I am currently working on this ghost town (in real life, I -adore- exploring and treasure hunting in ghost towns!) This place has a decent chunk of world lore associated with it-- and there is a plot-relevant reason for you to visit it as well. These two screenshots are just miniscule glimpses at the exterior!
The only living creatures inhabiting it are animals (fish, turtles and ducks, raccons, squirrels, rats, birds and grass snakes.) But that doesn't mean it's exactly a -safe- place to visit, either. Yes, there is a reason for the green/blue spheres you see in these screenshots (they aren't stationary; think of them as being somewhat similar to a will-o'-the-wisp.)
You will only be able to enter a few of the buildings the first time you visit (if you like exploring in games, like I do, that is!) But the second time you drop by, more of the buildings will be accessable.
I’ve seen a few posts dunking on glass onion for being “cringe” because of the Among Us scene and a few praising it for accurately reflecting the fact that this is all everyone was playing in 2020, but I haven’t seen anyone really talk about how brilliantly Among Us works as a foreshadowing/storytelling device.
On the surface - as the film itself points out! - the game is a neat little parallel of the island: one murderer hidden among us, with the objective being to find them out. But this comparison goes far deeper than the basic premise of the film.
Firstly, Benoit appears as the game’s imposter, and then, it is later revealed, is literally an imposter, arriving on the island uninvited under false pretences - one of the first major twists of the film spelled out to the audience in the opening act. And he isn’t alone - just as two imposters generally work together to deceive the other players, so Benoit and Helen work together to infiltrate the group.
BUT, and this is the bit that really drives me wild, the endgame format of Among Us perfectly reflects the endgame of the film. The way to win Among Us isn’t necessarily a case of killing everyone or surviving every round - the way to win is by convincing your fellow players to believe you, and to vote accordingly.
During the trial Andi loses because the imposter - the billionaire impersonating a genius - convinces the other players that she should be voted out; she is as effectively thrown out of the airlock as she is the business, and then literally killed to protect the [fortune of] the “crew.”
But, Andi was not the imposter, and so the game continues.
The imposter kills again, and when Miles confesses to causing the lights to go out, this is another excellent hint - only the imposter can sabotage the lights!
Then, with all the characters assembled much like an “Emergency Meeting,” we reach the climax of the film: Miles burns the napkin evidence, and immediately the ensemble is back to the voting booth as Helen, like her sister, fights for the players’ support in voting out the imposter. Any Among Us player will recognise the infuriating feeling when you literally just saw them vent for the love of god you were all there vote them OFF- and that frustration - of speaking the truth and not being believed - is evident in this scene.
But these players don’t care about the truth; they care about surviving (ie staying rich), and so they will vote off an innocent person to placate the shark. Which is absolutely not how you win the game.
Then, then, the game’s final round: the imposter has lost his tools, is revealed for the useless fraud he is, and it’s when he has nothing left to offer the other players that one more vote is held - the characters literally raise their hands as they pledge their support to Helen, in part to give the appearance of swearing in upon the witness stand, but also in part to give the visual of a literal vote... such as that of an Among Us emergency meeting vote.
And it’s when Miles is finally, rightfully ejected that at last, the game is won.
Among Us is a game of social engineering, of lying and convincing others of your lies to prolong your survival, deception, and the malleability of truth. Presenting this game in the opening of the film is more than a gimmick or scene-setter: it illustrates the social structures at the heart of the story.
TLDR: Among Us foreshadows the film’s premise, but also plot twists, character choices, and significantly the film’s resolution by way of group vote.
Flowers for Kasumi was a demo that @eredoh and I (previously Nedras) released in 2017. It was developed in RPG Maker VX Ace. While Flowers for Kasumi is on an indefinite hiatus, (at least until my other project, The Doctrine of Perseverance is completed) I wanted to share this old demo as it is dear to me, and there is at least one confirmed character who is also in TDOP. Also, the RPGMaker.net download is inaccessible due to their website being down.
I have also merged the setting for both projects (This will be more noticeable once the full game for TDOP is completed): Flowers for Kasumi will take place in Noxton, some other characters in FFK will see name changes as well in the future. Other story elements from this project are subject to change in the future.
Synopsis
Flowers for Kasumi tells the story of titular girl, Kasumi, and how her life ended so abruptly. The game takes place in the fictional town of Kumashina, a small town that holds a grave secret. In the midst of fall, protagonists Isa and Omoka will unearth the secrets behind Kasumi, and the truth behind her death.
Solve puzzles and piece together the dark mystery of what happened to Kasumi Erizawa.
Disclaimer
This is a demo from 2017. The project's development halted around late 2018/early 2019. Eredoh and I were teenagers when we began, but as life got busy, it was ultimately discontinued. I have just returned to game development last year (2023). Flowers for Kasumi is on an indefinite hiatus until my other project, The Doctrine of Perseverance is completed.
In a small frontier town, there's talk of a mysterious plague. An outlaw and a horse-like figure must face the past. What it all means isn't exactly clear, but you won't forget it!
Unlike what a lot of people do, I work on my world map area-by-area. Without going into the specifics behind why I do this, what I'm showing here is an in-editor screenshot of part of the small-medium island country that the demi-humans in habit. Some of the locations here (such as one of the caves) will only be accessable later in the game, though this is where the introduction takes place.
Map-wise, what I need to finish for the introduction is:
~ The farm (which is a side-quest area)
~ The first cave
~ The pond/small lake
~ The ghost town (it will be plot-relevant more than once)
~ The second town
~ The building at the southernmost part of the southern island (this will be plot-relevant more than once)
~ The desolate port
~ The small burial ground (There will be a side-quest that can be completed later, but will start here.)
~ The large temple (Very plot relevant)
~ Both places where you see the statues (neither are plot-relevant, but they are lore-relevant.)
I've completed twenty-seven maps thus far, which is only a small handful of what will be in the introduction. If I had to come up with a very conservative number, I'd say I have forty-eight more to go, before I'm done with all of the maps for Omnia's introduction.
If I was going with a less conservate number, which might be far more accurate, I'd say I've got somewhere around seventy-three more for this part of the game. I won't be completely certain until I'm close to being finished with the intro.