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Genre
Adventure, Horror, Psychological
Demo Length
Around 2-4 hours (depending on how long player will wander)
Current Progress
Approximately 70%


Story

Protagonist of the story - whose name we're not granted to know - finds herself in desolate, endless city. Not remembering anything about herself, nor knowing how she ended in this place, her only choice is to wander around town in hope of finding a way to escape. On her journey she finds certain clues, slowly leading her to an answer of what this city is and most important - who, or rather what she really is.

As mentioned in summary above, this game’s story takes place in endless city, which player has to explore in order to find new clues. Concept of the game was somewhat based on “Yume Nikki”, when it comes to wandering and exploration part. However be aware that instead of having many small, yet diversed maps, you walk around big city in which it is almost sure that player will get lost. Because of that it is advised to play this game only if you consider yourself patient enough and able to immerse yourself with the story.

For these who just want to go for the story, without experiencing feeling of being lost, and immersing themselves into atmosphere of the game, I wrote a pretty much spoiler-free walkthrough with few additional instructions. It pretty much only tells where events are located. Hope it’ll help:
http://pastebin.com/6s70ht0A


Characters


In game we take control over nameless female protagonist. Story revolves around slowly figuring out who she is. Because of that, there is no further need to describe her.


Features

Completely custom graphics and art

Two levels of difficulty: easy - turning Intuition on, which tells player where next crucial event is, and normal - where player wanders completely blindly, without any hint of where next clue is

Multiple endings (yet to implement)


Credits

Scripts:
Victor Sant
YesImAaron
Narwals
Melkino
Crazyninjaguy
Yanfly
Moghunter

Audio:
eghcvg
nubbinownz
DjRocALot
bob6294
shadow6nothing9
theeketel
SBB
Shmokko
SineRider
Trawl
YueYang
Psil0
PythonBlue
Matthias Verbinnen
Zip Zipper
Jace
Timbre
11linda
toiletrolltube
lgarrett
inferno
HardPCM
ljudman
themfish
Digital System
gregswinford
uair01
Corsica_S
rdneubauer
Nbs Dark
Qat
Skullsmasha
klankbeeld
adrozipp
GreyInvidia

Graphics:
GreyInvidia

Latest Blog

Spontaneous update

I'll keep this one short. First of all, I have no ground-breaking or crucial announcements today. Game development is going slow as always, because of usual reasons (work, family, spending time on drawing various stuff, other activities etc). I'm kinda tired of making excuses, so I decided to just stop. But anyway, that's not the main point of this post.

I was lately talking with one of the fans of the game and along our discussion, I suggested him that if he wants, I can post updated version of the game. There ain't that much of new content, but it's always something and perhaps will give him a bit better insight on what is what, what is going on and generally some answers for more and more "whats" that this game offers. So... anyone interested can find updated version in Download section.

Oh, beside new content I also made few small corrections in previous parts of the game. These are nothing big and I don't remember anymore what I changed, but I wanted to write about it anyway.

So, that's all. Cheers!
  • Production
  • GreyInvidia
  • RPG Maker VX Ace
  • Adventure
  • 06/17/2013 05:54 PM
  • 12/01/2016 04:22 AM
  • N/A
  • 129343
  • 87
  • 1704

Posts

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author=Anonyma
Sad to see this game hasn't updated in a while, but also here to say that it's helped me through a lot, and that this game has been one of the most lovingly made and well crafted I've played in a very long time.

I adore it, and I look forward to any updates- especially those which let me fight the damn boss. ;)

And as it says on the ground at the very start of this adventure:

I love you.


I agree, the game motivated me to try and make my own games better than before :D
Sad to see this game hasn't updated in a while, but also here to say that it's helped me through a lot, and that this game has been one of the most lovingly made and well crafted I've played in a very long time.

I adore it, and I look forward to any updates- especially those which let me fight the damn boss. ;)

And as it says on the ground at the very start of this adventure:

I love you.
Then go on and do so :P (although it's still a demo).
Wow amazing!
I need to play it now!! :3
author=Max McGee
... but wander cluelessly through city streets that look very samey and connect to each other via intersections in a way that is obnoxiously counter-intuitive and in the end just plain annoying.


I'll be very honest, I really do like this game. Truly I do. But I'll admit, this was the only thing I found annoying, the streets felt a bit jarring to me, but in the end everything else kind of makes up for that. I honestly like randomly wandering around in rainy streets.

author=Max McGee
But there has to be a way--while retaining this sense of "wandering, lost and alone, in a strange place"--for the game itself to organically and intuitively provide guidance for the player, to hint at where to go to try and experience more of the art, the story, and ultimately the gameplay.


I also, partially, agree with this. Maybe something as simple as the character finding news clippings at certain moments. Though, I haven't played this game in a while, I believe there are parts in the game where that happens.

Well, I think I'm done here and I'll have to play this game again lol
Glad you liked it. I'll eagerly await your review then ;)
Hello there!

I just wanted to let you know that I've just played this game and think it's really good! I'll put up a review in a few minutes. :)
To explain - Divinity Fatum was firstly targeted for Yume Nikki Fanbase, because of its theme (altrough tackling it in a different way). Hated wanderfest and exploration part is something common in YN fangames. To add, here it's at least kind of explained (even more in further parts of the game). I wouldn't really call something like that "an unforgivable sin", as I know many people who on the other hand greatly loved that very part of the game. Atmosphere of that scene was somewhat sad, yet soothing for them - kinda melancholic, I'd say. It all depends on player that tackles that game and I think I mentioned in game's description that it's not for everyone. This game requires patience and ability to immerse with it. I agree that beginning may be kind of hard, as there is nothing going on for the most part, but the more we find, the more new content appears that actually starts to excite the player. Anyway, I'm aware that some may like that motive, some may hate it. I was really thinking about how to convey such feelings and at the same time shorten time of wandering. I made city smaller than it was supposed to be in the first place. I came up with intuition system. I even considered adding straight-forward guidance (kinda like gps), but on the other hand not only it would strip game from its emotional part, but would enrage players that want to want to "feel and experience" the game. Not mentioning that it would also turn game completely into "go from point A to point B" kind of game. Now at least player has to try and figure out how map and intuition works - not much of a riddle, but still something engaging and satisfying when you'll actually figure it out. Yes, you mentioned that there should be some kind of organic means of guiding the player to the next nodal points of story. There is. It's a map. You can get it on the street that you start off.

Anyway thanks for notice and I'd be glad to hear your opinion after you menage to complete act 2 (act 3 is still in the making, but second one is where everything starts to make sense... kind of).
Max McGee
with sorrow down past the fence
9219
So firstly, I am enjoying this game's aesthetics. I find myself wondering why it is that highly abstract "art" games like this so often come from developers that are not native English speakers. (I am assuming from a few telltale idiosyncrasies in GreyInvidia's posts and the game's text that English is not GreyInvidia's first language. Correct me if I'm wrong!) Anyway I can't think of many games like this one coming from developers that were native English speakers.

I'd like to submit a review at some point because it's strange that this game doesn't have one but right now I fear it wouldn't have a very high score for the same reason that I found fault with this game of all things.

Now at a glance it's hard to see a lot of similarities between Divinity Fatum and Fantasy Gold but what they both do that is kind of an unforgivable sin in game design, which is to drop the player into the game world with no kind of goal or hook, no instruction on where to go or what to do. At least Divinity Fatum is interesting to look at but that doesn't change the fact that it does very little at the outset to engage the player. There is little that I can do at the outset but wander cluelessly through city streets that look very samey and connect to each other via intersections in a way that is obnoxiously counter-intuitive and in the end just plain annoying. There is a walkthrough available which is a good thing but an external guide text is no substitute for a game's responsibility to point the player in the right direction.

Let me take a moment to say that I understand--I absolutely understand--that feeling lost, that wandering the rainy streets in confusion, alone, is part of the emotional and artistic experience the game is trying to convey. I totally get that. But there has to be a way--while retaining this sense of "wandering, lost and alone, in a strange place"--for the game itself to organically and intuitively provide guidance for the player, to hint at where to go to try and experience more of the art, the story, and ultimately the gameplay. Because right now it seems like a player could really quickly become disillusioned and quit before experiencing much of the game, and the player shouldn't need to access an external walkthrough to avoid that.

For one thing, the game says it has an Intuition Mode Feature. As far as I can tell, this feature is flawed in multiple ways:

1) I don't know how I'm supposed to be able to tell at a glance on the screen whether Intuition "mode" is on or off.
2) Assuming that I have successfully toggled Intuition Mode "on"--and I really have no idea--I have never seen any visual hints of any kind appear on the screen guiding me towards the next or nearby events.

I feel like if Intuition Mode was actually working as intended, it would give this game what it needs: an organic means of guiding the player to the next nodal points of story and art. But right now it seems not to be functioning at all.

Edit: I just got now what the Intuition Mode does...just noticed that when it was on a stylized number 7 was jumping around the screen in an overlay. My fault for missing that, it's actually pretty obvious. Sorry, but to be blunt that's "not good enough". All it really does is take the walkthrough input and stick it in the game "go to number 7"...there needs to be something that is holistically part of the game--the maps or the in game map or something--that guides you in that direction.
Max McGee
with sorrow down past the fence
9219
fascinating art style. downloaded.
author=GreyInvidia
Uh, it's not that easy. First, get some software for game creation (if you don't know any programming language), read some tutorials online, download and deconstruct demos of other games (to see how things work, to learn some tricks etc etc), and basically just fool around with the program. Try doing some random game "for yourself", to test everything out and when you'll be oriented in game making well enough, you could start doing your own, public game. It is however a long-lasting process.
TNX!
Uh, it's not that easy. First, get some software for game creation (if you don't know any programming language), read some tutorials online, download and deconstruct demos of other games (to see how things work, to learn some tricks etc etc), and basically just fool around with the program. Try doing some random game "for yourself", to test everything out and when you'll be oriented in game making well enough, you could start doing your own, public game. It is however a long-lasting process.
I wanna make my own RPG because of this game but unfortunately I lack the skills and knowledge needed.Please teach me how to make my own RPG.
Yeah, hearing that this game makes such impact on other people is one of the things that encourage me to keep going with the game. I also wish you all luck with your own production and I'll be more than happy to check it out after it'd be done ;)
I've been playing other horror games as of late, but I'm thinking on playing this game again. Of all the RPG Maker-made Horror games, this is the one that motivated me the most to make my own game even better. You also inspired me to make my own art... well, just a tilest and only for the streets in my game, but still that's pretty cool seeing as I can't draw that well at all.
Just thought I'd give you some encouragement and let you know I'm still liking your game. Hopefully one day soon, you'll get to play my own game as well :)
I wanted to avoid making it look like that certain NPC waits for player. After all, it is protagonist who seeks help - that NPC goes with it's normal life, I would say.
author=GreyInvidia
Well, this game is full of metaphors and walking blindly around place from 6th floor is metaphor in itself. Because of that a guide system there wouldn't be that great idea imo. Honestly, even whole intuition system is somewhat against my concept of the first act, where player was supposed to feel lost, yet somewhat nostalgic. By rushing gameplay via intuition system, I've made it so players can advance to 2nd act more easily, but on the cost of feeling, which I wanted to persevere.
Ohhhhh okay then.Preserving the feeling of being lost I get that,there's another thing I would like to mention why did you make the NPC move?
Well, this game is full of metaphors and walking blindly around place from 6th floor is metaphor in itself. Because of that a guide system there wouldn't be that great idea imo. Honestly, even whole intuition system is somewhat against my concept of the first act, where player was supposed to feel lost, yet somewhat nostalgic. By rushing gameplay via intuition system, I've made it so players can advance to 2nd act more easily, but on the cost of feeling, which I wanted to persevere.
author=GreyInvidia
Hm, what is there to fix? The fact that the place is huge and empty? If that's the case, I may make it smaller. Fact is, even when I test played the game, I kinda got lost there few times XD (speak about a game that overwhelmed it's creator)
Making it smaller is okay but I suggest giving the player some kind of guide on the 6th floor event and in case some people would rather want to explore then activate the guide only when it is on easy mode just like the intuition system
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