game (is done)
full release yippee!!!
changelog:
- there is now visual/audio feedback for attacking absolutely nothing while you have power
- funky shader for wavy effect on the "you've gone too far" screen effect
- second half of the map with another 40 anomalies (painful)
- increased starting photos to 15 and power milestones to 5 and 10 with a max of 15 to reflect increased number of anomalies
- added three new active anomalies (pole, umbrella yokai, hand)
- train
- secret ending now available (note: it requires both a little bit of RNG because it's tied to anomaly spawning and a little bit of skill in terms of stat management, so good luck, but if you want a hint, try getting into the train somehow.)
- 3 new CGs, 1 overhauled
- updated tutorial to include interactivity part and less crunchy images
- the title screen is slightly cooler
- some hitbox changes
- attack sprite now uses additive blending to look cooler
it took me a day longer than i was hoping to finish all of this, but the game is now complete (aside from any bug fixes i might need to make)
just for fun, here's a comparison of Sagami's original sprite (on the right) and the one in game. I can't draw consistently for my life.

Some other fun facts:
- while testing I accidentally made the crow invisible for a couple of hours and died to absolutely nothing multiple times and it took me way too long to hear the swooping sound and go "hmm i see nothing but i hear crow and i am dead, there must be something wrong with the crow"
- the station portrayed is not very accurate to an actual train station for gameplay purposes, but it was mainly based off of Karakasa Station, which is also why there is now an umbrella yokai in the game. Both anomalous versions of the station sign are references to Kisaragi Station, where one version just says Kisaragi Station while the other one with the red line is a reference to the train line that Kisaragi Station is associated with.
- one of the new CGs got redrawn before it even saw the day of light. for posterity here's the original version of the CG.
yep, it sucked.
- you'll also notice that Sagami has different clothes compared to the main game in both good ending CGs. this is because I like drawing new outfits.
- originally the map was going to just be an underground train station interior (so it'd just be 2D Exit 8) and the Kisaragi Station theming would be heavier as a celebration of a great urban legend (cough cough) but then I decided "yes i must draw greenery i want abandoned train station vibes" and so i marked it down as "thousand leaves" for the theme instead because honestly, I just wanted to make an Exit-8-inspired game but I didn't know how to work in the theming... I think it looks pretty good, though. Although if you think about it, the gameplay mechanics are wildly different from Exit 8.
- for a brief moment I considered adding the ability to stun active anomalies by taking pictures of them (because I always spammed left-click on impulse instead) but the idea was scrapped because it would heavily affect the gameplay dynamic if used in that way. After getting many, many people telling me the skills in my last game were useless because they had the option to use them but chose not to, I decided not to risk changing the current dynamic and getting many people skipping the photographing anomalies part in favor of stunning them.
- The pole could've been worse. Originally I wanted to make it so the pole would spawn randomly on the x axis with zero animation and only a quiet hum, so that you would have to walk right up to it only for it to slam into you and kill you. But alas, to play with player expectations like that comes at a great cost. Now it's just there to freak everyone out as it zooms towards you. I think it's still equally effective in getting people to panic (lol). The other idea I had for the pole was for two poles to start enclosing on the player once the player stood in the middle, but that seemed too complicated and I got this feeling that people would simply run into the poles anyway and feel that it was an unfair death.
- Sagami was named based on the eye theming (目) and Sakai was named based on her boundary power (境). They do not have first names because I am lazy.
- I was also too lazy to compose a soundtrack this time around, but the cutscenes seemed good enough without actual music so I left it like that for this final build. Well, it's a horror game anyway so it's fine, isn't it?
- the scrolling warning is because I like Lobotomy Corporation too much.
- i just like drawing topology map patterns. you should check out infected infestation if you want more topology map patterns lol
anyway i will probably take an actual break before i get to work on the update for a different game I said I was gonna do a while ago. I just need to find some time in my schedule and then it'll be done pretty quickly... or at least I hope so. I've been busy basically every single weekend for the last month, so that sucked, but I'm going to try my best not to make any more bad decisions. gotta really try!!!!!!!!
once again, please let me know if you want me to expand on this game in any way (or if you simply want to see Sagami and Sakai again) and I might, but otherwise, the game is complete.
update: just as i was updating the screenshots, i found a bug (oops)
it was actually pretty important and affects anomaly visibility upon restarting the game not from the titlescreen, so anyone who has a copy should probably redownload the game.
here's a messy ref sheet as well for Sagami's alternative outfits... I got too lazy to clean it.
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Anomaly Eater
Horror game about photographing anomalies and absorbing them.
Status | Released |
Author | karelessocelot |
Genre | Puzzle |
Tags | Anime, Horror |
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