#pixel horror

LIVE

Congratulations to all the devs who completed their projects and demos last month! Click the titles for links to downloads.

image

A Sunset Dream
Release date: 5/26/2020
Developer(s):@yaku-rpg 
Genre: RPG, Fantasy, Adventure, Psychological
Warnings: Mentions of violence, suicide

image

BIN: The Rise of Binman
Release date: 5/11/2020
Developer(s):@oildrinkersupreme 
Genre: Surreal, RPG

image

Diary of a Certain A: Chapter I
Release date: 5/10/2020
Developer(s):@doaca 
Genre: Adventure
Warnings: Death, suicide, school shootings, bullying, swearing, family problems/abuse

image

HEDERA
Release date: 5/21/2020
Developer(s):@aiaz-marx 
Genre: Survival Horror, Adventure, Puzzle

image

Shadow in The Lens: Recleaned Edition
Release date: 5/22/2020
Developer(s):@spacesave-game 
Genre: Adventure, Visual Novel

image

Silus
Release date: 4/1/2020
Developer(s):@jetstorm4 
Genre: RPG

image

TIREDSPACE
Release date: 4/14/2020
Developer(s):@starbagey 
Genre: Exploration
Warnings: Swearing, mentions of suicide, screen flashes/shaking

image

What did Veronica Dream of?
Release date: 5/17/2020
Developer(s):@shystibiumghost 
Genre: Horror, Puzzle
Warnings: Blood, gore, body horror, sudden sounds/images

Your game isn’t here? We must have missed it so shoot us a message!
Donate to a great cause - receive 1,000+ games and resources, including titles from previous Game of

Donate to a great cause - receive 1,000+ games and resources, including titles from previous Game of the Month featured devs!

RPGM titles like Hello Charlotte EP 2,Jimmy and the Pulsating Mass,Soma Spirits: Rebalance,Brave Hero Yuusha EX, and No Delivery, along with other popular pixel titles like Long Gone Days and Oneshot, plus over a dozen asset packs and more!

From itch.io:

We live in a time of racial injustice, inequality, and police brutality against black people. We hope that everyone takes a stand in any way that they can. We’ve partnered with creators from all across our platform to support organizations that are working directly with those affected.

We reached out to our community and an unprecedented number of creators donated over 740 projects to be part of what we believe is the largest bundle ever. Over $3,400 of paid works are available Pay-what-you-want with a minimum donation amount of $5.

All proceeds will be donated to the NAACP Legal Defense and Educational FundandCommunity Bail Fund split 50/50.

If you have the means, we encourage you to help them reach their $5,000,000.00 goal! The bundle ends at midnight (PDT) on June 16, 2020.

- The Moderators of RPGMGames


Post link
April’s Featured Game: Nobody’s HomeDEVELOPER(S): oatesENGINE: RPG Maker MVGENRE: Survival HorApril’s Featured Game: Nobody’s HomeDEVELOPER(S): oatesENGINE: RPG Maker MVGENRE: Survival HorApril’s Featured Game: Nobody’s HomeDEVELOPER(S): oatesENGINE: RPG Maker MVGENRE: Survival HorApril’s Featured Game: Nobody’s HomeDEVELOPER(S): oatesENGINE: RPG Maker MVGENRE: Survival HorApril’s Featured Game: Nobody’s HomeDEVELOPER(S): oatesENGINE: RPG Maker MVGENRE: Survival Hor

April’s Featured Game: Nobody’s Home

DEVELOPER(S):oates
ENGINE: RPG Maker MV
GENRE: Survival Horror
SUMMARY:After a night of extreme drinking and partying, you wake up in stranger’s bed to discover… Nobody’s Home.


Buy the game here!

Our Interview With The Dev Team Below The Cut!

Introduce yourself!
*oates: Hi, this is oates! I’m a pixel artist and game developer, I’ve started making games with rpgmaker in 2016 with VX Ace and now currently using MV for recent projects.

Previous projects I’ve worked on were the FNaF-inspired Souls-like One Night at the Steeze, my first rpgmaker game and it’s prequel, the FNaF-inspired roguelike No Delivery. Other games I’ve worked on include the fangames Day Dreaming Derpy, made in VX Ace and Spike’s Day Off, made in MV and the latest in a series of previous fangames previously developed on Adobe Flash.

image

What is your project about? What inspired you to create this game initially?
*oates: Nobody’s Home is largely based on my experiments to find and apply horrific elements in modern situations or phenomena. The scenario being explored here in Nobody’s Home is the aftermath of some crazy party. Sound design is especially important when crafting a horror scenario, so I often look to music to draw inspiration. Much of the atmosphere and house design was inspired by music and imagery associated with ‘70s yacht rock (a sub-genre of soft rock).

Another important note is a lot of the general mood and 'weirdness’ was inspired by a band I listen a lot to, Dance Gavin Dance, specifically their “deathstar” album. However they have a tendency in all their albums to switch genres mid-song, often going from their post-hardcore sound to funk, pop, and even rap; aside from that, some of the subject matter covered can range from disturbing to unpleasant to nonsensical, but combined with the amazing music, it creates an experience that pulls the listener in all different directions.

It got to the point that I was naming events in the game after some their tracks so I had to be careful not to inadvertently make a fangame haha But there are some easter eggs in Nobody’s Home that were intentionally left in, and I’m fairly certain players have identified it already.

How long did you work on your project?
*oates: I used much of the same framework left over from my previous project No Delivery for this development cycle, so the hassle for setting up asset pipelines was very much mitigated. I started in earnest, making assets back in January this year so it took roughly 2+ months to finish development for this project.

Did any other games or media influence aspects of your project?
*oates: Aside from the previous music inspirations, I was really intrigued with the way Resident Evil 7’s Beginning Hour demo was able to pick up where Konami’s cancelled PT left off in terms of survival horror games to look forward to back in 2017. Prior to later updates, the initial demo really only included a few set pieces, basic item interaction, and almost no puzzles from the full game. It was largely able to pull off scaring players from almost atmosphere alone (if you exclude the Jack Baker and ghost encounters). It was later in the full game that it was able to show off it’s metroidvania-esque design to its fullest.

After my previous project, I wanted to step away from roguelike design for a bit and focus a little more on an exploration-based experience, so I took a few notes from the way RE7 and RE2: Remake handled map design and progression.

image
Did you come across any challenges during development? How did you overcome or work around them?
*oates: I was coming off a severe cold last year and it took most of January for me to recover, so it was a little hard to start full-on development immediately like I normally would on top of other career matters.

And looking at events today, it’s even more imperative that developers practice healthy habits during development.

Did any aspects of your project change over time? How does your current project differ from your initial concept?
*oates: I’ve had the idea for Nobody’s Home as a concept for a while, but filling in those gaps with actual gameplay between centerpieces was a big variable. I went back and forth between the turn-based item combat from the previous project to cutting out combat entirely. While I didn’t implement it, I also brainstormed a few concepts for overworld action and combat ala Zelda, but it seemed too complex given the time frame I set for myself. Eventually I settled on a middle ground between full combat and separate encounters, with “enemies” acting as essentially a toll gate. The rest of the game followed suit with various tolls and “mouse traps” for the player to trigger at their own behest. This wasn’t necessarily the design I had in mind at first, but it helped to concisely fill a relatively small location with specifically “deadly” content.

image

What was your team like at the beginning? How did people join the team? If you don’t have a team, do you wish you had one or do you prefer working alone?
*oates: I largely work solo for both development and art, but I do regularly work with a few musicians for an original soundtrack. I first started working with other composers for the fangame Day Dreaming Derpy, where after the initial demo was released, I received emails from a few musicians volunteering to contribute some tracks for the game. In all, the original soundtrack contained 9 tracks in total, with 3 tracks from each composer; each of them doing an amazing job and, in my opinion brought the project back then to a higher degree of quality. This was how I met some of the composers I still work with today and they all have some really great work!

TheNGVirus @NGVirusNG1
Kaminakat @thekaminakat
dRedder @HornyGremlin

What is the best part of developing a game?
*oates: It’s a toss up between the initial brainstorming/research and the first run-through when you have your desired maps linked together. For the brainstorming, it’s pretty fun to learn about subject matter you want to do justice to as well as stretching your creative muscles for the first time in service to a certain concept. However this obviously wears off when you devote too much time to a particular concept, but it’s still enjoyable nevertheless. For making that run-through, it doesn’t necessarily mean to have all the events implemented, but to experience your game the way players will experience it for the first time does give a sense of completion/cohesion to what you, as a developer, are trying to accomplish. It essentially puts what you’re working on into a different perspective for you.

Do you find yourself playing other RPG Maker games to see what you can do with the engine, or do you prefer to do your own thing?
*oates: I do keep an eye out for what other rpgmaker projects are doing, and to see what others can do with the engine helps get the creative juices flowing; it’s also fun to try to mentally reverse engineer how certain mechanics or effects were made. And it’s always great to see fellow devs showcase what’s possible with the engine.

Which character in your game do you relate to the most and why? (Alternatively: Who is your favorite character and why?)
*oates: Nobody’s Home has a relatively small cast of characters, whom you do interact with but never see, this is largely to done to create a sense of “un-relatability”, but if I had to pick a character, it’d be “car guy”, the guy you find stuck in the car.

They have a good line, “ …there’d be a good reason for this, but there isn’t…”

Story of my life.

image

Looking back now, is there anything that regret/wish you had done differently?
*oates: There were a few areas I would have liked to expand on or add, specifically- the attic + roof, the front lawn, behind the walls, and an entire second floor. Unfortunately that meant potentially adding more questlines and NPCs while the first set of questlines were pretty interwoven so it would have been way more complex, also again, given the time frame I set, it would have extended the development cycle way beyond what I had time for.

But if I had implemented those extra areas, the game’s length would also go way beyond the 30 min - 1 hr it takes to complete the game as it is now.

Do you plan to explore the game’s universe and characters further in subsequent projects, or leave it as-is?
*oates: I’d like to do both really, each installment of the VCRPG line of games is definitely a stand-alone story, or an isolated incident, but I would love to explore the aftermath of the game’s events and how the passage of time ravages and twists the story into urban legend. I like to treat places and environments like characters as well, capable of making memories, being misunderstood, preserved, destroyed, and ultimately capable of change.

What do you most look forward to upon finishing the game?
*oates: Both the fan reaction and free time honestly speaking. Once the development cycle finishes and the game is published, your work isn’t really finished as there’s always a chance someone’s feedback can apply to immediate changes or patches you can implement, even during the release period. Marketing is also another large step to take into consideration after release, this includes tweeting, sending keys for lets plays, etc. Watching playthroughs is also a really good way to collect data on what parts of your design fall through and what fail to land.
But after all that is said and done, some free time really helps the brain recuperate.

Was there something you were afraid of concerning the development or the release of your game?
*oates: Just whether or not I handled the game’s subject matter tastefully. Like horror cinema, everything done is in service the the themes and message of the piece as a whole.

Do you have any advice for upcoming devs?
*oates: The game engine is essentially a tool, and like any tool you can find plenty of creative ways to get the same result.

And don’t be afraid to research whatever it is you need help with, it also helps to be specific with what you want.

Question from last month’s featured dev @moca-pz: If you can collaborate with any game developer in the world, who would it be? What would be their role(s) and what would be your role(s)?
*oates: Game developer I’d like to work with: Hidetaka Miyazaki

His role: Story Lead and Director

My role: Drinking buddy

Game we’re working on: SciFi Souls

image

We mods would like to thank oates for agreeing to our interview! We believe that featuring the developer and their creative process is just as important as featuring the final product. Hopefully this Q&A segment has been an entertaining and insightful experience for everyone involved!

Remember to check out Nobody’s Home if you haven’t already! See you next month! 

- Mods Gold & Platinum


Post link

Congratulations to all the devs who completed their projects and demos last month! Click the titles for links to downloads.

image

Claroscuro (DEMO)
Release date: 2/17/2020
Developer(s):@project-claroscuro 
Genre: Fantasy, Horror, Exploration

image

Escape From H1-MA Station
Release date: 2/16/2020
Developer(s):@nuttatulipa 
Genre: Sci-fi, Visual Novel

image

For the Soul (DEMO)
Release date: 2/12/2020
Developer(s):@starbitstudio 
Genre: RPG

image

Mare
Release date: 3/11/2020
Developer(s):@zmakesgames 
Genre: Horror, Adventure, RPG

image

Mnemophobia (DEMO)
Release date: 3/19/2020
Developer(s):@asahishinohara 
Genre: Fangame (Hetalia), Mystery

image

Nobody’s Home
Release date: 3/26/2020
Developer(s):@cheesesteak-horror 
Genre: Survival Horror, Exploration

image

Prepare For Adventure
Release date: 2/22/2020
Developer(s):@dibujosdefrikitty 
Genre: Adventure

image

Slimes
Release date: 3/29/2020
Developer(s):@scitydreamer 
Genre: RPG

image

Under the Night
Release date: 3/22/2020
Developer(s):@vacarria 
Genre: Horror, Fantasy, Exploration

Your game isn’t here? We must have missed it so shoot us a message!
February’s Featured Game: Aria’s Story DEVELOPER(S): LydiaENGINE: RPGMaker VX Ace  GENREFebruary’s Featured Game: Aria’s Story DEVELOPER(S): LydiaENGINE: RPGMaker VX Ace  GENREFebruary’s Featured Game: Aria’s Story DEVELOPER(S): LydiaENGINE: RPGMaker VX Ace  GENREFebruary’s Featured Game: Aria’s Story DEVELOPER(S): LydiaENGINE: RPGMaker VX Ace  GENREFebruary’s Featured Game: Aria’s Story DEVELOPER(S): LydiaENGINE: RPGMaker VX Ace  GENRE

February’s Featured Game: Aria’s Story

DEVELOPER(S): Lydia
ENGINE: RPGMaker VX Ace  
GENRE: Horror, Puzzle, Exploration
WARNINGS:  Blood, minor jumpscares
SUMMARY: Aria is a bookworm who loves adventure stories and always spends her free time in the library. One day she falls asleep while reading a book and when she wakes up the library is closed. Believing that they forgot to wake her up, she tries to find a way out… In that moment she becomes the protagonist of her own story.

Our Interview With The Dev Team Below The Cut!

Introduce yourself! 
*Hi! I’m Lydia, the developer and artist of Aria’s Story. This is my first time developing a game but I’ve been in the RPG Maker fandom for almost 4 years!

What is your project about? What inspired you to create your game initially?
*Lydia: Aria’s Story is a horror game about the adventures of a girl trapped in a library. She will interact with many books while trying to find a way out! One of the main characteristics of the game is the contrast between cute and creepy.

What inspired me were games like Ib and The Witch’s House. I love writing stories and they inspired me to create my own game.

How long have you been working on your project?
*Lydia: Almost 2 years, I started working on this game on March 2015.

Did any other games or media influence aspects of your project?
*Lydia: Basically other horror games like Ib, The Witch’s House and Dreaming Mary. Also, many tales and books influenced maps of the game. Madoka Magica and Harry Potter also influenced some aspects of the game!

Have you come across any challenges during development? How have you overcome or worked around them?  
*Lydia: I think the biggest challenge was the beginning. I didn’t know how to use RPG Maker so I spent a whole month trying to learn how to use it! Sometimes it was a bit frustrating because some events didn’t work how I wanted.

Have any aspects of your project changed over time? How does your current project differ from your initial concept?
*Lydia: It doesn’t differ much from the initial concept, I always wanted this to be a game about a girl trapped in a library. I think the biggest change was the true ending of the game, but this happened before the game was announced.

What was your team like at the beginning? How did people join the team?
*Lydia: It was just me and two friends (Kali and MerúM) that helped me with character designs and sprites. Before the release of the demo I recruited the voice actors (Rindre, HonorPress, Adox) and the composer (Adam). Rindre, Aria’s voice actress, also made the english translation of the demo!

What was the best part of developing the game?
*Lydia: Programming cutscenes and making maps! I love when I see what I had in mind turned into a part of the game and the characters interact with each other, I feel like all the effort was worth it. Also, another important part of developing a game is that it allowed me to meet wonderful people!

Looking back now, is there anything that regret/wish you had done differently?
*Lydia: When I was planning the game I decided that different actions and decisions would affect the ending the player would receive.

However, I recently decided that only the actions and decisions that the player makes during the last area will affect the ending they will receive. This way, the player won’t need to replay the whole game only to obtain another ending. I had to change some dialogues and it was a bit tedious, I wish I had planned it better.

Once you finish your project, do you plan to explore game’s universe and characters further in subsequent projects, or leave it as-is?
*This game doesn’t need a sequel or a prequel. If I decide to make another game, it will be something new.

What do you look most forward to upon/after release?
*Lydia: I hope people who aren’t very interested in books will find them more appealing after playing the game!

Is there something you’re afraid of concerning the development or the release of your game? 
*Yes! I hope the game doesn’t have bugs when I release it, or at least not a bug that will crash the game or something like that.

Question from last month’s featured dev: Is there anything you’ve added to your game for no other reason than because you’re hoping fans will get a kick out of it?
*Lydia: Yes, the game has a lot of jokes and interesting dialogues related to books that I hope the players will enjoy! I thought about making references to other games when the player interacts with some bookshelves, but I decided to discard the idea.

Do you have any advice for upcoming devs?
*Lydia: Just do it, don’t be afraid!

Take your time thinking the plot and what kind of game do you want to make, take a rest if you need it! Keep in mind that you don’t need to do all of it by yourself, you can make your own team! There’re many talented people in the community, you can try asking them for help.

It will be difficult at the beginning, but it will become easier as you progress. All the effort will be worth it, I promise! You just need to have a lot of patience and keep a positive attitude!

We mods would like to thank Lydia for agreeing to our interview! We believe that featuring the developer and their creative process is just as important as featuring the final product. Hopefully this Q&A segment has been an entertaining and insightful experience for everyone involved! 

Remember to check out Aria’s Story if you haven’t already! See you next month! 

- Mods Gold & Platinum 


Post link
THIS GIVEAWAY HAS ENDED! Thank you to everyone who participated! RPGMGAMES’ STEAM SUMMER SALE

THIS GIVEAWAY HAS ENDED! Thank you to everyone who participated!

RPGMGAMES’ STEAM SUMMER SALE GIVEAWAY!

To celebrate over 1,200 followers! We couldn’t do this without you!
Entries will be accepted until JULY 3RD, 2017at12AM EST.

TWO WINNERS will receive ONE prize each of their choosing (listed below). We will then gift the winners their prize of choice on Steam.

(Disclaimer: We are not affiliated with Steam or the creators of the games or programs listed below.)

Entry Rules:
  • Reblog to enter (likes count as a second entry ONLY if you reblog first!). Winners will be chosen randomly from the entries received.
  • No giveaway blogs
  • Must be following rpgmgames
  • If you plan to reblog to promote this giveaway but DON’T wish to enter, please tag appropriately (eg. “not entering”)
  • Winners must reply within 24 hours
  • You must have a steam account that can accept friend requests and be willing to add one of us mods in order to receive your prize if you win

Winners can choose to receive ONE of the following games or programs listed below:

  • Corinne Cross’s Dead & Breakfast
  • Oneshot
  • Stray Cat Crossing
  • To The Moon
  • A Bird Story
  • Ara Fell
  • Rakuen
  • RPG Maker VX/Ace
  • RPG Maker XP
  • RPG Maker 2k/3
If you have any questions, please send us an ask. Good luck everyone!

- The Moderators of RPGMGames



Post link
Aria with bunnies in her pockets!A smol fanart for @ariastory-project ^o^

Aria with bunnies in her pockets!

A smol fanart for @ariastory-project^o^


Post link
Broke Brodie Won’t you help Brodie on his birthday? A platformer game made in 3 days for the P

Broke Brodie 

Won’t you help Brodie on his birthday?

A platformer game made in 3 days for the Pixel Horror 2 jam!

Play here!


Post link

‘acai cOrner 3D’ Announcement!

Excited to announce Team Shibu!’s next project; 'acai cOrner 3D’! A 3D remake of my most recently released game made in Unity. Super excited to show you more screenshots tomorrow!

Hey everyone!

For the past couple weeks, I have been working on a game for the Pixel Horror Game Jam with@mittyschalkboardand@miamelly! They’re handling graphics while I do the scenario and eventing. We are also looking for people experienced in RGSS3 (RPG Maker VX ACE Script) to join the team and help out with some programming.

It is currently untitled but it is a survival horror game with a focus on combat, like that of Resident Evil and Silent Hill combined. Here are some screenshots!

Please look foward to future updates!

Heya, I’m moca!

After being suspended from twitter for dumb reasons, I decided to make a presence here on tumblr.

I’m a RPG Maker horror game dev! I have 2 projects under my belt, Corpse Party: Returning Nightmare (Fangame) and MOMOKA (Original game), as well as another original game that I will announce shortly! I’ve been working on this unannounced project with a few other members of this community for the Pixel Horror Game jam, so I’m excited to announce it soon!

I love Pokemon and Corpse Party. I’m also addicted to iced coffee. I’m still getting the hang of tumblr so sorry if my blog looks ugly.

That’s it, really. Give me a follow if you like what I do!

Somehow I am back more to traditional drawing & coloring; I stumbled upon this in my sketchbook.

Somehow I am back more to traditional drawing & coloring; I stumbled upon this in my sketchbook.. it should end up being a bunch of chibi characters from my favourite pixel horror games, but seeing as I started coloring it in copics and my only copic markers are skin colors, I ended up with drawing only the girls who have brown and pink all over them… 
Precious sleeping princesses <3 

Tons of photoshop involved in order to make this phone photo at least a bit similar in colors to the real thing. i really need to start scanning my things :c


Post link
loading