Final Dev Log
Here is the final build for JIBUN, and I’ve made major progress since the earlier beta. I focused on pulling together all the feedback I received and using it to finish the game in a way that feels cohesive and polished. Every part of the game now connects with purpose, from the way rooms transition to the flow of item collection, to how the enemy behavior interacts with player decisions.
One of the biggest goals for the final version was to bring everything full circle, making the mansion layout feel like a single, living space rather than a collection of disconnected rooms. That meant refining door placement, adjusting how keys and puzzles are spaced out, and carefully managing what each room communicates through visuals and sound. The result is a map flow that feels both guided and uncertain, which matches the game’s gothic tone.
Between the beta and now, I spent a lot of time polishing the visuals of the game. I sharpened the lighting in areas that felt too flat, and gave more attention to the way clutter and open space create tension. I especially reworked the hallway and main entrance to feel more like real entry points into something ominous.
Speaking of UI, the interface remains minimal by design, and I think it works even better now. With notes you can collect and reread, puzzle items triggering progression, and no constant overlays, the player is encouraged to stay in the moment. Everything is environmental. The tension and story are delivered through what you see, hear, and pick up, not what you’re told directly.
A big hurdle I finally cleared in this version was making the enemy interaction feel complete. The enemy now correctly chases, damages, and kills the player, with a death fadeout and reset that feels smooth and intentional. I had to work around a few bugs where damage wasn’t registering or respawn logic broke, but those systems are now functioning exactly how I imagined. Another area that took time was adding sound triggers and ambient audio. These sounds aren’t overwhelming, but they help reinforce the tension I want players to feel as they explore. It also helped tie rooms together in terms of tone and storytelling.
Creating this game entirely in the free trial version of RPG Maker MZ had its limits, but I embraced those constraints. I couldn’t use plugins, so every mechanic, including inventory management, puzzles, death handling, and respawn, was built using default events. It took time, but I learned a lot about how far event logic can be pushed.
Now that the game is complete, I can look back and say I’m proud of how much JIBUN has evolved. What started as an idea for my first solo game is now a playable experience. It’s short, self-contained, and fully functional.
Thanks to everyone who followed the project this far. JIBUN is finished, and I hope it lingers with you after you play.
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JIBUN 自分
A 2d horror survival about facing the one who knows you best....yourself
More posts
- Beta Build Log Entry2 hours ago
- Art Update24 days ago
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