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There are strange sounds coming from the pipes...

Tired after a stressful move, Joanna's ready to settle in on her first night in her new home. But she soon discovers that she's not alone! Suddenly, she's face-to-face with an indescribable horror that has a taste for human flesh! Can Joanna avoid the monster long enough to come up with a more active solution?

In this short action/adventure comedy-horror game, the player is powerless against the monster at first, and can only run and hide... that is, until a proper weapon can be assembled, in the time between chases! There are four places to hide, and two different endings that can be achieved, depending on the player's actions. (There are also a couple of bonus deaths available, because I like that sort of thing!)

This, my third completed game, was originally conceived for the Theme Roulette 4 event, using the prompts from my reroll. I couldn't finish it in time, but decided to keep at it anyway, using the experience to further learn RPG Maker MV and the use of plugins, as well as to practice art, sound design, and generally, the process of finishing a game.

Feedback is welcome!

Latest Blog

New and Improved--version 2.0 is here!

It took some time, as life stuff got in the way, but I'm happy to finally submit It Came From the Drain version 2.0! Following is a very brief summary of what I did:

After getting valuable feedback from thesacredlobo and JapoZero, I went back and first fixed the bugs they had uncovered. While doing this, I discovered several more on my own, which I also took care of.

Interestingly, I also found that I've grown a bit in my understanding of the engine since I made this game, and was pleased to be able to improve one thing significantly--the method by which the monster pathfinds during chases. Essentially, I replaced the clunky system I had before which, despite my best efforts, had it still going into the wrong room and getting stuck sometimes if the player got far enough ahead. The monster should now never get stuck or lost--nor should it ever lose ground or gain on the player unfairly--which I discovered could also have happened under certain circumstances.

Additionally, I edited text here and there, and made a few other minor changes to bring the game closer to my original vision. (For example, the "bad ending" now gives a clue as to why the player got that ending, providing a hint at how the player can get the "good ending".)

I also worked to improve things in ways which I hadn't though of before, inspired by the feedback I'd gotten. (For example, instructions for how to use the weapon gained at the end of the game are now part of the component items' descriptions, accessible at any time after acquiring them both--just in case the player missed the instructions in-game.)

Oh, and I almost forgot--I added music for the chase scenes. I hope it suits the mood well!

Thank you to thesacredlobo and JapoZero for bringing my attention back to this game, so I could make it a smoother and more enjoyable experience.
  • Completed
  • MacShift
  • RPG Maker MV
  • Action Adventure
  • 06/08/2022 02:35 AM
  • 07/25/2023 09:04 PM
  • 10/01/2022
  • 9528
  • 2
  • 62

Posts

Pages: 1
Sounds interesting! I'm gonna play this as soon as I get some free time.
Thanks for taking an interest, and feel free to let me know what you think!
Hey, great game. I found the 2 endings, and I enjoyed it.
So glad to hear you enjoyed my game! Thanks for playing!
Just played it! It was really neat. Simple, but cool game.

There's not much plot other than the premise of an extremely unlucky new homeowner, who gets attacked by a really weird monster. To make things worse, it blocks every exit (and she loses her only form of communication as the house lacks internet or phones). The string of bad luck (and the lack of explanations about the monster) really gives it a vibe similar to the one in old horror movies which is appreciated.

The chase mechanics and transitions between rooms were really cool, as the monster event remembers its position in previous rooms...I imagine you did it by making the entire house a single map, and then playing with overlays or something?
Now, when it comes to the house, I think it's really well done considering you mostly used RTP materials along with modern, SF graphics. It feels kinda big for a single person, but I imagine Joanna has to be rich or something. Plus, a game like this would be really boring in a house with only two or three small rooms.

It would've been great if you used more music though. There's only the ending and game over themes, and the drips/darkness effects. A chase theme would do wonders in a game like this, as otherwise there is not much tension during those sequences. Even if you try to keep it RTP/base material only, there's some tracks included in it that could work really well with lower pitches, such as the Scene ones, if you ever update this game or create a similar one.
I really liked the detail of the phone voice at the start!

Everything I got...

Endings:
-Killing only the monster without the eggs
-Killing both the monster and the eggs

Deaths:
-Caught by the monster
-Falling down the basement
-Causing a fire in the basement

Hide spots:
-The bedroom's closet
-The pile of clothes
-Inside the fireplace


One bug I found...

If you kill the monster just in the spot below the basement's locker, it will be impossible to use the old key, as the stain message/event will take priority over the other one.



Keep up the good work and good luck with future projects!
Thank you for playing my game and giving such thorough feedback!

You're right, I did make the house into one big map. I was having difficulty getting the monster to continue the chase properly when I had all the rooms separated, so I used the parallax feature and an event with a giant sprite that changes its image to cover the rest of the house, depending on which room the player goes in. (Still not sure that was the best way, though, and I had to do a little sneaky teleporting of the monster when its pathfinding didn't work so well!) In any case, I'm glad it came together well enough.

I agree the music/sound was lackluster. I wasn't confident about my ability to make the right music choices, but maybe just doing my best and picking something would be better than avoiding it, as I've largely been doing so far. I have enjoyed creating my own sounds though--including the phone voice! I'm looking forward to developing both of these skills in my future games.

I'm so glad to see you got the stairwell and smoke inhalation deaths! Adding in "bonus" deaths is something I get a kick out of. I always look for stuff like that in games I play, but I wasn't sure if that was just me.

Finally, that bug you found is a nasty one! I'll definitely go in and fix that.

Thanks again for playing, and thank you for the encouragement!
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