• Add Review
  • Subscribe
  • Nominate
  • Submit Media
  • RSS


Rating
17+ (Violence, Blood)

Story
Leon, the main character, is trapped in a school-like building with three other people. They are forced to take part in challenges to open the escape route. However, things aren't as simple as that.

There are numbers written on their napes. The players can only see the others' numbers. They have to find out what their own number is in order to go through the exit door. If someone tells another person their number, the first person will die. There's only one chance to activate the lock at the exit door. It will be de-activated after that and will never be used again.

So... what is your number?

Game Features
* Original arts (except the mapping).
* 3 endings.
* Mini puzzle game.

Update
* Dec 11th '15:
- Reduce lag in the 2nd Room/2nd Floor.
- Change cursor graphic in the Light Puzzle.

Notes
** Before running the game, you must download the RTP. It can be found here.
** Please report if you find any bugs, thank you! We are no longer working on this version of blindXpot as we are trying to remake it, we are terribly sorry, and thank you for understanding.
** We are looking for musicians for future cooperation, also for "blindXpot" if anyone is interested.
** DevBlog? Actually I just throw whatever I like into it.

Latest Blog

My new game's demo is ready for download

Hi everyone! It's been a long time since blindXpot's release. It's kinda funny that blindXpot's first blog post ever is about another game. Ironic, huh?

Since blindXpot, I'm still trying to pursue my dream to make story-driven and puzzle games. A lot of things have changed. I'm no longer working with chippok now (but we might work with each other again if my new game is a success; please be, because she is an amazing teammate to me). I miss Ellie too, she is the most dedicated proofreader that I have known so far. It's been 3 years since then.

With my new/current team, we are working on a new game project, which is quite in the same category with blindXpot. I have switched to using Unity, and the experience has been awesome so far (Although it really is harder to use than RPG Maker VX Ace, it's more interesting since it gives me more rooms to customize the game in my own way). If possible, I would love to remake blindXpot using Unity and polish the story.

I guess it's enough with the rambling. I hope to continue receiving support from you, who have had an interest in blindXpot, in our new game: Through the Window of Bizarre Ecstasy (abbr. TWBE). The Demo has just been released a few days ago.

Here is its newest trailer:


With a different setting from blindXpot, TWBE is set in a world revolving androids who wish to learn more about human beings, humans who wish to further their understanding of the world through researching androids, as well as forces that aim to take advantage of the technology.

More information can be found in: https://rpgmaker.net/games/10446/

Thank you very much! And have a nice day!

Posts

Pages: first prev 123 next last
WOOO *^* Someone on facebook just Teached me about this game I love it *^* I will do more of these puzzles and cool idea to
Put these the nonogram pictures above each other to get a word XD
Dragnfly
Beta testers!? No, this game needs a goddamn exorcist!
1809
For some reason every time I tried to submit my review I get an error. The error says the admins know about it already but since I don't really care about my makerscore I guess I can just post the review here.

Summary: Great CGs, character designs and some impressive technical achievements haunted by a horribly-told story and some other small problems.

Score: 2.5

I'll start by saying that I love escape stories. I've played so many of those Flash room escape games and read so many manga with an escape premise and I can never seem to get enough.

Following the standard amnesiac awakening in a dark room opening we get a glimpse of the good and the bad in the very first room. It contains standard exploration puzzles, item use and a smart puzzle. Not difficult by any means but not exactly a-bear-could-do-it levels of easy. It's a puzzle that sets the bar for what the player can expect from the game. Unlimited retries, check the clues whenever you like and save anytime. Also the custom sprites for the characters are nice even if their not aligned perfectly to the flashlight beam.

Walking around I noticed that the walking sound still plays if you're pressing a direction into an object but the character isn't moving. He's not even stepping in place but you hear footsteps. Also the RTP has much better sounds for locked doors. The one used is clearly for a door closing.

The next problem came in the hall. The RM standard of holding SHIFT to run is there, which is greatly appreciated because nobody likes to walk if they can run. However it's also used to skip text. What happens sometimes is that you're running along and a cutscene starts but because you were holding SHIFT it skipped a chunk of the dialogue.

Also of note is that the character designs are very good with really good art. Aria's design is right up my alley (my favourite hair/eye combination). There are lots of pretty CGs and a gallery you unlock as you progress and see more of the game's illustrations. You'll need all three endings to complete your gallery. The only problem with the art is that mugshots sometimes show a more severe emotion than the dialogue seems to intend. This is less due to a lack of face art and more due to poor art selection for the dialogue given, as you sometimes see a more fitting mugshot elsewhere.

The 2nd puzzle is also good and it's randomly generated but still easily manageable.

The other puzzles are nonograms and this was my first time encountering such a thing. I really kind of like them. And you'll be seeing them several times here. Also of note is that they're very impressive examples of RPGmaker eventing. That must've been a fair chunk of work to set up. I can tell right now that if I wouldn't have gotten it correct on the first try.

I did have a problem with how the rules for the nonogram are given but the dev says he'll fix that so bonus point given. Of course if you're already familiar with nonograms this wouldn't even be an issue for you.

I got two out of three endings. They don't seem to be named so I'll just call them "Leon" and "Ouch". Due to revelations in these endings it can seem some of my further points are invalid but I record my thoughts on a game as I'm playing for when I make my reviews so although an ending may have made the problem moot, it was a problem at the time and would only be excused if I already had end-game knowledge, which nobody will.

The writing does have a fair bit of awkward sentences, typos, bad grammar, cut-off words and double letters or words peppered throughout. Not as bad as other games I've played lately but still bad enough to ruin the feel of a scene. For example in one of the endings a line concludes with "alway". The opening and ending are the worst places for such problems. Even if English isn't the dev's native language this is terribly lazy as there's many ways to get around it. Scripts, volunteer proofreaders, using a word processor in conjunction with Notepad... there's just no excuse nowadays.

But the terrible monster of language goes a lot deeper this time. It strikes at the creative level. There's no easy way to put this but the narrative is just outright bad. It's poorly thought out like the entirety of the dialogue was written in a single pass. Some apparent plot holes turn out to not be plot holes but only so once you know the ending. Up until then they're not mysteries, they're simply holes that make the player wonder why characters are doing certain things. It's the difference between intriguing and off-putting.

Another strange writing choice is to fill the entire line with "........." instead of just the usual "..."

That's not the only odd writing choice. Here's some more:
-Leon tries to evade suspicion by saying he stubbed his baby toe on the wall. Stubbing your baby toe on a wall is only remotely possible if you're barefoot and approaching the wall at a corner or from a really weird walking position.
-Lepin was using a 2-way communication device (he responds to them) but nobody thought to assert that Leon was possibly the wrong Leon? Sure, we know why at the end but it makes no sense for the characters at the time. When this scene happens Leon is of the full belief that they have the wrong guy.

-Game: "You can solve these puzzles whenever you like." Player: *tries to solve puzzle* Aria: "Now isn't the time!"
-At one point there's an earthquake and one of the characters says to rush for the stairs. In an actual earthquake NEVER DO THIS! YOU WILL DIE! Also a funny flub for that scene is that me standing by a desk makes loud footstep sounds but a bloody earthquake is completely silent.
-The Aria/Camille reveal in the ending generates an odd double-fault at the climax puzzle. The puzzle answer makes no sense in story once you know what Leon is up to but the player wouldn't have had that knowledge at the time. So it's both a paradox for the player and for the story. Screwed no matter which is true. And alas not making a lick of difference anyway but more on that later.


Although there were puzzles asides from the two first ones and the nonograms they were either solved automatically or were very inconsequential, like a short maze primarily divided in two halves. There's also a fairly pointless one that requires menu selection and seems to be for character development except the dialogue therein isn't really engaging and the menu-based searching is unrewarding and annoying.

Then we get to the climax. I'll try to keep this short but it's hands-down the game's biggest problem. Up until here it was at least passable but the climax and endings force me to actively dissuade others from playing it.

The climax puzzle was lead up to from almost the start of the game and I was prepping for it with little notes like any good gamer should. But when the game showed me that it was giving me unlimited retries, no consequences for wrong answers and the ability to check clues whenever I wanted I discarded those notes. And then the game presents us with our final clues... a 4 digit number, a floor plan and 3 screenshots that pop up and are gone in the blink of an eye. "Great!" I'm thinking. "I'm glad the game will let me review my clues because I did not remember all that." and then it tells you to put in the answer and doesn't let you exit the menu. The game states a few times that the code can only be used once and if it's incorrect, you're screwed.

So I went so far as opening a 2nd instance of the game, checking the gallery and proceeding through the to scene again (thanks, SHIFT) to find the correct answer. But like any good gamer I wanted to also try the wrong answer and maybe score a Bad End. And it turned out there was none. The entire "final puzzle" at the climax of the game is completely on rails. It's presented like you can mess it up but you can't. I'm annoyed that I can't be truly annoyed by this since the game held your hand the entire time but it just made it really seem like the finale would be the real deal when in fact it held LESS consequence than all the other puzzles!

When you do make the only selection that works you get what I called the Leon ending. This is a very long wall of dialogue with FOUR plot revelations. There are CGs to accompany it at least but revealing so many twists all at once really bogs it all down. The player has no time for any emotion or revelation to sink in and then the credits roll. It's just a mass of words (with errors here and there) that entrapped the story and drained all the interest out of me. It's not that it was hard to follow or that the dialogue was (entirely) unbelievable. It just wasn't an interesting conclusion despite having so many twists and combo'd with the appalling final puzzle makes it all feel worthless.


What I really want to see come from this game is for the artist and whoever evented the puzzles to team up with a skilled writer and make a truly great game. "Now with a new ally, from the ashes rose a bird of shimmering gold" and all that.
Voluntary proofreader here.

I'll freely admit that I may have overlooked some errors and especially awkward phrasings, but what confused me were the cut-off words. I never saw any of this either in the early versions or the final demo. There might actually be some mistake here.

>>> Another strange writing choice is to fill the entire line with "........." instead of just the usual "..."
TOLD YOU SO!

;P
Dragnfly
Beta testers!? No, this game needs a goddamn exorcist!
1809
There's a good fluke. I don't have the game anymore but I see I do still have the example screenshot I was going to attach to my review. I remember there being more but this was the example mentioned.



I always advocate writing all the game text into a word processor for first-pass error checking. Devs can also copy/paste lines into a notepad window with a guide at the top for however many characters your message window will hold on one line. It keeps over-run from happening because notepad defaults to plain text monospace. There are also scripts to do it (a Yanfly, for example).

Anyway, I'll be of next to no help now that I no longer have the game. Best wishes on future projects, guys. Keep at it.
author=KokoroNoKuroko
WOOO *^* Someone on facebook just Teached me about this game I love it *^* I will do more of these puzzles and cool idea to
Put these the nonogram pictures above each other to get a word XD
I know, right? That's why I love Nonogram! :-D

@Dragnfly:
* Stepping sound: The sound works based on the type of tile, so whenever you are on a floor where you can walk around freely, the sound will be on when you press the moving buttons. I haven't known how to limit that error yet, but I think it's fun so I still keep it here. If there are more people report that it makes them feel annoying, I will remove it then.

* SHIFT: I keep the default setting of Yanfly's script. Testers didn't have problem with this so I think it's fine. Like the stepping sound, I will consider changing the button when there are more people reporting about this.

* Mugshots: (I guess they are the face icon in the dialogue box?)
If it is, then yes, as you mentioned, I feel the lack of faceset as well. But I didn't think it as a big problem so it was slipped. I will pay attention at the faceset more.

* Yes, the Nonogram setting is one of the works I'm really proud of. I almost got risk of it in the middle of the work because it require too many switches. But I'm glad that I can finish it.
Unfortunately, the explanation for it is so lame. And I'm sorry for that.

* For the final ending that you missed, is this what you're looking for?
I'm sorry to know that you don't have the game with you anymore. However, I still write down here if anyone else is facing the same problem and if they are reading this, although I have shown how to get it in the walkthrough page.
Choose the first option. Also, you don't have to solve two last Nonograms.
http://i.imgur.com/HCRaSWg.png


* I'm terribly sorry for the writing. I believe that Ell1e did have a hard time with proofreading the writing. Without Ell1e, I don't know if I can imagine you go to the balcony and jump down to the ground from a high place, like, the 9th or 10th floor, after playing some first stages of the game? :-D
@Ell1e: I'm sorry, I might overlook it. I've just fixed those annoying "......" x-P

Back to @Dragnfly
* Leon tries to evade suspicion by saying he stubbed his baby toe on the wall. Stubbing your baby toe on a wall is only remotely possible if you're barefoot and approaching the wall at a corner or from a really weird walking position.
-Lepin was using a 2-way communication device (he responds to them) but nobody thought to assert that Leon was possibly the wrong Leon? Sure, we know why at the end but it makes no sense for the characters at the time. When this scene happens Leon is of the full belief that they have the wrong guy.

Oops, I haven't thought about that. And...
When Lapin appeared, he tried to disappear really quick, so Leon wasn't quick enough to ask him. You might think of it as a bad excuse, but it is a possibility.

-Game: "You can solve these puzzles whenever you like." Player: *tries to solve puzzle* Aria: "Now isn't the time!"
I actually let the players to solve them freely at first, but it got many technical errors later, I couldn't fix them and I had no other choices than to narrow down the players' choices, at the moment.
-At one point there's an earthquake and one of the characters says to rush for the stairs. In an actual earthquake NEVER DO THIS! YOU WILL DIE! Also a funny flub for that scene is that me standing by a desk makes loud footstep sounds but a bloody earthquake is completely silent.
Hmm, better go up and find a way to jump out, or try to break a kind-of-impossible-to-break door? But you got an interesting point.

* Climax puzzle
I don't make bad ending like when players enter the wrong answer, and then suddenly a "game over" appears. I think it's kind of pointless, when some players may make a silly mistake.
And right, I have thought of a way to give players the choices to solve the final puzzle themselves, but I ended up having nothing in mind. I'm sorry.


* About the cut-off word mistake that you spotted, I have fixed it. And thanks for suggesting a helpful script! I will go look for it.

By the way, I think you should submit your review again. It's not about makerscore, it's about helping the others to review the game easier. There are some interesting points you've got there, and the others may read and realize the other odd points they detect along the game?
To be honest, I want to see it in the right place so I can find it again easier.
Sorry if I'm annoying you, and thank you very much for reviewing our game, Dragnfly!
author=stepde14
Without Ell1e, I don't know if I can imagine you go to the balcony and jump down to the ground from a high place, like, the 9th or 10th floor, after playing some first stages of the game? :-D

I may have to proofread that post of yours...


Dragnfly made some interesting points about the good ending though. I'll admit when I first played the ending, my reaction was a lot similar. "Wait, what is going on here, so much happening, need a break." When I later went over it again, slowly, to fix the spelling, I already knew what was going to happen and was able to make a lot more sense of it. This actually applied to the whole game, Oliver's introduction seemed very messy to me when I first saw it, but later it worked fine. (Admittedly, that was after some corrections were added.)

What I saying is, this is a game that profits a lot from replaying, because a lot of things become clearer the second time through. There's a good amount of foreshadowing you won't get the first time (and that's even after the typo that made me guess one of the plot twists was removed XD). Obviously, the main problem here is that people might be too confused from the rapid stream of information that is the good ending and the two bad ones to some extent as well), so I can see how that might turn people off the game. All I can say is, it's very short, so give it a second attempt if you feel like it.
I can't complete all the CGs, although I had played all the ending... is it true that there are 70 CGs in total? Please help(mine is 68% completed). Thank you ^ ^
author=MizumoriFumaira
I can't complete all the CGs, although I had played all the ending... is it true that there are 70 CGs in total? Please help(mine is 68% completed). Thank you ^ ^

Yes, there are 70 CGs in total. Have you reset the game?

yes, I've restarted the game and all unlocked! thank you XD
BTW... love the CGs~! They're so great :> And the story concept is great too :D (even there are many things weird as Dragnfly wrote ^ ^; I really enjoyed the game!)

Hope there will be another game from you guys in the future ^ ^
author=MizumoriFumaira
yes, I've restarted the game and all unlocked! thank you XD
BTW... love the CGs~! They're so great :> And the story concept is great too :D (even there are many things weird as Dragnfly wrote ^ ^; I really enjoyed the game!)

Hope there will be another game from you guys in the future ^ ^

I'm glad you like it ^_^ Thank you for playing our game!
I just finished the game. My score 3/5 it was little to short wen i started to get into it it just ended :P. Story was not that bad i like that type of story but revealing so much plot points in one scene was bad decision it didn't even give me time to care about any of them .The CG's and graphics are looking great. If you will listen to the players complains (like Dragnfly post) and work on them in your future next project may be much better than this one. Don't get me wrong this game is not bad it just lack some things. I Hope to see another game from you guys in the future :D
author=KanzanX
I just finished the game. My score 3/5 it was little to short wen i started to get into it it just ended :P. Story was not that bad i like that type of story but revealing so much plot points in one scene was bad decision it didn't even give me time to care about any of them .The CG's and graphics are looking great. If you will listen to the players complains (like Dragnfly post) and work on them in your future next project may be much better than this one. Don't get me wrong this game is not bad it just lack some things. I Hope to see another game from you guys in the future :D

We understand what we lack after working on this game. Of course it is hard to make good games immediately after this, but we will still try to improve and hope our games will gradually become something we can all fully enjoy. Thank you! :-D
I did a video walkthrough for the game on my youtube channel:
https://www.youtube.com/watch?v=HIVbsvLfpGw
It includes all 3 endings.
It was my first time playing but the puzzles were easy enough since I played a lot of picross.
It certainly was an interesting story id give it a 2.5/5
The length is fine, the endings are easy to get. I dont like that you have to play through the game 3 times to unlock all CGs in the menu, since it overwrites your completion if you just load a save file and get another ending, so in the end you only keep the CGs for that ending.
author=ShiroTsko
I loved the story of your game..
Thanks! I'm glad you like it.

author=jonas0324
I did a video walkthrough for the game on my youtube channel:
https://www.youtube.com/watch?v=HIVbsvLfpGw
It includes all 3 endings.
It was my first time playing but the puzzles were easy enough since I played a lot of picross.
It certainly was an interesting story id give it a 2.5/5
The length is fine, the endings are easy to get. I dont like that you have to play through the game 3 times to unlock all CGs in the menu, since it overwrites your completion if you just load a save file and get another ending, so in the end you only keep the CGs for that ending.
Thanks a lot for your comment and the walkthrough video!
Yeah, the hardest puzzle of this game is Nonogram in my opinion, so knowing this kind of puzzle beforehand will make your way to the end of this game way quicker.
Haha, and I'm sorry for the inconvenience. Actually, if you load a file and continue playing it to get another ending you will still finish the gallery. Because RPG Maker VX Ace saved files don't share the saved data system, I had to save the unlocked data on a separated file. This file is loaded once at the start of the game so if you restart the game, the gallery will be updated. Don't trust the gallery in the saved file... I should clear them earlier, it was the default setting though.
I love the game so far ^^ I just have this puzzle where I solved it using a different method from your walk through but it didn't work. Here's what I did: C:\Users\julie\Downloads\IMG_0252 (2).JPG
You'll need to upload that picture to an image hosting service like http://imgur.com/ , right now people would have to walk to your house and look at your computer to see it. ;-)

(Generally, nonograms only have one valid solution. With the way the puzzle is programmed here, even if there was another, the game wouldn't recognize it, because RPGMaker isn't made for nonograms.)
Oh I see XD Oops thank you Ell1e here's the pic again:
http://imgur.com/CL5zUUG
I didn't know that, it's quite a shame though cause that puzzle was really enjoyable XD
shayoko
We do not condone harassing other members by PM.
515
Random thoughts Spoilers
Bold=what i consider important
other=thoughts on various things

beautiful artwork!

that's a large gallery! im kind of expecting multiple playthrus to get 100% :O

that first puzzle took me a little longer then it should of.

so did the aria puzzle because i wanted to rush it :(

i am gonna call it now (when we get control after all 4 meet) the masked guy is leon.
if its not the plot doesn't make sense at all. the other 3 have memories or at least partial. but leon(you) has none.

hmm...i am not sure why they all cant just leave when the door opens?...it only opens once but nothing is stopping all of them from leaving together.more over why do you need to tell anyone else here code? you could just enter any one of them and the door opens right?

i am not intelligent enough to figure out the smart room test :(

leons such a doucebag. getting angry at aria for no reason. even worse in a situation like this...

camille is pretty stupid. "your story is too convincing it sounds fake to me"
...what the actual fuck!?

the way the characters talk is awkward at times and it kills immersion.
like "you're are important to me" is "How could i mean so much to you?" its weird and uncomfortable.

the cg does not save properly if you load and go another route you lose what you unlocked.

arias logic that they would not trust leon if his number was 1CE makes no sense...the masked person and or his team are the ones who supposedly did this. so what ever his number or code is proves nothing that means he is guilty....

so basically leon was...mentally scared by some event... that may or may not be related to his friends at some point during the next 5 years? and this is why all of this is happening? and he refuses to tell them what that event is? (well they would know when they are back in the real world. but what about us? intentional mystery?but that does not work because its too important to the plot.)
^this is the key point

you can skip talking to aria after solving the blue and green nonograms. just go to the door

what did oliver do at the end? did he enter camilles code and leave?

i don't see how choosing to make leaving a priority not only makes leon not bring the gun with him but oliver flip out.
why would oliver even check the room you came out of?certainly not to get proof since aria was with you.

so the winner forgets everything that happened inside this game but what about the losers? moreover
whats the point of programming it so that people forget? it utterly defys the entire point of having the experience to begin with!


General 1H 45M+ (really depends on how fast you solve the puzzles and ending)
Plot-This is full of holes and a key point of information is not answered.
the execution felt poorly done.

Characters-between the way the dialog is written and their choices/actions at times. i cant really connect with or grasp them.its like being a calm person but then snapping at someone for no apparent reason...

Gameplay-not a fan of logic puzzles but they are well done. the artwork is beautiful as well and added a good amount of depth to the experience.


Overall
despite my complaints. i do recommend this. its a experience that stands out from the usual and despite failing in many areas this was a refreshing break from the normal
rpg.
I'm at the puzzle where you guess if the number is greater or less than. I don't get it no matter what I do. What is the best way to figure this out?
Pages: first prev 123 next last