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Starseed: Blood Machine is a mecha customization and combat RPG, inspired by Front Mission, set in the same universe as Starseed: Eschatology, with different characters. In it you play a teenage peasant girl named Claudia who accidentally becomes the User of an incredibly deadly and at least partially sentient Jackhammer (a twelve-foot tall heavily armed suit of power armor, like a weaponized version of the power loader from Aliens) known as Blood Machine. Together, Blood Machine and Claudia will embark on a dark odyssey of revenge and redemption, to avenge Claudia's homeworld and rescue her brother Padraic from the clutches of the mysterious Collective. Starseed: Bloodmachine was developed in early 2009 and probably needs to be limited and made a bit less ambitious to see completion. It is also in desperate need of a competent and dedicated mapper. Blood Machine has a pretty crazy feature set involving a RIDICULOUS level of Front-Missionesque mech customization. What is available in the demo is only the tip of the iceberg.

(Incomplete) Credits
Clest: Awesome mech graphics.
KNight-BLade: MORE mech graphics.
KGC, Modern Algebra, and Mithran: The scripts that makeup the backbone of Blood Machine's mechanics.
All over the place: I stole music from anywhere and everywhere for this one and my whole game music folder, composed 90% of songs not even used in this project, is in this two-pack. I obviously try to avoid songs composed within the community, but that's not always 100% foolproof; I apologize if I am accidentally using your IP and if you let me know I will replace it.

Latest Blog

Discussion With EnderX

As the fallout surrounding this canceled project continues to crackle, my discussion of the game's virtues and numerous flaws with EnderX might be something people want to read. The formatting of this is rather odd (answers, THEN questions) having been hacked wholesale from my outbox. (Posted with his permission, of course.)

Thanks for the feedback.

Let's try and do this on a case-by-case basis.

1. You seem to have successfully understood the function of each class. Congratulations to us both!
2."The thing's many multi-millenia old. Exactly what marks 'reasonable time frame' to such a thing?"
This was a question I intended to raise with this line, so surely the fact you're asking is a good thing?
3. Pretty sure it was your keyboard, d00d. That kind of thing just doesn't happen with VX.
4. Try unequipping the shield to trade-off defense for offense once the first weapon drops. See how the customization begins immediately, balanced by the weight/power issue? Maybe I should have put a tutorial. I thought people didn't like tutorials though.
5. Cool idea, but A) Script I'm using doesn't allow for that; B) The minigun uses the battery to "spin up" the barrels whether one shot is fired or five.
6.I think people missing the Basic6 is the cause of many of my woes, review-wise. If you juggle equipped parts, you can equip it and a weapon (but probably not it and a weapon and a shield and a shoulder pack). Leveling up grants more weight/power.
7.Magetext (which incidentally is telepathy) is readable on my monitor. There is no accounting for other people's monitors. I'll see what I can do to make it more readable.
8. First duel with a repair mech, it is a miniboss. I never had serious trouble to it. I died a few times (distributed throughout several play throughs)...I thought dying the first time on the eighth or ninth fight into a game after ample save points was acceptable. It is not that tough but obviously was a sticking point for several people so- yeah. Sigma never needs to heal, ever, or have a pack equipped. Just drain enemies to death. Why would you ever heal with a powerful drain ability?
9. Random chance fail although the shotgun is somewhat inaccurate and the recon mechs do have high evasion. I would not suggest spamming the "Wide Spread" ability; it is not great for every situation; attacking just one target does more damage and has higher accuracy as a tradeoff for just attacking one target. I take it you stopped playing at this point?

(Max's Note: He did.)


attempted to play this after reading the Solitayre review and the nice fireflood that followed it, coupled with your own comments on Solitayre's old article about how he reviews things.


(Max's Note: No idea what he's talking about here...those comments (what comments, again?) far predate the Blood Machine controversy.)

I'm trying to determine whether or not this would qualify as legitimately accepted criticism, or if I should start running now and avoid the wait. I'm sorry, but you do seem to react badly to what I believe was intended as constructive criticism.

This isn't a review. It's my own beta notes, taken while I was attempting to play through your game. I freely admit that I only played as one genetic pattern (your suggested Sigma), and that I quit as soon as I died in combat.

-------------------------------------------------------------------------------------------------------------------------------------------------
Intro - Patterns.
The girl's quite coherent for someone who's just seen her family raided and slaughtered, and who has spent days wandering in the darkness. I suspect she'd be bobbling much more than just stuttering a few words...and I'm not quite sure she'd understand even enough to say 'I don't have one' to the machine's asking about her genetic heritage.

Described as a 'Jackhammer Class Assault Mech' in the description. So yes, the term 'Jackhammer' was defined early on.

The thing's many multi-millenia old. Exactly what marks 'reasonable time frame' to such a thing?

Thoughts from description (albeit modified by having read the argument in the Solitayre review)
Alpha -> Heal. Delta -> Buff. Sigma -> Debuff||Drain. Omega -> Heavy MP (although I wouldn't have known if I hadn't read the Solitayre/Max McGee razorwind battle thread) + Fire attacks. Fence -> Ninja (Evasive, Cloaking, shatters like a toothpick.) Temple -> Battletank (Warrior + Tank), but either low MP or basic abilities are a constant MP drain. Aim poorly, but hurts if it hits. Mage -> Good MP and whatever 'Control' is (explanations for some terms would be recommended), but slow -glass- toothpicks. Thunder attack.

While attempting to record data on the types for my own use, Temple somehow autoselected while I was typing. If it happens again with another (set to Sigma, starting choice, just in case), then there's a time autofire here that needs to be removed. (Later note: Did not happen. Perhaps my keyboard stuttered, although since I was typing in notepad at the time, I wouldn't think the VX gameplayer would have registered it.)

Not seeing a true tutorial mode. Straight south is a three-weapon selection. Two weapons, one shield.

First battle drops a weapon - which is, at this point, nigh worthless; fully equipping on previous weaponry means that only eight power remain, while the new item has a ten-power requirement.

Multifire battery loss - looks to be coded. Possibly calibrate for non-used shot cost? (Ex: ROF5 starting weapon costs 5 BAT. Monster goes down in three hits because of good crits; only use 3 BAT up? Would not apply to missed/dodged shots, as those actually were fired, only to unfired shots when the attack ends.)

Battles not random; specific points in pathway mark. Nice touch.

After stepping out of the recharger, heading for the other machine, the 'this is a recharger' message triggered again.

I'm assuming the 'backpack' you were referring to in the arguments is the 'Basic6 module' - that little alcove isn't obvious as someplace where things are stored. (Didn't find it until after the Neverender battle.) Also, simply equipping the starting gear (unless you went for the rail gun) means you won't have enough power to equip it when you get there. I had three plus an equipped shoulder mount drop; taking the mount off would only allow for ten more; that's still not enough to equip the pack.

I don't care if it's an 'accent' thing or not, please brighten up that mage text so it's readable! You may have tested on an LCD monitor, but some people are still playing on CRTs and mine just got noseprints from how close I had to stick my face to read that mage text.

First battle against a repair mech. The thing should not have been able to both deal that much damage and heal that much HP unless it was a local boss machine, which I'm betting isn't the case. Otherwise, the player has to (with your suggested genetic configuration) burn too much energy healing. And someone who didn't have the healing pack would have been shrapnel long before the battle could end.

The first repair mech was a subboss-level fight at the least. To follow it up almost immediately with another one, which has backup, is an unwise idea. Also, either my accuracy was too low or their evasion was too high - I was attempting the multi-target shotgun blast skill, and had nothing hit until round four. By which time I no longer had enough HP to stand up to their attacks, and was killed by the medic mech.
  • Cancelled
  • Max McGee
  • RPG Maker VX
  • RPG
  • 03/17/2010 02:33 AM
  • 01/25/2012 02:54 AM
  • N/A
  • 28813
  • 6
  • 461

Posts

Pages: first 12 next last
Pretty cool looking
Played the demo and loved it! I thought it wasn't too hard so far. Now I see why you were a little bit miffed by Epsilon-Alpha Pt. 1. While in the visuals there is a certain resemblance, your mech definitely has the most customization possibilities of any RPG character I have seen. I found in the demo though, that some options were not as useful so basically I stuck with few of them that worked for me. I wonder had I chosen some else when changing my character's human self, whether that would have changed those choices ... Anyway, I look forward to future versions (Suscribes!).
Max McGee
My name is Legion: for we are many.
8101
Actively begging more feedback on this, so I might be bumping it kind of a lot in the future.

Sbester, there is a playable demo. What think you?

Edchuy: Thanks! Actually I was marveling at Epsilon-Alpha's similarity to Iron Gaia 2, which may or may not be before your time. Anyway, here's hoping there will be future versions for you to play. In the meantime, yes, the kind of character you make, makes a huge difference in your battle experience so there's some replay value for you. Cheers!
I chose a Templar and played for a bit, until the part where you fight a Medic Mech (?) which turned my BloodMachine (tm) into scrap, because after 2 fights in a row there was no repair station to heal my mech.

I must admit the customization's done great and seems to be the main hook, although balance between weapons could be better; I had to use the railgun twice on the first enemy to dispose of it, and could not equip a shield at the same time, which almost doubled the damage I received. In other words I received four times as much damage as when I used the simple machine gun+shield combo.

I didn't really enjoy the game - I had absolutely no options during the fights, which were in essence simple enterfests with repetitive animations and lots of text (do you really need to display damage info FIVE times when you shoot with a machine gun?). Enemies had a wide variety of weapons at their disposal, though - a railgun which does damage, and a machine gun which does damage, but it takes longer for the message to go away. Oh, and there was an EMP gun somewhere in there which raped me by paralyzing my only character. Wee!

I can't comment on the story as there's not much of it, until the segment where I died, at least. What I experienced I wouldn't describe as gripping, though. Point mech at evil corporation and watch fireworks. It's kinda transpostprehuman, but not really, with a handful of bad anime cliches thrown in for good measure (redneck teenage girl bumps into GODMECH's cockpit and becomes instant super mechpilot? Come on...). Oh well, it's just a demo, so maybe it does (would) get better. I still have that medbot to defeat.
Max McGee
My name is Legion: for we are many.
8101
Appreciate the frank feedback though I sometimes wish people would be a little gentler with my feelings.

I promise that you have more options with your equipment, even your starting equipment, than you are aware of. The choice to have a shield provide a lot of defense and NOT using a shield provide a lot of offense was intentional. Some classes have self-heals and health drain to offset the difference; others make it up with naturally high defense, evasion, or by being offensive power houses that end the fight with one dramatic action. It is a question of figuring out your classes's strengths and playing to them. In the demo you can find a shotgun and machinegun in addition to the gatling gun and railgun, albeit they are dropped by enemies. Additionally, you can equip Mk. 19 Laser Cannons and even the EMP gun (enemies sometimes drop it) to your shoulder slot.

Importantly, there are portable healing items, an item you can equip to teach a healing skill, portable power restorative items, and a recharger AND repair bay all located in the room before you fight the neverender/guardian. If you missed all of those (let me know, I will make it easier to find them!) I can see how that would have broken game balance/left you in an unwinnable state.

The story is much, much, much deeper than is implied but I admit that a) it is also much, much simpler than most of my games and b) a lot of the deeper stuff is under the surface and geared toward easter eggs for people who played a five year long live action game you've never heard of. Enough excuses from me.

: )
geodude
captain bluenose
100
YOU SEE THIS? THESE ARE YOUR FEELINGS

I AM KICKING THEM INTO TOUCH
Max McGee
My name is Legion: for we are many.
8101
o no my feelings they are being kicked into...touch?

Max McGee
My name is Legion: for we are many.
8101
where's that review geodud (dare I ask)

if the score is going to be negative, can you just leave it unscored? I don't want to be in a situation where no one is going to play this because it has a 1.5 star rating. that would be a pretty crappy thing to happen to a demo with so few downloads already.
Here's a little comparison of the different optional enhancement configurations (I've played the demo at least once with all of them) that can be chosen from at the beginning of the game, whose relatively pros and cons depends on other gear that you might get as drops during the demo:

TO THOSE PLAYING THE DEMO: CAUTION CONTAINS SPOILERS!

Celestial Configurations:


Alpha:


- Passive: 20% Integrity
- Skill: Pilot Regenerate

Pros: only way to heal both in and out of battle early in demo, in battle before Blood Machine reaches level 3; can get extra battery capacity in Auxiliary slot, instead of nanorepair module; lower battery cost than using nanorepair auxiliary skill; who can't use more HP?
Cons: replicates repair functions available with nanorepair module in battle and repair pack out of battle


Delta:

- Passive: 5% Reaction, 5% Control, 10% Accuracy
- Skill Temper: 50% Attack and Defense Increase Temporarily

Pros: High damage that can cause 1 normal attack melee to kill a weaker enemy and 1 skill attack to kill a intermediate enemy; you receive a lot less damage from enemy attacks
Cons: requires 1 turn at the beginning of battle to use; repeated use can cause battery drain issues; since it is temporary, if the battle last too long, its effect might run out


Sigma:

- Passive: 10% Reaction, 2% Critical, 2% Evasion
- Skill: Drain Integrity

Pros: Using skill attacks and heals at the same time; slightly better chance of critical with normal melee attack and of evading enemy attack
Cons: Skill useful in healing only if enemy has high integrity since maximum integrity damage is limited by enemy's current integrity


Omega:

- Passive: 20% Battery, 10% Control
- Skill: Pilot Burnout Flare

Pros: Extra battery allows equipping gear that battery limitation wouldn't allow and more use of Auxiliary skills
Cons: Skill does a little more damage than normal melee attack, less damage than some others such as using laser Auxiliar skill which has a lower battery cost


Masonic Configurations:


Fence:

- Passive: 20% Reaction, 5% Critical, 5% Evasion, -10% Integrity
- Skill: Pilot Cloaking Device

Pros: Significantly higher chance of doing a critical melee attack and of evading enemy attack; when using skill can avoid many of the enemy attacks, especially those can negative status
Cons: Using skill in every battle can cause battery drain issues; even when using skill, it is still possible for an enemy you're facing to hit all its attacks, although it'll more likely miss them all; has slightly lower HP


Temple:

- Passive: 25% Integrity, 10% Firepower, 10% Armor, -25% Battery, -10% Control
- Skill: Pilot Slamdance

Pros: more HP, damage produced using regular melee and less damage received from enemy attack; skill has no battery cost and hits twice doing damage similar to laser Auxiliary Skill, so it's useful if laser's not equipped or battery is running low
Cons: skill can be thought as a kamikaze style attack that instead of being suicidal causes some recoil damage that needs to be considered in addition to enemy attack damage; significantly less battery could cause drain issues when using nanorepair Skill repeatedly


Mage:

- Passive: 25% Battery/Control, -10% Integrity/Reaction
- Skill: Chaos Thunderbolt

Pros: increased battery allows more use of skills, skill causes 3 random attacks whose damage is proportional to remaining battery
Cons: slightly less HP; if skill destroy an enemy and that enemy that was targeted by the skill more than the number of hits it took to destroy it, the remaining hits to that enemy are lost; skill has high battery cost, so you might not be able to use every turn, especially in early battles, until battery can be recharged


My preferred choices:

1. Mage: using skill was able to finish the two hardest fights in demo in 2 turns
2. Fence: using skill can avoid a lot of damage and status ailments
3. Delta: using skill allows you to do a more damage and receive less
4. Temple: using skill allows a high damage, zero battery drain attack at the cost of some integrity damage due to recoil
5. Alpha: using skill allows you to heal in and out of battle without the need of equipping nanorepair module and using repair kits at the cost of some battery drain
6. Sigma: using skill allows you to drain the integrity damage to repair your mech
7. Omega: using skill allows you to make an intermediate damage, but you're better off attacking with the laser if you have it
Max McGee
My name is Legion: for we are many.
8101
Wow Edchuy that is incredibly helpful. Thank you.

It is somewhat reassuring to find an analysis of this aspect of the game that is not tripping over massive glaring balance issues. The fact that things have the pros and cons I wanted them to have is a relief. Also it was nice of you to take the time to play the game with all seven configs.
comment=26741
Wow Edchuy that is incredibly helpful. Thank you.

It is somewhat reassuring to find an analysis of this aspect of the game that is not tripping over massive glaring balance issues. The fact that things have the pros and cons I wanted them to have is a relief. Also it was nice of you to take the time to play the game with all seven configs.


Yeah, replaying it made me realize not only the value of the configs, but also that they were a few things that I hadn't tried. A lot of what you can or can't do depends on whether you got lucky or not getting a drop after beating a group or another of enemies.
I have game yesterday but I remove.
I want download but it is not. What I do to take game for me?
It is all right today. I can has download Starseed: Blood Machine.
You put game on site owner you?
Max McGee
My name is Legion: for we are many.
8101
DO NOT WANT.

Um, seriously, let me check if the download is working? I haven't done anything to change its status (I think) so maybe RMN is just being weird.

Edit:
Okay, Download is working for me at present.
I'm sorry to hear, but if it's true that it's been cancelled, that'll be a first of anything I gave feedback for RS! X. I thought that developers where supposed to encourage each other, rather than the opposite. A sad day indeed!
Solitayre
Circumstance penalty for being the bard.
10695
I did not write a three page review for a project out of hope of seeing it cancelled and never having anything I suggested acted upon. Just saying. =)
I still think you should tailor the opening fights to the player's chosen model. It even makes sense in-world.

<Enemy> She's piloting a _______! Send in the ______!
<MC> Oh they're sending the ______ at me; they're going to try to _______ me.

(also conveniently give the player an idea of what they are up against and what their machine is capable off.)
Max McGee
My name is Legion: for we are many.
8101
The choice you make is WHAT YOU WILL BE GENETICALLY ENGINEERED INTO. Not what model you'll be piloting. What "model" you'll be piloting is a constantly changing variable influenced by the various parts and weapons you acquire and equip over the course of the game.

Cool idea though.
NewBlack
☽ TRASH THAT IS A WASTE OF TIME
4879
Max McGee
My name is Legion: for we are many.
8101
more like this and a little of this, actually
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