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I've been working on this game for almost two years (I was on a hiatus for health problems before). It is called Broken Bottles. The protagonist's name is Dokutsuki.
It started out as a generic Yume Nikki fangame.

author=Broken Bottles' Official Website
Broken Bottles is a Yume Nikki fangame created with Rpgmaker 2k3. It holds the same main idea as Yume Nikki; you explore a girl's subconscious by falling into an induced sleep and you find what troubles lie in her mind.

In this game, you start out in the main protagonist's room. Once you have fallen into an induced sleep, you can choose from many doors in a corridor to start exploring her subconscious. The effects change what the character looks like and sometimes her abilities. If you equip the same effect twice, you will return to your normal self. Just wander around and enjoy.


I hope you enjoy, and if you don't, that's okay. Just leave any constructive criticism or advice, everything's up to interpretation.

There's no ending yet. All instructions and credits are in the README file.
This does not include RTP, so one must install it themselves.

This is my first game. All graphics are original (made by me, with some help from a friend) and most of the music is original, too.

Latest Blog

v0.03 is now released!

Broken Bottles v0.03 is now available! I added a couple of new areas and one new effect. Sorry for the long wait, but I hope that this update will be enjoyable.

Look in the README file for instructions/credits/new things. Enjoy, and message me here if there are any remaining bugs, questions, or you just want to talk about it.

Notice: This version does not contain RTP pre-installed, so if you have any errors concerning files from RTP (ex. strange.png, night2.png), either install 2k3 RTP or copy those files into the Broken Bottles v0.03 folder.
  • Cancelled
  • Doodlegirl863
  • RPG Tsukuru 2003
  • Adventure
  • 05/25/2013 05:23 PM
  • 12/24/2019 02:54 AM
  • N/A
  • 30238
  • 19
  • 560

Posts

Pages: 1
Haven't gotten to download it yet, but Yume Nikki with a little more explanation involved sounds great to me. Like, seriously, I had no freaking clue what was going on in that game, no matter how hard I tried :(.
Hey, I got your game from the fangame wiki and it's very good! I was surprised how much the overall quality has improved since the last version. I'm usually not a fan of fangames that include dialogue since I think it ruins the mystery a bit, but you somehow managed to make the dialogue sparse and cryptic enough that it actually adds to the dreamlike atmosphere. I also love the whole poison motif and the visuals and music are much better than I could ever pull off.^^
Maybe I'll write a review once the game's finished.
Looking forward to see more from Broken Bottles!
Novalux: I hope you like it!

LunarRabbit: Aha thanks, yeah, I didn't want to make things too obvious, I don't like when things are too obvious in games either. I'm glad that you like it :)
Wasn't aware you had the game up here, that's neat. Anyway, this is personal prefererence but I think an improvement would be making some of the earlier areas a bit easier to navigate.

Oh hi (sorry for the late reply)! Thanks for the input, I'll try to make them a little easier to navigate. Do you have any suggestions in particular?
author=Doodlegirl863
Do you have any suggestions in particular?

Some of the paths seem needlessly long when they are empty. Making shorter paths, or more interesting paths might do. But there are so many early areas, it's hard to tell what he's talking about. I probably played different areas. Some of them were big and confusing, with no major landmarks so you know where you've already been. Some places did have that, though.

The game is very large right from the start with no direction, which is both good and bad. Good for the atmosphere, but bad in that the player can feel discouraged about walking around for so long and not accomplishing much. Maybe limit the doors you can go in at the very beginning until the player unlocks a few things. I recommend directing them to the jetpack as soon as possible! It makes navigating tolerable. I wouldn't have played as long as I did without it.

I did find a few bugs. Sometimes when standing up from a bench, I couldn't move. I could press other buttons, just not move. I'm going to guess that the event that makes you stand up is autostart and it gets stuck on. I could press shift to sleep and wake up, and I could move again.

Also, when I was in the cassette player screen, my sprite showed up at the bottom after a few seconds. You can see it in the video I'm uploading.

It was interesting. The custom graphics are really good and creepy. Some tile errors here and there. And some maps are kind of big and empty. The music is okay, but gets repetitive really fast. At one point there was no music.

Still, keep up the good work!
author=Link_2112
But there are so many early areas, it's hard to tell what he's talking about.
Ahh I think he's talking about the areas that were made in v0.00 and v0.01 (he's given me some advice for the those versions), which were the first and second doorways. I can see how they'd be difficult to navigate since I made them when I was first starting out.

author=Link_2112
Maybe limit the doors you can go in at the very beginning until the player unlocks a few things. I recommend directing them to the jetpack as soon as possible! It makes navigating tolerable. I wouldn't have played as long as I did without it.
Ahh okay, I've kind of been playing with that idea (the unlockable doors, as shown by the last pink doors) so I'll think about that. The Jetpack is pretty close to the entrance of the area it is in, so I'll leave that there for the time being. Thanks!

author=Link_2112
I did find a few bugs. Sometimes when standing up from a bench, I couldn't move.

Also, when I was in the cassette player screen, my sprite showed up at the bottom after a few seconds. You can see it in the video I'm uploading.
Oh thanks for notifying me! I'm kind of on a break right now because I've been busy, so I'll make a note to fix those bugs. Though the bench code isn't on autostart, so I don't know what's causing that...

Anyway, thanks for the advice, and I'll get right on it when I have the time (I like to procrastinate on things and I haven't been working on it lately heh..)
About the jetpack. Yeah, it's close to the entrance of that door, but there are a bunch of doors to choose from. If the player chooses the jetpack door last, they will have done all that walking without it. But at least the default walk speed is normal and not slow, so it's not a huge deal. Maps are huge though...it's a tricky balance.

I looked at the code for the benches and I don't see what would cause that bug either! There are so many maps and events that it could be something else, and I'd never have a chance to figure it out heh

I notice you have Proceed with Movement commands in there. Why? From what I know that only affects other events that are moving via the Move Event command that have been stopped with the Halt all Movement command. It doesn't have anything to do the player being able to move the hero.
Ahh okay, I see what you mean now. I'll work on that!

author=Link_2112
I notice you have Proceed with Movement commands in there. Why?

Oh I'm still kind of a beginner when it comes to the "Move Event" commands, so I guess its a habit from when I was first starting out. Thanks for explaining that to me aha
(Oh I just tested the code without the "Proceed with Movement" commands, and there's a bug where the top of the bench flashes over the Hero while she's getting off. I think that's why I put those in there)
Thanks!
author=Doodlegirl863
Ahh okay, I see what you mean now. I'll work on that!

author=Link_2112
I notice you have Proceed with Movement commands in there. Why?

Oh I'm still kind of a beginner when it comes to the "Move Event" commands, so I guess its a habit from when I was first starting out. Thanks for explaining that to me aha
(Oh I just tested the code without the "Proceed with Movement" commands, and there's a bug where the top of the bench flashes over the Hero while she's getting off. I think that's why I put those in there)
Thanks!

That's so weird, about the Proceed with Movement command. Maybe it's the fact that there is any old command in there. I wonder if you replaced the Proceed with a wait of 0.0 it would stop the flashing. Anyways, if it works then don't mess with it :P But I guess, it's good to know that sometimes you need to add waits for events to work in the order you want. Especially with Move Events commands. Because once it reads the Move event command, and it takes the hero 5 seconds to complete all the actions in that command, the rest of the event won't wait until that 5 seconds is up. So you'd need a 5 second wait after the Move Event. But sometimes that will cause everything to wait, even the hero(I think). There's always something tricky >.> A wait in a parallel process won't ever affect the hero, so sometimes you need to make an event parallel process so that it can happen at the same time as other stuff without affecting it. /lesson

I also wanted to mention that I played again and tried to recreate the bug when standing up from the bench and couldn't! So I wouldn't worry about it unless more people come across it.

Honestly, I would say your slightly passed beginner with your event skills. I was pretty impressed with your game overall :) If you ever need any help with eventing, feel free to PM me.
author=Link_2112
I wonder if you replaced the Proceed with a wait of 0.0 it would stop the flashing.

Hmm, I'll try that out and see what happens.
(I tried it out and the back of the chair still flashed over the player. I think it's because if there isn't any proceed movement command, the action will be executed while the commands after it will be executed as well, making the back of the chair "above the hero"). But yeah, if it isn't broken, don't fix it aha

author=Link_2112
Because once it reads the Move event command, and it takes the hero 5 seconds to complete all the actions in that command, the rest of the event won't wait until that 5 seconds is up....A wait in a parallel process won't ever affect the hero, so sometimes you need to make an event parallel process so that it can happen at the same time as other stuff without affecting it. /lesson

Ohhh I didn't know that! Thanks for explaining that to me haha

author=Link_2112
Honestly, I would say your slightly passed beginner with your event skills. I was pretty impressed with your game overall :) If you ever need any help with eventing, feel free to PM me.

Thanks. :) And I'll do that, though I'm kind of shy and won't ask for help that much. I'll try to though aha
But if there is no Halt all Movement, I don't understand what Proceed would do. Nothing has been halted :/ I don't understand that command at all and have never used it. In that case, I would probably use other methods to avoid that little visual glitch.

Ah, well ok. No worries. Just thought I'd offer.
I've only just started playing this, but I thought I'd let you know I love your music.
author=nurvuss
I've only just started playing this, but I thought I'd let you know I love your music.

Thank you! I'm glad that you like it. My friend helped make some of the music, so they'll be happy too.
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