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“We are now receiving unconfirmed reports of numerous casualties resulting from some kind of catastrophic accident at the A.E.S. Lab downtown. A spokesman for the corporation claims that the incident has been contained, though a mandatory evacuation order for the surrounding areas is being put into effect. We will have more on this story as it continues to develop…”

High school sophomore Lucas Kessler awakens to find himself being held captive by an unknown organization intent on performing cruel and unusual experiments on him. All of a sudden, his lackluster academic performance and profound social awkwardness do not seem like such big issues anymore. Freed from his cell by a fluke power surge, it is up to Lucas to make his way through heavily armed guards and automated defenses on a desperate mission to make sure that he and his fellow prisoners make it out alive.

But it is never that simple. It quickly becomes obvious that darker things are roaming the labyrinthine hallways, stalking both Lucas and his human adversaries with equal ferocity. In order to overcome these new threats, Lucas will be forced to master powers and abilities he never knew that he possessed.


Features –

Faux First Person Perspective… explore the world through the eyes of your hero.

Convert your enemies as you form an army of loyal demons… recruit 80+ possible party members.

Absorb abilities from your enemies… customize your team’s capabilities.

Moral choices … do you listen to the angel on your shoulder, or the devil?

A cast of characters including allusions to the works of William S. Burroughs, the lyrics of Tom Waits, and an episode of the Thundercats (80’s version), among others.

Indirectly inspired by a certain game series… I could tell you right now, but isn’t it better to keep some mystery in a relationship? Shin Megami Tensei

Latest Blog

Chapter Two Coming Soon!

The last couple of months have been really rough on me, but I'm actually making progress with my game again!

The next version will include some much needed fixes, as well as a whole new area of the complex to explore. It will also see the debut of the Crystal Corpse demon type, new face set borders, and an improved hatch-door graphic courtesy of Miracle!

I hope you all are holding onto your saves for the next installment. There could be some issues with older saves causing preventing demons from gaining the proper skills at the proper levels, but I am implementing a fix for this so you should be up to speed in no time.

Another big inclusion will be vending machines in the break room (and other places, where applicable) that will sell Red Alert and Beastly Energy, offering 20%Hp and 20%Mp restores respectively. Lucas is the only one able to use them, since demons have different nutritional needs. Since it wouldn't make sense to stuff demonic energy (sek = the currency in the game) into a standard vending machine, I'm including an item called Small Change. These can be found in most desks that are not already housing other items.

On my upcoming content page, I mentioned the possibility of changing to a different guardian if the player built up high enough affinity with other demons in the party, and giving different level up bonuses based on who the current guardian is. I'm kind of on the fence about this now. From a narrative standpoint, I like the idea of a constant guardian, so that the relationship between this demon and Lucas can evolve over the course of the game. (Feel free to post comments one way or the other if you like! I'm listening)

I'm also looking for some sound effect resources to make the world feel a little more natural. I'm aware that some of you are having performance issues with the game, due to the large number of pictures the display events require, so I will include a toggle for any new embellishments, just in case they render the game unplayable. I'm also going to include the option to turn off transparency for forcefields, glass, and water.

Is this a first? An Rm2k3 game with a graphic quality slider?

Long term, once the entire game has been completed, tested, played and is 100% finished, I am considering releasing two alternate packs for it. One would replace the lower quality wall graphics with entirely custom creations, and the other would be a version of the game where the room display is handled entirely through panoramas. Yes, that means I would have to pre-bake every angle of every room into a panorama, step by step. (Which is why it is something I would only entertain at the end, when the chance of me changing any of the layouts resides somewhere around nil) Hopefully, this eventual "optimized" version of the game will allow anyone who was unable to play due to framerate issues a second chance.

That's all I have for now. Thank you again to everyone who has downloaded and commented on my game so far!

Posts

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Good catch! I guess when I made it possible for the player to find the object before talking to the spirit, it screwed up part of the convo-tree.

For now, just make sure not to talk to the spirit again until after you find the object it is looking for.

I'll make an update over the weekend.
This game is simply epic - and I really like the idea of controlling guardian demons! 1st person RPGs, sci-fi setting, meeting up with mutated dudes/gals, horror film-like feeling, how could I have missed this earlier? Best of luck for the project! *subscribed*
No probs, due to my insane unluckiness; every developer should have a clone of me on their staff because if an issue CAN arise, it friggin' WILL arise when I get to the table XD I'm really digging the game at the moment though, it's extremely well designed =)

.. and yeah, what RazorBlack said :D
Thanks! I'm glad people are actually enjoying the demo!

I'm kind of curious if anyone has triggered/beaten the optional encounter yet?

Also, Sabin1981 - I have that same kind of luck when it comes to restaurants. I stopped going/friends stopped inviting me on big dinners, because any time we went out to a really nice place, everyone else had a wonderful meal and mine was either wrong, overcooked, or raw!

Let me know if any more issues I need to fix pop up.
BUG: If you go and unlock the cells immediately after getting the first card, you can wind up in a random battle with Fenris talking to you before you meet him.

Edit: Incidentally, this battle is pretty nonwinnable without a summon.
BUG: Immediately after finishing a battle with a zombie, a battle with the jack-o-lantern dude started.

I had absorbed the zombie, and the game didn't tell me what this meant or what had happened as a result.
BUG: Lucas died in battle, due to there being no healing available anywhere. The enemy then attacked Lucas, and did no damage because he was already at 0 hp.
BUG: First attempt to summon a shambling corpse "The creature seems to comprehend what you are considering. Banish the shambling corpse?"

Second attempt actually summoned it.
BUG: When changing party order, the confirm/redo options are named "Decision" and "85248" respectively.
BUG: Enter the first room on the left after the forcefield drops. Immediately upon entry, battle starts. After battle, left with a black screen. Black screen could not be recovered from.
I appreciate your help in pointing these issues out, but next time instead of posting six times in a row, just edit a post and add whatever else you run into or need help with. You can also feel free to PM me.

author=kumada
BUG: Immediately after finishing a battle with a zombie, a battle with the jack-o-lantern dude started.

I had absorbed the zombie, and the game didn't tell me what this meant or what had happened as a result.


Those would be the intended second and third battles, respectively. The jack-o-lantern in that group spawns right after you beat the second zombie.

Capturing a demon adds it to the list of summons Lucas can use in battle.

author=kumada
BUG: Lucas died in battle, due to there being no healing available anywhere. The enemy then attacked Lucas, and did no damage because he was already at 0 hp.


If you beat the Jack-o-lantern, you should have at least one Weak Red Essence, which heals you. If you beat the two zombies and the Jackolantern in the first area, it becomes a safe room. You should notice that REST becomes one of your choices in the pre-menu dialog box. Resting restores health.

author=kumada
BUG: Enter the first room on the left after the forcefield drops. Immediately upon entry, battle starts. After battle, left with a black screen. Black screen could not be recovered from.


This one I'll grant you is legitimate. I am aware that the screen tint messes up when battles trigger at the same time a door event is running. This is one I am aware of, and fixing.

I'm curious though, were you able to see the monsters in the battle, or were they blacked out too? You can tell me in a PM.

author=kumada
BUG: First attempt to summon a shambling corpse "The creature seems to comprehend what you are considering. Banish the shambling corpse?"

Second attempt actually summoned it.


This means that at that point you had already tried using the Banish skill. Banish is used to permanently remove a summon from your party. It isn't particularly well explained in the demo because you're not really supposed to need it that early. I'll have to put in a turn counter that cancels it out if someone uses it without meaning to.

author=kumada
BUG: When changing party order, the confirm/redo options are named "Decision" and "85248" respectively.


That has to do with the version of Rm2k3 I use. It was, I believe, an early translation. None of the error messages are translated, and some menu options are a little off.

author=kumada
BUG:If you go and unlock the cells immediately after getting the first card, you can wind up in a random battle with Fenris talking to you before you meet him.

Edit: Incidentally, this battle is pretty nonwinnable without a summon.


I need to put a chronology variable check in since the detection for whether Fenris is in the party or not clearly isn't working. Also, the high difficulty of attempting to fight alone is on purpose. That is why I made sure the game asks if you really want to open those doors. Also, it is possible to win all three, especially if you are lucky enough to find the knife before the second battle, but highly improbable.

Part of the reason I allow the player to save wherever they want is to give them the freedom to make a mistake without forcing them to trek back to the last safe area every time. The game warns you that something might be a bad idea, but I give the player the choice to make the mistake anyway. As long as you remember to save before trying anything risky, there is no harm in taking the chance.
I'll condense them in the future. Typically, though, I do feedback as I play, to make sure I'm not forgetting anything, and I didn't want to post something, then edit another comment into it, and have you miss the edited comment because you'd read the original post in between.

More bug feedback:

1) After absorbing the shambling corpse (not capturing, absorbing,) the jack-o-lantern battle was immediately after. I didn't even get to move, or menu, or anything. Is this intentional?

2) Resting did become available after beating the jack-o-lantern, and I think the jack-o-lantern might have actually attacked fenris instead, and just did zero damage. Unfortunately, the system doesn't seem to indicate when someone misses or does zero damage, so I'm not sure.

3) I could see everything during the battle, the blackout was immediately after exiting it.

I have been saving carefully, and I think the game mechanics are overall very good. I think some of the gameplay might need smoothing (the font hurts my eyes, the turn and walk speeds are very slow,) but I think this is shaping up to be a really nice throwback to the old shin megami dungeon crawlers.
Bugs found today will be edited into this comment.

1) Searching while facing a wall-mounted monitor causes the monitor to briefly clip to a different position on screen, and then clip back. This bug also works with small terminals.

2) Executed a search that found the familiar bracelet while facing a door. I pressed confirm to equip it, and this immediately caused me to exit the room. This also happens when executing a search while facing with an object that can be interacted with. I was facing a bulkhead that wouldn't let me through, searched, and then got the bulkhead text after the search text.

3) Damage occasionally not displayed by incoming attacks. Lucas took a hit for about 8 damage, his life dropped, but it never displayed that 8 damage has been done.

4) Ended a battle while Lucas was asleep. Received no exp for this battle, even though the monster had been killed and not captured. This battle was against a ghost. Do ghosts not give exp? I had another two battles with them in which they cast confuse, and I was awarded no exp for these.
1) After absorbing the shambling corpse (not capturing, absorbing,) the jack-o-lantern battle was immediately after. I didn't even get to move, or menu, or anything. Is this intentional?


Yes. After the first battle, you get a set number of moves before the second triggers. This gives the illusion that you are safe immediately after winning a fight. After winning the second battle, you fight the third immediately. This is to remind the player they are *never* that safe and should save often, just in case.

2) Resting did become available after beating the jack-o-lantern, and I think the jack-o-lantern might have actually attacked fenris instead, and just did zero damage. Unfortunately, the system doesn't seem to indicate when someone misses or does zero damage, so I'm not sure.


2k3 is not really geared for face-on battles. The empty battle charsets are on the screen, so the damage numbers usually flash over their location. Sometimes they are easy to miss, and sometimes they make it look like the enemy takes damage from their own attack, depending on placement. I'll probably move them to the bottom of the screen and advise people to just watch their numbers.

3) I could see everything during the battle, the blackout was immediately after exiting it.


Possibly a performance issue then. There is a delay that should prevent the screen from dimming again coming out of combat, but if the game isn't running at the right speed, for whatever reason, it seems it can skip the line entirely.

I have been saving carefully, and I think the game mechanics are overall very good. I think some of the gameplay might need smoothing (the font hurts my eyes, the turn and walk speeds are very slow,) but I think this is shaping up to be a really nice throwback to the old shin megami dungeon crawlers.


Thanks!

I'm thinking of allowing people to set the sensitivity level for the controls themselves. On my machine, the way the delays are set make things work pretty smoothly. When I had the "after-button press" delay set lower, the game had a tendency to runaway if you didn't peck very softly at the keypad. Allowing people to adjust it should let them match the command refresh speed to their cpu speed a little better. This may take a while, as I expect it to cause an entire host of problems with every event based off this refresh time (searching, operating any object, the events that determine which enemy encounter should trigger, etc).

Is the font issue due to it being a solid color instead of the normal gradient version, or just the type face itself? Part of the mission statement for this game is to make it using as stock a version of 2k3 as possible, so I'm not sure how much I can do about the font right now.


1) Searching while facing a wall-mounted monitor causes the monitor to briefly clip to a different position on screen, and then clip back. This bug also works with small terminals.


If you could tell me the exact locations this happened, it would help. I've mentioned that I've cobbled the object display system together out of two different methods I came up with. I need to know which method is causing the problem for you, because I wasn't able to replicate it this afternoon in my copy. (Again, probably a clock speed issue. An event is getting ahead of the refresh timer.)

2) Executed a search that found the familiar bracelet while facing a door. I pressed confirm to equip it, and this immediately caused me to exit the room. This also happens when executing a search while facing with an object that can be interacted with. I was facing a bulkhead that wouldn't let me through, searched, and then got the bulkhead text after the search text.


This was (hopefully) a quick fix. I forced a constant input delay (only key input, not anything that effects the display events) while the search function is active. According to my copy, this prevents room events from triggering automatically during a search.

3) Damage occasionally not displayed by incoming attacks. Lucas took a hit for about 8 damage, his life dropped, but it never displayed that 8 damage has been done.


Same as far above. They display over an invisible battle char, so they are easy to miss.

4) Ended a battle while Lucas was asleep. Received no exp for this battle, even though the monster had been killed and not captured. This battle was against a ghost. Do ghosts not give exp? I had another two battles with them in which they cast confuse, and I was awarded no exp for these.


Originally Demon possessed Ghosts were not supposed to give any energy when defeated, the rationale being they were using up whatever energy they had just to manifest themselves. However, this clashes with the rules I use to fill out enemy stats, so I've since adjusted it. The 0 xp thing was an oversight on my part.
InfectionFiles
the world ends in whatever my makerscore currently is
4622
This is a very interesting game, well done.
Thanks! I'm working on getting all the known bugs/issues corrected ,as well as tightening a couple of things up, so I have a good foundation for the rest of the content.
LouisCyphre
can't make a bad game if you don't finish any games
4523
So uh yeah.

This had best turn out awesome.
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