Cool Game
Allen620-arc
Recent community posts
This is a really cool game, it's a little surprising how little playthroughs there are of this. It's kind of like Cruelty Squad in terms of visuals, with a bit of Petty Thief's mechanics in there. It's a bit of a shame that the immersive sim-like mechanics aren't as explored here. The combat does take a while to get used to, where having to be precise can get annoying at times, but once you get the hang of it, it's actually quite fun. The only main issue is how annoying the final boss is, but overall, good job!
There is the playlist of my playthrough: https://www.youtube.com/playlist?list=PLd5MBSJJTU_fKmkhsB-cWVWWJ7Wy6Mudb
This is a really interesting take on the EXE game formula, but also a really flawed one. Traditionally, these games were little more than walking simulators with cheap jumpscares, but now it seems that any attempt to go beyond that results in needless frustration.
There are things I genuinely like about this game—the pixel art is great, and the mechanics are cool in theory. The problem is the execution. Even with infinite lives, the game doesn’t clearly indicate where you respawn, making deaths more annoying than tense. While this design choice mirrors Super Mario Bros. 2, I can give it a pass. However, the real issue lies in the level design. The abundance of spikes, tight platforming, and frustrating chase sequences create more irritation than fear. Dismissing criticism as a "skill issue" feels disingenuous—poor design is poor design.
The Toad chase sequence, in particular, is frustrating. Toad doesn’t even need to collide with you to trigger a death—if he passes you, you’re dead. The turnip-throwing mechanic, which is central to the game, makes certain sections even worse. Slightly mis-angle a throw while trying to unlock a door? Reset the entire chase. Over and over again.
Enemy design also suffers from this reliance on precise turnip aiming. If your throw isn’t lined up perfectly, enemies quickly overwhelm you, leading to unnecessary repetition. What should be a tense encounter often devolves into trial-and-error frustration. SMB2 tended to have enemies that were pretty easy to dispatch, whereas this just proceeds to make them an unnecessary thorn on the player's side.
The second segment introduces a semi-stealth section where the player is forced to stand still—move even slightly, and the enemy bombards you with projectiles. It’s a pacing shift that could have added variety, but instead, it feels tedious. To make matters worse, the game also introduces turnips that kill you if you hold them for too long. When combined with the already awkward turnip throwing mechanics, this makes trying to open doors a nightmare. The result? An experience that becomes exhausting unless you’re some kind of expert Mario player.
I eventually gave up at this point, realizing that this game wasn’t meant to be beaten in one sitting. Unfortunately, the punishment doesn’t end there—if you want to take a break, you’re forced to start from the very beginning. A proper save system would have greatly improved the experience. I understand why the developer might hesitate to add one, but given the game's length, it feels necessary. No one wants to replay the entire game and die a million times just to clear all three acts.
I might release a series of Youtube videos sometime later about this game though. Maybe not now with my current feelings about this game, but surely sometime later.
Hello, I am an English player and I recently did a playthrough of your game. I am pretty excited for the official translation on Steam. Sorry if these videos don't have any audio, I didn't realize that my software doesn't always capture it.
https://www.youtube.com/playlist?list=PLd5MBSJJTU_ePZCROxeF_lpTgCt8IBnZQ
Short Review: Basically Resident Evil + Slender + Animal Crossing.
Long Review: It’s refreshing to see a third-person horror game for a change. Most PS1-style Unity games lean heavily into first-person perspectives, so this one stands out. It also runs impressively well, especially on laptops where framerate issues and bugs are often common. The visuals capture the essence of classic Resident Evil, with its exploration and camera mechanics executed beautifully.
However, the gameplay loop leaves much to be desired. While the game nails the elements it draws inspiration from, it also inherits some of their shortcomings. The monster's behavior seems entirely random, lacking any discernible pattern. In other horror games, you’d typically have options—whether to fight, flee, or outsmart the threat. But here, your only hope is to reach a door and pray the monster doesn’t spawn too close. If you're unlucky, it’ll keep appearing repeatedly, often leaving you caught before you can even react.
Overall, the game isn’t bad, and it shows a lot of promise. I just hope future updates address this issue. With some tweaks to the gameplay, this could be something truly special instead of frustrating. I would have posted the good ending if it weren't for the fact that I got frustrated at the end.
Ok, I have a lot to say about this game. I think it's really promising and has a lot of effort put into it, but there are some issues that kind of need to be addressed. However, I will get the positives out of the way first.
It's obvious this game is a love letter to LSD Dream emulator. The graphics and animations are close by proxy. There are also plenty of other references such as Hylics, Yume Nikki, ENA, Lain, and a pinch of Greek Mythology. I am pretty much a sucker for those types of games anyways, so I mean this in a positive way if anything.
The dialogue is also surprisingly snappy. There is a lot of philosophy going on in the interactions, which is honestly fine. Melpomene, or Mel as I prefer to call here, is a standout character, she is told to be the gloomy, depressing goddess of Disillusion's world, yet her interactions with Golem make her surprisingly more nuanced than expected from your typical RPG sidekick. The other interactions in the game are also lifted with the strong dialogue.
It's also impressive that you managed to get all of this done in RPG Maker. There are already a lot of games that push the engine to it's limits, but this is one of the more impressive ones. I never really imagined someone would make a 3D game of this caliber.
Sadly, this is where the positives end, cuz there are a lot of issues that I must go over.
For one, we must talk about the combat system. The original Disillusion Game seemed to have inherited Hylic's combat system. Here, it was scrapped for a more 3D like combat system. It’s cool in theory, right? Well… it’s also broken. The RNG seems to really hate hard attacks because I feel like they never land. Accuracy is usually indicated via textboxes, yet it seems like I end up with blanks whenever I press G. What's even worse is that it's easy to get ganged up by so many enemies. Even worse, dying really no stakes whatsoever. Yume Nikki has this issue too, but there there are actual consequences when you ‘die’. Here, you just get teleported to yet another random room. You also can’t really get level-ups either, so there is no real incentive to win battles aside from just exploring whatever room you are currently in.
The card system is also worth talking about. It sadly suffers from the similar issue of being ambitious in concept but broken in practice. The person who goes second has an immeasurable advantage, making winning ultimately RNG dependent. The other mechanic I would like to talk about is the Cherub system, which basically gives you a pet that you can feed and take care of. It doesn’t seem fully fleshed out though, since you can’t really interact with it that much aside from animations of races.
The biggest issue, however, is the game’s progression. I get that surrealist games tend to have a pretty awkward relationship with game progression. Yume Nikki and LSD Dream Emulator prioritize exploration over game progression anyways, while Hylics is linear despite the surrealist presentation. Disillusion tries to combine both aspects, but the execution really suffers as a result. Everything is randomized in this game. The only way to go from Point A to B is through interacting doors, but the locations you arrive are randomized for every door you go in. It doesn’t take long until you realize that the game basically becomes variance hell, especially in Combat mode The game is aware of this though, but it just doesn’t make for a satisfying experience.
Lastly, the environments are kind of a mixed bag. I will have to applaud the creator for making good use of animations throughout this game, but the interactive aspect is largely a mixed bag. There are some cool zones, namely the bright and colorful LSD-inspired, church and city environments, but also a bunch of dead grey zone with no life to them. This was likely intentional since it fits the story, but it doesn’t take long to notice that some of the rooms are just recycled with slightly modified textures.
Overall, I really want to like this game. There is no denying that there are a ton of cool ideas. And while some of those ideas this game has delivered, the overall product feels more like an interactive art project than a game. There isn’t anything wrong with that, but I just wish the mechanics of the game were as good as the presentation.