Gameplay info: It's much like a point-and-click where you rub your inventory against stuff until something happens, but very much inspired by "Sweet Home" on the NES (JP only).
The unique thing: Inventory management...? You got 6x6 slots to fill, but there will be a load of crap to pick up. You can drop them around, but ultimately you have to decide what you want to keep to decide on your routes.
Story: Bah, you're a guy who has been asked to go get a painting from an abandoned museum. The end. Hope you make it out alive.
Everything you see above has been made throughout today (Started at 2am, went to bed at 4am, woke up at 10am, I'm on my break now at 11pm) and tomorrow it should be all wrapped up (Competition deadline is 2am UK time of the 19th).
Didn't think I'd be able to do all this in a day. All that's left to do is make the levels, monsters and items!
NOTE: I am not an artist! The art sucks I know it's why I went for the 4 colour lazy approach, the sound is poor too but I tried to make it work (Sounds like 16bit noise-filled sound effects...Because they are).
The unique thing: Inventory management...? You got 6x6 slots to fill, but there will be a load of crap to pick up. You can drop them around, but ultimately you have to decide what you want to keep to decide on your routes.
Story: Bah, you're a guy who has been asked to go get a painting from an abandoned museum. The end. Hope you make it out alive.
Everything you see above has been made throughout today (Started at 2am, went to bed at 4am, woke up at 10am, I'm on my break now at 11pm) and tomorrow it should be all wrapped up (Competition deadline is 2am UK time of the 19th).
Didn't think I'd be able to do all this in a day. All that's left to do is make the levels, monsters and items!
NOTE: I am not an artist! The art sucks I know it's why I went for the 4 colour lazy approach, the sound is poor too but I tried to make it work (Sounds like 16bit noise-filled sound effects...Because they are).