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In HELLBOUND, the player takes a trip into the lives of four average high school occult fanatics who sell their souls to Lucifer to save the world from angels. It's the end of the world, dude, and Hell will be party time! HELLBOUND has a unique punk rock DIY aesthetic, familiar game play, and great characters that will make you want to play the game from beginning to end. Developed using RPG Maker VX Ace, HELLBOUND pays homage to SNES games like Final Fantasy 2 and 3 (in North America), Chrono Trigger, and Earthbound, while setting itself apart from other games in the genre with its tone and modern day setting. Wizards, spell books, and orchestral soundtracks are cast aside in favor of funky demons, killer pianos, and dance-metal jams!

If you want a fun, sometimes challenging and unique RPG experience, then light a few black candles, turn out the lights, and play some HELLBOUND. If you want to be bored and sad, then play something else.

COOL MUSIC

HELLBOUND features music (used with permission) by punk rock bands Direct Hit!, The Copyrights, as well as music by Boysetsfires' Nathan Gray, Skewed Skies, Malifex, and The Mondales. Other than these songs, the game features an entirely original soundtrack: you wont find any stock music here, unless its being used tongue-in-cheek.

CROSS-FACEBOOK SYNERGY

LIKE the game on Facebook!
www.facebook.com/Hellboundrpg

CROSS-TUMBLR SYNERGY

Follow us on Tumblr!
https://hellbound2.tumblr.com/

CROSS-GAME JOLT SYNERGY

We're a non-meme, non-jump scare centered game on Game Jolt!
http://gamejolt.com/games/hellbound/126897

FIND A BUG?

Let us know with a nice message or a comment. Remember that really only one person made this game (Me!). So, if you find something, let me down easy. Thanks.

TRIGGER WARNING

This game depicts brief, unrealistic images of: suicide, child abuse, bulimia, alcoholism, police brutality, and contains bullying throughout. Please take note of this!

Latest Blog

TRASH PLANET - Coming September 4th

Yo, Hellbound fans! If you're wondering what I've been up to... I made another game! It's called Trash Planet. You can check it out on my profile.

The game is done and is coming out on September 4th. Yeah, pretty soon!

Get hype! Here's a gameplay trailer that I made...

  • Completed
  • BigGreenCreatures
  • emiix (Title Screen)
  • RPG Maker VX Ace
  • RPG
  • 03/30/2016 03:11 PM
  • 01/21/2021 05:23 AM
  • 02/20/2016
  • 69702
  • 23
  • 951

Posts

Pages: 1
author=Linkis
WOW, just found another game that is slipping through the cracks.......

This game !! :)


Hey thanks! I've got a new game coming out soon called SUPER MARIA RPG. If you liked this one. you'll probably really like that one. ;)
Linkis
Don't hate me cause I'm Cute :)
1025
WOW, just found another game that is slipping through the cracks.......

This game !! :)
author=Novalux
I'm having lots of fun playing this game. It reminds me of ''Cthulu saves the World'' for some reason, which is a good thing.
Btw, do you know about how long the game takes to complete/ Just curious.


Thanks for the compliment!

It takes like 5 hours if you don't grind too much, like 7 if you grind a bit, and like 4 if you're me and you know exactly what to do.
I'm having lots of fun playing this game. It reminds me of ''Cthulu saves the World'' for some reason, which is a good thing.
Btw, do you know about how long the game takes to complete/ Just curious.
The mechanics could stand to be clearer in this. I have very little idea what the status effects do, especially "rocking out". It seems to give a chance to resist magic?
author=Ratty524
The Obedience song was the best. xD


It's from a kid's Christian karaoke CD called "ACTION SONGS," which I found at Goodwill or something like that. I heard it and I knew it had to be in the game somewhere.
Ratty524
The 524 is for 524 Stone Crabs
12986
The Obedience song was the best. xD
author=Ratty524
I gave this a shot. So far, it's kind of in that zone of neither being bad, nor that good, either. I find the plot hilarious, but it the game does have some flaws. Here are my thoughts:

> Your passability settings for the tilesets you use are kind of all over the place and don't really make sense. I can't walk behind a stop-sign, for instance, even though it's graphic is less than half the width of a standard tile, and while one tree is impassable at every corner, there is another tree, of the same graphic on a different map, that I can walk behind like what's normal in RMVX games. It makes movement a bit clunky in general, and I do have a personal peeve for invisible walls. This isn't too big of a deal, but fixing it would help in polishing.

> While the battle system itself isn't bad, and I'm having a pretty smooth experience so far, I find that you didn't really cover your overall system that much, nor did you really clue that you can use the shopping mall to buy supplies until you get to your first crystal. If I didn't know what you could use the mall for prior to that point, I probably would have been screwed upon entering that crystal, especially with the boss. Maybe if you hinted it earlier it might get people to know that that's why the mall is there? Maybe you shouldn't lock off areas at the beginning with that in mind.

> Caught plenty of spelling mistakes in my playthrough so far. "Cyah" is not a word, and I think I saw many instances where "um" was used when an "erm" would work better. You might also want to distinguish your onomatopoeias as well ("Snicker... Snicker...") so that they don't blend in and confuse the reader into think they're actually saying "Snicker" instead of snickering.

> Check your item descriptions in that regard, too. One of the first MP-restoring items describes MP as "PP" while others use "MP" and whatnot.

> Your map design tends to fluctuate between being okay to poor. The quality especially drops on the forest pathway to the church. Never leave your map edges empty unless you intend for the player to walk over it to cross to a new map, because otherwise you muddle up the direction the player's suppose to follow. Functionally, it makes navigating through the game a chore because the pathways where you are suppose to travel aren't clear enough. Aesthetically it kind of looks haphazard; lacking in deliberate "design." I'm not sure if you are willing to go back to this game to do additional reworks at any point, but either way you should work on mapping like a designer; thinking about how your maps interact with players and presenting information in a clear, deliberate manner.

> To expand on this, are you familiar with shift-mapping? There are some roads in your first town that kind of curve inward in an awkward manner, but shift-mapping remedies that to make your stuff look seamless. Here's a tutorial: https://www.youtube.com/watch?v=-xrhg70MXnQ

> LOL this music. I don't know about it. It's not bad but some tracks call attention to themselves when they probably shouldn't, feeling "distracting" in a sort of way, like the "obedience" song that plays in one of the cutscenes. I also find it hard to believe that you got the composer of "Secret of Mana" to okay your inclusion of his/her music in your game, but the use of rips in general isn't that big of a deal for me in a free game; the game itself matters more.


I might have more when I finish this game.


I'll go back and fix things like spelling errors, goofs and gaffes, but most of the intrinsic things you brought up (map making, collision detection) I'll just have to improve with over time, and make better for my next game. I will say that the music was a stylistic choice, and was intended at times to be humorous.
Ratty524
The 524 is for 524 Stone Crabs
12986
I gave this a shot. So far, it's kind of in that zone of neither being bad, nor that good, either. I find the plot hilarious, but it the game does have some flaws. Here are my thoughts:

> Your passability settings for the tilesets you use are kind of all over the place and don't really make sense. I can't walk behind a stop-sign, for instance, even though it's graphic is less than half the width of a standard tile, and while one tree is impassable at every corner, there is another tree, of the same graphic on a different map, that I can walk behind like what's normal in RMVX games. It makes movement a bit clunky in general, and I do have a personal peeve for invisible walls. This isn't too big of a deal, but fixing it would help in polishing.

> While the battle system itself isn't bad, and I'm having a pretty smooth experience so far, I find that you didn't really cover your overall system that much, nor did you really clue that you can use the shopping mall to buy supplies until you get to your first crystal. If I didn't know what you could use the mall for prior to that point, I probably would have been screwed upon entering that crystal, especially with the boss. Maybe if you hinted it earlier it might get people to know that that's why the mall is there? Maybe you shouldn't lock off areas at the beginning with that in mind.

> Caught plenty of spelling mistakes in my playthrough so far. "Cyah" is not a word, and I think I saw many instances where "um" was used when an "erm" would work better. You might also want to distinguish your onomatopoeias as well ("Snicker... Snicker...") so that they don't blend in and confuse the reader into think they're actually saying "Snicker" instead of snickering.

> Check your item descriptions in that regard, too. One of the first MP-restoring items describes MP as "PP" while others use "MP" and whatnot.

> Your map design tends to fluctuate between being okay to poor. The quality especially drops on the forest pathway to the church. Never leave your map edges empty unless you intend for the player to walk over it to cross to a new map, because otherwise you muddle up the direction the player's suppose to follow. Functionally, it makes navigating through the game a chore because the pathways where you are suppose to travel aren't clear enough. Aesthetically it kind of looks haphazard; lacking in deliberate "design." I'm not sure if you are willing to go back to this game to do additional reworks at any point, but either way you should work on mapping like a designer; thinking about how your maps interact with players and presenting information in a clear, deliberate manner.

> To expand on this, are you familiar with shift-mapping? There are some roads in your first town that kind of curve inward in an awkward manner, but shift-mapping remedies that to make your stuff look seamless. Here's a tutorial: https://www.youtube.com/watch?v=-xrhg70MXnQ

> LOL this music. I don't know about it. It's not bad but some tracks call attention to themselves when they probably shouldn't, feeling "distracting" in a sort of way, like the "obedience" song that plays in one of the cutscenes. I also find it hard to believe that you got the composer of "Secret of Mana" to okay your inclusion of his/her music in your game, but the use of rips in general isn't that big of a deal for me in a free game; the game itself matters more.


I might have more when I finish this game.
Looks rather....
interesting! Ill give it a try!
Pages: 1