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EXTRA DOWNLOADABLES:


CLICK HERE TO DOWNLOAD A FUN EXTRA PDF BESTIARY


OR CLICK HERE TO DOWNLOAD THE WALK-THROUGH



The Plot

Samuel lives a solitary, brooding life ever since his young wife's death. He lectures at a university but his heart isn't in it anymore.

His unhappy existence is interrupted when his former mentor (a historian) sends a letter from Germany informing Samuel that he is "onto something big." Answering the call of his old friend, Samuel leaves his home in England for the chance to be part of a historical discovery but all that he finds in the deserted town of Rottgarten is horror and secrecy.

If you get close to the finale of the game and you end up in a hallway, right before the final fight, you are at the end of the game as it stands.

:(

ENJOY the game.
Feedback and reviews are welcome.




Details

This is a survival horror game set in Victorian age Europe, featuring:

Multiple endings depending upon your karma

Full 3D cut scenes (presently only one)

3D item animations Upon inspecting important items, players see a 3d animation of the item.

Several hours of gameplay

Unlockable bonus features (not in beta version)

Release date set for july the 15th. (in production since 2005)

This release of the game has all but the final couple of maps and a number of cinematics..





Latest Blog

Back underway

The other guy is back from his trip so we're slowly progressing again. The few movies are getting done and I'm looking for the time in amongst all my teaching to put in the finishing touches.

I'm kind of interested in what all those downloaders had to say about the game. I've had a lot of feedback from Jear but apparently we have 10 subscribers and 200+ downloaders. So don't be shy, please tell me what you liked or didn't like and how the overall opinion is.

Posts

Just checked out the art work, and it looks pretty good.


I'm quite happy with how this turned out but I'm trying not to use the RPG maker battle system so much, so feel free to use this monster in your games.
author=Jear77
cool, let me know when you're there...
The reason i ask about the 2nd floor is because I go up from one side and it says, after it's unlocked "locked from the other side" and when I go up through the side with the generator (and slashing monster) to the 2nd floor it says "it's stuck"

Hmm, this is a problem...I have never encountered this. I'll have to go and see what's causing it.

Thanks for the heads up.

EDIT:
I know why this is. The door to the second floor will not open until you've figured out what to do with the red cross shield and the stone feather emblem. Try examining them.
cool, let me know when you're there...
The reason i ask about the 2nd floor is because I go up from one side and it says, after it's unlocked "locked from the other side" and when I go up through the side with the generator (and slashing monster) to the 2nd floor it says "it's stuck"
Nope, when the generator is fixed you should be able to walk right up to the second floor by using the stairwell. Well, you should be able to go up there before you fix the generator but you wouldn't be able to see.

I'm playing through again to test all the new stuff and I'm up to the school, so I'll be at the asylum pretty soon.
good news: I got past the door. Must have had somethings as minus. Anyways... I'm wandering through the asylum but can't get past the 2nd floor, after I fixed the generator. do I have to kill the guy in the flashing room to get a key or something before I can get any further?
Wow, that's an incredibly generous offer but there is no set script. It's all been written as we go, from the initial story outline, which is less than a page long.

Yea, since the fancy dialogue system can't be used the whole way through without major MAJOR reconstruction, maybe the whole thing needs to go. I thought it would be fine to use just for cut scenes, so the player knows that this conversation is different from a regular one, but really it might just confuse people and make them wonder why the dialogue box changed.

As long as the font is the same for you I'm happy, I'd freak out if people got that horrible block one where the letters mash together, that would ruin everything.

How far through are you now? And how many minutes?
This is all so helpful, since I know where to go it's no help timing myself.
I like the dialog style, with the fancy boxes and moving portraits, but I think consistency really matters. Even just using the same dialog box in the thirty minutes or so of gameplay leading up to that point would make for a less jarring transition. It's not bad once you get past it, but it's a really weird moment when it happens.

As for the colors, they look a lot better on your screen than mine. So, that one's probably more the fault of my computer than anything you did. I should be building a new desktop today, so I'll see if it looks any differently on that.

edit: do you have a written word doc for the script? I could edit that. If you wrote things into the game as you went, that's more of a problem, since I can't alt-tab out of it without crashing my system, and there's usually a spelling/grammar error per dialog box.


Ok dude, that's how it looks on my machine. Is that how you see it? If not we have problems. Means that I'll need to bundle in the font patch or something.

I reckon the red looks fine but are you seeing something different?
Thanks for the feedback, dude. Yea, I'll need to sit down and have a play through with someone who can spell. I'll have to have a notebook and write down all the problems because there are a lot of typos and mistakes.

Hmm, I know the bit you are talking about, when the cut scene happens in the uni basement...I can't think of anything that changes the font there. I know I change the text colour when different people are talking but it shouldn't make the font any different. As far as I recall, Sam's text is in the normal colour and the deen's was red or orange.

It'd be helpful to see a screen print or something, maybe you have a different font installed or something.

I loved the idea of using that dialogue system all the way through but I only got good enough at rpg maker to create it when we'd already been making the game for several years, so I only went back and made the big talking scenes like that.

So the red text is bad is it? That's wierd...I'll have tot take a look.
Please keep giving feedback, I love you for it.
More feedback:

-You've got a lot of spelling/grammar issues, but your actual plot is pretty solid. If you can, it'd be worthwhile to get someone else to look over your script and tune it up. Your characters and settings are great.

-There's an abrupt change in dialog boxes and font texts starting right when you start researching the medallion. I'm not sure where this came from, but it's jarring. Maybe use the fancy dialog boxes all the way through? And never have anyone speak in red text. It is brain-hurtingly bad.

-You've got an impressive number of animations, and all of them are really high quality for a 2k3 game.

-I like the idea of the question skill, and it allows the player to choose how much dialog they want to pursue. Making it cost MP I'm not so sure about, but I haven't run into any situations where this has caused me to get stuck.

-The music is great. Appropriate and atmospheric.
I have no idea, man. Kinda hard without seeing what you mean by the first symbol. If you got 12335 then that's good. i know it opens when you get the code right. That one's never been a problem.

There is a set of three symbols in that puzzle and one symbol is changed in each row. the idea is that the player looks at them all and sees which symbols never change. If they push the new one then that column's number goes up by one. If they push one of the symbols that has never changed it goes down by one.
I got the code 12335
Was I wrong that the 1st symbol was a +1? or was it a -1?
author=kumada
I do like the door being significant, but I think (if you feel like going through a ton of work to edit the video, which I would not) it might be worth mixing things up a little more. One cut-away to the door is unsettling and cool and significant. Several cutaways plus a closeup kind of mitigate the effect.


Yea it could do with being shorter and snappier. But due to the amount of work to change it...I think we'll put it in the pile of things that we might one day come back to and change, when everything else is finished and polished.

I'm practically at the end of the story with one possible ending. Then there's another couple more, And then I can go back through putting in more scares, puzzles and better dialogue. (while the 3D guy makes cut scenes for every major building.
I do like the door being significant, but I think (if you feel like going through a ton of work to edit the video, which I would not) it might be worth mixing things up a little more. One cut-away to the door is unsettling and cool and significant. Several cutaways plus a closeup kind of mitigate the effect.
author=Jear77
I figured out the 1st symbol means "1" and it's an additive thing, so I selected the 1st place 1, 2nd place 2 times, 3rd & 4th place 3 times, and the 5th place 5 times

How did that end up for you?
What numbers have you got showing up on the door now?

I can put up an answer thing if you get to the point of giving up, it's useful to know if the puzzle is too much...might make me put hints around.
author=kumada
Okay, so I did an alt+tab while playing the game, and it did terrible, unspeakable things to my computer, so I'm not going to be consolidating all my comments into one post like I usually do. That said, here's my take on the first three minutes of gameplay.


Thanks for the feedback dude. Yea, I am aware now of the difference between you're and your, but when I started working on this game in 2004 ish I obviously was not.
I'm dyslexic you see. The last time I played all the way though I realise I'd just written "you'r" everywhere which is just the least correct option isn't it. Ha ha.

They'll come out before the final rendition.

The intro movie is a recent addition and I didn't know whether I wanted the original stuff to completely go. Hmm, maybe that does need examining. I didn't want to go straight into the 3D stuff, for some reason, without introducing the character, but maybe it needs to.

The intro movie does have that effect a little, I love it, but we milk it a bit and it has the capacity to become ridiculous with the screechy cut aways. Most people find it creepy or at least interesting. I like that it's an unassuming, normal object but that you know it means something bad, because of the audio and shooting style. just like in a dream when objects take on an emotional connection that makes no logical sense.
I figured out the 1st symbol means "1" and it's an additive thing, so I selected the 1st place 1, 2nd place 2 times, 3rd & 4th place 3 times, and the 5th place 5 times
Oh SNAP i got a dog, and its a character! Spooky movie at the start.