An insightful look at Sightless (with developer interview)

I admire games that revolve around having multiple endings. It really makes you want to explore the game more and gives the game more replayability. Games such as; Undertale, Prey, Life is Strange, etc. give the sense that you’re in control of what happens. And that’s what makes me love these games, you get to make your own decisions as if you were the character yourself.

Jumping into the demo!

Sightless, an RPG game in development by Nokocchi (Rubin). The game starts off telling the story of a witch who used the last of her powers to defeat a giant monster. It then cuts straight into the game. You’re introduced to Sena listening to their brother/parent figure Ivan reading a comic. After telling the story he sends Sena off to bed for the night, and then your journey through this wonderful world begins!

I would think the main idea of this demo is to give you a little glimpse of what the game has to offer. Not very story heavy, though I’m not saying that the demo doesn’t have a story at all, I just feel that it’s capturing a sort of concept of what the game will be like when it’s released. From what I’ve captured so far from the demo, Sena goes to a school in the clouds. (Which is an amazing concept) And we learn through this school that it’s a school for people who want to learn magic. The school is powered by “The Great Dragon” which you can see an amazingly beautiful visual of it when walking all the way up to the top floor of the school. Through this dragon is how the people are able to study and perform magic.

A beautiful sight!

I’d like to start off by talking about the graphics. They’re outstanding! I love how well and polished they look for the demo. It really brings this crazy imaginative world together and gives the game some great atmosphere. The gameplay is just like any other ordinary RPG minus the random encounters. (THANK YOU!) The only battle I’ve encountered so far was with your best friend Jello. What I found really interesting about the battle system is that you can trigger a bad action through it, which in turn affects how the character will view you afterward.

I took note that some parts of the game felt a little laggy, but not too much. Another little bug that I found by accident; the second day when Ivan greets you in the morning and give you a Jelly Filled Doughnut, by walking back upstairs then back down, the event triggers again. As for the music, I felt it was good. Not the best, but it did fit well with the game. I have high hopes that when the full game is released it’ll be amazing!

Sightless is still in development and has a very long way to go. I like the idea of it, and the game from what I’ve experienced so far is amazingly beautiful! If you’d like to check out the demo for Sightless it is available on Windows and you can find it here! Feel free to show all support to Rubin as they power their way through developing Sightless. Most definitely will be looking forward to more updates, and its release in the future!

Interview

In addition, we’ve also been able to reach out to the developer Nokocchi (Rubin) for an interview and here’s how it went;

[Dave]: "What inspired this project?/ How did it start?"

[Rubin]: "Oh boy, that's a long one! Back in high school, I used to write a lot more, so I wrote a story about these characters thinking I'd be a really cool author. Except it was really bad? And writing just never portrayed what I wanted out of a story! I like visuals! Lighting! Dynamics!

However, I didn't want to go straight into making a comic and got inspired a lot by RPG maker games (Yume Nikki was really big at the time), so I began making a game instead. It was the worst, but also the best choice I've had as a creator."

[Dave]: "What difficulties did you come across during the development of this project?"

[Rubin]: "The first time I tried to make the game, I used RPGmaker 2003. It was about when I made the opening song for Sightless (which remains mostly unchanged today), but the story itself was completely different.

Even though I loved the scaling it has on sprites, I stopped using RPGmaker2003 after a few weeks. I remember having to put my sprites through another program just to make them the proper file format, which took too much time to be worth using. It's amazing how something so small ruined my motivation for this game....

When I came back to it in 2016 (five whole years!) I revamped it in RPG maker XP, rewrote the story, and began making the game you know now. I eventually started posting content of the game to Patreon as well, and got some great feedback."

[Dave]: "Are there any features you had in mind for the project but we're scrapped?"

[Rubin]: "Sightless was going to be 10 days long?! It's only 5 days long now (+1 FINAL day on some routes), but there are more endings. It's definitely a game that will have replayability value and rewards players for exploring in unusual places.

I also will shamefully admit that I was going to put cute, E for Everyone(tm) dating in it, but I didn't want this to detract from the game."

[Dave]: "What are your future plans for this project?"

[Rubin]: "Aside from making the last two days, the biggest plan is to make sure there's a way for players to easily loop back to earlier days instead of replaying the game over and over. It'd be something that'd be unlocked after playing it a few times (there's a reason), but as a demo that had over 8 endings to unlock, I want to make getting to new endings easier in the full version.

I also have been scanning my old sketchbooks in, and want to make a fun 'concept book' when the game is out so everyone can see how wildly different the game is now!"

[Dave]: "Any advice for aspiring Indie Devs.?"

[Rubin]: "Don't be afraid to try out new things! Before Sightless, I didn't have any experience with music, and my coding was minimal. Even as an artist, I'm actually really bad at making crisp work?! I still wanted to make this game though, and that drive was what helped me keep going.

Sightless is meant to be an exploration game, but the progress of making it is an adventure of its own. You'll get bumps and bruises, struggle with battles on coding, but with a push and shove, you'll get to the end.

Even little progress is progress -- and you'll be surprised with what you can do once you're finished making the game."

David Strickland
Just an average gamer, aspiring to be a game journalist. Also a cat.
https://dcparadox.blogspot.com/