I love the variety of mechanics in play here. I need to give the demo a try!

Nice to see people keep the RPG Maker horror torch alive!
author=orange-
Looks really solid! I love the variety of mechanics in play here. I need to give the demo a try!

Nice to see people keep the RPG Maker horror torch alive!


Thanks, I'm glad you're liking what you're seeing. combat and mechanics is definitely the highlight in terms of the gameplay for the game! Yes, the Horror must always live on!
The game has a very critical and fatal problem, that is, there is no item storage chest. Therefore, I have to load the game file again when I get stuck.
The character’s backpack slot has only six grids. Although I know this is an imitation of Resident Evil, the inventory is so small that there is no place to store key items.
In short, I hope to improve this content, otherwise the game experience will be poor (Other aspects are good, there is nothing to fault)

author=Ulevo
In short, I hope to improve this content, otherwise the game experience will be poor (Other aspects are good, there is nothing to fault)


Inventory slots are proving to be quite cumbersome and they fill up quickly I'm noticing. Usually when you find a key item, you'll have to use it soon right after so it'll free up space, you won't have to hold onto it for so long. Now, I wouldn't say you'd have to reload your file when your inventory is full, you can use a heal item or even have to waste some ammo, it isn't necessary but that'll prevent you from having to restart.

I will definitely look into making a more efficient way to manage your inventory and possible store and withdraw items!
Usually the problem isn't that the inventory is too small but that maybe the game isn't incentivizing using up resources or even not to pick them up. A lot of non-survival games encourage packrat behavior so you're largely fighting against common player psychology more than merely just QoL ideas. Storage chest is largely helpful but people will eventually complain of having to go back to the storage chest all the time so then there are other problems to deal with.

Haven't played the game yet but I'm interested in discussing inventory spaces... a lot.
author=Darken
Usually the problem isn't that the inventory is too small but that maybe the game isn't incentivizing using up resources or even not to pick them up. A lot of non-survival games encourage packrat behavior so you're largely fighting against common player psychology more than merely just QoL ideas. Storage chest is largely helpful but people will eventually complain of having to go back to the storage chest all the time so then there are other problems to deal with.

Haven't played the game yet but I'm interested in discussing inventory spaces... a lot.


Very valid points, and I definitely agree. I'm trying to find a good fine line between finding resources and having to expend them within time due to enemies, bosses, etc. I feel like by the end of the first boss in this game, a lot of your ammo and health resources get used which is good. I want the game to have this constant feel of feeling like your stocked up and having to use a lot of it only to have to scrounge for more, this keep the player on the lookout and it adds to the survival aspect.
author=Darken
Usually the problem isn't that the inventory is too small but that maybe the game isn't incentivizing using up resources or even not to pick them up. A lot of non-survival games encourage packrat behavior so you're largely fighting against common player psychology more than merely just QoL ideas. Storage chest is largely helpful but people will eventually complain of having to go back to the storage chest all the time so then there are other problems to deal with.

Silent Hill 4 actually used this against you, which is why I loved that game. But the problem with how Silent Hill 4 did this, is that, instead of being scary, it comes off as frustrating, because there is nothing in the game that commentates this problem to you visually: by the time you knew certain items would draw ghosts to your room, your room would already be possessed and you'd start losing health - but there's nothing scary about getting a gameover. What you should be doing instead is punishing the player with more horror, like P.T. - Punish the player, by making the game so scary that they'll never want to use storage at all or do so sparingly.

Another one I thought was weird was Resident Evil Zero's Store Items anywhere mechanic? While it sounds like a nice idea on paper, it wasn't very intuitive? Like, the cool part was you could turn any room into a storage area. But this became a problem when exploring unexplored sections of the mansion, because ultimately, you were still backtracking to the one room where you stored all your items in.

I think maybe, the only real solution to storage in survival horror games, is to figure out a way to turn storage into a temporary reward for the player? So the player will become more conscious of their inventory and items that are being used? The most recent example that I can think of, off the top of my head is Resident Evil:Operation RacoonCity. It's not really a survivor horror game, it's more of a team based shooter with survivor horror elements? But in that game, you got into really hairy situations where you can only carry two weapons at a time and you run out of ammo fast - so the solution was to make a split second decisions and quickly scavenge for new weapons in the area that you'll only use temporarily before returning to your main weapon for protection:

Like finding a shotgun with 6 bullets and a grenade and using those up before returning to your less powerful 9mm and knife to finish off the threat - But the idea would be to get to player to consciously pick up items that will accommodate their play style - like finding a machine gun and 3 grenades, but going with the 3 grenades instead because you can stack them. These are just ideas though.
@LordBlueRouge

It definitely can get a little tricky when you're trying to accommodate great balanced gameplay along with player psyche. I'm not a fan of games that force you to hold a key item for a great while without using it, so when most people find items in the game, they might already have a clue or two about where to use it for the most part.

I feel like I made a great call making the Knife and Lighter item in the game a sub-item instead of taking up an inventory slot. So they can be used throughout the game without taking up space. I feel like I may have added in a lot of different consumables which might be leading to the problem of overstocking. The enemies can get pretty challenging and may force you to expend these consumables from what I've noticed in people's playthroughs. I thought that balancing a game with these kind of systems would end up being easier than a JRPG, looks like they're both pretty challenging in their own way haha
Just started the game and already loving it! Whoa I didn't expect an adventure really similar to Resident Evil (since the pics and short video here were about a combat inside a subway wagon so I was expecting more action, but I am happy I was wrong!!).
Had few problems with the shotgun puzzle (ehm, I couls not figured out exactly what where the pictures about... maybe some description would have helped, still I did it!). So what? So far it's pretty good, I love the graphic style of the charsets (refmap!), mood and gameplay.
author=TheRpgmakerAddict
Just started the game and already loving it! Whoa I didn't expect an adventure really similar to Resident Evil (since the pics and short video here were about a combat inside a subway wagon so I was expecting more action, but I am happy I was wrong!!).
Had few problems with the shotgun puzzle (ehm, I couls not figured out exactly what where the pictures about... maybe some description would have helped, still I did it!). So what? So far it's pretty good, I love the graphic style of the charsets (refmap!), mood and gameplay.


Ahh thank you very much! Did you just download the V 1.1 version? I ended up fixing up a lot of stuff in that version. Yeah, a friend of mine suggested the same thing on the portraits. I think I'll add a description for each one honestly to make it a bit clearer. Thanks once again, I can't wait to see what you think of the game once you finish the demo :)
Gretgor
Having gotten my first 4/5, I must now work hard to obtain... my second 4/5.
3420
author=Darken
Usually the problem isn't that the inventory is too small but that maybe the game isn't incentivizing using up resources or even not to pick them up. A lot of non-survival games encourage packrat behavior so you're largely fighting against common player psychology more than merely just QoL ideas. Storage chest is largely helpful but people will eventually complain of having to go back to the storage chest all the time so then there are other problems to deal with.

Haven't played the game yet but I'm interested in discussing inventory spaces... a lot.

I see your point, and having to go back to the chests is definitely a problem. Also, if the dropbox's space is too generous, it may end up making the game easier and therefore less scary.

Still, in my way of seeing things, it beats being forced to waste ammo or healing items in order to pick up a fundamental key item.

I've been thinking of some suggestions for alternatives since I started playing the 1.1 demo. Maybe a "keychain" page of inventory that holds only keys would be good, especially since you have to run around picking up keys and using them all the time.

Also, I think even if a dropbox is not added, a "discard" button would be useful. The game does not allow you to use healing items unless your health is not at max, and if there's no place to lose health accessible because you killed all enemies, that may lead to potential softlocks (e.g. if your inventory is full of lockpicks, weapons and healing items, and you need to pick up a new item to progress, but there's no pickable locks nor enemies available, so you're effectively softlocked).

I have not run into any such softlocks myself, but they may happen to someone, I dunno. So yeah, maybe a button that allows us to discard stuff would be good.

EDIT: I found another bug!
In one of the basement rooms, an invalid event is specified after you kill a spider and try to pick up its soul points.


EDIT2: could not reproduce it. Went into the same place, killed the spider, and it didn't happen again.
@Gretgor
A keyring definitely sounds pretty useful and also a discard function, it can really clear things up a lot more efficiently! Two very good ideas there :)

Ahh interesting bug on the spider encounter. I'll have to check both spider enemies in the basement and see what could possibly be causing that. Thank you very much for the input and bug reports!
author=KoopaKush
author=Tw0Face
Well, this looks like a lot of fun. Want to play this.
Thank you! The gameplay is pretty much going to be the biggest highlight of the game, so I am to make it as fun and engaging as possible! :) I'll be updating frequently, so make sure to stay tuned!


I love that gameplay. That was really nice. But because of the damaged graphics card of my gaming laptop I cant enjoy the gameplay well.
author=sophia092
I love that gameplay. That was really nice. But because of the damaged graphics card of my gaming laptop I cant enjoy the gameplay well.


I'm really glad you like the gameplay! Makes me feel the amount of time I spent on it is worth it ha :D hopefully you can fix your laptop soon!
CashmereCat
Self-proclaimed Puzzle Snob
11638
Streaming this game now! Like, right now. Come over!

https://www.twitch.tv/cashycat
author=CashmereCat
Streaming this game now! Like, right now. Come over!

https://www.twitch.tv/cashycat


Thank you so much for doing this Cash, it was a lot of fun! I thoroughly enjoyed it myself :D I hope you enjoyed the game!
First demo went amazingly well. Had a blast playing through a few times. SOOOOO looking forward to chapter II!