Wednesday, April 6, 2016

Dark Sketch RPGMaker


DARK SKETCH



"Everything seems familiar"

Game: Dark Sketch
Year: 2017
Version: 1
Tool: RPG Maker MV
Genre: Adventure / Mystery / Horror / Dark
Estimated Time: less than hour

Download free in this website: (Windows)
DOWNLOAD GAME /windows

Features :

- Original characters
- Own story
- Edited Sprite design and tileset
- 2 protagonists
- Own icon
- Original illustrations
- 4 different endings



Dark Sketch is a dark, atmospheric RPG that focuses on puzzles and chase-events.

Pardon if you encounter english errors (not my native language)


STORY:



Kyleen is a 19-year-old who just moved from the city at her Aunt's House to help her out. First day was light, just picking up some herbs on the mountain. She passes by an old house, and meets a girl there.
Upon reaching her own home, she realizes that she left something behind at the mountain where she was,
and went back to fetch it. When she arrived, she heard a strange noise. Curious, she investigated the house. While she found what she left behind, but, she could not find the girl she met earlier, or what caused the noise. Kyleen shrugged it off and tried to leave.

However, she soon found that the house had a will of it's own, and it would not allow her to leave just yet. If at all!
As soon as she entered the house, she can't find the girl but instead her old pen. When trying to leave the house the place has changed. She continues her way to look for the girl and to find a way out.



CHARACTERS: (soon to update)

KYLEEN (Kai-Lin) - The main protagonist in the game, who entered the house to find the girl.
CLAMIE (Kley-Mi) - The girl whom Kyleen first met at the front of the abandoned house.
THE GIRL - Who owns and created the other world and chases the protagonist as if she wanted something from her.
SCOTT - The sketch guy who helped out Kyleen on her way. He could only speak to Kyleen through the mind that’s why Clamie can’t hear their conversation.
LIBRARIAN - The one who dearly supports "her" by writing her stories.
KID - Who have been trapped inside the Map World and later lives in the sketch house. She is playful and could possibly harmful depends on your choices, and also is afraid to “The Girl”.
BLACK WANDERERS - These were created by “The Girl” having only an open mouth. She intended not to put eyes on them so that they won’t escape from her. So they wander on the way to find a way out. Pretty harmful when encountered.





WALKTHROUGH:



NOTEBOOK
Found between the books on the Kyleen's room wall.

MAP 1 : SCHOOL
After talking to Scott he will lead you to an old school. In this manner, the place encourages you to finish your assignment to leave the school.
The school has different 7 rooms:
Library, Comfort Room, Clinic, Faculty Room, Classroom A, Classroom B and the door way out. Each door can be enter easily except for Faculty Room and the door way out are locked.

To start with, enter Classroom A and open the second drawer seen on the right corner of the classroom and take the candy with (just run after).
Next, enter the comfort room and interact with the teddybear and give it the candy as exchange for the ball. Once the ball is with you, enter Classroom B one of the desk says she is the president in the class and you must give her the ball so she would handle you the key to Faculty Room. Interact with the paper that can be seen on the desk for the teacher's activity, the clues will be scattered in different rooms ( Classroom B, Clinic, Library and Comfort Room). You could also go ahead at Faculty Room to unlock the door and interact with the offices inside.


On the last upper left corner door is where the teacher stays, it would ask you questions before you could submit your answer ( Class 3 - B ). After that you will input the 4 numbers that supposed to be your activity answer from it.
ANSWER: 6735
Alignment: Eraser, Color, Marker, Pencil Password: 6735

After that you can now leave and tee~hee~


MAP 2: Chase Room 1
Just run...



MAP 3: OUTSIDE
After the chase Kyleen will find herself outside, do not interact with the black figure (Black Wanderer) sitting on the other side of the map. On your way exploring, a house with a locked door will be seen(ugh yes, look for the key, key.. keysszszxs) and a wandering dog that begs for food. Interact with the pile of woods, hays and logs to search for a bone then feed to the dog.

Around the dog there are boxes/crates displayed above that Kyleen is out of reach, instead interact with the dog and "Carry it" (of course, you're not cruel to do the other, right? But who knows.) After this, key can be obtained to enter the next place and unfortunately you can't take the dog with.




MAP 4: WORLD ROOM

The kid offers you a Map but like a kid, pretty messy.

It has 9 phases in this part, the direction goes like this
If you found the paper asking where you are- Answer SouthWest and then it handles you the eraser.
Center – Starting point
South – has the key to South East
SouthEast – has the Main Key to proceed in the Sketch House





MAP 5: SKETCH HOUSE (Day Time)
Both of you the little girl went into her house, but the other door seems to be locked.

Enter to the kid's room on the top left corner and interact on the bed, underneath you'll find a ball.
Once you have the ball, enter the comfort room on the right lower corner and break the mirror.
You got a sharp object to rip the tape attached to the boxes in the stockroom and find the Master's Bedroom Key.
Find the rope inside the room then go down to the basement.



You will meet Clamie unconscious and help her out.

After leaving the basement, Clamie already has the House Key and can leave safely.





MAP 6: STORY ROOM 1 (The Meeting)



A room with different images on each area, on the bottom of right corner the door will be locked (yeap again).
Around it, there are papers scattered and you'll need a magnifying glass to search for the clues.

Answer: 8135




MAP 7: ALONE HALLWAY
Just another hallway with weird stuffs, though you'll see a teddy bear and a sitting dark wanderer.




MAP 8: BLACK WANDERERS’ ROOM
The main door needs a 3 pieces of papers to complete the key puzzle.

The exit will drop a key that leads to the Room 2.
Room 2 - Has the Ripped Paper Head
Room 1 - Ripped Paper Middle. Notice the note posted on the wall, draw him eyes and a body will appear, interact with it and you'll have the next Key.
Room 3 - Ripped Paper Bottom
Once you get all these pieces head to the exit and leave.





MAP 9: SKETCH HOUSE (Night)
Enter to the kid’s bedroom and check her bed you’ll acquire a key that could open the comfort room.
Look at the mirror and the chasing event will begin.



MAP 10: OUTSIDE



After the chase, you and Clamie find yourselves outside. But this time both of you are worn out.
While looking around you found a small cottage on the other side of the bridge. Before proceeding Scott will appear to give the key on this cottage. Clamie is unfamiliar of Scott, hmmm....




MAP 11: COTTAGE
During taking a rest, you’ll hear voices outside.
Choices:
- Listen = Less visual information but enough hearing information.
- Back to sleep = doubting huh?

The choices depends on you, it won't really affect anything here.


MAP 12: STORY ROOM 3 (Revelation)



You'll find yourselves again on another story room, the images displayed are different too.
Clamie felt uneasy on each steps you take and suddenly in the end you'll meet the librarian rushing on something.
At the end, you followed the librarian unconsciously.


MAP 13: LIBRARY

Here, you'll be with Scott and the librarian.
Scott is seen practicing his music sheets but at some point he's looking for something. Interact with the papers and you'll find another music sheet that Scott's been looking for. He will hand you a key to his practice room (on the right corner), you'll find a grand piano and some scattered papers around. Play the piano and you'll find a key which is stuck under the piano keys.

The key found under the piano keys leads to the left room which is full of Urn and a single sketch of a girl displayed. Don't worry, it won't come to life just simply interact with it and help her find the last crayon she needs. Go back again to Scott's room, opposite direction of the piano there's a piece of paper laying on the ground. It is a nameless crayon that you are free to choose which could help the girl for her last crayon.


Choose: "BLACK"
Head again to the Urn Room and handle the black crayon she'll give you another key that leads besides Scott's Room.




The librarian holds the key to the exit, she'll just hand it over unless you have the 3 marbles she needed.
These are the places where the marbles can be found:


" Blue Marble "


" Red Marble "



" Green Marble "

Once you got them all, talk to librarian and choose "I WANT TO LEAVE".



MAP 14: THE ROAD
Kyleen is outside with a heavy rain, a tragic happens.


MAP 15: NOWHERE ROOM
You’ll be playing here as Clamie as soon as you walk by, the girl will appear behind you and the chasing event begins.


MAP 16: CLAMIE HOUSE

- Talk to her mom and leave the house.


MAP 17: THE WAIT
After leaving the house, you'll be back on the mountain from the start.
Look for the kid on top and talk with it.
The choices depends on you.


TRIGGER MAPS
- These maps will appear depending on upcoming Ending.



ENDINGS:

BAD END: Nightmare Sketches – Both you and Clamie will be with 'her' forever.

END: Together Sketches - Fall with Claurise

END: Forgotten Sketch – Both you and Clamie have returned safely, but forgotten everything that happen, including 'her' existence.

TRUE END: Dreamy Sketches – Both you and Clamie have returned safely, this time you remembered everything and decided to stay longer to visit Claurise's grave.





GUIDE TO GET THE ENDINGS


- If you haven't played yet, I suggest you make your first ending and then you try the others.









ALL 8 PAPERS

C - Map 1 : School SavePoint, Scott found it for you.
L - Map 3: One of the pile of woods.
A - MAP 4: World Room at the NorthEast room.
U - MAP 5: Sketch House under basement, once Clamie is on your party, one of the Urn that doesn't seem weird had it.
R - MAP 6: Story Room - Use magnifying glass and interact the drawing named 'Portrait Art'.
I - Map 8: Black Wanderers'Room - inside the Room 1.
S - Map 10: Outside - One of the pile of Woods.
E - Map 16: 1st floor of Clamie's House on their cabinet


I guarantee having all these papers will give you the TRUE ENDING unless you don't do these:
all minus one (-1) paper

- MAP 7: Alone Hallway - You'll encounter a black wanderer sitting alone, don't give him eyes.
- MAP 5: Basement - Don't move any urn, it's very fragile. (There's 3 them, careful)
- MAP 12: Story Room - Clamie will praise you and wanted to treat you a sister, choose "Get going" or don't agree at her.
- MAP 15: Hate Room - on the end of the hallway, you'll meet the kid who's been playing with Clamie. She'll ask for you to draw her a sister, just choose 'No'.
- Map 17: Mountain - Don't reach her. Because that's how Claurise died, forcing her to leave.


You can still redeem one paper in case you made a mistake.
- Map 17: Mountain - Choose 'Apologize


--It's kinda stressful that I'll force the players to check everything to hook in the story. My bad...
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