What is this?
Summon a Sweetheart is a sample game project made by myself, in (roughly) a month, using the RPG Maker MV engine.
This sample project served as a learning experience, where I taught myself how to use the engine from basically nothing. The game itself is not much of a "game" in terms of fighting or combat- though instead, the main objective of the game is to search the main protagonist (Penelope)'s room; to find a gift for an eldritch monster she summoned. Depending on the gift you find (or craft), you reach a different ending. The game is incredibly short, but if you're going through all the endings, I suppose around 20ish minutes would be the runtime??? I'm not really sure how you would estimate these kinds of things, but I doubt it would breach a half hour.
The themes of the game are somewhat dark and depressing, though it's handled in a somewhat lighthearted manner. Not to make light of such things, of course- but to try and find some sense of humor or laughter, in a reality many people can't seem to escape. Or at the very least- not without a great amount of effort and support.
You can't really "win" the game, as all endings, in some form or fashion, end badly for Penelope. It's only a matter of how bad it will be.
About The Development
Development was Started on . . . Jan 19th 2026
Development Ended on . . . April 1st
My only experience with code is messing around here, making static sites that look pretty and coloring different boxes. I only recently learned what "var" was. So, needless to say, this was a little bit of a feat, even for a sample project. Yet, this has already taken way too long for what I originally planned. My goal was to essentially, pedal to the metal for a full month, and get it done by the end of January. It is now the end of March.
Due to what I have on my plate in both my personal life, and the several other "vastly-more-important-than-a-sample-project" things I'm working on- I truthfully, wasn't developing for most of the time "spent" on the game. I worked on it a lot in the early stages, I got to about 60-70% done in record time, and when it started getting to the 80-90% stage, (touch ups, sound effects, running into every wall 500 times, just finish writing a few more interactions) I ended up burning out, and barely touched the thing. I put my energy elsewhere when I couldn't muster up the brainpower to churn out even the stupidest, most unimportant line of dialogue. Basically, an entire month went by without me even opening MV. Which was... not the plan. Alas, I can rarely predict these things- but as always, it gets done eventually, it's just a matter of when.
I have 135 hours in RPG maker MV. I bought it 5 or so years ago. I am a bit annoyed at the pace of this. But the fact that out of the countless games I tried to haphazardly slap together while I was in school, with ZERO coding knowledge, even the most basic html like on this site- this one actually made it out, it survived... In a sense, I'm just satisfied it exists. It's nothing grand, it's no ground-breaking achievement. But it exists, and, more importantly- I feel like I'm getting my footing in the engine. If I can help it- this certainly wont be my last game. But, man is this stuff hard when you have no idea what you're doing.
Ending Walkthrough
There are 10 endings in the game. Below is a guide on how to get them all.
Ending 1 - Wine Bottle
In the first ending, Penelope gives Galatea a wine bottle.
Inspect the lone wine bottle on the floor near her bed. Pick it up, and give it to her.
This should trigger the 1st ending
Ending 2 - Sugar Stick
In the second ending, Penelope gives Galatea a sugar stick.
Inspect the pile of trash highlighted in the image. It is the last one you can reach, to the bottom right, before moving up a tile.
Give Galatea the sugar stick, that should trigger the 2nd ending.
Ending 3 - Water Bottle
Ending 4 - Energy Drink
There are two items in this spot, that give you multiple different endings. The water bottle, and the energy drink.
Inspect the minifridge, and take the water bottle.
Give Galatea the water bottle, that should trigger the 3rd ending.
Inspect the minifridge, and take the energy drink.
Give Galatea the energy drink, that should trigger the 4th ending.
Ending 5 - Energy Drink Sludge
In the 5th ending, Penelope crafts a disgusting sludge that she gives to Galatea.
Inspect, and take:
- The wine bottle on the floor
- The energy drink from the minifridge.
Go to the craft cart (highlighted with a '?') and interact with it. The game should automatically sense you have the necessary items in your inventory, and prompt you to craft an item.
Craft it, and give the sludge to Galatea to trigger the 5th ending.
Ending 6 - Sugar Water
In the 6th ending, Penelope crafts sugar water that she gives to Galatea.
Inspect, and take:
- The sugar stick, hidden in the pile of trash.
- The water bottle from the minifridge.
Go to the craft cart (highlighted with a '?') and interact with it. The game should automatically sense you have the necessary items in your inventory, and prompt you to craft an item.
Craft it, and give the sugar water to Galatea to trigger the 6th ending.
Ending 7 - Old Plushie
In the 7th ending, Penelope gives Galatea a plushie.
Inspect the plushie on the dresser to the left. Pick it up, and give it to her.
This should trigger the 7th ending
Ending 8 - Favorite Shirt
In the 8th ending, Penelope gives Galatea her favorite shirt.
Inspect the wardrobe next to the bed. You should be prompted with a choice to take the shirt. Take it, and give it to Galatea.
This should trigger the 8th ending
Ending 9 - Diary
In the 9th ending, Penelope gives Galatea her old diary.
Inspect under the bed, by walking behind the trash pile. You should be prompted with a choice to take the diary. Take it, and give it to Galatea.
This should trigger the 9th ending
Ending 10 - Protein Powder
In the 10th ending, Penelope gives Galatea old protein powder.
Inspect the dresser to the far right, the tile with the poseable doll on it. You should be prompted with a choice to take the protein powder. Take it, and give it to Galatea.
This should trigger the 10th and final ending.
Devlogs / Progress
This isn't so much a devlog as it is my unorganized ramblings, and screenshots I was taking of the game as I was playtesting to function as "progress shots" for a devlog. Do with this what you will.
Game Complete!!!
March 29th & 30th screencaps
I looked over every ending and rewrote some lines, since some of them we're kind of awkward. (I'm not much of a writer, if that wasn't evident enough already.) Made the remaining sprites and cutscene images, and fixed the few placeholder sprites that were still on the map.
But at this point... it's... done? I think it's... actually just... complete?
I could already feel myself getting trapped in a loop when I was looking over the endings- where I would just keep checking over, and over, and over, again. Never satisfied, and weirdly scared of it not being good enough to go public. But, honestly at that point, thats when I do one final spellcheck, call it done, and just hit deploy so I cant obsessively check over everything forever lol.
The Final Stretch . . .
March 29th screencaps
3/29/26 -
FINALLYYYY OOUUGHH MY GOD okay I finished all the endings! And I added the flavor text events!
Now I just need to tweak the SE and music, finish up some cutscene pictures and a few more of Penelope's sprites, and I'm good to go, I think!
Mostly done?
Feb 15th screencaps
At this time, I finished basically all of the sprites, save for the book and poster placeholders. This is where most of the work was basically done, and I started to lose steam since that sense of progression started getting smaller and smaller now. I planned a few stupid short endings, and 2 "long" endings. I had done one long one at this point and a few stupid ones. I still needed the last longer one and like 2 more dumb ones.
I also need to start adding sound at this point, since everything thus far is dead silent save for a sting that plays when Galatea speaks and some intro sfx.
Rewriting, like, everything.
Feb 10th screencaps
The grand rewriting... A lot of the dialogue wasn't very... good? Make no mistake, it's not like I'm Shakespeare or anything, but I think that even if this still sucks, it sucks way less than what it was before. So, improvement! I finished up some more of the cutscenes, and put a placeholder one with Galateas sprite since I redid her design at this point. I also did a few more stupider endings.
Coming Together . . .
Feb 4th screencaps
I worked quite a lot since the last screenshot I took. I did all of the tile sets for the room (with some placeholders still) and this screenshot is actually the updated room tile set. I didn't end up getting a picture of it beforehand, but because of the way some of the trash tiles were interacting with other furniture and the player, I needed to shuffle around what was on which tile set sheet, so I basically needed to redo the whole room. I also figured out (feverishly googled) how to make light effects, and ended up doing the only thing that I could understand and looked decent without plugins. So that's what those solid color events are. A majority of the endings are written at this point.
Taking Shape . . .
Jan 29th screencaps
Some of the cutscenes have been finished, the top-down sprite is complete for Penelope, and, you get to see Galatea's old poo poo design that I hated so much I did 2 other drafts of it before reaching the one I decided on. I believe I also started the tile sets but I didn't finish them yet at this time, and wrote a few more endings and interactables.
You can also see the text formatting is terrible. I unwisely continue like this before fixing it later on, same thing with spellchecking since I was just raw dogging the dialogue right in RPG Maker. (Do not do that, for the love of god, learn from my hubris, do not. It was SO annoying and tedious to fix.)
First Steps
Jan 19th - 27th screencaps
Ah, the beginning... As you can see, I slapped together a bunch of placeholders, since I'm the type that HAS to see what the final product is going to look like, empty boxes wont do for me.
I also wrote some notes in one of the screenshots for myself in the placeholder files. Galatea was original supposed to be more liquid-y. More acid-trip-y.
For those wondering, yes, that placeholder sprite is NOT something I made, it's the sprite from Dreaming Mary that I slapped the word "placeholder" over, since... well, I was using it as a placeholder. Games like dreaming Mary were a major inspiration for me while making this- and more specifically, not only was it an inspiration, but Mary's sprite is 2 tiles high. Not one. The creator of dreaming Mary answered an ask here, answering how she made Mary's sprite such an odd size. She also provided Mary's sprite sheet, giving the ok to use it as a playtest file. Due to the ways different versions of RPG Maker sizes the tiles, when I used this for a placeholder, she was actually off center. I ended up fixing it for MV later on for the placeholder, but it was really helpful to be able to play with another sprite sheet that already did what I wanted to do, and all I had to do was figure out how they did it.
I also overcame my fear of plugins. The message Busts is GALV's Message Bust plugin. The textbox for the name is the YEP_MessageCore plugin, but I ended up not liking how it looked (and lord knows I'm not messing around in the plugin code since I don't know what I'm doing) so I ended up removing it.