#rpg maker

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

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

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

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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

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

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

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

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

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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


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May’s Featured Game: VerlorenDEVELOPER(S): ChokoENGINE: RPG Maker VX AceGENRE: Horror, AdventureWARNMay’s Featured Game: VerlorenDEVELOPER(S): ChokoENGINE: RPG Maker VX AceGENRE: Horror, AdventureWARNMay’s Featured Game: VerlorenDEVELOPER(S): ChokoENGINE: RPG Maker VX AceGENRE: Horror, AdventureWARNMay’s Featured Game: VerlorenDEVELOPER(S): ChokoENGINE: RPG Maker VX AceGENRE: Horror, AdventureWARNMay’s Featured Game: VerlorenDEVELOPER(S): ChokoENGINE: RPG Maker VX AceGENRE: Horror, AdventureWARN

May’s Featured Game: Verloren

DEVELOPER(S):Choko
ENGINE: RPG Maker VX Ace
GENRE: Horror, Adventure
WARNINGS: Flashing images, loud sounds, sudden sounds/images, full list (contains spoilers).
SUMMARY:Chris Winter, find himself alone and lost in a black void filled with nothing but coldness. The only warmth you feel comes from your breath. In this void the young boy sees a door filled with light, trying to reach the door only leads to the boy to fall deep into a world filled with nothing but nonsense.

Only when you find the key, then you’ll be able to leave.


Download the demo here!

Our Interview With The Dev Team Below The Cut!

Introduce yourself!
*Choko: Hello, I’m Choko! I’m the developer, artist, and writer for Verloren. I’ve been messing around with rpg maker since 2013 but finished my first finished game in 2016 which is Desolate Village. I’ve also made other games since then. Those being Demon Tea, Friend Hunt, and Star Detective. So Verloren isn’t my first rodeo in the whole game development stuff, but it is the biggest project I’ve ever work on so far.

Besides game dev stuff, I’m a huge rpg maker games, horror games, rhythm games, and just games with a interesting style to them.

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What is your project about? What inspired you to create this game initially?
*Choko: Verloren is a horror adventure game that focuses on Chris Winter, a young boy who finds himself alone and far away from home because of this he won’t stop for anything to find a way home and learn why did he arrive here. During the course of the game Chris would meet others who have their own goals.

What inspired me to make Verloren is a bit hard to say from what I first started to work on it back in 2017, I was mostly trying to work on another project after finishing Desolate Village. It could have been something else but I really forgot.

But since I took a huge hiatus year break during 2018, I would personally say the time I actually initially started to work on Verloren was in February of 2019. Since everything was rework with a fresh outlook on everything, so the whole head space with Verloren is totally different from 2017-2018.

What inspired me when I went back to rebuild/fix the game was friends, since their support made me feel I could go back to work on the game. During 2018 I would say I wasn’t in the best mood while working on the game, so the support my friends gave me really helped a lot and encouraged me.

How long did you work on your project?
*Choko: I’ve been working on Verloren for three years now.
But will say 2019 to now is when actually development started/actually got going. 2018 I took the whole year off to cool down/chill. So the Verloren of 2017-2018 is very different from the Verloren of 2019 to now. If that makes sense….

Did any other games or media influence aspects of your project?
*Choko: Oh boy, this section might be very long since there’s a lot of games and media which inspired/ influences Verloren, though for many different reasons.

Will say the two rpg maker games that inspire me a whole lot when it comes to everything they do is Mare and Akademia (I know it’s just a demo still at the time writing but it’s very good. Good demo, like the characters are great!! Everything is very nice!)
Other rpg maker games do inspire me, mainly friend stuff but Mare and Akademia are two games I really love and wish I can make Verloren a game which has characters which feel realistic in a way they do. Like please go play them.

Besides rpg maker games will say that NieR Automata, Okage: Shadow King, RE 1/RE 0, Deemo, Rule of Rose, Smile For Me, and the Kirby series are games that just really inspire me with Verloren, there’s just certain aspects of them which I hope I can capture in Verloren.

Other than video games, I do get a bunch of inspiration from artist I follow, comics/manga, and anime though if I mention all of them it would just lead me to ramble away, but will say Pandora Hearts and Death Parade are two series I really love and both. I just enjoy series that shows character interaction and bonds, because that’s a main part in Verloren.
I really just get inspire by character development if you couldn’t tell….. ^^;

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Have you come across any challenges during development? How did you overcome or work around them?
*Choko: Besides the 2018 thing I mention earlier.

There has been tiny bits of challenges, like with creating maps, since it takes me a while to get into the mood to make them, but wouldn’t really call it a challenge. Since all the time I just have to take time away from the map to gain motivation to make them.

Another challenge I guess would be writing cut scenes which I love, though it’s a whole process of making sure the characters aren’t just rambling or going off-topic since when I write I tend to get in character, as in voice act the lines or try to think how they would. Though the process isn’t really a bad challenge since it just takes a while until I get it right.

Have any aspects of your project changed over time? How does your current project differ from your initial concept?
*Choko: There’s been soooooo many changes to this game. The biggest change I would say is the characters, they had a lot of design changes and personality/motivation changes.

But other than that, I would say the mood of the game change a lot, also how scenes play it, originally it just felt like stuff happen to happen. Now it makes a lot more sense and isn’t just some random thing I added. Sadly I can’t list everything that change because that’s spoilers but trust me everything change for the better.

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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?
*Choko: At the beginning there wasn’t a team, since I wanted to do everything solo. I mostly enjoy doing art, writing, and eventing the game.

Though currently now there is a team, mostly with people I know, it’s more so just a critique/feedback team + voice actors. Currently there are only two VAs since I didn’t want to focus on voice acting before I had most of the game done, in the far future I may make a post about it.

But so far the whole team is more so just a chilling area then anything else and I enjoy all the fun talk that happen there.

What is the best part of developing a game?
*Choko: The best part of creating a game is to see the characters you created come to life. I just really enjoy seeing everything come together. Idk I just find it cool that when making a game all starts out as concepts/ ideas and then after days/weeks/months of work it becomes a actually thing you can look at and show others. Most cutscenes in Verloren I get super happy when I finish them up, because I can see them as a real thing rather than a bunch of ideas of “this is what I’m going to do”.

Also the joke/shitpost memes….they are also the best part of making a game.

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?
*Choko: Yep!!!
I play a lot of rpg maker games, I really enjoy seeing what other people do.
I just find it cool that anyone can pick up the engine and learn how to use it.

Also it’s a fun way to find inspiration, just seeing other rpg maker games and being like “>:O I didn’t know you can do that!!!”.

Which character in your game do you relate to the most and why? (Alternatively: Who is your favorite character and why?)
*Choko: This question is very hard, mainly because I relate to because a lot of characters in the game I relate to in tiny levels.

For my favorite character it’s Vladimir….I do like every other character in game. Chris is my second favorite I have to say (kinda a lie since ties with another character) but Vladimir number one, he’s just soo much fun to write. He’s maybe the one character who has a lot of scenes which gets a huge smile from me.

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Looking back now, is there anything that regret/wish you had done differently?
*Choko: Not really, mainly since I was lucky to be able to take a huge hiatus which help me in 2019 to rework everything. So every problem I had with the game I fixed.

Do you plan to explore the game’s universe and characters further in subsequent projects, or leave it as-is?
*Choko: I would just leave the game alone after I finish Verloren, it’s a game that doesn’t need any follow ups because I feel it would just take away from the impact when you get to the end.

There really isn’t anything I would need to explore, since Verloren is meant to be a single game and that’s it.

What do you most look forward to upon finishing the game?
*Choko: I look forward seeing how people react to the full game, I am low key shock on how people are reacting towards the demo and all the tiny predictions/speculations. Also the warm positive feedback towards Vladimir is shocking, since I thought no one would like him because of all those jokes/puns.

I hope the final game has the same positive reaction, also that other characters get a warm positive feedback towards them.

Was there something you were afraid of concerning the development or the release of your game?
*Choko: The only thing that worries me is that if I mess up and people can’t understand reasons why x character did that. Since one of the main things with Verloren is that characters have their own way if viewing stuff.

Like morality is pretty gray because I don’t want to write a black and white story.

Do you have any advice for upcoming devs?
*Choko: Main advice I’ll give out is placeholders are your friend.
Don’t spend time making assets for a system you didn’t test and you test it and it doesn’t work. Just have a placeholder graphic which helps you test it and when it’s done you can always slap on the asset.

Following up with this, create a debug room. It would come in handy to test systems/ events than having to play through your game to test it and learn you need to fix it.

Question from last month’s featured dev @cheesesteak-horror: Do you have creative processes you practice before starting development?
*Choko: No, not really. I often just jump right into development and go from there.
Most of my practice come from when I work on small stuff or just when I’m bored I often just mess around with things.

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We mods would like to thank Choko 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 Verloren if you haven’t already! See you next month! 

- Mods Gold & Platinum


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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.

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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.

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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.

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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.

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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

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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


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

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

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

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

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

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

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

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

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

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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!
voidzonegameblog:Some small updates for now… more of the forest, and finally a real title screen. voidzonegameblog:Some small updates for now… more of the forest, and finally a real title screen.

voidzonegameblog:

Some small updates for now… more of the forest, and finally a real title screen.

Oh, and there’s a Soundcloud now. Enjoy!


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landofobscurepotatogames:

spenchaaaaan:

Does anyone know any good methods to writing out a story for a game?

Anybody?

themoonisout-blog:Making my own tilesets is hard, but it’s really fun 

themoonisout-blog:

Making my own tilesets is hard, but it’s really fun 


Post link
lettyboxe:I thought having a black screen as the intro was a little cliche so I went for something

lettyboxe:

I thought having a black screen as the intro was a little cliche so I went for something else instead!


Post link
tearderps:project-grayrpg:tearderps:project-ice:tearderps:I was looking through my Tear ar

tearderps:

project-grayrpg:

tearderps:

project-ice:

tearderps:

I was looking through my Tear art file and I completely forgot I made this.

What are you waiting for?

IT’S TIME TO D-D-D-DUEL!


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tear-project:

Since we still can’t post anything new, here’s an old map test~

I tried posting a gif but gif sizes and quality are horrible D:< 

The ost for the map is not ours and is just a placeholder. 

 You can find it here

#rpg maker    #rpg maker game    #rpg maker project    #teaser    #in game    #favorite    

kago-to-torii:

Waaaaaaaa!
We are announcing our next Livestream! 
This time we are going to be finishing a map and then putting it on RPG Maker to test it out! So it will be a livestream/tutorial/Drax sleeping through it mix kind of thing!
Like last time, we will be putting up the link a few hours before!

Hope to see you there!

Thank you for participating the 3rd popularity vote!
Here are the results!

Trick & Treat Remake and Art Book is now released on Steamanditch.io,

Website:https://www.rabbitongames.com/

And we made a Rabbiton Discord server, feel free to join!

Total votes: 66 (EN) + 22 (CN)

Now the votes are updated to the 4th, feel free to check them anytime and vote for your favourite characters:

EN:https://www.rabbitongames.com/survey/the-4th-popularity-vote/
中文:https://www.rabbitongames.com/survey/the-4th-popularity-vote-cn/

We’ll collect the results next year (or when a new game is released XD).

Firstly the Total Ranking!
All characters with all votes added together.

The 3rd result ← the 2nd result
Character
Votes (+Votes) =Total in multiple games

Total

1 ←2 Charlotte: 21 + 29 = 50
2 ←1 Amelia 45
3 ←20 Rosie: 2+17 =19

4 ←3 Richard: 11 +2 +2 = 15
5 ←18 Barkeep:1 +13 =14

6 ←4 Renee: 10 +3 = 13
6 ←19 Ryan: 9 +4 =13
8 ←5 Mirabell: 6 +5 =11
9 ←13 Luca: 12
10 ←8 Airi: 10
10 ←6 Vanessa: 8 +2 =10

12 ←17 Lillian: 6 +3 =9
12 ←7 John: 9
14 ←12 Xaviera: 3 +3 =6
15 (new!) Eagleton: 5
15 ←10 Evangelin: 5
15 ←8 Stephanie: 5

18 ←13 Andrea: 2 + 2 =4
18 (new!) Jo: 1 +3=4

20 ←13 Cathy Polly 3
20 (new!) Melissa:2 +1 =3
20 (new!) Penelope: 3

23 ←10 Marilyn: 2
23 (new!) Kayden: 2
23 (new!) Tori: 2

(new!)
26 BC: 1
26 Chihaya: 1
26 Fenella:1
26 Irina: 1
26 Jane: 1
26 Katarina 1
26 Silvestre: 1

Trick & Treat

1) Amelia 37 + 8 = 45
2) Charlotte: 12 +9 =21
3) Richard: 7 + 4 =11
4) John: 8 +1=9
5) Marilyn: 2+0=2

The Witches’ Tea Party

1) Charlotte: 24 +5 =29
2) Renee: 9 +1 =10
3) Vanessa: 5+3 =8
4) Mirabell: 5 +1 =6
5) Evangelin: 3 +2 =5
5) Stephanie: 5 +0 =5

7) Xaviera: 2 +1 =3
7) Other: 0+3 =3
7) Cathy Polly 1 +2 =3
10) Andrea: 1 +1 =2
11) Irina: 0+1 =1

Airi’s Adventure

1) Luca: 7 +5 =12
2) Airi: 8 +2 =10
3) Ryan: 6 +3 =9
4) Lillian: 4 +2 =6
5) Mirabell: 3 +2=5
5) Other NPCs: 5+0=5

7) Renee: 2 +1 =3
7) Xaviera: 2 +1 =3
9) Andrea: 2+0 =2
9) Melissa:2+0=2
9) Richard: 1 +1 =2
9) Rosie: 2 +0=2

13) Barkeep:1 +0=1
13) BC: 1+0=1
13) Jo: 1+0=1
13) Katarina 0+1=1

Rosie’s Road of Love

1) Rosie: 15 +2=17
2) Barkeep: 9 +4 =13

3) Eagleton: 2 +3 =5
3) Other NPCs: 5+0=5
5) Ryan: 3 +1 =4

6) Jo: 2 +1 =3
6) Lillian: 2 +1=3
6) Penelope: 3+0=3

9) Kayden: 2+0=2
9) Vanessa: 2+0=2
9) Richard and TAT group: 0+2 =2
9) Tori: 0+2=2

13) Chihaya: 1+0 =1
13) Fenella:1+0=1
13) Silvestre: 1+0=1
13) Jane: 0+1=1
13) Melissa: 0+1=1

LOCATIONS

1) Mysterious Forest/Ryan’s house: 9 +3 =12
2) City Estella: 4 +4 =8
2) Rainkyo Village: 4 +4 =8

4) Coral Village/Xaviera’s house: 5 +1 =6
4) White City: 6+0=6
4) Windport: 5 +1 =6

7) Athedour City: 3 +1 =4
7) Northean Harbor: 3 +1 =4
9) The SS Treasure: 2 +1 =3
10) Pirate Island: 2+0=2
10) Ruins: 0+2 =2
12) Deserted Mountain/Montop Village: 1+0 =1

Congratulations to Charlotte! She finally won the first place!

It’s such a surprise that Rosie got the 3rd place!
I have to draw something for the girls.

Every vote mean a lot to me, and these events did inspired me a lot in presenting characters and telling stories. I hope you enjoyed the adventures with these characters, and hope I can bring you more enjoyable contents in the future^^

Thank you again!
See you next time!

 The Other: Rosie’s Road of Love is released!Art by ShencaoNow it has a 15% release discount.

The Other: Rosie’s Road of Love is released!

Art by Shencao

Now it has a 15% release discount. Hope you enjoy the game!

https://store.steampowered.com/app/1509790/The_Other_Rosies_Road_of_Love/

——————

◇ About ◇

It’s a casual, story-driven JRPG, developed by the solo dev RabbitonBooks. This is the 4th Rabbiton game.

It follows the previous RPG The Other: Airi’s Adventure but can be enjoyed as an independent story.

(You can have a bit more extra contents in the first run if you have cleared the True Ending of AA, For details please see the game’s news!).

——————

◇ Other news! ◇

1) The new official website is online now!

Thanks to Vilja (who’s also the programmer of T&TR)! You can check all the news, game information, walkthroughs on the website, and more contents are planning to be updated.


2)The 3rd Popularity Vote!

It’s an event to celebrate RRoL’s release and T&T’s 5 year(!) anniversary. The 1st & 2nd results can be found in the blog or the news of the previous games.

* You don’t have to play all the games to vote.

* End Date is to be announced, but at least it’ll be the end of August. Please take your time playing!


3) Art Book making and Fan Art Event!

An Art Book is also going to be made this time, in the following weeks. Here we have the old fan art event again!
~Read the detailed rules here~


That’s another step of my RPG journey. Thank you very much for your support!
It’s not easy for a small solo dev. I do appreciate it. I’d be grateful if you stay around for my future plans!
Please take care and have fun playing!

~ Official Website~
For regular news and dev progress (and to support the dev):
Dev blog|Twitter|Patreon


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Progress!

Chapter 2 translation is done! But Chapter 3 is still half finished so I’ll start working on the game (mostly side quests) again~

Wishlist on Steam: https://store.steampowered.com/app/1509790/The_Other_Rosies_Road_of_Love/

More NPCs and the title screen…finally made the title screens! (There are five scenes, like AMore NPCs and the title screen…finally made the title screens! (There are five scenes, like AMore NPCs and the title screen…finally made the title screens! (There are five scenes, like AMore NPCs and the title screen…finally made the title screens! (There are five scenes, like A

More NPCs and the title screen…finally made the title screens! (There are five scenes, like Airi’s Adventure).

I also decide to add an item book and an enemy book. It looks cute. I always love collection books…

——————–

Updated the dev logsandCharacters in Rosie’s Road of Love!

Weebly:

https://rabbitongames.weebly.com/devlog.html

https://rabbitongames.weebly.com/-rrl.html

(Hope you enjoy the updates!


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