Dusk Golem
A 21st Century Rockefeller
I always get shy and nervous to post anything about my games, they certainly aren't the most immediately appealing titles. Made in RPG Maker, the graphics look like children's doodles. But the small little experimental games I made in the past had done well on various platforms, including Steam, and I guess the sort of way I design odd games struck with some niche, so I've decided to try to be more open and post more about them.
I just released Red Haze, an atmospheric horror game made in RPG Maker (I know...) but with original art, music, voice acting, etc., which features multiple branching paths and a changing world as you do more and more in the game. Simply put, it's a game about drugs, squatters, and nightmares. I implemented a sort of unusual game design focus where a single playthrough goes by pretty quickly, but you only experience about 5-10% of the game in a single run. And as you do things in previous runs, things change in the game in future runs. IE, if you let a monster out of a cage in one run, it'll be roaming in future runs as an obvious example, but I tried to implement this in clever little ways. The game is also loaded with all sorts of secrets and hidden scenes.
Steam page here:
Red Haze on Steam
I'm honestly a bit nervous to post this here, but I hope some people do enjoy it. All my previous games have been freeware, and this is my first little commercial project. I envy those who can have a lot of natural confidence in their own projects, but I think the only way to gain confidence is putting oneself out there.
As I am working on other projects, and I know people don't mind projects made in easier engines and the like, I'll try to post more. But I always get shy when I think about it.
Some screens, though just my doodily sprite style:
I just released Red Haze, an atmospheric horror game made in RPG Maker (I know...) but with original art, music, voice acting, etc., which features multiple branching paths and a changing world as you do more and more in the game. Simply put, it's a game about drugs, squatters, and nightmares. I implemented a sort of unusual game design focus where a single playthrough goes by pretty quickly, but you only experience about 5-10% of the game in a single run. And as you do things in previous runs, things change in the game in future runs. IE, if you let a monster out of a cage in one run, it'll be roaming in future runs as an obvious example, but I tried to implement this in clever little ways. The game is also loaded with all sorts of secrets and hidden scenes.
Steam page here:
Red Haze on Steam
I'm honestly a bit nervous to post this here, but I hope some people do enjoy it. All my previous games have been freeware, and this is my first little commercial project. I envy those who can have a lot of natural confidence in their own projects, but I think the only way to gain confidence is putting oneself out there.
As I am working on other projects, and I know people don't mind projects made in easier engines and the like, I'll try to post more. But I always get shy when I think about it.
Some screens, though just my doodily sprite style: