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That's for choosing my favorite character.

By the way, is the game always gonna be in "cute" locations or will the places eventually turn creepy and disturbing?

Turtle Head

Finished the game. Shorter than I expected. SPOILERS:
A combonation is required.
combination

Memo from Custodian: I also noticed that there were some

Library: You don't recognize very many I looked up 'very many' and it seems it can be grammatically correct? Eh, I only mention this 'cause I find the 'very' unnecessary but it's your call.

Many large books that collect works of classic literature. collect-->contain?

ever since Mason transferred in

took it upon herself to become friends

Derp, didn't notice I picked up the key for opening the double doors. So the reason I couldn't find a tool kit was because I kept trying to find it in the rooms already available.

That "bathroom surprise" is the equivalent of reading the paper in Misao that says 'You're dead.' except not random 'cause you have got to be gullible to listen to what a note written by the killer says.

Derp moment: I spent several minutes trying to figure out the library computer password because I capitalized 'c' in citrus on instinct. When none of the 4-num codes worked, I came to the conclusion that the memo was telling me that the sum of the numbers equals 10 and that I had to pluck the numbers from the 3 codes. Just proof of my leap of logic.
6284
3681
9914
3+2+1+4= 10

Self-reminder: 1026
400619
citrus6284


Well, did the coward end. Having seen Ao Oni, I expected something to go wrong. In that game, running away leads to death since the monster is waiting for you. But going back to tell your friend and coming back ends up with the monster having eaten the rope ladder and then killing your friend when they trip trying to escape. So was not surprised when Emma fell through the floor.

Thought I was locked in and was gonna die when I realized the room with the blue stone had no knob on the other side, meaning I'd starve or die from lack of oxygen (stench). Fortunately it wasn't one of those types of death traps. You know, "poison-gas seeping into the room and killing you if you didn't have the items/means to escape before you entered".

Authorities are at a loss after the recent disappearence
disappearance

The pair were last seen walking home from school together on Firday
Friday

happened to them
missing period

Keep out room: There are some clues

Into the Night (End): there will always be one thing that would always sticks

Truth End: At the very least, was kind of enough to leave us the proof we needed.

Not gonna lie, reading Lily's journal was pretty eye-opening when it revealed that she bought a frog plushie for her cousin Harriet's birthday.

The fake-out gameover didn't scare me (neither did the room of turtles when you look at the picture). I've seen enough horror RPGmaker to expect doors to be lock behind you when you have such a long hallway. 'No one is going to save you' didn't really have an effect. Though I admit that I kind of thought it was gonna be a never-ending hallway considering how I had to go through three of them just to get to the end. If I were in such a place in real life, I would be panicking due to claustrophobia. The feeling of running away but not making any progress...

Actually, most of the game wasn't really that horrific. I won't be having trouble sleeping or fear that there's a monster in the dark, that's for sure. The frog shadow through window trick was unsettling but not that bad.

Why wasn't Turtle Head more frightening to me? Well, the chase to the library was kind of humorous considering it got caught on the lockers while I was unlocking the door. It will also try to follow me "through the wall" if the place has a U-shape which became especially pronounced when I quickly made a sharp turn during the final chase in the room right before the card scanner.

What actually disturbed me was not the creature chasing me but the noises it made, the sound of it moving around and opening doors in the otherwise silent school. Heck, even the radio static was unsettling until you entered the room and realized where that horrible sound was coming from. The maintenance tunnel made me feel that I was trapped considering how its structure would all but guarantee you would get caught if you were chased there, Turtle Head looking at you through the walls, and the noises it makes.

Words written on the wall when you hide were a nice touch though. Deadend/I know (you hid there). Though the latter makes me wonder why it didn't bother checking if it knew...

The final chase I had to redo a few times 'cause I either overextended or forget which direction I'm supposed to turn when I get to the next area.

Hmm, if the Turtle Head chasing me at the end wasn't the principal or his son, that would mean it's a real ghost? But the basis of such a ghost is the frog plushie and I doubt Harriet's cousin--Marina Lily--wanted to kill her, assuming she came back for that purpose. Would that make all the frogs blocking the wrong ways to be the victims then? Though they don't seem to be able to kill you if they're vengeful and jealous of the living. If anything, you can think of them as helpful since they make sure you go the right way. In the end, I suppose it's still a mystery.

Right when Harriet shot Turtle Head, I ended up with another logic leap and came to the conclusion that the reason Mason's body was missing was because he was the killer. It's always the reserved ones I was thinking 'Oh god, please tell me that sweet boy isn't actually an evil psychopath'. I have never been more happy to be wrong.

The story was nicely told through notes you find. At the very least, the endings are happy. Unlike Seven Mysteries by sanggameboy which has a similar 'supernatural school' premise. Seriously, that game successfully made me upset at the fate of the characters. Well, actually I only cared about Tuan (who is the main character) but who wouldn't? Consider playing or watching a Let's Play of it if you haven't already.

I wonder if the game would have turned out differently if Harriet knew to check for a pulse to make sure that Mason was actually dead. I was thinking that my actions could have prevented Mason from "dying", though there was actually no way for me to follow him through those doors which kind of frustrated me until I learned the Truth. So my expectations of Turtle Head being like Killer Bear/Nira Oni where there are different endings based on who managed to survive to the end/specific actions was completely off. I suppose it doesn't really matter since Mason lives and isn't actually one of those characters whose death is set in stone.

The only complaint I really have is that the game was not very long and there wasn't as much character development as I'd have liked. Or maybe I'm just upset that Mason was indisposed right near the start? Not that Emma who avoided that fate says much of anything "important". Heck, that teacher's journal describing her in comparison to Harriet and Mason was more informative of her personality. Mason pretty much wins the 'Best NPC of this game' award (not that there was much competition) due to his reveal at the end. While it's kind of cruel for him to leave without saying goodbye and making them think he died--he even admits as much--it is logical for him to do that if he can't trust those two girls to keep his identity a secret.

Heh, now I'm imaging that he has to cut his hair or dye his hair considering everyone at that school would know what he looks like.

I suppose one way to have more character interaction is to do in flashbacks. I remember Mad Father has Aya reminiscing whenever she found certain objects. I suppose it doesn't really matter in the scheme of things but it'd make the experience more enjoyable if players cared about the characters?

By the way, it says something when my first thought when seeing the gap separating me from the other side where the key card scanner is 'Am I gonna find a floorboard to make a bridge at some point?'. Corpse Party still lingers in my head after so many months. >___<

Still think the urinals are illogically high. Actually, the doors and chalkboards felt that way too considering how Harriet's sprite isn't proportionate to them. So she ends up seeming quite short to me when she's half the height of a door. Though I suppose the only thing you can really do is lower the height of the urinals/chalkboards.

Turtle Head

Proofreading:
I can still see that the students are still suffering I thought two 'still's was redundant

The urinals in the bathroom are a bit... high. You'd have to be quite tall or need to step on a stool to reach them.

his turned-head towards me his head turned towards

the cabinet is filled with a few a books

Although, it's not the like the current building

Teacher's lounge: The shelf is filled with dictionaries textbooks. dictionary

Thoughts so far (spoilers)
Hmm, so Harriet is a silent protag. The player doesn't ever see what they say but the characters understand her.

The lack of background music and being able to hear doors slamming is definitely reminiscent of Ao Oni.

No, not Mason! I loved his humor. He can't die! I'm gonna see if I can snag that first aid kit and heal him somehow. Though it'd be tricky with Turtle Head chasing me at the same time.

Man, the noises and laughter that Turtle Head made while I was hiding in the closet were disturbing. I was kind of expecting it to rip open the doors with how long it took to leave. It's like how in the game Neverending Nightmares, one monster shook the closet you were hiding in.

Kind of lost right now running around trying to find the toolbox.
Well, I'll post more when I get farther.

oWIbAkP.jpg

I dunno, this is an average town and that's a high-tech war machine. Obviously it would stand out and visually doesn't blend in with the town since it's something that's not usually there. Not to mention, they would keep the war machine clean and polished on a regular basis compared to a town building's every now and then. There's also the matter of how one is made of stone and the other metal.

Devlog 2: Skills are Boss

So that's what the battery symbol was.

Hmm, and the boss seems to have their own meter so you'll know when they're about to do their special attacks.
Jab: Deal light damage, then become Cross.

Cross: Deal heavy damage, then become Jab.
So he Jabs and then Crosses? Sounds kind of infinite looping since they apparently lead into each other.
Next week... idk! We could let Derek talk about something... maybe... or we could bring back Lily! That sounds like a good plan :D
I'm Mirror Boy trash. But umm, you could do a mini-skit where the person you chose starts talking but then Derek pops in saying that he's supposed to get his turn but then Lily/Anna/whatever says that they took away his talking privileges after what happened last time (referencing him being a 'pain in the ass').

I guess it'd be kind of funny? I dunno, I was thinking about the Tales series and their skits where they talk about the current events going on in the story. You get to learn about the characters and sometimes the topic is just random and ends up funny.

New_Menu_System.png

Hmm, so it's like those Sonic games where you get to pick who you want to play as and then see the story from their POV? And the bosses you encounter depend on your character selection as well?

Like here, playing as Shion would mean encountering Glaedr some time after killing the Tyrant Dragon. However, playing as Glaedr would also mean fighting Shion at the same point. Of course, what's interesting is that the person you're playing as will succeed in defeating their foe. So while Glaedr is doomed to failure if you're on Shion's route, he'll have his revenge when you're on his route.

Reasons why some characters may fight you as a boss:
Bai: She thinks you're the one controlling the monsters to wreck havoc.
Ferkin: He's trying to get a rare artifact that you're after.
Ryou: There are no monsters in sight and his curse forces him to attack you.

Have you thought of a 2-player co-op mode? Granted, it would kind of make enemies and bosses easier since they won't be any more difficult than if you had chosen 1 player. Well, you could always make them share one HP bar.

Let the Graphical Overhaul Commence!

I kind of feel like Mia is uncomfortable with her head tilted to the side like that. I suppose that it's meant to show she's shy but she's probably gonna get a neck cramp with how rigid she is. At least, I think so anyway.

When I first saw her, I thought that she was anatomically incorrect, that heads can't bend all the way to the right. In fact, I tried doing that while looking in a mirror but I could turn it diagonal at most and not sideways like Mia does.

Saccharine_Circle_Diagram_1.png

It's cute even if I can't tell what elements they are. It could be that: Red is fire, Mint Green is wind, Yellow is lightning, Indigo is water.

The cotton candy colors in the middle seem like they could represent gender. Those two colors are traditionally used for girl and boy respectively. Though, that might not be the case here considering the gender fluidity of the setting.

Physical and Soul maybe? One is what you look like, the other is what you feel most comfortable as. Though that can't be because neither of those can be represented by a (color) element that opposes the other.

If Pink = Girl and Blue = Boy, Soul =/= Pink or Blue.

Now I wonder if there's a Rainbow element considering that is used by the LGBT community as the color of their symbol and flag. Hmm, I'm overthinking this.

Sweet Detriment

Interesting character art. Love the gender-neutrality and a cast that touches on self-identity.

Hmm, looks like they're gonna find out that life can be bittersweet.

Timelord Medieval: The Crimson Blade

You are completely unimportant, a fact every person reminds you of constantly.
Well... these NPCs don't sound very nice if they're gonna constantly insult you and belittle your accomplishments. Sure, someone else might be able to do what you did (and thus make it seem trivial) but that doesn't mean you can't have pride in your success, right? That applies to real life and here.