• Hi, Guest!
    Some images might be missing as we move away from using embedded images, sorry for the mess!
    From now on, you'll be required to use a third party to host images. You can learn how to add images here, and if your thread is missing images you can request them here.
    Do not use Discord to host any images you post, these links expire quickly!

Completed Scotophobia

This project is complete. Any future revisions will be bug fixes or small updates.
Project Status
Completed
AylKwTx.png

*The following game has a couple scary moments and some swearing. This is not recommended for a younger audience.

Team:
Elle
Idilio


Made using RPGMaker XP & PSDK
Genre:
Puzzle / Horror
Play Time: 30 minutes?

Admittedly, even with the extended deadline, I only had 10 days to work on this game, so I appreciate that the theme was simplicity. Here are the ways I used it, which hopefully count for the usage rules:

  • Single-emotion portraits
  • Removal of all things Pokemon
  • Removal of items and badges
  • Simple premise
  • Limited variety in overworld sprites
  • Limited to one location (Cinnabar Island)
  • Short play-time
  • Minimal story events

Premise
You play as a young nurse, named Scott, on a fetch quest to find his fellow nurse, wherever they have gone to. Once you find her, you win the game!

Features:
  • A short and sweet game; maybe not so sweet, but definitely short.
  • A game within a game! There is a small minigame you can find, should you choose to play it.
  • Spoooooookkkyyyyy stuff!
  • An unusually low amount of secret content, for those of you who hate having to look around everywhere.




36YmtlZ.png



Dev Notes:
  • Some of the sprite sheets have a black dot when they walk, I never figured out what the problem was.
  • The world is a little bare, but I made this game last minute, so I wanted to focus on priorities first.
  • Unless there is a typo, as far as I am aware, the game has no errors (fingers crossed).
  • There are no running shoes, no items to collect or Pokemon to obtain.
  • I don't hide secret content in the game files or in the "Spoilers" folder of my asset pack.
  • The beginning of MEW is 13.




Resource Pack:

Scotophobia Download

Creator of PSDK
Nuri Yuri
Developper of LiteRGSS2
Scorbutics
Developpers of PSDK
Aerun, Rey, Palbolsky, Leikt
Lead Graphic Designer of PSDK
SirMalo
Occasional Contributors of .25
SoloReprise, buttjuice & Mud
MacOS Supporter
Lynn Isip
## Pokémon Universe
Game Freak, CREATURES INC. et The Pokémon Company
## Graphic Engine
### Backend
SFML
### Contributors
Scorbutics || nthoang-apcs
SuperFola || Nuri Yuri
## Audio Engine
### FMOD
FIRELIGHT TECHNOLOGIES PTY LTD
### SFML Audio
SFML
## Movie Engine
### SfeMovie
Loïc Siquet || Alexandre Janniaux
Martin Bohme || Martin Bohme
Xorlium || timidouveg
Stephan Vedder || Laurent Gomila
## API & Wiki used to develop .25
PokeAPI || PokemonDB
Poképédia || Bulbapedia
## PSDK Contributors
Nuri Yuri || Aerun
Rey || SirMalo
Leikt || Palbolsky
## PSDK Wiki
Aerun || Akiyra
Bugfix || buttjuice
Guizmo || Jaizu
Metaiko || Mud'
Nuri Yuri || ralandel
Rey || SMB64
yyyyj || Zenos
## DataBase
AEliso || Aerun
Avori || Bentoxx
dragon935 || Eurons
joeyw || Mauduss
Nuri Yuri || Palbolsky
PokeAPI || RebelIce
Tokeur || Redder
Schneitizel || Walven
## Translation
Aerun || Dax
Eduardo Dorantes || Gehtdich Nichtsan
Helio || Jaizu
Kaizer || Leikt
PadawanMoses || Rey
SirMalo || SoloReprise
SMB64 || yyyyj
## Ruby Host
Aerun || AEliso
Bentoxx || Buttjuice
Maxoumi || Nuri Yuri
Splifingald || yyyyj
## Other Contributors
Amras || Anti-NT
Aye || Bentoxx
BigOrN0t || Bouzouw
Cayrac || Diaband.onceron
Fafa || Jarakaa
Kiros97 || Likton
MrSuperluigis || oldu49
Otaku || Shamoke
Solfay || sylvaintr
UltimaShayra || Unbreakables
# Resource related credits
## Tilesets
### Epic Adventures tileset
Alistair || Alucus
Bakura155 || Bati'
Blue Beedrill || BoOmxBiG
CNickC/CNC || CrimsonTakai
Cuddlesthefatcat || ThePokemonChronicles
Dewitty || EpicDay
Fused || Gigatom
Chimcharsfireworkd || Heavy-Metal-Lover
Hek-el-grande || Kage-No-Sensei
Kyledove || LaPampa
LotusKing || New-titeuf
Novus || Pokemon_Diamond
Kizemaru_Kurunosuke || PrinceLegendario
Reck || Red-Gyrados
REMY35 || Saurav
SL249 || Spaceemotion
SirMalo || Stefpoke
sylver1984 || ThatsSoWitty
TheEnglishKiwi || Thegreatblaid
TwentyOne || UltimoSpriter
Warpras || WesleyFG
Yoh || Nuri Yuri
19dante91 || 27alexmad27
07harris/Paranoid ||
## Overworlds Sprites
### Gen1 to 5 Overworlds
2and2makes5 || Aerun
Chocosrawlooid || cSc-A7X
Fernandojl || Gallanty
Getsuei-H || Gizamimi-Pichu
help-14 || kdiamo11
Kid1513 || Kyle-Dove
Kyt666 || Milomilotic11
MissingLukey || Pokegirl4ever
Silver-Skies || Syledude
TyranitarDark || Zyon17
Zenos ||
### Gen6 Overworlds
Princess-Phoenix
LunarDusk6
## Pokémon Sprites
### Gen6 Pokémon Battlers (including megas)
Amras || BladeRed
Diegotoon20 || Domino99designs
Falgaia || GeoisEvil
Juan-Amador || N-Kin
Noscium || SirAquaKip
Zermonious || Zerudez
Smogon XY Sprite Project ||
### Gen7 Pokémon Battlers (including Alolan)
Alex || Amethyst
Bazaro || conyjams
DatLopunnyTho || Falgaia
fishbowlsoul90 || Jan
kaji atsu || Koyo
Leparagon || Lord-Myre
LuigiPlayer || N-kin
Noscium || Pikafan2000
Smeargletail || Smogon
princess-phoenix || The cynical poet
Zumi ||
### Gen8 Pokémon Battlers
WolfPP
conyjams
### Pokémon Offsets
Don
## Icon Sprites
### Animated Pokémon icons
Pikachumazzinga
### Gen7 Pokémon icons
Otaku
Poképedia
### Item icons
Maxoumi (Brick icon & ADN Berserk)
yyyyj (Pink Ribon icons)
## Texts
### Official Pokémon X/Y Texts
Kaphotics || Peterko
Smogon || X-Act
### Official Sun & Moon Texts
Asia81
## UI Design
### Alpha Ruins puzzle
FL0RENT_
### Default Message Windowskin
ralandel
### Key Binding UI
Eurons
### UI by SirMalo
Pokédex
Party Menu
Bag

### UI by Mud'
Language Selection UI
Options UI
Load & Save UI
### Quests UI
Renkys
### UI by Aerun
Shop
Battle
### Trainer Card
Eurons
### Mining Game UI and resources
Aerun || Bentoxx
redblueyellow || Rey
### XBOX 360 keys
Yumekua
## Animations
### Gen6 Battle Entry
Jayzon
### PSP Animations
bibiantonio || ghioa
Metaiko || Isomir
KLNOTHINCOMIN ||
### Shiny Animations
Neslug
## Miscellaneous
### Battle Backs
Midnitez-REMIX
# Special Thanks
PSDK would never have happened without Krosk
the former creator of Pokémon Script Project
which introduced Nuri Yuri to
Pokémon Fangame Making in 2008.

Team:
Elle
Idilio

Sprites:
Aveontrainer
Elle
Idilio
Kyle-Dove

Tiles:
Elle
TheDeadHeroAlistair

Videogame Visual Assets:
Dokapon Millenium Quest
Dragon Warrior
Dragon Warrior 3
Dragon Warrior 4
Dragon Warrior Monsters 2
Final Fantasy Adventure
Pokemon Fire Red & Leaf Green
Pokemon Red & Blue
Pokemon Trading Card Game 2

Arts & Fogs:
Elle
Pokemon Sword & Shield
Pokemon TCG

Music:
Lesiakower (Pixabay)
Pokemon Red & Blue
Repulsive (Youtube)

SFX (Pixabay):
aglinder
antwerpsounddesign
BonnyOrbit
caileykehoe
casiba842
dylanh.sound
Fission9
gecop
IENBA
janbezouska
jbierfeldt
jdupre01
jeroberts92
joe anderson22
JPolito
JuliusH
MC5
more7859
mypantsfelldown
Nmb910
opticalillusions
Phil25
pixabay
RutgerMuller
Sempoo
shanedk
sidequesting
Slowmote

Voice Acting:
Elle

Custom Scripts & Events
Echo607 (youtube) - Minimap Tutorial
Eurons
Nuri Yuri
 

Attachments

  • title.png
    title.png
    5.7 KB · Views: 25,653
  • ScreenBatch.png
    ScreenBatch.png
    303 KB · Views: 6,649
Last edited:

Nandthesword

Cooltrainer
Member
Joined
Jan 4, 2022
Posts
113
Holy hell this game was good! Despite it being really short, the game just felt really nice to play.

I absolutely loved the short little game made by Dr. Fuji! The horror segment in the mansion reflecting the game was really cool because of it!

Honestly, I'd love to see a longer game like this because of how nice it felt to play in general! This was so polished! Congrats to both of you!
 

Elle

Maker of Many and Finisher of Few
Member
Joined
Jul 21, 2018
Posts
121
Holy hell this game was good! Despite it being really short, the game just felt really nice to play.

I absolutely loved the short little game made by Dr. Fuji! The horror segment in the mansion reflecting the game was really cool because of it!

Honestly, I'd love to see a longer game like this because of how nice it felt to play in general! This was so polished! Congrats to both of you!
Thank you for playing, I'm glad you liked it!

Maybe one day I will, I'm still getting used to making the events work properly. :)
 
Aaaaaaaa I really enjoyed this. Very well made and a big pat on the back for you!
Some thoughts in detail:
Aesthetically/atmospherically, really well done. The graphics hit such a good vibe for the game. And omg the sound design. Just hearing random creeks and ambient sounds aaaaaa It's great. I was shocked that you actually went and included voice acting, that's so crazy and it was such a cool moment.

The "Digital World" or whatever you want to call it in the arcade was really cool, I loved how it actually felt like a separate game. But then you went and tied it into the main game by making it the map to get through the mansion!!!!!! aaaaaa!!!!!

I was streaming it, and I really enjoyed the secret hunt of finding the numbers of mew. It took me a while, but finding the book on the iceberg of secrets gave me the final clue I needed. Really nice stuff. Such a good experience. I loved the design of that thing in the secret ending. Really good job elle, you knocked it out of the park.
 

Elle

Maker of Many and Finisher of Few
Member
Joined
Jul 21, 2018
Posts
121
Aaaaaaaa I really enjoyed this. Very well made and a big pat on the back for you!
Some thoughts in detail:
Aesthetically/atmospherically, really well done. The graphics hit such a good vibe for the game. And omg the sound design. Just hearing random creeks and ambient sounds aaaaaa It's great. I was shocked that you actually went and included voice acting, that's so crazy and it was such a cool moment.

The "Digital World" or whatever you want to call it in the arcade was really cool, I loved how it actually felt like a separate game. But then you went and tied it into the main game by making it the map to get through the mansion!!!!!! aaaaaa!!!!!

I was streaming it, and I really enjoyed the secret hunt of finding the numbers of mew. It took me a while, but finding the book on the iceberg of secrets gave me the final clue I needed. Really nice stuff. Such a good experience. I loved the design of that thing in the secret ending. Really good job elle, you knocked it out of the park.
Aaaaaaa thank you!

Thank you, with such a small amount of content, it was especially important to make it very atmospheric with the sound design. As for the PQ world, I'm glad I was able to make it feel separate enough from the main game. It's a little easier with different generations of graphics, but still needs extra work. As for the minimap, the game is quite linear, so I think doubling back to search for the game and have it reward you is a great way to add a bit of mystery. In future projects, I hope to try and make even more arcade games, as I really enjoyed the fun and challenge of making minigames. And what's an elle-game without a bit of secrets and great job for finding them all! Thank you again for your comments and compliments and I look forward to seeing you again when I finish more projects!
 

AenaonDogsky

Arbiter of Doggos
Member
Joined
Dec 12, 2017
Posts
501
This is the first game from you I got to play, here's a review:

  • Uh, interesting books.
  • Sound design is great. Especially the climaxing of the track in the game room in the lab, and how it fades its creepiness out.
  • Animations and lighting (its either parallax or psdk lights) is also great
  • Flavor text is pretty well done
  • I love how the fog gets deeper the further you go on the shores
  • LOL I wasnt expecting VA! That was cool.

- The transition from the word-explaining part to the start of the game feels a bit abrupt, perhaps make it fade in more slowly?

- When I first got in the PQ game I interacted with the candles, but I got flavor text instead of getting to blow them out. The ability to do so activated after getting to one of the statues (or talking to the npc?). This can be slightly incosistent as far as certain playstyles are concerned, especially; you are getting into a zelda-esque environment with a big map and slow-ish movement, and after exploring a bit you don't get immediate feedback from your actions. The player might be tempted to leave thinking "there's nothing here". EDIT: I don't know if the ability to interact with them activated after the first flavor-text interaction.

- Seems like I didnt get any indication as to the appearance of scytheboi, despite being warned about it, a slightly dimmed screen or an SFX would have been cool

- You should be getting the prompt to re-interact with the mew door since your first interaction gives the impression that the door isnt interactable until something in the game has been activated.

- It doesnt feel like the game is hinting at an alternate ending, and clicking on everything as a prerequirement for this might seem a bit strange. Note that this is the first game I've played from you and I assume from the comments and your presentation that people might be coming in with certain expectations, so my perspective is that of a first timer.

- After reading those two books in the lab room, (which is one of the two little tiles I never interacted with, having interacted with literally everything else xD) I can see how to get the pass for the room.

- That said... this kind of layering system might be very intriguing, but only to a very small amount of players. I can understand the allure from a designer's standpoint too, but it's hit or miss with give or take the majority of players. Admittedly, I'm also guilty of things like that but at one point I had to consider the scope (or layer depth in your case) of such a structure. And the deeper you go the more "meta" (as in the case of external hints) it all becomes. This can be a double-edged sword. On the one hand those few people will really appreciate something like that, on the other many people nowadays have very little time to spend on secret hunting. The sweet spot between ingame hinting and the consistency and expectation of how the ingame world works, is what worked best in my case.

- I definitely did not get into the game with Metal Gear gameplay assumptions in mind, though, lol!

Also, you might want to mention, that, it is the in-game credits you are referring to when it comes to that particular hint.

- I can see my reflection in the pokecenter at the beginning if I hug the southern walls, particularly the corners

- That said, the map isn't centered, unless its deliberate, since it seems to be a staple of most maps

- You can walk through the PC desk on the screen part, unless deliberate to show sitting on the stool

- I can walk towards the stairs from this angle, and the character shows on top. Also, reflection thing on this floors southern walls again (see image)

- Mart map suffers from same reflection issue

- Scott has a Trainer Card. With Lucas sprite on it.

- "The perplexed Pokemaniac seems lost in thought" line is accompanied by the maniac turning as if he'd talk to you. Perhaps direction fix would be better in that case

- The old man/ janitors walking sprite in the Lab, when moving to the LEFT shows a couple of black pixels
Reflection in lab again. EDIT: Just read the note in the thread

- I think the irritated lab scientist who is in desperate need of ear plugs said "in tact" rather than "intact". Could be mistaken and I cant see that dialogue again.

- Iceburg and not Iceberg? Is there a reference I'm missing here? It should be "iceberg".

- Not really a bug, but number input is kinda cluncky as it doesnt allow you to put in a 0 before having moved to the next line

The atmoshpere of the game and the art is great.
I cannot really say anything on the story as that is very subjective, but I couldn't really tell that the protag was the bad guy based on earlier signs. Unless you count what he said right when he got into the mansion. I wonder what I missed.

It did feel like it was more horror than thriller, which I believe hindered the game's potential a bit.
I understand you might have been going for the horror element from the start, but in my subjective opinion, it would have benefitted greatly from a lighter "you cant discern the threat" vibe. The atmosphere is so well-built, that the horror depictions, especially those pertaining to the jumpscares and the protagonist in the true ending, seem to be taking away from the suggestiveness of the environment and the way the characters talk about it.

It would have beneffited from a less visually pronounced scare, and potentially (and even more subjectively) from a more mysterious element.

The Gym seemed to not have served any gameplay purpose other than making the island feel more alive. (unless there was something I missed?) I was expecting Blaine, the quiz maniac, to have some sort of implication in the entire thing in a gameplay-related manner. This might have been a jam or time constraint thing given what little time you had, as you mentioned in the thread. (naturally, getting to blaine and back was slow).

The minimap thing in conjuction with the visible staircase, and the game connection was brilliant. I don't know if clearing the game, though, is a prerequirement to maneuvering around the mansion, since I cleared the game first.

Some of the elements felt incompatible (psychological, then science & technology then supernatural, and metaphysical) in what appeared to be a science-horror thing at first. I presumed that because it was Cinnabar Island and gen 1 was all about the science.

I wasnt sure if fear of the dark was, as put forward by the text in the beginning, presented as a psychological thing "scot(t)" had to face, then if it was a science experiment, then if it was supernatural. Though it ended up as the latter.

Finally, the audio design in the mansion was incredible. The quality of the sounds, and how they worked together, what I believe is reduced panting when standing still? and how intense it all feels to traverse - it was superbly executed. Generally, the game is an audiovisual treat.

All in all, it was polished and well-presented overall, which indicates an amount of proficiency with things ranging from tiling and art to the mapping and the sound design.
 

Attachments

  • SC1.png
    SC1.png
    22.5 KB · Views: 136
  • SC2.png
    SC2.png
    22.2 KB · Views: 143
Last edited:

Porygon2

Novice
Member
Joined
Dec 22, 2020
Posts
16
I really enjoyed Scotophobia! From reading that the main character's name is Scott, I actually wondered before playing if there was going to be a Scottophobia pun somewhere. 😆 The quiet, eerie music added to the ambience perfectly, and the ending was hilarious. As of typing this I haven't found

the full code for the secret room yet. I know the beginning of the code is in the first post and the ending is revealed at the end, but I have yet to find the middle. I thought it could be in the asset pack, but didn't find it there. I feel like it's either in a super obvious place that I missed, or that it's going over my head.

The minigame was one of my favorite parts of the game! I actually got so engrossed in it that I forgot there was a whole main plot for a few seconds at times. I also loved how it tied into the strategy for navigating the endgame area!

Although the estimated playtime was 30 minutes, I actually got close to 2 and a half hours, though I'm unsure if time where you have the game window open but minimized counts towards playtime. I know it doesn't in Essentials, but I have no idea for PSDK.

I wasn't expecting

voice acting
,

that was really going the extra mile to add to the atmosphere!

Missing d in headphones:
psBr4I1.png


similarily should be similarly
Vs3nJ9X.png


Missing a in kinda:
lhQME6W.png


There's an opening ( but no closing ):
JhmBkg7.png


There should be a comma after Hey there:
J5gZsjW.png


appareciate should be appreciate:
ih4Rubv.png


Missing one z in quizzes:
EhfVn85.png


With other NPC descriptor boxes, if they have more than one word, all words have the first letter capitalized, but here the g in guard is lowercase:
elTkhzv.png


Additionally, while his descriptor in the initial conversation is Security guard, his descriptor if spoken to again is Security Officer:
iWlyIiM.png


The h in the first ha should be capitalized, and there's missing punctuation at the end of the sentence:
UwlBUTb.png


giver should be give:
aRHrzBz.png


you're should be your:
82mCPXC.png


Missing t in apparently and in tact should be intact:
cf0PcNY.png


Missing e in mathematics:
zunGQdZ.png
 
Last edited:
Had a really fun time! You did a great job at creating a spooky atmosphere!

I really love Fuji's characterization in this! The philosophizing about quitting and the arcade game were both great ways to show off his heart and smarts!

The sound design in this game is superb! Obviously the voice acting and heavy breathing in the mansion takes the cake, but even while I was exploring the rest of the island, I was really enjoying the little soundscapes in the labs and on the shores!

The arcade game was cute! I love games-within-games, haha, and its aesthetic was done well!

The jumpscare art was all fantastic! Great, creepy designs done well, I think they'd work just as well if used for regular scares!

I love seeing Ditto used in horror! (Assuming I'm right in thinking that was a Ditto at the end, haha) There's so much great potential with body horror and mimicry, I'm surprised we don't see it more often!

Even if it wasn't quite the tone of the game, I got a kick out of the janitor, Chansey, and "How to date nurses" goofs!

Minor, but it was smart of you to include that bit in the intro to make sure people get fangames from the proper source, I need to make that a habit myself!
The title screens a little hard to read against the black background...

Since the message about remapping controls only takes up one message box, I think it'd be just as fast to just display the message without asking the player if they already know - players who know are clicking through just one message either way. (But this is really minor, it's literally just one message to click through 😅)

I like changing the bump SE, but I feel like the new one doesn't quite convey the player bumping into something - I honestly thought it was the sound of Scott opening a drawer when I first heard it, but that's partly because of what I had bumped into.

I feel like it doesn't really make sense for Drace to say "I need to take this call" when she just took a call - but also maybe that's intentional for a joke and I just didn't pick up on it. 😅

I thought it was a little strange for Dr. Fuji to explicitly tell players "this is how you access my lab" in his game. In-universe, the lab is secret, but the video game is like, a normal video game, right? It feels like Todd Howard telling people "This puzzle in Skyrim is also the PIN for my bank account!" And out-of-universe, I think most players would be able to connect the dots and realize that the magic of the castle is a clue to how the security in the manor works.

I feel like the voice acting got a bit disrupted by having the text display on screen right away - the text would always outpace the audio, and it felt a little weird listening while I had already reread the whole line. (I don't know if PSDK has the pausing text effects like Essentials, though...)

The minimap only took like about a fourth of the screen? Felt weird that it was so little when the rest of the screen space wasn't really used for anything.

If you die in the mansion, you have to go through the whole warning about saving again, and then the whole cutscene of Scott entering the mansion, kind of disrupting the flow.

It seemed like Scott's fear of the dark didn't really get mentioned until he actually went into the mansion. (Or until you try to go into the mansion, but depending on the order you enter the buildings, you might not even see that) I feel like there could have been a few more references to it so that it was a theme throughout the game - maybe he comments on having to snuff out all the candles in the game, maybe the lights flicker in one of the buildings and he gets nervous about them going out, that sort of thing.

The dialogue portraits aren't used at all in Domino's reveal? It seems like the left half of the screen would have been perfect to use them, they wouldn't cover anything up.

I kind of wish Mew wasn't referenced at all in the password puzzle. 😅 I spent a lot of time trying out stuff like Mew's dex number + Mewtwo's dex number MEWTWO but if it was spelled on a phone pad, etc. - and then when I got the ending clue, I was like, "Oh, it's Mew002, or Mew's dex number with 02 at the end, something like that." I ended up just watching a stream for the answer, and that's how I found out about the other clue's locations. And then I don't think Mew was actually relevant to the password at all?
Scott kind of flickered into the main scene?


Trainer card displays Lucas sprite
1661389604277.png


Janitor has some black pixels above him in this frame of his walk cycle -
1661389862438.png

EDIT: Oh, I see this was mentioned in the notes. I think the issue is that the sprites aren't quite aligned right in the 4x4 grid.

Don't think this was intentional?
1661411350180.png

Visible reflection
1661411369285.png

Visible reflection
1661411307142.png


Seems like there's two colors of void here?
1661412589171.png
1661412595081.png
1661412600282.png
1661412606455.png


This is probably a PSDK thing, but the lock treated the input as like, putting in one number, not like a combination lock. So if you scrolled from 0 to 9 because it would be quicker, then you'd also change the number left of what you had selected.

Pokémon is spelled without the é everywhere

  • that you use heaphones during gameplay - headphones
  • If you press F1 you can view the controls. - If you press F1, you can view the controls
  • In the black emptiness we lose ourselves - In the black emptiness, we lose ourselves
  • and sometimes briefly, we lose our minds - and, sometimes briefly, we lose our minds
  • Yeah yeah I know - Yeah, yeah, I know
  • Suddenly Drace's radio - Suddenly, Drace's radio
  • Yes Sir? - Yes, sir?
  • Aw great - Aw, great
  • Um yeah - Um, yeah
  • Yes yes, - Yes, yes
  • ask questions, investigate and do a thorough job - questions, investigate, and do a
  • Yeah uh, - Yeah, uh
  • Dammit Drace - Dammit, Drace
  • Hey there you wouldn't happen to - Hey there, you wouldn't
  • Excuse me sir - Excuse me, sir
  • Apologies sir - Apologies, sir
  • Alright well - Alright, well
  • Good luck sir - Good luck, sir
  • apparently it's all in tact - it's all intact
  • I ever quit something and it was hard - I ever quit something, and it was hard
  • Are you a PQ fan too? - Are you a PQ fan, too?
  • Oh, well that's pretty cool - Oh, well, that's pretty
  • Oh and if you do win - Oh, and if you do win,
  • together for years and now we have - together for years, and now we have
  • Be careful hero - Be careful, hero
  • The Princess shines their brightest - The princess is referred to as she/her everywhere else, so I think this is supposed to be she?
  • some sort of strange powerful magic - some sort of strange, powerful magic
  • Please brave Hero - Please, brave Hero
  • Kanto's riches businessman - Kanto's richest businessman
  • No luck there either - No luck there, either
  • Awww you've got to be - Awww, you've got to be
  • to save while inside as you may softlock - to save while inside, as you may softlock
  • Past the old wooden door you look inside - Past the old wooden door, you look
  • you notice a switch on this one too - this one, too
  • Drace are you there? - Drace, are you there?
  • Luckily you remember that - Luckily, you remember that
  • something has change on this floor - something has changed on this floor
  • You better be down here Drace - You better be down here, Drace
  • My true name, is Domino! - My true name is Domino!
  • He asked me to find this place, this secret lab of his and collect - this place, this secret lab of his, and
 
I kind of wish Mew wasn't referenced at all in the password puzzle. 😅 I spent a lot of time trying out stuff like Mew's dex number + Mewtwo's dex number MEWTWO but if it was spelled on a phone pad, etc. - and then when I got the ending clue, I was like, "Oh, it's Mew002, or Mew's dex number with 02 at the end, something like that." I ended up just watching a stream for the answer, and that's how I found out about the other clue's locations. And then I don't think Mew was actually relevant to the password at all?
I just wanted to mention, I found this so funny to read because I did the exact same thing with the phone pad 😂
 

Elle

Maker of Many and Finisher of Few
Member
Joined
Jul 21, 2018
Posts
121
This is the first game from you I got to play, here's a review:

  • Uh, interesting books.
  • Sound design is great. Especially the climaxing of the track in the game room in the lab, and how it fades its creepiness out.
  • Animations and lighting (its either parallax or psdk lights) is also great
  • Flavor text is pretty well done
  • I love how the fog gets deeper the further you go on the shores
  • LOL I wasnt expecting VA! That was cool.

- The transition from the word-explaining part to the start of the game feels a bit abrupt, perhaps make it fade in more slowly?

- When I first got in the PQ game I interacted with the candles, but I got flavor text instead of getting to blow them out. The ability to do so activated after getting to one of the statues (or talking to the npc?). This can be slightly incosistent as far as certain playstyles are concerned, especially; you are getting into a zelda-esque environment with a big map and slow-ish movement, and after exploring a bit you don't get immediate feedback from your actions. The player might be tempted to leave thinking "there's nothing here". EDIT: I don't know if the ability to interact with them activated after the first flavor-text interaction.

- Seems like I didnt get any indication as to the appearance of scytheboi, despite being warned about it, a slightly dimmed screen or an SFX would have been cool

- You should be getting the prompt to re-interact with the mew door since your first interaction gives the impression that the door isnt interactable until something in the game has been activated.

- It doesnt feel like the game is hinting at an alternate ending, and clicking on everything as a prerequirement for this might seem a bit strange. Note that this is the first game I've played from you and I assume from the comments and your presentation that people might be coming in with certain expectations, so my perspective is that of a first timer.

- After reading those two books in the lab room, (which is one of the two little tiles I never interacted with, having interacted with literally everything else xD) I can see how to get the pass for the room.

- That said... this kind of layering system might be very intriguing, but only to a very small amount of players. I can understand the allure from a designer's standpoint too, but it's hit or miss with give or take the majority of players. Admittedly, I'm also guilty of things like that but at one point I had to consider the scope (or layer depth in your case) of such a structure. And the deeper you go the more "meta" (as in the case of external hints) it all becomes. This can be a double-edged sword. On the one hand those few people will really appreciate something like that, on the other many people nowadays have very little time to spend on secret hunting. The sweet spot between ingame hinting and the consistency and expectation of how the ingame world works, is what worked best in my case.

- I definitely did not get into the game with Metal Gear gameplay assumptions in mind, though, lol!

Also, you might want to mention, that, it is the in-game credits you are referring to when it comes to that particular hint.

- I can see my reflection in the pokecenter at the beginning if I hug the southern walls, particularly the corners

- That said, the map isn't centered, unless its deliberate, since it seems to be a staple of most maps

- You can walk through the PC desk on the screen part, unless deliberate to show sitting on the stool

- I can walk towards the stairs from this angle, and the character shows on top. Also, reflection thing on this floors southern walls again (see image)

- Mart map suffers from same reflection issue

- Scott has a Trainer Card. With Lucas sprite on it.

- "The perplexed Pokemaniac seems lost in thought" line is accompanied by the maniac turning as if he'd talk to you. Perhaps direction fix would be better in that case

- The old man/ janitors walking sprite in the Lab, when moving to the LEFT shows a couple of black pixels
Reflection in lab again. EDIT: Just read the note in the thread

- I think the irritated lab scientist who is in desperate need of ear plugs said "in tact" rather than "intact". Could be mistaken and I cant see that dialogue again.

- Iceburg and not Iceberg? Is there a reference I'm missing here? It should be "iceberg".

- Not really a bug, but number input is kinda cluncky as it doesnt allow you to put in a 0 before having moved to the next line

The atmoshpere of the game and the art is great.
I cannot really say anything on the story as that is very subjective, but I couldn't really tell that the protag was the bad guy based on earlier signs. Unless you count what he said right when he got into the mansion. I wonder what I missed.

It did feel like it was more horror than thriller, which I believe hindered the game's potential a bit.
I understand you might have been going for the horror element from the start, but in my subjective opinion, it would have benefitted greatly from a lighter "you cant discern the threat" vibe. The atmosphere is so well-built, that the horror depictions, especially those pertaining to the jumpscares and the protagonist in the true ending, seem to be taking away from the suggestiveness of the environment and the way the characters talk about it.

It would have beneffited from a less visually pronounced scare, and potentially (and even more subjectively) from a more mysterious element.

The Gym seemed to not have served any gameplay purpose other than making the island feel more alive. (unless there was something I missed?) I was expecting Blaine, the quiz maniac, to have some sort of implication in the entire thing in a gameplay-related manner. This might have been a jam or time constraint thing given what little time you had, as you mentioned in the thread. (naturally, getting to blaine and back was slow).

The minimap thing in conjuction with the visible staircase, and the game connection was brilliant. I don't know if clearing the game, though, is a prerequirement to maneuvering around the mansion, since I cleared the game first.

Some of the elements felt incompatible (psychological, then science & technology then supernatural, and metaphysical) in what appeared to be a science-horror thing at first. I presumed that because it was Cinnabar Island and gen 1 was all about the science.

I wasnt sure if fear of the dark was, as put forward by the text in the beginning, presented as a psychological thing "scot(t)" had to face, then if it was a science experiment, then if it was supernatural. Though it ended up as the latter.

Finally, the audio design in the mansion was incredible. The quality of the sounds, and how they worked together, what I believe is reduced panting when standing still? and how intense it all feels to traverse - it was superbly executed. Generally, the game is an audiovisual treat.

All in all, it was polished and well-presented overall, which indicates an amount of proficiency with things ranging from tiling and art to the mapping and the sound design.
Sorry for the late reply and thank you for the feedback!

I really enjoyed Scotophobia! From reading that the main character's name is Scott, I actually wondered before playing if there was going to be a Scottophobia pun somewhere. 😆 The quiet, eerie music added to the ambience perfectly, and the ending was hilarious. As of typing this I haven't found

the full code for the secret room yet. I know the beginning of the code is in the first post and the ending is revealed at the end, but I have yet to find the middle. I thought it could be in the asset pack, but didn't find it there. I feel like it's either in a super obvious place that I missed, or that it's going over my head.

The minigame was one of my favorite parts of the game! I actually got so engrossed in it that I forgot there was a whole main plot for a few seconds at times. I also loved how it tied into the strategy for navigating the endgame area!

Although the estimated playtime was 30 minutes, I actually got close to 2 and a half hours, though I'm unsure if time where you have the game window open but minimized counts towards playtime. I know it doesn't in Essentials, but I have no idea for PSDK.

I wasn't expecting

voice acting
,

that was really going the extra mile to add to the atmosphere!

Missing d in headphones:
psBr4I1.png


similarily should be similarly
Vs3nJ9X.png


Missing a in kinda:
lhQME6W.png


There's an opening ( but no closing ):
JhmBkg7.png


There should be a comma after Hey there:
J5gZsjW.png


appareciate should be appreciate:
ih4Rubv.png


Missing one z in quizzes:
EhfVn85.png


With other NPC descriptor boxes, if they have more than one word, all words have the first letter capitalized, but here the g in guard is lowercase:
elTkhzv.png


Additionally, while his descriptor in the initial conversation is Security guard, his descriptor if spoken to again is Security Officer:
iWlyIiM.png


The h in the first ha should be capitalized, and there's missing punctuation at the end of the sentence:
UwlBUTb.png


giver should be give:
aRHrzBz.png


you're should be your:
82mCPXC.png


Missing t in apparently and in tact should be intact:
cf0PcNY.png


Missing e in mathematics:
zunGQdZ.png
Sorry for the late reply, thank you for playing and sharing your thoughts!

The middle code is in the credis, accessible at the title screen of the game. It's an often overlooked place, despite a perfect place to put secrets.

Had a really fun time! You did a great job at creating a spooky atmosphere!

I really love Fuji's characterization in this! The philosophizing about quitting and the arcade game were both great ways to show off his heart and smarts!

The sound design in this game is superb! Obviously the voice acting and heavy breathing in the mansion takes the cake, but even while I was exploring the rest of the island, I was really enjoying the little soundscapes in the labs and on the shores!

The arcade game was cute! I love games-within-games, haha, and its aesthetic was done well!

The jumpscare art was all fantastic! Great, creepy designs done well, I think they'd work just as well if used for regular scares!

I love seeing Ditto used in horror! (Assuming I'm right in thinking that was a Ditto at the end, haha) There's so much great potential with body horror and mimicry, I'm surprised we don't see it more often!

Even if it wasn't quite the tone of the game, I got a kick out of the janitor, Chansey, and "How to date nurses" goofs!

Minor, but it was smart of you to include that bit in the intro to make sure people get fangames from the proper source, I need to make that a habit myself!
The title screens a little hard to read against the black background...

Since the message about remapping controls only takes up one message box, I think it'd be just as fast to just display the message without asking the player if they already know - players who know are clicking through just one message either way. (But this is really minor, it's literally just one message to click through 😅)

I like changing the bump SE, but I feel like the new one doesn't quite convey the player bumping into something - I honestly thought it was the sound of Scott opening a drawer when I first heard it, but that's partly because of what I had bumped into.

I feel like it doesn't really make sense for Drace to say "I need to take this call" when she just took a call - but also maybe that's intentional for a joke and I just didn't pick up on it. 😅

I thought it was a little strange for Dr. Fuji to explicitly tell players "this is how you access my lab" in his game. In-universe, the lab is secret, but the video game is like, a normal video game, right? It feels like Todd Howard telling people "This puzzle in Skyrim is also the PIN for my bank account!" And out-of-universe, I think most players would be able to connect the dots and realize that the magic of the castle is a clue to how the security in the manor works.

I feel like the voice acting got a bit disrupted by having the text display on screen right away - the text would always outpace the audio, and it felt a little weird listening while I had already reread the whole line. (I don't know if PSDK has the pausing text effects like Essentials, though...)

The minimap only took like about a fourth of the screen? Felt weird that it was so little when the rest of the screen space wasn't really used for anything.

If you die in the mansion, you have to go through the whole warning about saving again, and then the whole cutscene of Scott entering the mansion, kind of disrupting the flow.

It seemed like Scott's fear of the dark didn't really get mentioned until he actually went into the mansion. (Or until you try to go into the mansion, but depending on the order you enter the buildings, you might not even see that) I feel like there could have been a few more references to it so that it was a theme throughout the game - maybe he comments on having to snuff out all the candles in the game, maybe the lights flicker in one of the buildings and he gets nervous about them going out, that sort of thing.

The dialogue portraits aren't used at all in Domino's reveal? It seems like the left half of the screen would have been perfect to use them, they wouldn't cover anything up.

I kind of wish Mew wasn't referenced at all in the password puzzle. 😅 I spent a lot of time trying out stuff like Mew's dex number + Mewtwo's dex number MEWTWO but if it was spelled on a phone pad, etc. - and then when I got the ending clue, I was like, "Oh, it's Mew002, or Mew's dex number with 02 at the end, something like that." I ended up just watching a stream for the answer, and that's how I found out about the other clue's locations. And then I don't think Mew was actually relevant to the password at all?
Scott kind of flickered into the main scene?
View attachment 12137

Trainer card displays Lucas sprite
View attachment 12138

Janitor has some black pixels above him in this frame of his walk cycle -
View attachment 12139
EDIT: Oh, I see this was mentioned in the notes. I think the issue is that the sprites aren't quite aligned right in the 4x4 grid.

Don't think this was intentional?
View attachment 12141
Visible reflection
View attachment 12142
Visible reflection
View attachment 12140

Seems like there's two colors of void here?
View attachment 12143View attachment 12144View attachment 12145View attachment 12146

This is probably a PSDK thing, but the lock treated the input as like, putting in one number, not like a combination lock. So if you scrolled from 0 to 9 because it would be quicker, then you'd also change the number left of what you had selected.
View attachment 12147
Pokémon is spelled without the é everywhere

  • that you use heaphones during gameplay - headphones
  • If you press F1 you can view the controls. - If you press F1, you can view the controls
  • In the black emptiness we lose ourselves - In the black emptiness, we lose ourselves
  • and sometimes briefly, we lose our minds - and, sometimes briefly, we lose our minds
  • Yeah yeah I know - Yeah, yeah, I know
  • Suddenly Drace's radio - Suddenly, Drace's radio
  • Yes Sir? - Yes, sir?
  • Aw great - Aw, great
  • Um yeah - Um, yeah
  • Yes yes, - Yes, yes
  • ask questions, investigate and do a thorough job - questions, investigate, and do a
  • Yeah uh, - Yeah, uh
  • Dammit Drace - Dammit, Drace
  • Hey there you wouldn't happen to - Hey there, you wouldn't
  • Excuse me sir - Excuse me, sir
  • Apologies sir - Apologies, sir
  • Alright well - Alright, well
  • Good luck sir - Good luck, sir
  • apparently it's all in tact - it's all intact
  • I ever quit something and it was hard - I ever quit something, and it was hard
  • Are you a PQ fan too? - Are you a PQ fan, too?
  • Oh, well that's pretty cool - Oh, well, that's pretty
  • Oh and if you do win - Oh, and if you do win,
  • together for years and now we have - together for years, and now we have
  • Be careful hero - Be careful, hero
  • The Princess shines their brightest - The princess is referred to as she/her everywhere else, so I think this is supposed to be she?
  • some sort of strange powerful magic - some sort of strange, powerful magic
  • Please brave Hero - Please, brave Hero
  • Kanto's riches businessman - Kanto's richest businessman
  • No luck there either - No luck there, either
  • Awww you've got to be - Awww, you've got to be
  • to save while inside as you may softlock - to save while inside, as you may softlock
  • Past the old wooden door you look inside - Past the old wooden door, you look
  • you notice a switch on this one too - this one, too
  • Drace are you there? - Drace, are you there?
  • Luckily you remember that - Luckily, you remember that
  • something has change on this floor - something has changed on this floor
  • You better be down here Drace - You better be down here, Drace
  • My true name, is Domino! - My true name is Domino!
  • He asked me to find this place, this secret lab of his and collect - this place, this secret lab of his, and
Some of the above issues are out of my control, but the ones I can fix, I will once judging ends. As for Fuji revealing his secret, I feel like he's the type of guy to respect a fellow secret finder and feel they are the best person to reward, especially if they can make it through the mansion alive on top of that.
 

Ghetto Flash

Rookie
Member
Joined
Dec 28, 2022
Posts
1
Is it just me or is the download link missing? I'm new to Relic Castle and so I apologize if I'm asking in the wrong place.
 
Back
Top