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RATASOFTWARE.INC

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A member registered May 07, 2025 · View creator page →

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😂😂😂😂😂

Wow don't get so upset, mate 😅

I’ve never designed a third-party plugin before, and I wanted to hear what users thought to see whether it was worth developing the plugin or whether it was just a daft idea.

Thanks for your advice anyway

In this video, you can see how one of the script calls I’ve designed for the game works. The player can set the time on a clock. When they press “SET”, the script checks the hour and minute against two stored variables, and executes a conditional statement depending on whether the time is correct or not. 

What do you think?

I wasn't sure whether to recommend this game because it has so many reviews and is probably already pretty popular. But I'm doing it anyway because it's a blast and everything is so well-crafted and polished. The music, sound effects, graphics, gameplay... I've been playing for about an hour and I HATE THE TREES 😂😂

/itch/tykenn/trees-hate-you

Yeahhhh, finally think i’ve found the system 😁

A while back, I asked the community what they thought about "saving game". 

  • Anywhere, anytime? --> I wasn't convinced, since my game has horror elements and it would take a lot of the tension out of the gameplay.
  • At a specific location? --> That could work, but since it’s an open-world, non-linear game where you have to collect items and solve puzzles… I felt that players would easily get frustrated if they died and hadn’t saved in a while. They might not remember which puzzles they had to solve again or which items they needed to collect…

Finally, I think I’ve found the key.

In my game, there are 4 variables that result in GAME OVER if they reach 5: Horror, Depression, Madness, and Injuries.

I’ve placed 5 save points scattered across the map (it’s quite large), and every time the player wants to save, they add +1 to Depression (obviously, any of the 4 variables can decrease with items, events...). The save points are places or objects that remind the protagonist of their past, filled with nostalgia and melancholy, so narratively it makes perfect sense for them to increase depression.  This way I avoid unnecessary saving; the player knows it will cost them something if they want to save the game, and they’re never more than 3 minutes away from a save point.

What do you think?


Thanks man ❤️

Great plugin, really cool!!! 

Congrats mate 😘

Thanks a lot for your feedback, and very glad you like it 😉

I think I have the cover for "Nightmare in San Vicente"...
What do you think? Too basic? Should it be a bit creepier ? 🤔

Thanks in advance for your feedback!! 😘


Hey mate!

I’d recommend using .ogg files; 

I’m no expert on the subject, but I’d say it’s the format that best balances quality and compression.

Good luck with your project 😘

'I' as hotkey to open inventory is a great idea!!! 

I will put a message when the player takes the book, saying "Press I to open Inventory". The message will only display this time, with the first item. Maybe I will make the manual more simple, as another mate said...

Thanks for the advice! 😘

Thanks man for you feedback, have to think about this!!! 😘

(2 edits)
(I’m not sure if it’s okay to post this here, as the game hasn’t been released yet, but I wanted to share a bit about it. If is not ok, please move it to the appropriate category) 🙏

*)The project is currently in beta; right now a small group of friends are testing it, but as soon as we’ve checked there are no bugs preventing us from finishing the game (about two weeks I hope...), I’ll look for external testers to get a wider range of feedback. 

If anyone’s interested to test it, feel free to leave a comment here or on the /itch/ratasoftwareinc/nightmare-in-san-vicente">project page. 😉


*)The game is created using RPG Maker MZ and has been in development for just over a year as a solodev. 

It’s a narrative experience focused on mystery, exploration and puzzle-solving, with plenty of horror elements. You play as a guy returning to San Vicente, the abandoned village where your parents lived, trying to discover what happened there and break a terrible curse. As you explore, you’ll also uncover traces of other events that took place in the village, which will unlock several optional side plots alongside the main story. The game has 7 possible endings, and I reckon it’ll take between 10 and 12 hours to resolve all the storylines.


*)The core mechanics revolve around four key states, three of which relate to the protagonist’s fragile mental state: Madness, Depression, Horror and Wounds.

Each has a maximum value of 5; if any reaches that limit, the game ends. These states not only act as failure conditions, but also affect gameplay. For example, a high level of Madness can disorient the player, whilst a high level of Horror can prevent the character from entering certain places. These values vary depending on your actions, the events you experience in the village and the items you find and use whilst exploring the city (alcohol, cigarettes, bandages, etc.).


In this video, we see the beginning of the game, where the player picks up the instruction manual that will guide them through the game's mechanics. Once we've made sure the player has the manual, we let the story begin... 

What do you think? Are the instructions clear? Are the mechanics fair...?

You're welcome mate, good luck with your projects!

(1 edit)

The first playable DEMO of Nightmare in San Vicente is getting closer, and I can’t help but feel that mix of excitement and nerves that always comes when you’re working on something nobody else has seen. Most of the development is already finished, but without much feedback, you can never be completely sure how players will receive it… and those doubts are always there.

As for the project, the church is finally designed. I’ve also completed a small part of the town exterior, and tackled the thankless task of the HUD and UI—an almost invisible job, but one that took a lot of time and effort. On top of that, all 7 possible endings are designed, and the side quests are fully completed. You can see all of this in the devlog video.

What’s “left to do”:

  • Design the INTRO and the remaining part of the town (the map is pretty large)
  • Create the game manual and cover art
  • Replace the remaining placeholders (character portraits)

If everything goes according to plan, I hope to have something playable in about a month, and I would really appreciate your feedback. I’ll also soon need players willing to test the game.

As always, thank you so much for your support. After all this time, I feel like I’m REALLY close to finish the project...

Thanks again, everyone! 😘


If you want to promote your game on itch.io, there are several strategies that work quite well:

  • Social media: share updates, screenshots and news on X, Instagram and forums such as Reddit in indie game or RPG Maker subreddits, depending on your genre.
  • Short videos: uploading gameplay clips or teasers on YouTube or TikTok really helps people see your game in action. Clips of 30–60 seconds can attract curious viewers.
  • Take part in jams: itch.io game jams are perfect for gaining visibility, receiving feedback and connecting with other developers.

By combining these three tactics, even if your game is small, the community can discover it and start following it. 

Gook luck mate! 😘

I think there are not bad numbers for a week!

Keep going mate 😉


Thanks a lot for your interest ♥️!!! 

I think I will can show something new this week... 😉

Not at all too critical, thank you so much for your comment.!!!

I’m pretty close to finishing the game (I’ve been working on it for over a year)😅 , and any feedback is a HUGE HELP.

Thanks again, friend, have a great day!

Hi eveyone!

Here’s another of the possible endings for my game, in which the protagonist falls into a trap in the old San Vicente mine.

Bearing in mind that the game is made in RPG Maker and my graphical resources are quite limited, I’d like to hear your thoughts on the ‘atmosphere’ of the scene. Does the combination of lighting effects / music / sound effects work? 

I’d also like to know what you think of the UI (main menu, ‘Threads’ option…), as I’ve designed this one from scratch and would like to hear your thoughts.

Thanks in advance!

Thanks for your time and for your feedback! 

Regarding the HUD, I’m referring to the display in the upper-left corner of the screen, which shows the player’s Horror, Madness, Depression, and Wounds values. It only appears when the player is moving to add a sense of dynamism, and it flashes red whenever any of these values change. 

As for the sounds, they were indeed still in development; 😉

I’ve added them for both the menus and the events that change these values. 

Thank you very much again for your feedback, and have a great day!

😘😘😘

Pues tiene muy buena pinta, aunque no tengo muy claro como funciona el tema de la comunidad... nunca creé una para ninguno de mis proyectos, como verás tampoco soy un experto... 😅

Lo que si te recomendaría es sacar una demo jugable lo antes posible, y que se pueda jugar online para que lo chequee más gente. 

De ésta forma vas a recibir feedback y sugerencias que te pueden ayudar con el desarrollo del juego. También te sugiero que busques una jam a la que presentar el proyecto, ahí también obtendrás mucho feedback. 

Por lo demás la página pinta bien, y el juego todavía mejor, abrazos amigo!

I'd definitely recommend signing up for a game jam and developing a game there .

You'll see how your numbers go up 😉

It looks really good, I love this sort of game. How long does the full game last?

Yes, it’s definitely possible to make a good game within those constraints. Limitations like a 10MB cap and no external dependencies can actually encourage creativity and efficient design. Many great web games rely on simple mechanics, clever art direction, and tight gameplay loops rather than large assets or complex backends. That said, the scope would need to be carefully managed. Something small but polished, like an arcade-style game or a clever puzzle, would fit much better than a content-heavy experience...

As for whether I’d try if there were money involved: potentially, yes, but it would depend on the expected return versus the time investment. If the compensation felt fair for that extra effort, it could be a fun and worthwhile challenge. 😉

The HUDs displaying changes in Horror, Depression, Madness and Wounds are finished, and the events and effects for absinthe, surgical bandages and cigarettes have also been configured. 

In this video, you can see the animations and the HUD layout. 

What do you think? 😉

😂😂😂😂😂

Not an easy question! There are tons of engines out there, but if you're starting out, I’d definitely recommend checking out these two because they’re very beginner-friendly and great for actually finishing projects:

RPG Maker

  • Paid (usually one-time, often on sale)
  • Learning curve: Easy / Medium
  • Capabilities: Perfect for 2D RPGs, but flexible enough for story-driven or adventure games

RPG Maker is kind of the “classic” beginner engine. It comes with built-in assets, a visual editor, and systems for maps, battles, dialogue, etc, so you can start making a game without coding.

You can go deeper with scripting (JavaScript in newer versions), but you don’t have to. It’s great if you want to focus on design and storytelling first.

Twine

  • Cost: Free & open source
  • Learning curve: Very easy
  • Capabilities: Interactive fiction, branching narratives

Twine is amazing if you're just starting or want to prototype ideas quickly. You basically build your game like a flowchart of story nodes, and it exports directly to HTML so you can share it instantly. You don’t need to code at all to begin, but you can add logic, variables, and even JavaScript later if you want more complexity.

So in conclusion, If you want something more “game-like” with visuals and systems, go with RPG Maker. If you want to experiment, tell stories, or start today with zero friction, go with Twine.

Curious: what kind of game are you thinking about making? 

Hahaha, that’s a really funny idea. In my game, the main enemy is me, JosMar. 


If you like, you can use the name. 😘

Hello, congratulations on getting the project off the ground; it sounds like a brilliant idea. 😊

The fact that the first artists have already signed up so early on is a very positive sign. Creating a dedicated space for independent video game musicians is something that many developers and composers can benefit from, so it’s fantastic to see you heading in that direction. What’s more, making it open source lowers the barriers for people to get involved and can really help the project grow faster with contributions from the community.

Good luck with VoxelBeat, I’ll be keeping an eye on how it develops!

¡Hola y bienvenido! 😊

Primero que nada, es normal sentirte así. A casi todos nos pasó al empezar, especialmente en una comunidad tan grande como itch. Estás entrando a un espacio donde hay de todo: desde principiantes hasta gente con años de experiencia, así que es lógico sentirse un poco abrumado... Sobre cuándo empezar a mostrar tu juego, creo que no hay un “momento perfecto”. Mucha gente comparte desde etapas muy tempranas y otros esperan a tener algo más pulido. Ambas opciones son válidas. De hecho, particularmente pienso que compartir antes suele ser útil porque te permite recibir feedback que puede mejorar tu juego desde el principio.

En cuanto al miedo al hate, puede haber alguna crítica, pero en general la gente de ésta comunidad es bastante respetuosa y con ganas de ayudar. Tendrás que saber diferenciar las críticas constructivas de comentarios dañinos que no te aportan nada y puedes ignorar.

Y un consejo importante: no necesitas que tu juego esté “perfecto” para compartirlo. Si esperas a eso, probablemente nunca lo publiques 😅. El desarrollo es iterativo, y mostrar el proceso también forma parte del camino.

Y por último: intenta verlo como un espacio para aprender, no como un examen. Nadie espera que llegues siendo experto.

¡Mucho ánimo con tu proyecto! Si quieres, puedes contar un poco más sobre tu juego 👾

It looks really good; I’ll definitely give it a go when I’ve got a bit more time... 

Well done, and good luck with the project 😘

What’s your game called? What tags have you added to it?

Glad to hear that!!

Good luck with your project 😘

Thanksssss mate!! 😘

Would be great mate!!!

Keep us informed 😉