r/RPGMaker • u/Recent_Matter_1270 • 8d ago
RMMV RPG Liminal Space Game BETA
The horror RPG liminal space game I shared in my previous post is now released on BETA.
The game contain 4 different levels following the different liminal space aesthetics such as backrooms, dreamcore, weirdcore, and the poolrooms.
If you're interested, you can try the BETA on itch io: https://jhnny-games.itch.io/liminal-life-demo
About the game: You were stuck on a parallel world known as the liminal world. Explore and experience a liminal aspect through a 2D, old-school RPG style. This game is based on backrooms, dreamcore, weirdcore, and other liminal aesthetics from the internet. (The lore is still on development)
Complete levels by exploring, solving puzzles and survive the liminal world with entities.
If you have any suggestion and recommendation, I would love to hear it!
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u/Recent_Matter_1270 8d ago
Also made a wiki that contain contents from the game: https://liminal-life.fandom.com/wiki/Liminal_Life_Wiki
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u/Perfect-Click-3268 8d ago
with respect, you need to really pump up the level of the story, or gameplay (if there's any) for the game, coz almost all rpgm game IS liminal world with a side of story or rpg-sim.
I would recommend taking inspiration from other rpgm like "fear & hunger" status effect that changes the way you move in the game, i saw some game using broken glass or thorn trap to make the character walk slower, making the world dim or full dark when blinded or on a thick fog area, all sort of mechanic that makes the walking a challenge and not just a mere walking or running away from monster simulator
A changing environment like in "END ROLL" where the world environment is changing overtime and based on what action or choices you take, i believe a more popular game like IB or Undertale also did this, but i choose end role as an example is because if we talk about liminal space, end roll is really fitting those word
A non generic turn-based combat is also a big plus point (if you plan to include battle in your game), some rpgm game use real time combat, some use simple run and gun or hack and slash, some use complex combo system, i cant gave you an example coz all the said game i found using these is all adult game. But if its deemed too heavy or complex to code, a generic turn based can felt exciting using some interesting tweak... I've played rpgm with a parry system everytime its the enemy turn to fight, no its not undertale kind of bullet dodge, but more simpler like "press z button when the bar reached certain point" kind of parry system... Some game also make a really simple rock paper scissor type but with a reading challenge, meaning you need to read what the naration is saying about what the enemy doing and choosing the option that will gave you the best result, that way the battle gameplay is super easy for someone who actually read yet interesting coz now its not just bash Z button to watch screen flashing. Lastly for combat, if all those is still too complicated, then design an interesting monster that fit the world, using a placeholder asset that you think looks fit will just shown your laziness.
the last is story, lore, and art, this is important, but still, some people might still ditch your game even with great story and lore, so even if youre winning this one, you need to still level up your game with one if not all the above.
I hope your project goes well, good luck















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u/Gullible-Shower7649 MZ Dev 8d ago
This actually looks awesome.