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Teaser demo is out~!!
Check out the downloads for PC and Mac versions!


Here is a discord link to anyone interested: https://discord.gg/GENz3YQ
Thanks to iopiop123 for getting it started~!! ^.^


Fear & Hunger in short:

*I have to give a warning! This game will contain themes and events that people will consider disturbing. No theme is sacred, so proceed with caution!*

Fear and Hunger is a roguelike with some horror and traditional role-playing elements. The original idea came from a twisted pen and paper RPG of sorts, that tested how far players were willing to go in order to survive.

Five misfortuned adventurers step down to the dungeons of fear and hunger - a nexus between different planes of existance, where a man can meet his maker. Each adventurer has their own interests and goals to achieve in these dungeons. Little do they know of the eternal power struggle between gods that awaits them down below. When entering dungeons of fear and hunger, it's best leave humanity and hope behind. Death is the least of your worries.


Features:

  • Dark atmosphere

  • Gore and sexual violence

  • Unforgiving gameplay

  • Strategic Dismember Combat

  • Randomized dungeon(only loot and enemies so far)

  • Custom art combining digital painting and pixels



Updates

27/4/2017 // teaser demo v.3 with minor bug fixes, improved graphics in "love corner", love corner functional, skippable intro and other tweaks too :)
19/4/2017 // added teaser demo v.2 with minor bug fixes and tweaks
4/9/2017 // teaser demo release

Latest Blog

Anti-gameplay

Anti-gameplay

Often times video games have contradictions between gameplay and narrative. Story and gameplay are handled as two separate entities entirely, both progressing on their own as the game unfolds, but often times there is not much dialogue between the 2.

For an example: in Tomb Raider(2013) the theme of the game is how a young woman is able to overcome all odds in her fight for survival. Early parts of the game quite successfully portray her struggle as she is stumbling forward. Lara is hurt and vulnerable in every scene, shivering by the bonfire, barely surviving every encounter with the baddies and so on -- but then just in a time frame of one scene, Lara gets her gun and slaughters a company of bad guys. From that point on there is a clear shift in focus towards gameplay and making players feel empowered by their killing skills. Narrative themes are set in background, not only that, but these new gameplay elements contradict narrative entirely. The game is clearly not about survival anymore, because you can easily dispatch an army of enemies without breaking a sweat. Similar unfoldings in video games happen all the time. There needs to be an even flow of rewards and new skills that players acquire in order to keep them playing and satisfied in this age of instant reward. Games are often times still first and foremost about gameplay, even more story driven games. This trend in video games, where gameplay contradicts narrative, is called ludonarrative dissonance.

Now what does all this have to do with Fear & Hunger? If you played the teaser demo, you might have been annoyed by certain features and design choices. The game explains nothing. You have to test things by trial and error to find meaning to items that are seemingly useless often times. There are one-way dead ends, with no means to continue the game. There are infamous one-hit kills with next to no warning to them. The whole gameplay system is kind of an anti-RPG system; instead of gaining EXP after every battle and becoming stronger over time - you lose limbs and come closer to being crippled after every encounter with monsters. The anti-gameplay elements serve a purpose however, they're not there just to annoy players. They are there to enhance themes of the narrative. The dungeons of fear and hunger are supposed to be oppressive and hopeless, where bigger forces decide your fate. Characters are meant to survive against impossible odds.

In a way all the anti-gameplay elements are there to create the opposite to ludonarrative dissonance: to create ludonarrative resonance. Things are made uncomfortable, so that the player wants to stay away from the same dangers as the playable character would. Anti-gameplay elements are supposed to make the player feel paranoid about every choice he or she makes and perhaps look for alternative routes for survival, maybe just to make the player run from the battles? I hope it all adds to immersion in the end, which in turn seems to be one of the strongest factors in creating horror experience.

Now all these fancy terms and talk don't mean that these elements are perfect as it is. Teaser demo was there to test out all these features. I'm going to be listening to the feedback closely. I'm going to be working with the balance, making certain things more fair and trying to come up with new ways to introduce more anti-gameplay elements in the future. It is pretty interesting subject imo and indie games are an ideal testing grounds for it.

I just felt like explaining the design choices behind certain elements as it's clear not everyone cares for them :P

Thanks to everyone who gave the demo a shot~!! I'm feeling pretty excited in continuing my work with the game ^.^


oh and check out RagnarRox from youtube who has an awesome analysis on ludonarrative resonance!
  • Production
  • orange-
  • iopiop123
    kumada
  • RPG Maker MV
  • Adventure RPG
  • 01/13/2017 11:40 PM
  • 04/27/2017 03:38 PM
  • 11/16/2017
  • 18369
  • 47
  • 163

Posts

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author=Dragnfly
Nice sprites.

Thank you ^^ Much of the graphics are still work in progress, but I'm pretty happy with the style that's coming together.
kory_toombs
I'm a robot. I have feelings too.
8218

I bow down to your image creating greatness.
Looks cool - I like the theme! Sprites look good too!
I saw these in screenshot thread. I said then and I'll say now: these are brilliant screens. SUBBED.
Well, roguelike, horror, and TRPG hit three of my buttons.

You mentioned this was based on a pen and paper game, though? One of your own creation? Something I might recognize? I do some freelance writing for TRPGs, so I was curious. Plus, I can't get enough of indie horror tabletop.
author=kumada
Well, roguelike, horror, and TRPG hit three of my buttons.

You mentioned this was based on a pen and paper game, though? One of your own creation? Something I might recognize? I do some freelance writing for TRPGs, so I was curious. Plus, I can't get enough of indie horror tabletop.

It's my own creation. It started pretty spontaneously one boring day at school. I didn't have any experience of TRPG prior to that, but there were bunch of people who played regularly DnD who really seemed to enjoy the world and in a way helped create whatever it is today. I didn't have any dice so instead I chose people's destinies with a toss of a coin. This coin of judgement makes a return here. It can be pretty harsh at times, when your fate is chosen with 50/50 chance, but it is what it is :P

Needless to say, but trying to translate the depth of a TRPG to video game format is really difficult task. I'm trying to pick key elements that define the game and bring them to life here.
Ah, the good ol' d2. :D

50/50 does feel harsh, especially since it's arbitrary. DnD, and most roguelikes, are games of calculated risk where you can work to tip the odds, and then go all-in when you like your chances - or else work to try and pull back from situations that are unfavorable.

I'm hoping this game is not built just around the Coin of Judgement. Getting insta'd for something you as a player had no real input in is frustrating, and while frustration drives better performance in some games (Dark Souls), it's difficult to perform any better when, no matter what, you're still flipping a coin.
@Kumada, I'm trying to make it somewhat fair. There are other variables and statistics at play too, but some major things are decided with the coin. Often times it decides how good loot you get, what books you find from bookshelves, etc. But sometimes it decides if you die or not. But death doesn't come without warning. You can have priests summoning something from the darkness for multiple turns, if that doesn't ring warning bells as the player, it gets tough. No one-shot death comes without warning.

Also there are multiple ways to get around death with right items.
Huh. Okay. That sounds like a good way to both keep the coin, and keep it interesting.

I'm looking forward to this. Feel free to shoot me a PM when the demo comes out. I'll happily playtest.
Waiting for it's release :)
Nice sprites and the theme seems a lot like Danganronpa
author=kumada
Huh. Okay. That sounds like a good way to both keep the coin, and keep it interesting.

I'm looking forward to this. Feel free to shoot me a PM when the demo comes out. I'll happily playtest.
Sure thing!


@LifeOfCheats, never played Danganropa, but I need to check that out!
This looks awesome If you need any help just ask. I'd love to see more of this game.
author=Pinkerton
This looks awesome If you need any help just ask. I'd love to see more of this game.

Will do! Thanks! I got one person I've talked with, who might help with some graphical But there might be use for help in different areas..
If you need someone to write, proofread, or test for, bugs, just ask I got lots of time on my hands so I'll be able to help in the afternoons.
author=Pinkerton
If you need someone to write, proofread, or test for, bugs, just ask I got lots of time on my hands so I'll be able to help in the afternoons.

Oh yea this is great! English is not my native tongue and I'm not confident in my writing in the game so far. So I'm probably gonna contact you later on this!
author=orange-
author=kumada
Huh. Okay. That sounds like a good way to both keep the coin, and keep it interesting.

I'm looking forward to this. Feel free to shoot me a PM when the demo comes out. I'll happily playtest.
Sure thing!


@LifeOfCheats, never played Danganropa, but I need to check that out!

Danganropna has a much more cartoony style but touches on very dark subject matter. So in that way it seems similar.

I appreciate your pixel peen. Subbed! ^.^ (The game looks gorgeous in general~)
Words cannot describe how much I can't wait to play this game.
I am looking forward to this game and at the same time I wonder what kind of influence it will make...
Well good luck!!!
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