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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
  • 133249
  • 91
  • 2368

Posts

author=KoopaKush
author=KermexRPG
Okay, that basement part was great, the atmosphere there is beautiful with all those noises here and there, but... I can't kill the boss! That monster is too damn fast and I don't have time to prepare my gun and shoot him, I dunno, maybe I wasted a lot of resources killing everything in my way. xD
Ohh damn ha, initially I had him move one level slower, but it was too slow lol you could hit him like 5 times before he got to you making the fight incredible easy and less tense. Make sure to get a shot or two in and sprint away a good distance. Putting distance between you and the boss is the biggest factor here, also when he uses his stomp or charge move, that's the perfect time to shoot him since he's standing in place! Also, how much ammo do you have when you fight him? I'm more than sure I put enough ammo lying around everywhere to compensate for killing everything!

I really tried making this boss a bit difficult, so I'm glad to see it's working somewhat ha. Keep trying different strategies, and pray for Criticals! lol

I have enough pistol rounds but only 3 shotgun shells. I'm going to follow your advice, just wish me luck.
author=KermexRPG
Okay, that basement part was great, the atmosphere there is beautiful with all those noises here and there, but... I can't kill the boss! That monster is too damn fast and I don't have time to prepare my gun and shoot him, I dunno, maybe I wasted a lot of resources killing everything in my way. xD


Ohh damn ha, initially I had him move one level slower, but it was too slow lol you could hit him like 5 times before he got to you making the fight incredible easy and less tense. Make sure to get a shot or two in and sprint away a good distance. Putting distance between you and the boss is the biggest factor here, also when he uses his stomp or charge move, that's the perfect time to shoot him since he's standing in place! Also, how much ammo do you have when you fight him? I'm more than sure I put enough ammo lying around everywhere to compensate for killing everything!

I really tried making this boss a bit difficult, so I'm glad to see it's working somewhat ha. Keep trying different strategies, and pray for Criticals! lol
Okay, that basement part was great, the atmosphere there is beautiful with all those noises here and there, but... I can't kill the boss! That monster is too damn fast and I don't have time to prepare my gun and shoot him, I dunno, maybe I wasted a lot of resources killing everything in my way. xD
author=Gretgor
Do you intend to add the drop box one day? I think it'd help a lot.

I'm definitely considering it, it shouldn't be too crazy and I can always copy paste the code in other safe rooms. I'll look into it!
Gretgor
Having gotten my first 4/5, I must now work hard to obtain... my second 4/5.
3420
Do you intend to add the drop box one day? I think it'd help a lot.
author=KermexRPG
Hey Koopa! I'm really enjoying the demo but now I'm stuck just after opening the "eagles" doors. I can interact whit the piano at te bar but I dunno what to do next.

Thank you very much for the kind words! I'm glad you're liking it so far :)

Here's the answer!
Did you get the Small Key in the bar? Examine the book in the main hall bottom floor to your left. Use the Small Key from your menu on the book and that should reveal the way :)
Hey Koopa! I'm really enjoying the demo but now I'm stuck just after opening the "eagles" doors. I can interact with the piano at the bar but I dunno what to do next. A little help here please.
author=Gretgor
The game is coming along quite nicely. Very good atmosphere, and the ABS contains some nice and clever ways to mitigate the limitations of RPG Maker 2003.

Stuff I like:

+ The atmosphere set by the graphics and music is outstanding.
+ Press Shift to draw your gun, and confirm to attack, making it possible to turn around without moving. This mitigates a problem many RM2K3 ABSes have, that is when you take a step towards the enemy if you try to turn to face it.
+ Slow paced movement plus the "declared" way with which the character opens doors adds to the atmosphere as well.
+ Exploration yields both resources and story details.

Stuff I don't like:

- Having to press 1, 2 and 3 for certain commands threw me off quite a bit. There doesn't seem to be a comfortable way to do it. If I place my right hand on the numpad, then the "2" key makes me go down instead of just toggling run, and if I place my left hand on the Z,X part of the keyboard, then I have to reach up whenever I want to toggle run or crouch, or swing the knife. Maybe the numpad 2 thing is just a problem with my keyboard, though.
- No way to drop items, making it very annoying when your inventory is full. I had to waste ammo to pick up certain keys.
- The "where the f**k do I go" effect from many adventure games is very present here.
- Some items are used automatically when you encounter the place to use them in, while others require you to go into your inventory to use them. That by itself wasted me about a good five minutes.

Bugs:

> I got softlocked by opening the menu while aiming on the stairs. Here's how to reproduce the bug: as soon as you're about to step on the diagonal stairs, press the knife button. Press SHIFT immediately afterwards. After that, you should be completely stuck.

Overall:

In spite of the disorientation and strange controls, this is good stuff. Mind if I "yoink" the Shift idea for my own ABS?

Thank you for the time and the criticism as well! I hope you're enjoying it. Atmosphere and sound design is biggest part of developing this game. I knew the number controls would get a little weird, hence why they're all toggles instead.
I wish I could button map freely, but I don't think it's possible in the official version of 2003 as far as I know.

I had a dropbox in mind to store items, but was overwhelmed by the idea of coding all of that, thinking of all the future bugs that could ensue. I'm trying to pace the items a lot more efficiently to avoid inventory clutter happening really often. Did you pick up the basement key early in the beginning? Cause that's a bug that's not supposed to be there lol

As for the "where the hell do I go?" I really wanted to encourage exploration and details throughout the environment. Some stuff is in your face, but others will require you to think a little bit, also item descriptions are a big help.

Using items automatically and through the menu could be a little jarring, but what I had in mind was the items you knew automatically what to do with them would be used automatically. And the other items that were used in puzzles requires you to use them through the menu. Sorry if this seems weird, it was a development stance I took with the times.

I need to check on that softlock bug, so many things could happen lol luckily they shouldn't be too hard to fix. Thank you very much for the input, this will help me better a lot of the game as a whole! You can take a look at any of the eventing/coding that you want if it helps you, I don't mind that one bit :)

If you need help with any part of the game, feel free to PM me, and I'll help out!

EDIT: I just fixed that softlock bug! Thank you for reporting it :D
Gretgor
Having gotten my first 4/5, I must now work hard to obtain... my second 4/5.
3420
The game is coming along quite nicely. Very good atmosphere, and the ABS contains some nice and clever ways to mitigate the limitations of RPG Maker 2003.

Stuff I like:

+ The atmosphere set by the graphics and music is outstanding.
+ Press Shift to draw your gun, and confirm to attack, making it possible to turn around without moving. This mitigates a problem many RM2K3 ABSes have, that is when you take a step towards the enemy if you try to turn to face it.
+ Slow paced movement plus the "declared" way with which the character opens doors adds to the atmosphere as well.
+ Exploration yields both resources and story details.

Stuff I don't like:

- Having to press 1, 2 and 3 for certain commands threw me off quite a bit. There doesn't seem to be a comfortable way to do it. If I place my right hand on the numpad, then the "2" key makes me go down instead of just toggling run, and if I place my left hand on the Z,X part of the keyboard, then I have to reach up whenever I want to toggle run or crouch, or swing the knife. Maybe the numpad 2 thing is just a problem with my keyboard, though.
- No way to drop items, making it very annoying when your inventory is full. I had to waste ammo to pick up certain keys.
- The "where the f**k do I go" effect from many adventure games is very present here.
- Some items are used automatically when you encounter the place to use them in, while others require you to go into your inventory to use them. That by itself wasted me about a good five minutes.

Bugs:

> I got softlocked by opening the menu while aiming on the stairs. Here's how to reproduce the bug: as soon as you're about to step on the diagonal stairs, press the knife button. Press SHIFT immediately afterwards. After that, you should be completely stuck.

Overall:

In spite of the disorientation and strange controls, this is good stuff. Mind if I "yoink" the Shift idea for my own ABS?
Looking forward to releasing game content downloads.
author=Gretgor
It makes me super happy that the art of RM2K3 ABSes is still alive and well. I plan to include one in my future project as well.

This looks really good for RM2K3, man. Beautifully made!

Thank you! It's really refreshing for me to have made this new battle system and CMS even since the first game I made didn't feature any of that.

Can't wait to see what you end up cooking up as well! :)
Gretgor
Having gotten my first 4/5, I must now work hard to obtain... my second 4/5.
3420
It makes me super happy that the art of RM2K3 ABSes is still alive and well. I plan to include one in my future project as well.

This looks really good for RM2K3, man. Beautifully made!
author=cradth
I drooled over the gamepla..err...everything! Keep it up, dude. Subscribed! Can't wait to play it. :)

heh thank you very much, I hope you like what you see so far! :D I can't wait to deliver
I drooled over the gamepla..err...everything! Keep it up, dude. Subscribed! Can't wait to play it. :)
author=Rue669
This is very clean and professional looking RM2k3 game. Makes me wish I'd just stuck to RM2K3 with my project instead of jumping on the RMMV train. No maker captures the SNES feel like this one and you emulate that feel here.

Thank you! Honestly, this engine and XP are the only ones I've really dabbled in. There's something about 2003 that always just drew me in.

It's even more fun now that I'm making something else other than an RPG on it!
This is very clean and professional looking RM2k3 game. Makes me wish I'd just stuck to RM2K3 with my project instead of jumping on the RMMV train. No maker captures the SNES feel like this one and you emulate that feel here.
author=707Error
I love "mystery" genre so much. And I don't even need to comment on the art, a person who has eyes will be able to tell how good it looks. I can't wait to play it <3

Thanks a lot for the kind words! :) It's only natural that there has to be a lot of mystery within this horror since you play as a detective I suppose. Hopefully I'll have a demo out this year for you to try
I love "mystery" genre so much. And I don't even need to comment on the art, a person who has eyes will be able to tell how good it looks. I can't wait to play it <3
author=KoopaKush
author=ten_blue_egyptians
I noticed in the first gif, that the character pulls their gun out before turning around. I'm guessing this is because pulling your gun out/aiming anchors you in place? Or is that just how the animation looks? Just wondering if there's maybe a quick 180 turn like in the RE games, which I'm guessing this is inspired by? I'm guessing if the enemies are slow enough, it shouldn't really matter in the end.

Game looks rad though! Very Resident Evil! Can't wait for a demo!
Thank you very much for the kind words! To answer your question, yes, aiming will hold you in place, you can change direction during though, just no movement. The 180 turn can be achieved during aiming though :) I hope to get a demo out this year!


Nice. Seems like gunplay will play like a 2D RE4, with an emphasis on positioning, which I loved.

Looking forward to it!
author=ten_blue_egyptians
I noticed in the first gif, that the character pulls their gun out before turning around. I'm guessing this is because pulling your gun out/aiming anchors you in place? Or is that just how the animation looks? Just wondering if there's maybe a quick 180 turn like in the RE games, which I'm guessing this is inspired by? I'm guessing if the enemies are slow enough, it shouldn't really matter in the end.

Game looks rad though! Very Resident Evil! Can't wait for a demo!

Thank you very much for the kind words! To answer your question, yes, aiming will hold you in place, you can change direction during though, just no movement. The 180 turn can be achieved during aiming though :) I hope to get a demo out this year!