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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!

Latest Blog

Devlog #7: Status and Let’s Play

Hey everyone. It’s been pretty quiet on this devlog lately, the biggest reason is mainly because I haven’t been working on the game. Been way busy at work and haven’t had much time left for Betwixt. Something that will probably be the case until christmas some time. But figure I’d write a small post to keep you updated. That said though, I got a couple of small updates.

First off, Betwixt got its first let's play:



Watching it really made me realize I should switch to save points to avoid save scumming and constant reloading. Will save me a bunch of work on having to do a faceset for every room as well.

Now and then when I had time over I mainly been drawing props for an upcoming area. Here’s some of them. Not sure what will make it in at the moment. Mainly just doodling stuff, hoping I’ll come up with something that works.





In other news, I joined a community project over that charas. It was all about writing short stories and then we compiled them into a little anthology. I’m not much of a writer but figured I’d give it a shot anyway. You can find the story over here if you’re interested. It's called Night of Max.
  • Production
  • Momeka
  • RPG Maker 2003
  • Adventure Puzzle
  • 06/18/2017 05:42 PM
  • 04/23/2018 02:29 AM
  • N/A
  • 13140
  • 34
  • 168

Posts

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The game we've all been waiting for. Looking forward to try this out, mate!
CashmereCat
Self-proclaimed Puzzle Snob
10032
Subbed. This looks stunning.
Cap_H
DIGITAL IDENTITY CRISIS
5583
Where is your previous project? I want Grimorb 9.
(Subbed. It looks great btw. Post-mortem is appreciated)
author=Cap_H
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.
This looks amazing and the gamepage itself startled me when it started staring at me from the abyss xD.
Very cool Demo!
I really liked the animation you used when hitting the gong! Plus waking up the green monsters and having their noise affect your movement was a really nice touch.
The music is perfect in that it creates an eerie atmosphere and I'm expecting things to jump out at me.

All I can say.. is that I want to play more!
author=Waxius
Very cool Demo!
I really liked the animation you used when hitting the gong! Plus waking up the green monsters and having their noise affect your movement was a really nice touch.
The music is perfect in that it creates an eerie atmosphere and I'm expecting things to jump out at me.

All I can say.. is that I want to play more!


That's awesome. I'm glad you liked it.
Tried the demo, didn't understand the first puzzle at all. I thought I had to correspond the left room's tiles with the one I have set on the right room in a way that didn't involve me turning off the tiles from the south/north but then it didn't work. Also the left room seems to reset anyway when I leave the room. No clue what to do after those ideas.

Am aware it's a demo from june but just wanted to try it out.
author=Darken
Tried the demo, didn't understand the first puzzle at all. I thought I had to correspond the left room's tiles with the one I have set on the right room in a way that didn't involve me turning off the tiles from the south/north but then it didn't work. Also the left room seems to reset anyway when I leave the room. No clue what to do after those ideas.

Am aware it's a demo from june but just wanted to try it out.


Yeah other people have been confused by it as well. Should try to do something to explain it better or just simplify it. What you have to do is: Go to the right room and press the four buttons. Walk to the panel on the far right and activate it, move the tiles until they form a coherent path from right to left. Walk that path in the other room.
Oh I see. Yeah I played the rest of the demo and it was fun, albeit quite a few spike puzzles that reveal rm2k3's wonky tile detection haha. But yeah I'd say the start puzzle lets you know of the behavior of how everything works, but not what you're supposed to do (not knowing what the correct layout of 4 piece section and how it relates to the left side) is how I interpreted it anyway. Looking forward to the full game.

Also what interests you about rm2k3 specifically? I realize you did some Gameboy roms (homebrew?) and that seems very highly technical moreso than making something in rpgmaker. I assume you like working under limitations but what draws you to it?
Yeah, I did some odd stuff with that beginning puzzle, like reversing the up/down states of the switches you should walk on. I think fixing that and maybe making an activation animation for the last panel to draw attention to it will fix most of the issues.
As for the spikes, I've been thinking about making hitbox detection on them so it's more true to what you see. But I've been kinda reluctant to it cause I got a feeling it might just end up being really frustrating for the player with the lack of control you have from tile based movement.

And yeah, working with limitation kinda forces creativity and brings new ideas that you might not get from working in a completely open engine. Like the dark effect for the eyes and the scream effects of the frog/snail like creatures are a direct result of this as well.

I started making games for rm2k back in the days and kinda quickly moved on to 2k3. Spent most of my "youth" making games in that. When it was released on steam I kinda just picked it up on a whim/nostalgia to try it out. Turned out I really enjoyed working in it.
I code for a living and I've tried to make games from scratch on my spare time. But I've found out that I just don't have the energy to code for 8 hours and then to go home and basically continue doing the same thing.
Rm2k3 kinda puts the coding in the backseat and let me focus on other aspects I like with making games such as level design, graphics and coming up with interesting places to explore.

I've haven't really given the newer makers a fair try. Think I tried a trial on VX Ace a while ago but didn't really get into it. I like the simplicity of the older ones.
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