Pallored Halls
A downloadable game for Windows
Pallored Halls is a game made with RPGMaker MZ. Similar to last year's project, this was supposed to be spooky-themed for October, but kinda-sorta didn't end up that way. Instead of 2-3 days, I spend 3-4 weeks on this one.
The player takes on the role of Yin Qing, an assassin who is part of an underground organization. While on a mission, she is inadvertently caught up in an occult ritual that summons an eldritch deity -- one that has dominion over looping hallways.
Traverse the hallways and the rooms, meet various other people who were caught up in the mess, confront the cultist that started it all, and get lost in a maze of halls.
Expected playtime is about an hour, give or take thirty minutes.
If you're updating from a previous version, it should be fine just to copy/move the save folder over to the new version unless stated otherwise. I'm actively looking for feedback, post below or send inquiries to my twitter.
Due to bugs introduced 1.0.13, the previous versions are available to download.
Current bugs
One NPC might vanish because you talk to her but she's not supposed to do that.
(1.0.13) Goblins are bugged. If you get caught by one, going into the map again will make you automatically get caught. This sucks! Also, I think if you have no items left to steal, they crash the game. Thanks goblins.
(1.0.13) I think Setceck stopped appearing.
(1.0.13) Hornet went looking for items, but when you talk to him, he won't go away off the screen.
Future Plans (Spoilers)
Additional rooms. It would be neat if some floors had different rooms or something through the same doors on specific sections.
More character interactions. Currently, you only meet them once or twice and that's it. Side stories with them would be nice.
I'd like to add in new armor/outfits for Yin. It would be a little complex and would definitely be for a 1.1 release. Not only that, but having multiple armor types would give a good segue into explaining armor and armor resistances, which is never explained currently.
Changelog
1.0.13 - One of the doors that was previously going the wrong way now goes the right way. A new trap was added, be careful. Hornet is laying the groundwork for additional outfits, and will comment on this if you find him in a specific place.
1.0.12 - Xeloth's combat logic was adjusted. The carry-over of sudden death into the boss fight (and also Xeloth's fight) has been fixed. Additionally, enemies no longer explode after tapping them once regardless of their health (there was a switch I forgot to reset lol). Traps were adjusted. A switch was corrected when losing the first fight.
1.0.11 - Images added for the final boss interventions. Pizza Boy has a new event. Lootables and enemies and traps now reset properly -- additionally, anything lootable now can be interacted with, instead of just being uninteractable. I'm hoping enemies now properly take damage. There is one instance where they won't, though, and that's when they start off pretty much dead. Also, each section is seeded once during map generation to prevent issues with a section never appearing. Originally, this was going to be a 1.1 build, but there's not really enough additional content to warrant the 0.1 version.
1.0.10 - One of the NPCs should now properly appear. That damn Setceck was stopping him from showing up.
1.0.9 - A dice roll will no longer be stuck on the screen when talking to Xeloth. A softlock where one of the section variations never spawns should no longer occur. A button to rerandomize the map layout has been added (not recommended to push this button).
1.0.8 - The traps... now activate when you step on them! Wow! Also, adjusted the wait time of staring at dice rolls and also made it more visually apparent when your dice is changed by Sudden Death activation.
1.0.7 - The traps that were previously invisible are still invisible, except for one major difference: they work now.
1.0.6 - the door to the bedroom disappears...; the bed no longer takes you to eternal sleep. Fixed a bug where you could get softlocked when taking damage. Changed a value in enemy damage logic to hopefully make them take damage when they take damage. Setceck should stop blinding the player when the player is helping him. The shadow slime enemy no longer intervenes improperly in the final boss battle. The detective no longer acknowledges the player until he's ready. Sudden death rules activate after turn 5.
1.0.5 - Adjusted the combat logic for the shadow slime enemies as well as the final boss. They should no longer randomly explode on successfully defending against attacks, and also images should properly remove themselves during the combat as well.
1.0.4 - Kicked a magazine rack until it became interactable.
1.0.3 - If you don't have any limbs, you shouldn't have any limbs.
1.0.2 - persuaded a noninteractive vase to be a little more interactable
1.0.1 - fixed a few dice bugs, removed Pizza Boy's ghost image when he beats you, told the big vase to shaddup, added a title screen, removed extraneous scripts from the final boss, also shortened the interval of how long the dice stays on the screen for some skill checks involving the traps.
1.0 - fixed gamebreaking bug at the end, updated ambusher logic, made traps invisible, added item to check stats (lol), added two useless variables that are never used
0.9 - Release
Updated | 1 day ago |
Published | 14 days ago |
Status | Released |
Platforms | Windows |
Author | Shui |
Genre | Role Playing |
Made with | RPG Maker |
Average session | About an hour |
Languages | English |
Inputs | Keyboard |
Download
Click download now to get access to the following files:
Development log
- The Track to 1.11 day ago
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