Where The Moon Goes At Night is a hobby project of mine which released on November 8th, 2019.
Disclaimer: When playing the game, strategic use of abilities and items is key to progression, spamming attack and your high damage special move doesn't really help you all that much, especially in Hard mode.
BEFORE ASKING TROUBLESHOOTING PROBLEMS: Most issues reported to me are a consequence of improper download, thus redownloading the game is recommended above all else. If the issue persists, please contact me privately.
Inspired by the RPGMaker classic Space Funeral, the Japanese-exclusive Giftpia, and the cult classic Earthbound (Mother 2), I set out to create a more "classical RPGMaker" feel ala OFF or Ao Oni that I feel is has been more or less lost in recent times.
I sought to innovate on the RPGMaker gameplay in Where The Moon Goes At Night, and included an array of features I haven't seen in many RPGs:
>Stat growth isn't very heavily impacted by leveling up, instead players will have to search the game's environments to seek out ways of increasing specific stats.
>Players are able to set the game's difficulty level (ranging from easy to insane) in the beginning, a feature I've seldom seen in RPGMaker games. Unlike conventional difficulty levels, the difficulty settings in Where The Moon Goes At Night moreso impact the protagonist, Shiba's abilities (for example, Hard mode removes his highest damaging special attack) and the amount of HP restoration items present in the game's world.
>When the player is at low HP during battles, the screen and music will fade, reminding players to choose their next move very carefully.
>A number of secret bosses appear, which reward exploration via a larger amount of stat growth than normal.
The game features completely original artwork drawn by myself, which apparently is a bit rare for RPG Maker games as far as I know, and three unique endings.
Aesthetically, the game adopts an "early 2000's" feel, with textboxes and status effect symbols being formatted after early message boards like 4chan.
Battle effects range in art style as to give the game a more surreal feeling, though physical attacks appear more realistic, while status moves are crude black and white drawings, and recovery moves appear similar to medical diagrams.
The overall art direction is most often compared to the Mother series, mostly the second game, Earthbound, and while I feel as if this comparison is fairly justified, aesthetic direction was also influenced by Giftpia and the Mario and Luigi GBA games, especially concerning the lighter parts of outlines on characters, and the prominent use of purple for outlines.
Plot-wise, this is the story of a twenty-something year old salaryman named "Shiba" who falls asleep one morning while taking the early train to work, and ends up stuck on the mysterious Tatentai Island, a once thriving small city, on which a mysterious event caused bloodthirsty monsters to appear.
The game takes approximately an hour and half to complete, although due to the game's more open-ended nature and difficulty options, it's impossible to point to a definitive amount of "play time" that would be universal among players; the experience will most likely vary depending on the player.
If you'd like to make a donation, you can do so here: https://ko-fi.com/16bitking
Thank you for your attention, and I hope you enjoy!
-Bit
Disclaimer: When playing the game, strategic use of abilities and items is key to progression, spamming attack and your high damage special move doesn't really help you all that much, especially in Hard mode.
BEFORE ASKING TROUBLESHOOTING PROBLEMS: Most issues reported to me are a consequence of improper download, thus redownloading the game is recommended above all else. If the issue persists, please contact me privately.
Inspired by the RPGMaker classic Space Funeral, the Japanese-exclusive Giftpia, and the cult classic Earthbound (Mother 2), I set out to create a more "classical RPGMaker" feel ala OFF or Ao Oni that I feel is has been more or less lost in recent times.
I sought to innovate on the RPGMaker gameplay in Where The Moon Goes At Night, and included an array of features I haven't seen in many RPGs:
>Stat growth isn't very heavily impacted by leveling up, instead players will have to search the game's environments to seek out ways of increasing specific stats.
>Players are able to set the game's difficulty level (ranging from easy to insane) in the beginning, a feature I've seldom seen in RPGMaker games. Unlike conventional difficulty levels, the difficulty settings in Where The Moon Goes At Night moreso impact the protagonist, Shiba's abilities (for example, Hard mode removes his highest damaging special attack) and the amount of HP restoration items present in the game's world.
>When the player is at low HP during battles, the screen and music will fade, reminding players to choose their next move very carefully.
>A number of secret bosses appear, which reward exploration via a larger amount of stat growth than normal.
The game features completely original artwork drawn by myself, which apparently is a bit rare for RPG Maker games as far as I know, and three unique endings.
Aesthetically, the game adopts an "early 2000's" feel, with textboxes and status effect symbols being formatted after early message boards like 4chan.
Battle effects range in art style as to give the game a more surreal feeling, though physical attacks appear more realistic, while status moves are crude black and white drawings, and recovery moves appear similar to medical diagrams.
The overall art direction is most often compared to the Mother series, mostly the second game, Earthbound, and while I feel as if this comparison is fairly justified, aesthetic direction was also influenced by Giftpia and the Mario and Luigi GBA games, especially concerning the lighter parts of outlines on characters, and the prominent use of purple for outlines.
Plot-wise, this is the story of a twenty-something year old salaryman named "Shiba" who falls asleep one morning while taking the early train to work, and ends up stuck on the mysterious Tatentai Island, a once thriving small city, on which a mysterious event caused bloodthirsty monsters to appear.
The game takes approximately an hour and half to complete, although due to the game's more open-ended nature and difficulty options, it's impossible to point to a definitive amount of "play time" that would be universal among players; the experience will most likely vary depending on the player.
If you'd like to make a donation, you can do so here: https://ko-fi.com/16bitking
Thank you for your attention, and I hope you enjoy!
-Bit
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