It's been a few years since I've been on here. Recently working on getting my certificate as an IT Support Specialist. When I'm not working on that, I'm doing the usual of working on my video games, stories, music and other things.

For video games, I'm currently working on an Evil Dawns MV version. It won't really be a remake. Same game, but done better since MV allows me to do so. Long ago I started work on making Evil Dawns a 3D game. Oddly enough, I seem to have fewer troubles making that game on UE4.

Upcoming Games:
Dark Night Series: Dark Night - The Lonely Cat
Evil Dawns MV
A Dark Mysterious Horror game. The first game in a series.



Evil Dawns Review

All I can say about the "revisions" part is I do versions much differently than most people, especially back then, and I don't even remember how I did it back then. Keep in mind, I only spent a month working on the game, more or less. I was actually inspired by One Night 2, with the combat being slightly different than most games I've seen. But for a first game, it's much better than a lot I have played.

Also, I knew about all the "oversights", but at the time couldn't figure out how to fix them. The weapons were there cause I did once have a real-time battle, but it kept messing with other needed scripts, so I omitted it. I kept the weapons in their just for the bosses.

I actually, as odd as it may sound, have had an easier time making a 3D version of this game, and also have moved it over to MV where things are much easier. I might upload one last time for this game. Not sure. Thanks for the review, though.


Hey there. Just wanted to let you know that your game was one I chose to do for my First Impression series on my YouTube channel. I will also be leaving a review momentarily, once I figure out what I should say. It is my first review, after all. I hope you enjoy the video, and thanks for a good game :D

Divinity Fatum

Sad to see this game hasn't updated in a while, but also here to say that it's helped me through a lot, and that this game has been one of the most lovingly made and well crafted I've played in a very long time.

I adore it, and I look forward to any updates- especially those which let me fight the damn boss. ;)

And as it says on the ground at the very start of this adventure:

I love you.

I agree, the game motivated me to try and make my own games better than before :D

Evil Dawns

Awesome, thanks for the comment :)
First, I have been working on this game a lot. Right now I am making different puzzles for whichever difficulty the player chooses. I've completely got rid of the original battle system and decided to use it for another game that isn't a somewhat horror game. Only the random zombie guy still has the original battle system. Anyway...
I really like when cutscenes feel like a mini movie that you can just sit back and enjoy, but I suppose that doesn't really work for a 2D game. I took out the intro anyway.
The console is due to the script I used called Test Edit, that way I can play the game and make changes immediately when I find a mistake. I had forgotten to ctrl+Q the script before I released it last time. I did it for the newer version.
I never heard of the F12 crash, but I'll check it out.
I have no idea about the invisible menu thing, but I have been working on the menu system to be better and hopefully that has been fixed.
I love ranking systems :D lol (adds replay value)
I believe that I fixed the lighting errors.
I have no idea what to say for that comment lol
3rd floor? Oh, the Attic. That is actually a huge map, but I have not much going on up there. Probably due to Khas Lighting script.
Enemies disappearing or not is no longer an issue cause I have completely changed the A.I system to correlate with the lantern. (Quick fact, the lantern is no more useful and adds a ton more difficulty to the game, mostly in the beginning.)
The book is supposed to be a random cheap scare at first and later holds clues for puzzles.
I just fixed the transfer. I laughed a loud when I saw that I made that mistake.
Most items do have descriptions, but I will get the rest up there also.
The guy in Bedroom 4 never gives a key... well, technically he does, but it's useless and can't be used so in story she tosses it aside. The room it would unlock anyway is already unlocked.

The battles system... was probably better on the game I first found it. I first found it on One Night 2: The Beyond and I really loved it, though I noticed comments saying they didn't like it. Either way, I still want a game with it. It's just not for this one. I now use a ATB System.
Heals actually depends on difficulty chosen :D
A MAP!! I am such an idiot! I LOVE making maps!! *Starts making maps*
There isn't much to interact with and at the same time there kinda is. I was trying to find a way to guide the people to where they need to go to do certain actions, like a blinking light, but then that makes the game too easy.
At least you got further than most. I changed a lot in the game. I have to keep reminding myself, "Yeah, I know where to go, but nobody else does."

True, there pretty much is no story. I just wrote the most basic and somewhat cliche story that I could think up.

Again, thanks for the comments and help :)

Evil Dawns

Ok so gave this a go and yeah there are some issues, I think I may be one download behind where you are currently at, so if you fixed any of these thus far just ignore that bit of this comment.

For a game that has horror and dark as two of it's three characteristics, it's not really very much of either. I mean yes it can at times be visually dark, but not narratively or tonally dark. Though that being said in that first cut scene where you are talking about the president the screen darkens between each interchanged dialogue. It's a little off-putting. There is also way to much space in that first room, in fact there is a lot of empty spaces in a lot of the rooms throughout the game. You can get a much better feeling of dread and indeed horror in more closed in spaces. Less room to run and hide, less options aids in building tension. Toning down the colour palette can help too, everything seem bright and cheery and really doesn't fit with the random atmospheric thunder.

I do like the little curtain move animations when Sarah is heading off to do exactly what she was told not to do by her father, which is another oddish thing. You've set this game in 1827, but the language and attitudes you use are all modern. Sarah defying her father's stated wishes, a servant referring to her employer by his first name, in an era where husbands and wives were known to call each other Mr and Mrs, a 'Hey' and 'See you later' in terms of greetings. It's anachronistic and doesn't help with immersion.

Also and I will admit to this being a pet peeve, don't disable the arrow keys, I know you've indicated that WASD is movement in the description, but it's not a good idea to also make the arrow keys defunct. Most people like playing with one hand over the other and this makes the movement a little more clunky and uncomfortable, I think it's the mix of mouse and keyboard you;ve got going that made you do that, but that is also not a great choice. RPG games have a set of default controls that allow you to do everything you want to and arbitrarily changing them and introducing the need to use two input devices to play just makes it more complicated than it needs to be.

You've got a few grammatical errors cropping up, not spelling so far, but incorrect word choices, use rather than useful in regard to the lantern for example.

But oh the combat, the combat is so slow, there is no tension in it no feeling of threat or unease, and it's so detached, the fact you've obviously created it says a lot about your abilities but it really doesn't translate into an enjoyable scenario. It's just pick an action, watch an action happen, have an action happen to you, pick an action. Sorry but that's about when I stopped playing. The menu and controls made it unwieldy, the atmosphere was picking up but was still not particularly eerie or immersive and the combat just bored me.

You do have some innovative ideas but the execution is flawed and needs to be looked at with a more critical eye.

First, I really want to thank you. I appreciate the time you took to help me out, with writing all this. To be completely honest, I agree with most of what you say. I saw the first 5 minutes of HuntingSwans "Let's Try" of it and I cringed. I forgot it was that bad lol
True, it has gotten better for the up coming Beta 6.1 release, but the Combat is about the same. Though, now I have a slightly better A.I, as the enemies now have a designed custom route. Also, quite honestly, it's not exactly a horror game, but I have nothing else I can think of to define it as. I was going for more of a creepy feeling then a Horrifying feeling. Yeah, there are a few jump scares, but in the end, this game is more of a Sci-Fi/Creepy-Horror.
The darkening on the screen, in the intro cutscene, is supposed to signify that things were once happy and cheerful, but are no longer that way. The lights starting to falter is the sign something bad is happening. I couldn't think of any other way to convey what would shortly happen. Either way, I still am not a huge fan of the very intro part of the intro cutscene.
For the empty spaces. I actually drew up the floor plan on some paper, before I started working on the game, and decided how big I wanted the Mansion to be and just stuck with that design, thusly, all the rooms are consistent on how big the Mansion is. Besides the wide hallways, the only real empty place I can think of is the supposed "Game Room", which is where the piano is now. And the ballroom, but I figured that was a spot where people would dance.
1827. Yes, everything you say in that paragraph is completely true. I have NO idea what 1827 is about, except that Ludwig van Beethoven died the year before. I actually tried researching what mansions looked like back then, but I could find no pictures or descriptions on that. The language my characters use is exceptionally modern, as I have no idea how they talked back then. That actually still frustrates me, but I really don't want to spend more days trying to figure that out. I am now thinking, that I probably should have picked a better time frame to start the series with :o
The script I'm using for the keybind, I actually wish I could find a script where the player would be able set up which keys they'd like to use, but I can set it up to where the player can use arrows or WASD, which I have done hours before I seen this comment.
And thank you you much for commenting on my "no spelling errors" part. I try my hardest on not misspelling any words. I'm not so good with grammar sometimes, but keep in mind, I am usually working on these games well into 2 or 3 in the morning.
The combat. I got from One Night Series 2: The Beyond. I loved the combat right away and I wanted to use it in one of my games, I did notice nobody else seemed to like his combat in that game either, but I still wanted to use the combat. The next game will definitely use a script for that. Anyway, he used VX, so I had to figure out how he did it on my own. I actually ended up making a variable for all enemies in the game, that made me sad as that took hours alone to set that part up. Especially since there are 99 total enemies in the game, including the mini-bosses and the boss. Not including, though, all the enemies in the basement.
Finally, the ideas I have... I do have plenty, but as this is my first completed game, a horror game nonetheless, which seems to be more difficult to make on this engine, I have to say overall, it isn't too bad for a first. Or maybe I'm just saying that to myself, so as to not fall into despair lol
Once again, thank you for commenting, most people usually ignore what I have to offer. I mostly want help in whatever I do, to get better and you did help. Now I just hope I can make this game a little more playable and enjoyable.

Divinity Fatum

author=Max McGee
... but wander cluelessly through city streets that look very samey and connect to each other via intersections in a way that is obnoxiously counter-intuitive and in the end just plain annoying.

I'll be very honest, I really do like this game. Truly I do. But I'll admit, this was the only thing I found annoying, the streets felt a bit jarring to me, but in the end everything else kind of makes up for that. I honestly like randomly wandering around in rainy streets.

author=Max McGee
But there has to be a way--while retaining this sense of "wandering, lost and alone, in a strange place"--for the game itself to organically and intuitively provide guidance for the player, to hint at where to go to try and experience more of the art, the story, and ultimately the gameplay.

I also, partially, agree with this. Maybe something as simple as the character finding news clippings at certain moments. Though, I haven't played this game in a while, I believe there are parts in the game where that happens.

Well, I think I'm done here and I'll have to play this game again lol

Evil Dawns

Hey dude, I streamed this game on my Twitch.

Here's the video link. http://www.twitch.tv/huntingswan/c/5701628

There are some moments where I was too harsh and I apologise in advance for that but it was simply because the game's design choices are all so frustrating.

Anyway I hope it helps you. Keep making games!

Wow! Awesome! Thanks! I'll have to check it out. I also know what you mean. It even bothered me, thats why I HAD to fix it up. The new version will be up, hopefully later today. Tomorrow at the latest. But for my first finished game, I honestly think it turned out better then I had ever thought it would.


Thank you! :) it was supposed be somewhat symbolic. There's dead trees, yet there are still living trees. It was supposed symbolize that either a.) the main character is the only living amongst the dead or b.) that the dead still have a chance to live again. Either is correct, but, without too much spoilers, one of the two options is more correct then the other.


Just a neat trap one has to overcome :)

Evil Dawns

Indeed, I am working on fixing the bugs still. There are minor ones though. Like fixing features and such, but otherwise the game is playable. The only thing I can't seem to fix is the New Game+ script. For some reason that isn't working.