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You received a dream of an artifact of great power, and have felt compelled to journey forth and find it. Your search has taken you to a mysterious cave, which will be the beginning of a strange journey into the depths of the world. Maybe other beings exist there, and few of them are friendly. Can you survive the trials ahead of you? And, will what you find be what you were looking for?

The Dwoemer of the Drill Faced Goddess is a Visual Novel done in a retro style. The pain you will experience mirrors that of the protagonist. You will be given choices, and the choices will all have consequences. Each choice will show you something different, so I encourage you to give it a shot multiple times. This game was made for RETROMANIA, RMN's 10 Year Birthday Celebration, in 10 days. You can watch a stream of the game being played here: https://www.twitch.tv/silversatyr (though, I don't recommend it, it's much more fun to try it yourself!)

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  • Completed
  • Hexatona
  • RPG Maker VX Ace
  • Visual Novel
  • 06/13/2017 03:48 PM
  • 03/15/2020 09:27 PM
  • 06/11/2017
  • 19705
  • 6
  • 401


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I really like the aesthetics in this game.
Well, I'm glad you enjoyed that!

I was thiiiis clooose to making just a regular kinda text adventure, but I think this was the best choice overall.

I think everyone made a really great effort making the retromania games, and I frankly feel pretty humble to have this stand beside them.
*Deeply Thinking*
Looks pretty neat.
I really really enjoy a game that have choice and the choice will result different ending, this is good one.

(If I want make stuff like this I'm might need nine variable and Nineteen switch if you understand what I mean)
Oh yeah, those are pretty awesome!

I got a new level of respect for games that have features like that. Depending on the levels of choices you allow and what they can affect, you may end up making a longer game than you realize.

For example, Early on you are given the choice (in my game) to free someone. But, that action has significant consequences that greatly alter the way you learn the information - all the way up until the end, I have to be cognizant of who knows what and when.

In dating sim visual novels, what usually happens is that the first part of the game you pick a route, and then the last half of the game is that route, and then at the end it might go back to something common. So, first playthrough is like... let's say 10 hours. 5 intro, 5 route.

... But, if there are 3 possible routes, you've just started making not a 10 hour game, but a 20 hour game. Not only that, but you're working on resources that most players will never see!

So, yeah, when people were complaining that the entirety of the Mass Effect universe didn't culminate into some amazing ending, I can just imagine how much work that might have been.

>(If I want make stuff like this I'm might need nine variable and Nineteen switch if you understand what I mean)

I'm sorry I don't

What was THAT ending? Does it have a True end?
I like the strange color palette of this game, great job!
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