Upon waking up, twelve people find themselves locked inside a mansion, abducted for reasons unknown. They must try to discover some way out, otherwise they may never return home again—at least not as themselves.
Insignificance is the spiritual sequel to another fetish game that no one knows or cares about, whose creator only rivals his creation in undeserved oblivion. Like most spiritual sequels, it is not a sequel of any sort, and it does not capture the spirit of the original in any way. The label serves purely as a marketing ploy. There is no need to take it seriously.
This game is the child of an unhappy marriage between a typical RPG Maker role-playing game and a hidden item escape game. Its efforts to please sometimes reflect the impoverishment of its parents' union, but it still strives in its own deficient way to live up to expectations.
The current version has four separate transformations and three endings. These are unrelated. It ends after the morning of the second day.
As for sexual content, this release has a lesbian domination/submission-oriented scene with images, in addition to nudity and pornographic descriptions. The tags reflect the current release only, not planned releases.
Reviews are welcome, but to report specific bugs, submit corrections, or ask for help, use the discussion thread instead of the review section.
Fixed autorun event bug in new room
Fixed minor event bug in new room
Fixed memory problem associated with slot machine (probably)
Softened stool blockage
Rid slot machine of gold bugs
Removed needless conditions for difficult special events
Saves from some of the earlier versions can now be used with the newer events
Added a small extension to one of the halls
Added a new transformation
Added more outfit dialogue
Fixed outstanding errors in the password puzzle; added a new note
Moved the beach house for the sake of first time players
Fixed another minor mirror bug related to outfit image displays
Fixed an inconsistency/bug related to a post-dinner conversation
Fixed a minor bug related to older saves and outfit unlock conditions
Fixed a Linux-specific file name bug
Fixed a minor mirror bug for one outfit
Added three new outfits, and one bonus that isn't quite
Added new Viv conversations for the outfits
Added gold display window for the slot machine
Resolved multiple point system bugs
Fixed slot machine event bug
Fixed door message bug
Miscellaneous typo fixes
Updated a few more plugins to mitigate lag
Fixed bug with event dialogue and point system during certain loss situations
Fixed minor Viv dialogue bug
Changed special attacks for one enemy
Changed BGM for a few battles
Added a few more chests in the castle
Changed a question asked in the tower
Fixed slot machine item bug
Fixed possible save bug in certain cases
Removed optimization for weapon equips, as they would be optimized incorrectly
Defaulted battle speed to "fastest"
Fixed serious bugs related to hidden choices during outfit switches
Fixed bug related to macros
Changed a few enemy attack patterns for "Safe as Milk"
Added uses for some of the items in the mansion
New unlockable outfit for each transformation based on the poll results, with mirror images and sprite changes
Face set images now change depending on the outfit
Added a few responses from certain characters depending on the outfit
Added player-controlled TP modes
Updated the engine and many plugins with bug fixes which may help ameliorate lag some were experiencing
Changed crafting progression to account for increased drops and TP mechanic alteration
Fixed more minor tile bugs
A few minor switches were removed and reorganized; this won't affect saves in most cases, although it could potentially in some
Decreased some item crafting costs
Made some movement puzzles easier in castle for "Safe as Milk"
Fixed major bug for "Frownland" relating to the black marker
Fixed minor tile bugs
Added the ability to turn off animated tiles to address lag in certain cases
A few minor alterations of in-game notes and dialogue
Added blackmail event, with images
New unlockable outfit for each transformation, with mirror images and sprite changes
Added room in castle to get password without solving puzzle
Changed castle puzzle hints
Made item drops more consistent for certain items and more frequent overall; crafting requirements increased
Added features: an Instant Text option, and the ability to hide the message box
Addressed lag issues slightly
Added "Too Much Time" mode for playthroughs after the first
Increased time limit for "Safe as Milk"
Removed time limit from "Ice Cream for Crow"
Changed time-stop time for "Safe as Milk"
Made enemy attacks more consistent for "Safe as Milk"
Made other minor combat and crafting changes
Changed castle puzzle and hints
Changed taunt mechanic
Fixed minor Cecil conversation bug
Fixed minor Evelyn conversation bug
Fixed minor save bug for "Frownland"
Fixed miscellaneous problems, mainly typos
Fixed a timed event mistrigger under certain circumstances
Added a few lines of gallery dialogue for unaccounted cases
Fixed a mistake in one variation of the castle puzzle
Decreased frequency of one attack during certain arena battles
Fixed a minor Dee conversation bug
Fixed minor post-dinner Aurora and Dee bugs
Clarified password when cheating
Made flashlight beam more bad flashlight-esque
Shortened post-dinner Viv wait time
Modified a Vesper conversation slightly for the sake of clarity (thanks for the tip earlier!)
Added taunt skill for all characters
Altered combat skills for one enemy type
Added beeps for Breakable Stop Watch to help players track time; also extended movement pause time by a few frames
Added more dialogue with the Village Chief
Made Pirus occurence more frequent
Fixed arena bug related to transformation
Fixed post-victory elevator bug
Fixed gallery dialogue bug
Fixed a few minor issues involving flavor text
Added craftable "Breakable Stop Watch" item to help with enemy movement puzzles; needs additional testing as it may result in balance issues
Enemy movement now stops when opening chests
Fixed hidden arena battle "give up" bug
Fixed minor fade-in/fade-out bug related to hidden arena battle
Added option to speed up battle animations (and battles) in Options menu
Fixed special arena battle and added new post-arena scenario conversation
Fixed slot machine Cecil conversation bug
Fixed post-victory waiting scenario elevator bug
Shortened number of password entry failures necessary for hint conversations
Fixed Pirus bug
Fixed a few minor bugs related to the new difficulty
Added the "Ice Cream for Crow" cheat difficulty for testing and those so inclined
Moderated enemy type system and altered color-coding for the sake of consistency
Adjusted battle mechanics, making enemies weaker and ingredient drops more common
Decreased the difficulty of some of the enemy movement puzzles in castle
Fixed Disassemble pool bugs that slightly affected balance
Added a note about the type system in the Mountain Tunnel
Fixed a bug with the generic arena loss
Fixed multiple bugs related to the dream
Fixed minor Punchy status bug
Fixed Monstrous Cave item bug
A few other minor changes related to combat
Window can now be resized by the player
Fixed last disassemble bug
Fixed outfit change bug for male form
Fixed arrow maze bug
Fixed crafting and disassemble bugs
Fixed mirror bug for default male form
Genuinely one of the least enjoyable games I have played.
The theme reminds me of the visual novel "Euphoria" - a bunch of students wake up in a strange place seemingly kidnapped under mysterious circumstances (however in Insignificance the villain isn't known from the beginning).
You (the un-nameable protagonist Miles) wake up in the Mansion, and are greeted by your "sometimes girlfriend" Dee.
The protagonist is honestly thoroughly unlikeable. He's aloof and just generally an asshole to every character he interacts with (which leads me to believe that - like Euphoria - the protagonist is the culprit). Also I hope you like intolerably needless exposition with walls and walls of text - because this game has that in spades. It's not even interesting, so I found myself just holding the ctrl (skip) button any time a conversation arose because I didn't want to sit through another 10-minute long expository conversation where the protagonist is a smarmy asshole over and over.
You split into groups of three and go on to do (timed) tasks that the culprit has set for you and your classmates. You don't even get to pick the door, and there are no conversation options at all during the first few hours of the game (after which point I stopped playing). It's completely linear, which leads it to be horribly tedious and boring.
The enemy movement speed is seemingly tied to your monitor's refresh rate, too, and even when I went into the options and disabled "Monster FPS Synch", it made absolutely no difference whatsoever, so fights became unavoidable.
You're eventually sent to stop an enemy castle from taking over more of a territory, and one of the floors is completely black - like think of the unlit caves in pokemon black (but there's no "Flash" option available), which leads you to have to stumble about blindly hoping to find the way through to the staircase, all the while dealing with an unseen (aside from a red smily face) character called "Toxic Pete" who will make small demands in order to let you pass. This floor can take a long time to navigate - but remember, it's TIMED. A character in the protagonist's team comments about how it's "lazy game design" - which it well and truly is - but being meta doesn't excuse the fact that it's fucking horrible. It's not funny, it's not amusing; it's literally just a waste of time (both IRL and in-game) for no good reason, and even includes some red herring options from Toxic Pete (at one point he says "I will move from this spot if you just wait 1 minute. If you leave this floor and come back in I will restart the timer", but after he moves it leads to a dead end anyway).
The combat is relatively decent, but there's no real fun to it - it's just a rinse and repeat cycle of trying to build TP to do special moves (other games built in RPG Maker MV - such as Afterlife - at least give you a reprieve as you can use mana-based abilities as well as basic attacks and special abilities which consume TP) and the auto-attack moves are quite weak while you take a fair amount of damage from enemies. Again - it's an effort in futility and tedium, which is apparently the core theme of this game.
In it's current state I would rate it as 4/10 - absolutely not worth your time (unless you have a lot of it to waste).
this game is utterly fascinating, and I'm enjoying it a great deal so far
Less of a review. and more of a heads up
:If you have a 60+Hz monitor (I.E. 144) Go into the settings and disable monster FPS synch. Those monsters aren't MEANT to be moving at warp speed.:
Game seems good so far, btw, but too soon for a real review. Keep up the good work, boss!
Even though the game is rather short in its current state, one can clearly see it stands apart from most other games on this site. Let's have a list:
Good writing – dialogue flows like it should, descriptions are neither too vague nor too verbose, the only bad thing that comes to mind is the overabundance of text at the very beginning, where you are bombarded by walls of text before anything interesting really happens. Still, that's only an issue at the very beginning, and I can appreciate a game not reading like it was written by a horny thirteen year old.
Varied characters – the important ones, at least. While they don't really strike you as interesting at the beginning, the frequent word fights they have with you and among themselves really bring them to life. I especially liked that the main character is neither a blank slate nor some impressionable boob that does anything anyone tells him. He's a jerk, he tells people what he thinks (usually nothing positive) and his assholery made me laugh again and again.
Good gameplay – never thought I'd say that about an RPG Maker game. The fights in the game (especially near the end) can be quite tough, resource management is a thing as crafting is a major part of the game (and unless I'm missing something, you're likely to feel an urgent lack of fairy dust in the castle area) and there is no grinding – no EXP to be dropped and the enemies in the last area are likely to injure you more than you can heal with what they drop, even with maxed out equipment. They also do not respawn, which is a blessing since you do need to backtrack at times. I played the game on "Frownland" difficulty and I cannot complain. The fact the levels are timed doesn't actually harm you any – even when I took my time and explored everything, I finished on time no problem. It's mostly there to be at the back of your mind and yell at you to hurry, only adding to the intensity.
Choice and consequence – getting defeated isn't a game over and you get to choose just who to screw over whenever you win. I only hope the author didn't bite off more than he can chew with this, as it seems like the kind of thing that'll get harder and harder to manage as the story goes on, but so far it's quite nice. Some parts of the game seem to be randomised, such as which team you fight at the end of a round, but they do not seem to be too major and mostly serve to keep variety. Unfortunately, I have also found this part of the game to be incredibly buggy – the points you or other teams get are frequently recorded completely wrong, the game sometimes thinks I did something that I really didn't etc. I have high hopes these issues will be fixed in future updates, however.
Okay visuals – about what you'd expect from an indie h-game, really. Bulk of the game uses RPG maker assets, transformation scenes use imported models from some other other program. Overall it's alright – nothing to write home about, but nothing to scoff at either. I'm hoping for some mid-tf images later on, but the before/after ones we get right now are alright too.
Generic audio – Game uses the basic music from RPG maker, bleeps and bloops for speech (can be disabled at game start), etc. Then again, if you play games for the audio, this might not be the right site for you.
Multiple tf targets – the game is too short to actually have you experience anything other than the MC get tg'd (at least as far as I've found out), but the plot heavily implies you'll get to see your NPC companions get some changes and even influence who gets it when. I really look forward to when this part of the game gets implemented.
Overall, I'd give the game 7/10 in its current state, but I can really see it get to 10/10 if all the bugs are fixed and the game is finished with the same degree of quality and content as it had up until now. Kudos to the author and good luck finishing the game. I know I'll be awaiting its completion impatiently.
It isn't bad but it's far from amazing basiclly it's just another brand new already dated RPGM game. Why people keep using RPGM in this day and age is beyond me but some of them turn out really good, this isn't one of those yet but might become one with a lot of hard work. I was very confused about dream prolog and couldn't find any FF or sub content at all but I will admit that I didn't look very far or hard. I mostly played this to see if the story could draw me in and keep me interested. It did not.