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It's a Dog-Hunt-Dude World

Amarok’s Howl is a short horror game made for the ‘Kill the Cutie’ event. It’s about a group of college kids and faculty who get stuck in a snowstorm and find themselves being hunted by a pack of mysterious wolf-men.

Let’s Talk About Assets!

Pretty sure these are all MV RTP. The maps have that trademark RPG Maker squareness to them, but that works okay for a modern setting like a college. Default assets are put to decent use to create an atmospheric game. It’s not mind-blowing, but it works. The ambiance is more effective indoors where visibility is low and there’s sneaking to be done. The outdoor areas are in a snowstorm, but the howling wind is less ominous and you can plainly see any threats on the map.

While the indoor atmosphere is effectively creepy, it’s a bit of a letdown in how it’s designed. Part of it is that lots of sound effects are set to play at random. Most of the ones chosen suit the job, but it neglects the significance of sound in a horror setting. Because the sounds play at random, none of them actually mean anything, and once you figure that out, you don’t need to pause at every bump and crash you hear.

That’s not to say there are no important sounds, only that the randomized ones don’t matter. There are still distinct sounds for specific events like getting spotted or attacked. The chase music is the one thing I felt didn’t really fit. I don’t know if there’s a lack of intimidating tracks in the program’s bundle, but this one isn’t exactly pulse-pounding. It doesn’t contribute to the horror and shifts the tone as a result.

Let’s Talk About Story!

You play as Alistair Morgan, a young man staying at his college for Christmas alongside his girlfriend Natalia and a few of his classmates and college staff. The prologue introduces us to The Legend of Sedna, an Inuit creation myth that probably wasn’t meant to be as amusing as I found it. The relevant details are that Sedna was wedded to a dog and had repulsive dog/human hybrid children. Some of them eventually became regular people while others remained lycanthropic, and now the latter are after the former in this scenario.

With that context, the story begins properly with a moment of calm where you can talk to everyone involved and get to know them a little. Then it hits the fan and everyone has to hide from the wolf-men (known as the Adlet, not werewolves). Alistair and Natalia took refuge in the doctor’s office with the campus physician, and it’s up to you to get everyone else there safely.

There isn’t much to the story beyond the setup and conclusion (which I won’t spoil). The characters don’t have a lot of depth, so they more exist as McGuffins to be rescued. They’re mostly believable if a bit stereotypical. I wouldn’t say the narrative is the game’s main draw.

Let’s Talk About Gameplay!

This had some thought put into it. There’s more to it than just searching dark buildings and avoiding monster attacks, although those are the core mechanics. As before, you have to rescue the other people on campus by gathering them at the doctor’s office, which is large enough to accommodate them all and somehow safe from invading Adlet. The people fled all over the area and you’ll find a few in each building, but it’s not a blind search. Natalia can offer you advice on where to find each of them, listing off a few places they might have hidden. She’ll have a lot to say the first time you ask, but each person found is stripped out of her dialogue so you know where to focus when you check in again.

There are a few mechanics at play in the field and it doesn’t use RPG Maker’s battle mode for anything but a Game Over. You have two stats: HP and Endurance. The former goes down when monsters catch you. The latter decreases rapidly in cold weather and increases slowly inside buildings. You can run out of Endurance twice before succumbing to hypothermia, but HP can only deplete once. Both can be fully restored by the doctor anytime you stop by. The buildings are almost all separate from each other, so you must step outside to move between them and you can’t avoid the cold weather completely.

Navigation is simple enough. The gameplay comes from avoiding the Adlet, both in staying unnoticed and escaping when you are. The enemies don’t have predictable or consistent routes through the areas (at least none I noticed), so you can’t exploit their patrolling very well. There’s also a shadowy ghost dog (called a Keelut) that appears in various spots which will alert the Adlet if you are too near. You can walk to reduce your detection range and standing still makes you even harder to spot. Apart from the Adlet and Keelut, there’s also a threat from Amarok itself. On occasion after rescuing a friend, you’ll hear a howl and Alistair will note he’s being hunted. Amarok appears as a large, semitransparent wolf at the top of the screen. When this happens, you must get back to the doctor’s office before Amarok becomes fully solid or it’s an instant Game Over.

While being chased, there are a couple helpful controls you can use to avoid getting stuck. One is a key that lets you change the direction you’re facing without moving. This is meant to work in conjunction with your other special movement, which is to jump forward two tiles. This allows you to hop over an enemy if they are blocking the way or have you cornered. It has a cooldown so you can’t just bunny hop everywhere. Enemies strike when you’re adjacent to them, but under some circumstances, you’ll be able to hit them instead, which stuns them. As far as I know, this is random, but it’s nice when you luck out and take no damage. It once happened when I was running directly away from a monster and they were punched while my back was turned, so I get the feeling it’s only by chance.

With these advantages, all that’s left is your capacity to flee. The monsters are only slightly faster than your running speed, but they get frustrated in a long chase, so you can shake them off just by traveling far enough. Their AI is decent enough that they won’t get stuck on obstacles, so there’s not much one can do to cheese it. Your best option to get out of a chase is to change maps, so passages between buildings, moving up or down floors, or going outside are all viable for escape.

The way all these mechanics work, the game is really easy. You’re more likely to die from your own carelessness than most of what it can throw at you. The things it has for you to overcome are functional in theory, but they’re too merciful to be any real threat. Being able to escape an Adlet through a door is only one such thing, though this could be remedied by letting them follow you if you took a warp during a chase. The cold weather is barely a factor because you never need to spend much time outside. Losing two bars of Endurance is highly unlikely with the rate at which they decrease. Likewise, the Amarok hunt segments hardly matter because the campus is small enough to cross one end to the other before Amarok would strike. I waited it out once to see how long it would take, and over five minutes went by before I was finally killed for it.

Let’s Wrap This Up…

This game has a neat concept and the mechanics are good in theory, just its bark is worse than its bite and it could afford to be meaner in many areas. It has difficulty levels, but they only impact your stats, like how many hits you can take or how slowly your Endurance depletes. It’s not to say the game should be an excruciating challenge, but there’s more it could do to make its mechanics feel significant. As it is, it’s a breezy horror game that’s easy to play. I suppose it’s good for horror lightweights and it’s amusing, I only think it could deliver more with a few tweaks. For this, I give it a…

3.5/5


Amarok will strike within 82 hours

Posts

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Hi, thanks for playing the game and for your review! The rating was a genuine surprise, I expected 2.5 stars at best :D

Your comment on the chase music surprised me, I actually think it fits surprisingly well despite the fact that it's just a repurposed RTP Battle track. That was the best I could come up with for a chase music, since I was only using RTP to keep things simple. One of the other reviews specifically points out that the chase music is one of the best parts of the game and "really gives you a sense of urgency to get away as soon as possible". I guess it just varies from person to person.

The sound effects were more of a way to add some background ambience to the game, since it felt a bit empty with just the footsteps and the howling wind sound. I didn't really try to make the game scary, as I considered that a lost cause with just RTP assets.

There was originally supposed to be more of a story during the middle part. And overall, I planned for the game to be more of a linear, traditional "RPG Maker Horror" game. However, I spent most of the time trying to work out how to create the "detection and chase system" for the Adlet. Thus I only had one day left from the event after that was done. So I instead made it this way.

Regarding the story... all of the story, dialogue and cutscenes were made during the last few hours before the event ended, which is why there are all those typos and the writing quality overall is not ideal.

The Adlet don't have set patrol routes. I wouldn't have had enough time to design specific routes for each map at the last day of the game jam, so I just took a shortcut and just put a few "points of interest" at each map and the Adlet just pathfind towards them at random, with them changing whenever they reach one or a chase ends. It's generated separately for each one. That means that there isn't really any specific pattern that can be observed, which makes it more "realistic", but I'm not sure how well that works gameplay-wise.

The "Points of Interest" are actually the places where the Keeluts can spawn.

The people you are supposed to find have random locations that are generated at the start of the game. Well, it depends on each person how many locations they can appear in. There's two that are always in the same place (Percy and the Dean) and the others have multiple possible spawn locations, ranging from 2 (Eric) to 20 (Lily) depending on the person. Natalia's advice always works no matter what though.

For the difficulty... I can't really argue. I got a lot of feedback that the game was too hard and frustrating, so I toned it down considerably. The Hard difficulty actually has a few differences from the other difficulties. For one, it makes the player move slower and Endurance drains even faster. I think there's not even Frostbite on Hard, though I don't remember, the lowest I ever get Endurance to is 10.

Neither Amarok, nor Endurance are actually supposed to be a credible threat, you aren't supposed to die to them often (or at all), they are just there to add some tension and in the case of Endurance also a sense of "realism" (to give you a sense that yes, it really is cold out there). Of course, the illusion works worse the longer one plays. If Amarok and Endurance were more of a factor, you could technically softlock yourself easily.

Amarok was also timed specifically for the final "chase", so that's another reason why it takes about 5 minutes. And yes, you can immediately go to the Doctor's Office to get rid of it, but... you can also disregard it and try to find other people, while the timer runs in the background and giving the player a sense of risk. Though the timer could probably be shortened somewhat.

Hard difficulty actually does have some additional differences over the other difficulties, aside from lower Health and Endurance, for one, the MC also moves slower. Not sure how much more of a difference it all makes, whenever I play it I only do it on Hard and even that is trivial for me. It's hard to determine how balanced it is when you know exactly how the system works.

The way I play is just mostly running everywhere and getting into chases. It's not really meant to be a stealth game, that's why I added the Keeluts there so that you are somewhat pushed into the chases. I do think the game ended as surprisingly fun to play. Even when watching your LP, it was fun to watch when the Adlet blocked the entrances, forcing you to run out the other way or that occasion when they each ran towards a different entrance to cut off both of your possible routes of escape. Not that it was the work of some sophisticated AI, just bad luck on your part. :D Or that time when you kept running into keeluts and thus the chase lasted over three minutes.

I think one major reason why the game is so easy is that Chance to Get Away (yes, it's random, starts at 5% and increases by an additional 5% for each person you rescue). When an enemy catches you, the intent is for there to be a short struggle between the MC and the Adlet. In the end, he always manages to overpower the Adlet if he still has enough HP (hence why there's a Hit animation on the Adlet and why he doesn't resume pursuit for a moment), however sometimes, he gets lucky and strikes before the Adlet can wound him. And as he saves more people, he grows more confident and thus more able to fight back. However, this chance eventually grows too large, so it would probably be better to just leave it at 5% or 10%. That should make the Adlet scarier as enemies

Anyway, thanks for your review and playthrough! It made me consider updating the game again (probably for the last time) to fix the Amarok bug (I did test it, but it seems I managed to break something in the meantime) and to make the game somewhat harder.
halibabica
RMN's Official Reviewmonger
16948
author=Beregon
Your comment on the chase music surprised me, I actually think it fits surprisingly well despite the fact that it's just a repurposed RTP Battle track. ... One of the other reviews specifically points out that the chase music is one of the best parts of the game and "really gives you a sense of urgency to get away as soon as possible". I guess it just varies from person to person.
True, it would vary by person. It's different for me because I've viewed a lot of Let's Plays of horror games over the years, so I guess I'm used to chase themes that are more sinister and tense.

author=Beregon
The sound effects were more of a way to add some background ambience to the game, since it felt a bit empty with just the footsteps and the howling wind sound.
Makes sense, but sometimes it's scarier when things are quiet. That lonely feeling can become oppressive in the right setting, especially if it feels like you're alone when you know you're not.

author=Beregon
I just took a shortcut and just put a few "points of interest" at each map and the Adlet just pathfind towards them at random, with them changing whenever they reach one or a chase ends. ... That means that there isn't really any specific pattern that can be observed, which makes it more "realistic", but I'm not sure how well that works gameplay-wise.

The "Points of Interest" are actually the places where the Keeluts can spawn.
I think it works fine. It keeps the enemies from becoming predictable and they're always migrating toward places where the player can be spotted, which effectively helps them locate the player.

author=Beregon
The people you are supposed to find have random locations that are generated at the start of the game.
I suspected this was the case, but I wasn't sure since I only played through one time. That's good for replay value.

author=Beregon
For the difficulty... I can't really argue. I got a lot of feedback that the game was too hard and frustrating, so I toned it down considerably.
Skill issue That's understandable, it's hard to account for differences in player ability. Difficulty levels help with that, but there's only so much you can do. To prevent softlocking, you could disable saving outside the nurse's office. That would allow Endurance and Amarok to be a little deadlier, and both could vary by difficulty. Like, it's better to be too generous than too strict, but when the mechanic is so forgiving it becomes a non-issue, it's like the mechanic doesn't exist at all.

As for the Chance to Get Away, it makes sense how you described it, so I think all you need to do is keep it from growing too large. Maybe have it start at 5% and grow by 1% or 2% for each person saved. That would cap it at 15% or 25%, which shouldn't be too bad.

The only other thing I'd suggest is to let the Adlet chase you through doors. If you exit while in a chase, have an Adlet on the new map teleport to the door you walked out of after a moment to resume chasing. Ao Oni did this and was very effective for it.

Whether you update the game or not, I'd say it was a good time.
author=halibabica
author=Beregon
Your comment on the chase music surprised me, I actually think it fits surprisingly well despite the fact that it's just a repurposed RTP Battle track. ... One of the other reviews specifically points out that the chase music is one of the best parts of the game and "really gives you a sense of urgency to get away as soon as possible". I guess it just varies from person to person.
True, it would vary by person. It's different for me because I've viewed a lot of Let's Plays of horror games over the years, so I guess I'm used to chase themes that are more sinister and tense.

author=Beregon
The sound effects were more of a way to add some background ambience to the game, since it felt a bit empty with just the footsteps and the howling wind sound.

Makes sense, but sometimes it's scarier when things are quiet. That lonely feeling can become oppressive in the right setting, especially if it feels like you're alone when you know you're not.

author=Beregon
I just took a shortcut and just put a few "points of interest" at each map and the Adlet just pathfind towards them at random, with them changing whenever they reach one or a chase ends. ... That means that there isn't really any specific pattern that can be observed, which makes it more "realistic", but I'm not sure how well that works gameplay-wise.

The "Points of Interest" are actually the places where the Keeluts can spawn.

I think it works fine. It keeps the enemies from becoming predictable and they're always migrating toward places where the player can be spotted, which effectively helps them locate the player.

author=Beregon
The people you are supposed to find have random locations that are generated at the start of the game.

I suspected this was the case, but I wasn't sure since I only played through one time. That's good for replay value.

author=Beregon
For the difficulty... I can't really argue. I got a lot of feedback that the game was too hard and frustrating, so I toned it down considerably.

Skill issue That's understandable, it's hard to account for differences in player ability. Difficulty levels help with that, but there's only so much you can do. To prevent softlocking, you could disable saving outside the nurse's office. That would allow Endurance and Amarok to be a little deadlier, and both could vary by difficulty. Like, it's better to be too generous than too strict, but when the mechanic is so forgiving it becomes a non-issue, it's like the mechanic doesn't exist at all.

As for the Chance to Get Away, it makes sense how you described it, so I think all you need to do is keep it from growing too large. Maybe have it start at 5% and grow by 1% or 2% for each person saved. That would cap it at 15% or 25%, which shouldn't be too bad.

The only other thing I'd suggest is to let the Adlet chase you through doors. If you exit while in a chase, have an Adlet on the new map teleport to the door you walked out of after a moment to resume chasing. Ao Oni did this and was very effective for it.

Whether you update the game or not, I'd say it was a good time.


1) Yeah, I get that. As I said, I don't think it's a masterpiece, but it works alright.


2) I agree, but I didn't think that the game could really pull it off at the time I made it. It just felt really empty instead of atmospheric. So I made it like this as some sort of a small fix to distract the player from it. Yeah, it is far from ideal. Next time, I'm gonna go with more "meaningful" sounds.

Btw. That sound you wondered what it was in your videos, that was supposed to be the sound of a door opening and letting in the wind from outside, to make the player think that someone entered the building they were in (probably an Adlet).

I reused it with a different pitch in the higher floors as the sound of a window bursting open only to shut itself from the wind after a few seconds. Well, that was the idea. It probably doesn't make that much sense.


3) Yep, I think it worked surprisingly well for what was originally a time-saving shortcut.


4) Well, the Adlet originally were faster, had a larger detection ranger they chased the player for longer before giving up. They were overtuned then, I think they are probably ok at this point, just some other things need to change to make the game more challenging in the right way. Chance to Get Away from saving people will drop to 5% + 1% per person saved and Health will be reduced by 10 on all difficulties is what I'm thinking.


5) Yeah, that's something I regret that I wasn't able to add here.

RPG Maker doesn't have a way to transfer events from map to map. There's now some plugins that allow you to mimic that somewhat, those didn't exist yet when I made this game.

Still, I could have made it in a similar way to how Ao Oni probably does it and have an event in place on every map that could become an additional chaser when needed. But I ran out of time and afterwards, I just couldn't be bothered interacting with the spaghetti "code" this game has. The way I had to set it up (because I couldn't figure out a better way), each type of event has to have a specific event ID on each map and it was a nightmare to keep track of it. Not to mention the massive Common Event for detection. If I changed something now I might break the game entirely and I think it's better to just make a new game from scratch.


6) Indeed, it was made with replayability in mind. That's why I gave players the option to skip the prologue. If you do that, the game starts with Alistair waking up in the Doctor's Office.


7) I actually plan to make a "sequel" to this game someday. Probably this year or the next. The main reason for that is that I believe Amarok can make a truly great horror antagonist while being relatively unknown and this game really didn't showcase him well at all. So I hope to try again and do it better sometime.

Thanks for your comments!
halibabica
RMN's Official Reviewmonger
16948
The thing is you already have Adlets on most of the maps, so teleporting one of them to the player's most recent exit in a chase shouldn't be too hard. You could set it up such that it gets the hero coordinates post-teleport and have it move an Adlet there if a chase was in progress. You'd only need to make sure it was the right event ID for each Adlet. There could still be places they can't follow you like the nurse's office and basement tunnels.
Yeah, that's true, I'll think about it some more!
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