
(GAMEJAM DEMO) I'm Telling You to Be Afraid
note: talk sprites might flicker out, this its fine and probably will be gone in the full version. also the game doesn't load when on firefox.
Overview
You work for Globeworks News, a company that's quickly gaining popularity due to it's quick and reliable reports about the current shadow epidemic. What are shadows? Shadows are parasites of unknown origin that inhabit the recently deceased. They are highly unpredictable, and are prone to violence.
Features
- A few minutes of gameplay
- One chase scene
- like,,,,,,, 2 cgs
- animated talk sprites
- fully illustrated and colored backgrounds
Future Plans:
- 2 endings
- 2 more interviews
- better sound design
credits:
sfx - https://justpaste.it/lt2u2
Plugins
- https://forums.rpgmakerweb.com/index.php?threads/animated-busts-and-picture-base...
- https://forums.rpgmakerweb.com/index.php?threads/orange-overlay-v1-1-4-animated-...
- https://galvs-scripts.com/category/rmmv-plugins/mv-audiovisual-effects/#post-161...
this was made in a month for the RPG Maker Horror Jam #13
| Updated | 21 hours ago |
| Published | 23 days ago |
| Status | In development |
| Platforms | HTML5, Windows, macOS, Android |
| Rating | Rated 4.8 out of 5 stars (4 total ratings) |
| Author | sano76 |
| Genre | Interactive Fiction, Visual Novel |
| Made with | RPG Maker |
| Tags | 2D, Horror, No AI, RPG Maker, Singleplayer |
| Average session | A few minutes |
| Languages | English |
| Inputs | Keyboard, Mouse, Touchscreen |
Download
Download NowName your own price
Click download now to get access to the following files:
WINDOWS_ituba_jam0.1.zip 154 MB
MAC_ituba_jam0.1.zip 288 MB
MOBILE_ituba_jam0.1.zip 92 MB
evil folder.zip 17 MB
Development log
- Web Build Fixed!!2 days ago
- Full Version Now In Development!!5 days ago
- Bug Fixes16 days ago
- Post Release Clarity (+Concept art & Future Content)17 days ago


Comments
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omg this was so creative and charming!!
(SPOILERS)
i really really like the vibe this world is going for. the bits and pieces of the world and the characters we learn are really interesting, and the way it just throws you into the middle of everything and makes you piece what's going on bit by bit got me engaged af. i love the idea of strange shadow monsters suddenly appearing, and your job being about reporting what's happening. journalist protagonists are always great, being a natural fit for piecing together the worldbuilding along with the characters, and it's no different here. but despite the fact that the mystery of what the "shadows" are is already intriguing, this game never loses focus on what it wants to be about, and as such i think the tone and overall *feel* of the game are really unique and well handled; an engaging mystery with hints of darkness but keeping the focus on lightheartedness and the main character's journalism goal.
i have to mention the art cuz i love it sm! the style is simple enough to be easily readable but expressive and detailed enough to make the world feel real (as someone who sometimes struggles with portraying furniture and small objects, the ones here are really great! and the shadow's design was freaky as hell). the character designs are really good and stand out very well with each other (love how they move their mouths when they talk), and the color palette pops so much, it kind of feels like a storybook at times? and i LOVED the window icons on top of the character portraits, CGs and text boxes! sooo clever. and the way each area is really big, giving an impression of real scale and detail in every map! at the ending part i noticed a door that was cut in half, and the entrances to other rooms being white lights was a bit odd, but i'm nitpicking. overall this game looks amazing!!
the writing and characters are really great too! i got a very good sense of who everyone was just with their character designs and their first lines of dialogue, which is a great feat in characterization. diune was a really good protagonist; i love how meek and happy she seems at the start, and then you find out about her ambition and how (apparently) she cares more about writing a good article than actually solving the shadows' mystery. i thought it was really cool and unique to show the main character in a more morally grey light. all the other characters were really intriguing, even though we don't see much of them, and i wanted to know more about all of them! (side note, the part in the office where all the desks gave you information about the person who worked in them was a REALLY neat detail, i love stuff like that!). honestly when the game ended i got really upset, cuz i wanted to know more about the story and characters!
others have commented on it too, but there are some sounds ("Save", "Load" and "splap") that make errors show up, which was kind of annoying and took me a bit out of the experience since the error kept appearing again and again (which to be fair, is a really dumb behavior on rpg maker's part lol). aside from that, while using default assets is nowhere near a dealbreaker for me, i do think this game could've benefited greatly from more original sfx, maybe even some ost. then again, making original sounds can be hard haha.
overall i was dying to know more about this game and its world!! you did a great job hooking me in, and i really hope you continue this project because it has astounding levels of promise :D
p.s. bonus points for having a bts folder, stuff like that is always cool as hell :> (also the concept art jokes were really funny lol)
Omg thanks for reviewing my game!! I’m surprised you have so much to say based off of this short demo ^^
I’ve never been a big fan of long, windy expositions in visual novels. So, for this game, I wanted the player to learn about shadows and how they impact the world along with Diune. Which is why the information given at the start is so limited.
As for the character designs, my main goal was to showcase as much of the characters’ personality/backstory without saying a word. For example, I wanted Elizaveta, the maid in the intro, to have both a nurturing and mysterious air. I wanted the player to feel at ease and on edge during the short time she’s around. I also wanted their full designs to translate well into smaller sprites. Which is why there’s sometimes a really tiny doodle of a character on some concept art.
Color is also another thing I’m proud of. I didn’t want Diune to blend in, but I didn’t want her to feel like she’s out of place. So, I made sure that the backgrounds weren’t too dark or too bright to lose sight of her (although, her dark green jacket and bright yellow scarf balance this out already). Speaking of backgrounds, I’ll admit that some of the last maps were rushed since I was working on them about 2 days before I went on a trip, so it looks a bit off compared to the rest of the maps.
Thr writing was what i was worried with the most, since I do all of it on the spot. Outside of general planning, I come up with conversations on the spot. So I’m a bit worried that some phrases might be a bit jank. I’m not the biggest fan of visual novels, so I try to keep conversations at a reasonable length, but be as fulfilling as possible. Marisa was a bit of a challenge for me. I wanted her to be soft and caring, but I didn’t want her to feel like she just revolves around Diune. I’ll admit that she doesn’t have enough screen time in this demo to really showcase her character.
By the time this reply is written, the missing sfx should be fixed! Thank you and the people who reported it! I’m planning to add custom sfx and an ost in the full version!!
Oh, and before I go, let me tell you that some the information shown when you inspect the desks in the office is actually a bit of build up before you meet whoever works there :3