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After discovering a mysterious door, where there were none before, curiosity takes a hold and you open it slowly. You’re greeted by a bright white light and a sudden sense of floating, it speeds up and up, flashes of color, surreal visions and suddenly you’re in an empty room. No doors in sight and no way back. In the corridor ahead of you, forlorn figures huddles together. They speak a strange language you never heard before. Where are you? How do you get home again?

Betwixt is a romp through a puzzle filled gauntlet. At every twist and turn there is a new puzzle to solve, a trap to avoid, or a mysterious inhabitant to interact with.

A gameplay demo is coming at the end of this week.
Woho! Demo is out!

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Demo Postmortem

Since the demo is done and production will halt for a couple of moth I’d figured I write a short portmortem. Just some thoughts on what went well and what didn’t go as well and some future plans for the game.

What went wrong:

Well this is only half true, the deadline didn’t really go wrong it’s somewhere in between (betwixt if you will). I originally wanted to include more stuff in the demo, mainly story elements. I wanted to get an intro in there to show how you end up in the strange place, also had planned to have an npc (the dog thing) to flesh out the lore of the place a bit more. Would also have liked some more time to tweak and polish systems.

Mostly due to the previous point not much of the story is worked out. Right now all I have for story/lore is just loose ideas. It will need to be worked out and tied together with everything I’ve built so far.

What went right:

The game is a spiritual remake of sorts from my parts of a community game (chapter 2 and 6 of this to be specific). I liked the basis of the gameplay in those and wanted to continue developing. I also liked the mystery of the place you explored.
The chapters where a good base for this and gave me an idea of what works and what doesn’t.

Graphical style
The graphics is really what started this whole project. I was just randomly doodling which resulted in the Planar Creeps. A bit later on I made the tileset for the first area as a place for them to inhabit.
The positive response to them motivated to start this project with them.

The tight deadline really pushed me to finish this demo, without it would have gotten as much done as I have the last few weeks. It would probably been another week, two, three, five or never before I got something released.

Future plans:
I’m going on a vacation thing for a couple of month, once I’m back in early fall I will resume development on this and Space Devil.
My plan is to keep this game short, I’m aiming for max an hours play time. I want to continue developing on the obstacles/puzzles that’s been used so far, mix them up a bit and have them crossover with each other. Also want to get some more “puzzles puzzles” in there.

Also any feedback on the demo is welcome!

  • Production
  • Momeka
  • RPG Maker 2003
  • Adventure Puzzle
  • 06/18/2017 05:42 PM
  • 06/25/2017 09:36 AM
  • N/A
  • 765
  • 8
  • 6


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The game we've all been waiting for. Looking forward to try this out, mate!
Self-proclaimed Puzzle Snob
Subbed. This looks stunning.
Where is your previous project? I want Grimorb 9.
(Subbed. It looks great btw. Post-mortem is appreciated)
Where is your previous project? I want Grimorb 9.
(Subbed. It looks great btw. Post-mortem is appreciated)

Still working on it, I'll be jumping between that and this. Find it kinda nice to let a project rest for a little bit and come back with a fresh view on it. It's easy to get blind when your head down and hacking away.
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