[v0.1.5]
It's a pretty good RPGM adaptation of (older?) Resident Evil games.
But adapting sacrifices too much freedom and pacing.
Slow chance based combat and expansive areas with rare save-spots is the core of this game.
Due to turn based combat rather a maneuver reliant action confrontations, the fights end up slow instead of tense, using up a turn (and resources) to heal rather than actively retreat only makes sense in RPGM games, especially when you are forced to take or for some reason (usually) evade damage relies on chance rather than player interaction.
The maps being pitch black or fully bright is a fairly jarring transition
'Hidden' resources as RPGM props with no interaction is dumb- I noticed just 1 consistent resource object (broken vertical crate), others were bumbling around either getting exposition or getting annoyed by smashing into every tile.
Poor item/skill descriptions- low damage of pistol is not the same as low damage of knife, low chance for bleeding is not at all a reliable description, healing items are a suggestion at most of what they are supposed to restore.
This game is far too tedious for me and breast bounce turned into a repetitive comedic gag, no matter how good the art is.
But hey, if you like very slow and limiting games with mostly hidden and sparse consumables, unclear damage / use indicators, you might like this.