X Tutup
Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

RATASOFTWARE.INC

205
Posts
42
Topics
111
Followers
22
Following
A member registered May 07, 2025 · View creator page →

Creator of

Recent community posts

Good luck at the jam! 😉

Yeah, is readable 😉

Currently working with the UI on books and fireplaces. 

Adjusting fonts and creating a small plugin for reading books. 😁

I've been working on a mechanic for a game for days, and I'd like to know what you think. 

During the game, the character will have three variables that will change depending on what the player experiences: depression, horror, and madness.

Each of these variables can increase depending on the player's decisions, what they discover while exploring the town, or certain events in the game. If any of them reach 5, the game ends.

The idea is not only for them to function as a “game over” system, but also to influence the experience while you play. Depending on the level of depression, horror, or madness, the world may begin to change subtly, and the character themselves may behave in strange ways.

Horror:

  • Increases with frightening situations that occur in the village and that the player does not handle well.
  • If it reaches 5, the player loses the game.
  • With a value of 3–4, the protagonist may behave strangely, not wanting to go through dark places, refusing to enter basements, cemeteries, etc.
  • It decreases by consuming items such as wine or absinthe, or by finding memories or objects that can distract them or lessen their fear.

Madness:

  • It increases with the consumption of wine or absinthe, or with situations that occur in the village and are beyond the player's comprehension.
  • If it reaches 5, the player loses the game.
  • With a value of 3-4, strange situations may occur that reflect the player's madness and disorientation, such as finding objects that were not there before, doors that lead nowhere, etc.
  • Decreases with tobacco consumption. 

Depression:

  • It increases with the incorrect solving of puzzles and riddles, or when the player recalls and does not handle sad scenes from the past well.
  • If it reaches 5, the player loses the game.
  • It has no effect at values of 3-4.
  • It decreases with absinthe consumption, or by experiencing situations and finding objects that momentarily dilute their sadness.

Do you think it's too difficult for players to understand?

It's worth the effort to make the game more interesting, or is it a waste of time? 😅

Sorry, buddy, I try to avoid using AI in my games... just out of curiosity, what kind of video do you want to make, and why are you so interested in using AI?

Good luck with your video, I'm sure you'll find something soon! 😘

It looks like it... 🤷‍♂️

Hi everyone!

I'm currently developing a psychological horror game where the main character struggles with depression and anxiety, and have to escape from an asylum.

The story also includes alcohol and tobacco use, and at certain moments the character may display self-harm behaviors (narrative-driven, not graphic).

Do you think should I include a clear content warning on the game page...?  (There is not explicit graphics in the game, just narrative-driven, and it is not the main theme of the game).

Very good advice, mate but... what's it doing in this forum?

I recommend that you try to do everything yourself; it will turn out much better, and the process will be much more enjoyable.  😊

I believe that the use of generative AI reduces the quality of the game itself and the effort required to create it, in the same way that handmade products are superior to artificial products. Furthermore, I also believe that artists, creators, etc. are so opposed to the use of AI because it also takes away a lot of their work...

Oh I'll check it out!

My game is made with RPG Maker,  and I try to play with lighting, music, and effects to create tension in the environment. 

Depending on the decisions the player makes, they will accumulate points of madness, horror, and depression, and depending on the value of these parameters, the scenarios will change, or they may even lose the game. 10-12 hours of gameplay I guess.

I've been working on the project for about a year, and I hope to have a playable demo in 2-3 months.

You can take a look here. 😊

It’s been almost two months since my last devlog… and honestly, there were quite a few moments where I seriously considered cancelling the project altogether.

Progress has been slow ,much slower than I expected. But despite that, I feel like the game is moving in the right direction, and more importantly, it’s becoming exactly what I want it to be. This is a very personal project for me, and I don’t want to cut corners or leave anything half-finished.

 That said, looking at the current scope, I might be aiming a bit too high:

  • 292 switches
  • 202 light events
  • 60 items
  • 78 common events
  • 73 variables

All of it set up manually.

On the development side, I’ve now completed all the interiors of the town. The scripted events are fully implemented, polished, and working as intended. During this phase, the game has also shifted towards a darker and more unsettling tone, which fits much better with the atmosphere I’m aiming for.

 What’s left to do:

  • Build the full exterior of the town
  • Design the church and the cemetery
  • Rework the default UI to better match the game’s tone
  • Replace remaining AI placeholders with custom art (Only character portraits and cover just right now)
  • Add secondary storylines (I currently have 4 in mind) If everything goes as planned, I expect the game to be around 10–12 hours long.

That’s where things stand for now. Thanks a lot for all the support so far.

I really appreciate it, and hopefully, it won’t take me another two months to post the next devlog 😅

As I said, thanks everyone, you can follow the project in https://ratasoftwareinc.itch.io/nightmare-in-san-vicente





Looks great! 🔥🔥🔥

I asked exactly the same question a while ago... 😅 

For me, they don't ruin the game if they are used in moderation and make narrative sense with the rest of the story...

Are you designing a horror game BTW? 😊

My recommendation: don't waste your time and energy on those kinds of comments. 

You wouldn't have enough time to downvote or report them all...

Thanks a lot man!!! Keep working, hard days but... still alive 😘

Here's the first of my game's endings, in which Chusé tries to perform the final part of the ritual without having completed one of the previous parts... 

Thanks everybody for your support!!!

Thank you very much, my friend! I REALLY appreciate comments like yours. Thanks again, big hug.

Welcome and nice to meet you!

Good advice!!

1. Start small and don't scope creep! Work within your limitations. Don't plan features you have no idea how to implement! Things can go downhill rapidly and you can be overwhelmed with the amount of curve balls coming your way! Time can also be a factor.

What I wanted to do:

  • A small project to occupy my free time and make my friends laugh.

What I have:

  • A year of development
  • 292 switches
  • 202 light events
  • 60 items
  • 78 common events
  • 73 variables
  • Sleep
  • An angry girlfriend

😂😂😂😂😂

If you have something playable that will resemble the final project, definitely publish it. It's the only way for players to try it out and get some attention and feedback.

My advice: post it.

Thanks mate! ❤️

Hi everyone!

I've been developing a game for around a year now, and I'm finally getting close to having something playable soon.

Before releasing anything publicly, I’d really like to gather a small group of people willing to playtest the game, give feedback, report bugs, and help me improve the overall experience.

How do you people usually find playtesters for your projects?

Do you rely on communities like itch.io, Discord servers, friends, or something else? Any tips or advice would be really appreciated!

Thanks in advance as always! 😘

Glad you like it, its really funny!!! 😊

Hello, everyone!

I would greatly appreciate receiving feedback on one of the latest houses I am designing for my game. I am trying to refine the overall atmosphere and feel before moving forward, so any opinions would be greatly appreciated.

In particular, I would love to hear your thoughts on:

--> Visual consistency of elements: Do all the elements in the scene seem consistent with each other, or is there anything that seems out of place?

--> Lighting: Is it too dark, too flat, or perhaps not focused enough?

--> The cassette player event: I've included an interaction with a cassette player. Do you find it interesting and well-designed, or does it break the immersion with the rest of the scene?

Any general impressions are also more than welcome. 

Thank you very much for your time! 🐁


Thanks a lot, i will take a look 😘

Thanksssssssssssssss A LOT for your advice.

Good luck and have a nice day 😘

👍👍👍👍

How do you feel about the inclusion of humorous elements in a horror game? Do you think they help relieve tension and add personality, or do they break immersion...?

In my game, there are many elements or references that are meant to be funny, but I'm not sure if I'm going too far...

Thanks in advance and have a nice day! 


i like your idea about QR!!

Very very smart 😁

Thanks for the advice , i guess if a game its good enough it promotes itself 🤷‍♂️

Thanks again for your time and good luck with your projects 😘

I like your point of view, and agree with making your game for “yourself”, try to make something special and enjoy the process.

Good luck with your project, feel free to share it if you want 😘

And how do you promote your stuff? 

Maybe if a game its good it promotes itself 🤷‍♂️

Thanks a lot for the info 😘

Thankssss i’ll check it out!!!

Thanksssssssssss a lot!!!!

Yes, please, your collection is huge!

Thank you very much! 😘

If you're looking for something simple but addictive, I recommend this game where you control a ball by tilting the entire board.

The mechanics are super straightforward: you tilt, roll, dodge obstacles... but when you get to more advanced levels, the challenges become really demanding.

It seems simple at first, but it hooks you because each level makes you want to improve your accuracy.

https://noobsgames.itch.io/witch-table

Youre welcome, curious to see how your game grows...

Keep us informed! 😉

Congrats, it looks awesome 😁

Best of lucks with the project!

X Tutup