
End of the World
It seems the bravest thing of all,
is simply to live to not die alone.
This is a sad one. It is kind of about the beginning of a world. And kind of about the end of one. Kind of about love and about sacrifice. About life and death. Kind of about a lot of things. But really, just about two people walking together till the end.
This game was made for the Sealed With a Kiss 2025 jam.
Thank you to Tidiane Cacique for reaching out to me and making amazing music for this project! You can find more of their work at https://www.tidianecacique.com/ and at https://www.instagram.com/stacy.o_music/ !
TW : Some strong language, death and loud sounds.
Status | Released |
Platforms | HTML5, Windows |
Rating | Rated 5.0 out of 5 stars (6 total ratings) |
Author | BroodyGaming |
Genre | Visual Novel |
Made with | RPG Maker |
Tags | Atmospheric, Female Protagonist, Hand-drawn, Horror, LGBT, Romance, RPG Maker, RPG Maker MZ, Story Rich |
Average session | About a half-hour |
Languages | English |
Inputs | Keyboard, Mouse |
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End of the World.zip 161 MB
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chevie i am sending you my therapy bill. seriously HOW can you make me almost cry with characters that i've only known for 10 minutes??
(SPOILERS)
i think the slow reveal and overall vagueness of the plot is REALLY effective. no exposition dumps, no overly complicated backstory for the world's state; just the minimum amount of information you need for your brain to connect the dots. and the bits and pieces are really cleverly laid out: how the beginning centers around a compound that "makes them unable to detect you", the writing on the subway (i hope they find abra geroni) that get proggresively harder to distinguish from the cables... it's hard to make a post-acalyptic setting feel unique but i think this game nailed it, and despite not knowing how it even started, i completely understood the hopelessness of the situation, and the feeling of "this extremely risky plan is all we can do". the plot and atmosphere are outstanding and i couldn't keep my eyes off of the screen for a second.
the art was also amazing!! the contrast of the muted colors of the characters and backgrounds, and the striking red as you get closer to the core was incredible. i loved the amount of detail in the backgrounds and character designs, really made everything feel more realistic. and the emphasis on characters' movements worked extremely well; things like people changing their posture when they talk or their movements (or their shadows') as they walk, made them feel really alive yk? and when the art gets less realistic and more emotion based (looove the sketchy pencil-like look), it's absolutely gorgeous. i think it was an really clever choice to make the visuals more realistic and human, if that makes sense; it fits really well with the plot. and the music was phenomenal as well!! perfectly suited the mood of every scene, and goddamn it made the emotional moments hit REALLY hard. love how "tech-like" it can get, like sometimes it sounded like the main theme the machine antagonists would have, if that makes sense. i know firsthand how hard it is to make dramatic music, and this game made it seem so effortless (at some points it was a bit too loud but it wasn't a big deal, and it was mostly at the beginning). absolute kudos to stacy.o. overall the presentation did not disappoint in the slightest :D (also i'm really late for this but the button sfx that sound like a chorus? aaaa so cool)
honestly i think this is some of your best character work yet. i said it already but it's unbelievable how much this game made me care about these characters that i've known for less than an hour. the peeps at the bunker (i'm not sure if it's a bunker but it's what i'm calling it-) are incredibly memorable, i love how you only get tiny bits of information about them and yet you feel like you really do know them. i was a little scared that the goodbyes scene at the start would tug at the heartstrings a bit too early, but it was handled perfectly; not too depressing and not too optimistic (like the entire game, haha... *cries*). they feel so unique and memorable with just a few lines. and on the other end, elle and rose are incredible protagonists. their relationship, their banter, the things they talk about, the things they feel... i think they're really gonna stand out in my mind as time passes. how they care for each other, but also acknowledge how bleak the situation they're in is, but how they don't let that make them lose hope, how they try to make things easier for one another, how they reminisce about how everything was before... honestly i'm a little shocked you haven't made more games based on romance, cuz this and invasive species have amazing romantic storylines (not saying that you have to make more romance stories, or that there should be romance plots in your games more often. obviously it all depends on what the story requires and i think these two games understand that really well). but even with how tragic the story might get... what really stands out is the focus on hope. the small good things that happen, like little guy mouthing a word, or the "i'm here"s under the missing persons, or simply elle and rose thinking about the happy memories they have and how they hope the world can be the same again... the bittersweetness of everything is amazingly done, and i was practically fighting not to cry by the end. outstanding stuff.
i feel like at some points the dialogue got a bit drawn out. the dialogue is absolutely a highlight of the game and the emotions' backbone, and i definitely appreciated the abundance of pauses to save, but the subway and stairs sequences felt slightly long towards the middle. maybe some parts could've been cut, or some exchanges could've revealed a bit more of the story or the characters' past, like the memories scene at the end? (like i said i do like the vagueness of everyone's backstories but i think some more reveals could've kept the interest higher) that's just my opinion tho. also, rose's lines being at the far right (really cool detail btw) making the text appear slower got a bit frustrating. though apparently rpg maker doesn't allow simply aligning text anywhere but left? wtf is up with this engine-
overall this was an amazing game!! one of the best interpretations of a post-apocalyptic setting i've seen in a while, and a hell of an emotional gut punch and combination of worldbuilding, story and characters to boot. great job! :D
Oxy!!! Thank you for playing it and for these words!!! Your attention to detail never fails to amaze me haha. Out of everything you said I love that you noticed the "I'm here!" note on the wall haha. There's so many silly things we add in as devs when it's late and we're tired and I'm just trying to fill a damn wall with apocalypse scribbles and thinking about the real world people who would write these things and it feels SO cool that these things are noticed in some way.
Stacy.O was so nice to work with!! I feel so grateful he reached out, he does like really professional stuff haha. It's pretty cool. I'd throw feelings and vibes and plot outlines at him and he come back with the coolest sci-fi noises I'd ever heard and I vividly remember like sitting up at my desk and being like "ah shit I gotta up my game" haha. Time to step it up!! And I feel fairly chuffed with how it turned out. This one was a doozy and WILDLLLLLDDDDDDDD to program. You know it's all one ONE map?? with just events? I had 0 tilesets in the game which was so strange haha. Just a blank map with a few rows of events I had stacked up to keep track of the different chapters (Also - so funny, I 100% also called it a bunker, bunker is perfect word haha that's the word I used to label all the pics from that area, literally couldn't be more correct in your assumption). It felt so strange every time I opened the project I'd have this quiet moment of panic that it looked like nothing was done but it was of course, a whole ass game. Just rows and rows of show image and move images haha. Felt very inspired by you actually for good chunks of it and how you did Seabound! I thought about the layers and the movement of the screens a lot while picturing how I wanted it to feel.
Also!! so funny about the text boxes haha you'll laugh at me, I had to manually hit space bar and line them up. RPG maker is insane for how it does text box alignments there's just no way to align them I guess. I never thought about how it would slow down going through them, I wonder if it counts all my spaces as individual characters. I sincerely never noticed!! I'll have to fiddle with that and see if I can find a nicer solution.
I should write more romance stories you're right! They're very fun. I struggle with them in short form I think? Just planning them out the pacing and the build idk I get too in my head about it, so that's why I do avoid them a bit for jams haha. But for my Big Project that Definitely Exists it's going to be a romance and that's exciting.
And speaking of my big project that definitely exists, fun fact, the main characters name is Hope. So hearing you mention how that felt at the core of this made me smile <3 Gotta have Hope, no matter what.
you did all of it in one map?? :O howww that's legit witchcraft haha. there's so many cool moments coding wise, no idea how you fit it all in one map lol. and you were inspired by my widdle ol game? 🥺 aaaaa whenever someone says that to me i do a backflip- /pos
ooooooh a big romance game that definitely exists? consider me intrigued! :> (no pressure ofc) i definitely get the struggle of writing romantic stories, the pacing of how relationships evolve is suuuuper tricky haha, but i think the way you write romance is really great!
and yeah you're right, you always gotta have hope <3
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