Description

You have traveled back in time to the 90s! You look around your room and see a massive collection of games. Mario, Zelda, Mega Man, Castlevania, Metroid, Sonic, Street Fighter, and more, all waiting to be played. You can listen to your older brother playing Doom in the other room and The Simpsons on the family TV. You see posters of the Ninja Turtles and Transformers, along with countless toys of all kinds. You can even sense the smell of pizza coming from the kitchen! So many great memories are coming back to you!

You go and turn on your computer and see something different. Not only is your computer more advanced than it ever was before. (Heck, you don't even remember having a computer all for you, you always shared the family computer) It now has a brand new program pre-installed: RPG Maker. "Awesome!" you think, "I can make one of those cool Final Fantasy games!". You proceed to spend hours planning how to make your dream game; thinking of sharing it with all your friends at school until you realize something... You only have a single floppy disk to put the game on.

Well, not everything was better in the past.

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The 1.44 Floppy disk event is a way to celebrate the now-obsolete data storage medium and also a way to go back in time and appreciate how valuable space back then; where every single byte was valuable and games were optimized to make the most of each one (Unlike modern games were 50+ GB games has kind of become the norm).

The idea is simple: Make a game that can fit into one floppy disk. While there were lots of different kinds of disks with varying capacities back then, the most standard and well-known was the 1.44 MB one. You are free to do whatever you want as long as it can fit into those 1.44 MB. You are not restricted to the technology of the era either. Any modern game engine is fair game, as long as the compressed game still fits into 1.44 MB.


RULES:
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- Teams are allowed.

- You may use any engine.

- You can use any resources you've made in the past. This includes making resources before the event officially starts.

- The games must be uploaded to the event page.

- There must be at least 10 minutes of gameplay.

- The game size can't be larger than 1.44 MB. (After compression of course)

- RTP is allowed but the game should run without it installed. If you need help here are some tutorials for RPG Maker 2003

- The game should be able to run out of the box with minimal fussing. This ideally means that it should run by just clicking the .exe file. But if the game requires some extra files then those same files should go within the 1.44 MB limit.

- The event begins on Wednesday the 14th of April and ends at 4:00 am Thursday the 29th of April. (14.4 days. Get it?)

- RPG Maker VX / Ace, MV, and MZ are not available for this event. Their projects even stripped down to the bare minimum don't give enough room to fit into 1.44 MB. You can still use them if you somehow manage to make the game fit though. Good luck!

- Any questions? You can send a PM to "El_WaKa" on RMN or "WaKa" in the Discord server.

REWARDS:
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The best overall game will not only receive "The Golden Disk" achievement but it will also get to pick a free steam key from a list of almost 400+ games! All aspects of a game are taken into consideration (graphics, sound, gameplay, etc.) with the extra emphasis on how much unique content is available in the limited space.

There are also some extra achievements and makerscore to be won!:

"Don't copy that Floppy" 14 MS: For releasing a demo.

"The Master Copy" 60 MS: For finishing a game.

"The Golden Disk" 70 MS: For the best overall game.

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The event is over! Check out the results over here!
Congratulations to Unchained by Decky! You won the Golden Disk!

Details

  • 04/14/2021 12:00 AM
  • 04/29/2021 04:00 AM
  • 10

Achievements

Registration

You must be logged in to sign up for 1.44 Floppy Disc Event .

Teams Members Entry
Looks like I need to try something beside MV
This team has performed an illegal action and will be shut down.
Nostalgia
Everybody do the flop!
Tass Times in RMN
www.eMachinesFloppyDiskSettlement.com
Mirak calls for help! But no one came...
shittyabandonwarez.cn/dos/drekirokr-3540/download/
I miss floppy disks
flop pies
Diskette 0 Drive Seek Failure
Keep on smilin'
Insert the system disk before inserting the game disk.
C:\DOS\Run
It's very interesting
Fflo's Quest inside Naughty Lord's Dungeon, should be "released" on the Nintendo DS
RM1K44(B)
Flippity Flappity Floop
Keep the faith and run away!
RPG Maker 1440
Momekas one man band
Yeah why not
Floppy, but not sloppy
You said we couldn't, so we did.
360kB is enough for anyone
Sandware
I copied that floppy
is it time?
A floppy disk or floppy diskette (sometimes casually referred to as a floppy or diskette) is a type of disk storage composed of
Floppy0153
Floppy Disks were invented by computers to help us
RM_256k
Friends: The JRPG
1998 called. ...Can...Can I stay there for a while? Please? :o
Team Double Density
(A)bort (R)etry (F)ail
Final Fantasy but bigger
GOT 144 PROBLEMS BUT THE DISC AIN'T ONE
Still Loading...
An excuse to use RM 2k again
First time using 2003. Hope this works
Vitrolic Virtue Studio
Floppy Healy
America On-Lion Free Trial Disc
Floppin' on the Floor
Magick SOFT

Posts

I don't mind waiting if you do whatever is most comfortable to you, although I only really participated and didn't finish.
Decky
I'm a dog pirate
19645

this was my theme song from like 2011-2020
author=El_WaKa
Hey everyone, so making the reviews is taking longer than I thought it would (I'm not complaining though, you guys really made a lot of awesome games). But I was wondering... do you prefer to wait until the reviews are all done or you want to receive your badges/prizes sooner?

It's your event, and it has been quite fun for us. So it's only fair if you take your time to enjoy the results.
Mirak
Stand back. Artist at work. I paint with enthusiasm if not with talent.
9300
author=Decky
this was my theme song from like 2011-2020




Truly an emotional rollercoaster from start to finish, lyrics made me cry lel.
Decky
I'm a dog pirate
19645
damn youtubes.

it was The Smiths - I Started Something I Couldn't Finish
author=El_WaKa
Hey everyone, so making the reviews is taking longer than I thought it would (I'm not complaining though, you guys really made a lot of awesome games). But I was wondering... do you prefer to wait until the reviews are all done or you want to receive your badges/prizes sooner?
It depends on the situation. For me, it’s okay to get the badge earlier or later.
iddalai
RPG Maker 2k/2k3 for life, baby!!
1194
I'm finally back with *somewhat* extensive feedback on all the games (that ran on my computer)!

For those who don't know, I got ill midway through the event and couldn't even test/finish my own project. Still recovering but managed to play the other entries.

First of all, anyone who managed to finish a game for this event deserves CONGRATULATIONS! That alone is an achievement. As someone who struggles to finish anything, you have my deep admiration.

Keep in mind that I'm not afraid of criticizing, but I try to balance it with positive feedback.

Here's my feedback for the games! For those with gamepages I'm posting on both sides.

2033 Neo Crusader Squad

Dig the neon green look for the title screen. In the menu however, it kinda hurts my eyes.

This one isn't finished, right? At first I thought I was controlling an arrow, but then I realised this was probably a placeholder for a hero character.

Despite being unfinished, I like the custom graphics you made for this. The hero's face and the “modern-y” kind of buildings.

I took a look through the game files and you even made some custom animations and enemies. Could have been a cool mini game!


A Vacation In Nebula

Right from the title screen I could tell a lot of care was put into this game and that I was probably gonna have a good time playing. Love that dithering and the color pallet harking back to DOS games.

Just so you know, I played in full screen but changed the aspect to 4:3 so that it didn't distort the graphics. I care.

Beautiful music. Nostalgic, sad and relaxing all at the same time.

Love the frame around the game area and how the maps are built in a sort of surreal fashion.

It was so clever to keep the text in one line at a time at the bottom, not interfering with the screen aesthetic.

A place to relax? Man, I needed this, thanks.

A flipping curtain falls to reveal the next screen! That's cool.

It isn't always easy to figure out where you can walk and where you can't though.

Now the game is reminding me of the importance of keeping hydrated. Thanks game!

The inverted pillars and the balance of broken ones, really makes for a cool look.

You strike me as a very visual person.

I could be just me, but some of the text seems to scroll too fast for me to read it on the first try.

Everything will work out if I just hang in there. Unfortunately that doesn't work a lot of times :/

The gear puzzles take some time to figure out but they are manageable. I'm not sure it was a good idea to make the character able to walk on stuff that the gears can get stuck on since it makes the puzzle rules confusing.

Man, that part with the reflection looked good.

Your game also alludes to the state of the world, but it does so in a positive way, so it didn't pull me from the experience.

The level and HP in the save slots are symbols, that's cool.

The way certain paths are made clear through the use of arrows is very charming.

The use of black to frame the maps and delineate invisible walls was very well done.

I would've hidden a bonus path in the location behind that locked door with the old man in the waterfall. But that's just me :P

This part reminds me of the dream world in Twin Peaks.

That map with the sphinx and the waterfalls behind it looks specially beautiful. And it leads into a Japanese style garden!

The sound effects add to the experience. They really fit the mood.

I'm not too big on “self-help” stuff, but I can't complain about it much here due to how it's framed.

So the door that's unlocked is to return to the real world, clever. It reminds me of a certain PSX game.

We're even treated to a credits sequence! It's so uncommon to see one in RPG Maker.

Thus the curtain falls slowly.

What a relaxing little game. You nailed it. Quite enjoyable. And to think that this was created in this limited time-frame! Congrats!


Detective Waka

Using the event creator as a main character to get on his good side, huh? I see... :P

I'm playing this on my DS, through an emulator. That alone is fantastic! Nice going! (I didn't use save states as not to cause any random issues)

The splash screens look gorgeous! Nice detail to add RMN.

The title screen image looks very “Gameboy-ish”!

The text is humorous, but sometimes it tries too hard and misses the funny because of it. It does get into an enjoyable rhythm after a while.

I also think the story segments are too wordy for a game that plays on a small Gameboy screen that displays very little text at a time.
A good example of this is the conversation with Frogge before going to Australia by bus. It's a really long conversation and if you decide against taking the bus to save first, you have to go through all of it again and notice how long it is.

The graphics looks super appealing and make a good use of the Gameboy color palette. Really great work by Mirak and Avee (and everyone else I haven't heard about before).

I like how you can examine almost anything and it will say something amusing.

In most screens you can only enter from the park/garden with the animals, but in the East screen I can actually follow the road South into a new screen. I found this out by accident since in all the other screens with roads, they lead nowhere. A good solution would be to put cars or other objects at the end of those roads to justify not being able to go there so that the player attempts to go South on that one road, otherwise they may not even try it.
Honestly, it's not a big deal in this game since you can enter both locations from different places, but it's a good idea to keep the game rules consistent.

Out of all the Gameboy event games, this one has the best music! It's all quite acceptable and fits the locations well.

I started with the action RPG dungeon. The sword swings look janky and the gameplay lacks the satisfaction that usually comes from slaying foes in this type of gameplay (since the animation is very limited and there's little to no sound effects). BUT! It is functional and works for the game, I also have to take into consideration the time-frame for the event.

There's an issue here where slain enemies can still attack the hero despite being dead.

The top of this particular slice of cake uses a color very similar to the ground color, making it hard to identify what it is (could be an issue from my setup).

Why is Cash a villain!? :O

I love the slime sprite!

“Go do the thing.” Is a great line for a locked door to say.

Having different styles of gameplay was a great idea!

I love the turn-based RPG section presentation. The graphics are specially charming.

I used Slash but it didn't cost MP the first time for some reason, then the next time I used it, it cost 5 MP. This only happened once, so it could be a random thing.

I wanted to be able to read the notice on Ozzy's building, but there's nothing there.

Given the context of the event, this was a pretty well planned game for the time-frame. It just has just enough content, areas and gameplay. Cool-yo.

Finally went for the platforming section. It appears that this one is the worst out of all the gameplay sections due to bad hit detection and weird physics.

All of the GB Studio games have this issue, but the functions for buttons B and A should be inverted to be consistent with all other plaforming games on the Gameboy.

The platforming is very slippery and not very easy to control. Most Gameboy games had weird platforming physics though. I can get used to it.

However, one thing that truly dampens the enjoyment is how broken the enemy hit-detection is. I got hit by an enemy when I had a huge gap (the size of the hero sprite) between me and them. Other time I jumped on top of an enemy and it died but still killed me somehow.

In closed spaces I expect to hit the ceiling when jumping, but outside I don't expect to hit a ceiling since there's only sky above, so that caught me off guard.

During the cattle section I got my first game over in the game. If the hit-detection was better I would probably have enough lives to beat that section on the first try. What killed me was a jump where I first hit the ceiling and went into the water.

I'm not quitting here though. After all, it was just my first game over and I think I learned how to compensate for the hit-detection (although it would be better if you fixed it somehow, if that's even possible to do with this engine).

It was pretty kind of you to restart me from the cattle section instead of forcing me to play the platforming section from the start! Just what a short, fun, community game should strive for.

I feel like the platforming sections weren't as hard as people have been complaining about. I played through some platforming Gameboy games recently that were actually hard. I guess people aren't used to playing challenging platforming games any more.
Your platforming section was pretty manageable, challenging enough but not unreasonable in any way, what made it harder to complete was the enemies randomly killing me even when I didn't touch them.

I beat it on my second try.

I wouldn't eat any cake that glows in the dark! That shit is radioactive yo!

Time to speak with everyone once again. I like how you made dialogue after every slice and how some conversations follow a mini-story. It adds quality to the game.

The ending image looked pretty cool! Even though I wouldn't touch that cake with a 3 foot pole!

Nice to see another game with a credit sequence. I like credit sequences, it makes the game feel complete.

You misspelled Avee's name on the credits, by the way.

LOL at the NEW GAME + joke!

This was a fun little game that I enjoyed much! Considering the time-frame, it's quite an achievement in planning and completion! Congrats!

...

...however, I didn't show up in the game. Therefore it sucks!!!!!


Dread the Rabbit

That Goblin Grotto logo looks sweet as heck! But I should be able to skip it if I wanted to.

I can barely read the blue text at the bottom of the title screen. Other than that, the title screen look quite cool.

Really clever screen transition that look unique.

The graphics are very appealing and well drawn!

Ah, so boons are what I get when the enemies are defeated and I can then trade them for bonuses!

I'm not too big on rogue-likes but this is nudging me forward to keep playing it.

The lack of music is mitigated by the constant sound effects that really add flavor to the game.

There's even loading screens, but they are so quick they manage to simply add to the atmosphere instead of getting annoying.

Actual, random levels. You devised a way to make actual random levels.

...and I died in the third Pawbarian level.

I restarted. I got to learn the game better. What each relic does and whatnot. But it seems the “eye” has random effects when you start the game? Or maybe they all do have random effects on a new playthrough? I think it's the latter.

The animations looks really fluid. They look awesome.

Gameplay is very clever and gratifying. I levelled up HP once and then ATK twice.

Got to the end! Really cool fireworks!

Looking through the game files, there were some enemies (knight and mage) that I didn't meet. Is there hidden stuff? Is it random? Or didn't you have the time to include them?

Really clever programming on this game, looking through the files.

If the graphics are original, you could probably make this into a full game and release it.

This was a lot of fun. Really well crafted little game and within a limited time-frame to boot!


Floppy Disk Mainland

It's been a while since I've seen anyone (other than me) use the RTP music! I actually enjoy the RTP music quite a lot.

Unfortunately, you didn't include any of RTP resource files, so this wouldn't run on a computer that didn't have the RTP installed.

I like the title screen since it's in the spirit of the event, the system mimicking Windows was a nice touch.

But that same Windows system makes it very hard to read the text due to having a white background.
A suggestion: if you want to keep the Windows system then in the “Win10.xyz” file, paint over the first blue square on the left side with pure black, that will allow the text to become more readable. The issue is that black text will make damage in battles harder to read. Best would be to change the white background to a different color.

I like how you made the house interiors, it's rather unique, all black walls and only objects and floor.

I think the outside maps (towns, forests, etc) are too large and empty. I believe it's better to make smaller maps since the player takes less time to traverse them and they don't look as empty. Empty is bad because it make the game boring. Despite that, the mapping is OK, it just needs to be smaller.

I think you mistook West with East. West is to the left side. Also it's impossible to read the names of the locations on the sign since it uses a very light purple color over a white background.

I didn't expect to see Alex reduced to a shopkeeper!! :D

There's some typos in the text.

LMAO! The Village is called Floppy Disk! That's cool.

So the hero has been guarding the village all those years and he doesn't even have a sword to call his own? :(

Save points look cool! It was a good idea to make them floppies being inserted.

Also like how you mark exits with arrows. That's helpful and game-y.

So I got 200 Gold! Gotta spend it wisely. Got some Potions.

There's a house with a book called “Author's Words”, but I can't read it and there are no items to get, which is a shame.

My first battle was against 3 bats and they took a long time to beat, my character kept missing and he needed at least to land 2 hits on each bat to kill them. Also, they hit hard and my HP was getting low fast. Potions don't heal enough HP either. After a gruelling battle that took almost 30 turns, the bats were dead and they gave me around 30 Gold which is not even enough to visit the Inn. I think you need to rethink your game balance.

It's a nice detail that you are teleported into town to the North or South depending on where you enter it from the worldmap!

After delivering the Letter, I got another Key Item to deliver to someone else, although I was given no hints where that person may be. I left the town and had no Potions, little HP and no way to recover it. So I obviously died in the next battle.

Using the teleport skill the hero starts with would have been helpful in this situation, but no teleport points were set, so I couldn't use it.

Unfortunately, this was where I stopped playing the game since, much like my event version of OATH, it needed a rebalancing.

I checked the game files and the next village. Having sound effects like people were working on iron in the Armor shop was a nice detail!

If it wasn't for the balance, I would've kept playing the game since I wanted to know what happened next and what the next locations looked like. I noticed the game isn't finished, unfortunately.

I don't mean no disrespect, but if I had to guess, I'd say you still need more experience on how to create games in RPG Maker, so keep making those games and getting as much feedback as possible. With some more work, this could be a cool little game!


Fflo's Quest

At first I couldn't move the character, since every time I tried to swipe, it tried to grab the map image. Then I figured out I had to swipe in the grey area.

I'm sure this game wasn't easy to pull off!

I beat it in 2 minutes though, I went up, right, up, right, up, got into a battle with a goblin and a demon, defeated them and then found Sarah with an abandoned kitten but no Naughty lord.

The graphics are serviceable but not too appealing. The small tune that played when I had the battle was nice, as was the presentation for the green buttons. But I could barely read anything and when I tried to zoom it distorted the play field so I couldn't zoom.

Points for originality in making something new and different! I also love the DS and would've liked to play it there :D

Not much more to say really. Sorry!


Hyper Digger

Noticed this game shares resources with another event game, are you guys getting these from a specific place?

Dat box art looks amaze.

You forgot to delete the saves before zipping the game.

Did you modify the “.exe” to move the “New Game” box to the right side? Were there any other cool changes? Why the “.bat” file, though?

Of course the WindOS update wiped out everything! Fiction mimicking reality, really.

Clever way to name the character, very game-y.

It's not the first time I've seen face-sets being used to make an animation, but you used it in a very amusing way!

The graphics are very charming and appealing. I like the pallet. It's all well drawn too. Everything has this simple but effective look.

I like the sound-effects, they add to the network theme.

Digging the network theme, even equipment and skills are based on that theme! Cool.

Wooh, I like what you did when I press diagonals.

LMAO the currency is dogue! That is a well drawn icon, specially difficult due to only using 1 color.

The way you added “.exe” when closing apps was very clever.

The dungeon is confusing to explore at first, kind of labyrinthine.

Oh, the puns!!

What do showers do? (apart from washing oneself, I mean)

Good selection of music, they fit the scenes well. That Earthbound tune was better used here than in the game itself.

I tried to make a deal with Nozzy and also no deal. It's cool that there's the option and actually has consequences.

The last demo battle with a Sludge was definitely influenced by Earthbound ;)

Too bad you didn't manage to finish the game. Also, never pull all-nighters, they take a heavy toll on your health. Better to rest and do it in the next day or when you have the time for it.

I enjoyed this little demo. I would keep playing if there was more. A lot of clever ideas and implementations. Loved the aesthetic. Has potential. Cool!


Keep on smilin

Help menu was amusing to read.

I hate emojis. Despite that, the graphics look pretty good, you used those emojis pretty well! I specially like the death animation using the coffin.

When I beat the level and said I gained a life, I got that text character that represents missing images. So the game may not be fully compatible with some computers.

There seems to be some issue with the power pellets, if I get a lot of them in succession then the ghosts all turn light blue (and I can damage them) for way too long.

I seem to recognize the music from somewhere, but I can't tell where from.

The spreading fire was a cool idea, but it made it too difficult for me to deal with.

I played up till level 4 where I couldn't beat it. The red/yellow color combination made my eyes hurt as well.

As far as Pacman clones go, this game plays the part. I like that, like in the arcade game, the smiley keeps moving in the same direction until you press another direction.

Gameplay felt very smooth.

It's quite impressive that you managed to make a complete game with 3 difficulty settings in the event time-frame! Nice going!


Lily's Dream Land

I'm playing this on my DS, through an emulator. That alone is fantastic! Nice going! (I didn't use save states as not to cause any random issues)

I think the pallet for the “dear diry” scene wasn't right on the DS though, since it had different colors whe I played on the PC.

Why was there a password-protected “7z” included in there? Couldn't find a way to open it.

From all the Gameboy games in the event, this one has the most unique title screen since it has movement and the “new game/load game” is in the right side.

Some of the music is kinda grating and the sound effects are just loud beeps that make my ears hurt.

My favorite level is the one with the mine-cart where you need to jump at the right time. The music in that level is also one of better ones in the game.

There's also an interesting level that looks like a child's drawing and nails that look.

The jumping is a bit wonky, but most jumping was wonky in the Gameboy games, and after a while you get used to it. Out of all the Gameboy games this one has the best jumping feel for some reason.

I think you should have switched the functions of button B with button A.

I beat the game and learned that Lily is 4 years old! Is there more to the game? It said to meet at the cafe, but I started a new game and nothing happened when I got to the Whiskers Cafe.

Did you make the graphics yourself? If so, then pretty good. Either case, they look cool enough for this project.

Was this a game made for an actual little girl called Lily?

Cute little game, impressive for the time-frame you had to make it! Even more so if you had to learn how to use the program.


Magic Quest

I started playing, explored around the castle a bit, purchased some equipment, equipped myself and went out.
The first battle completely obliterated me. Dunno if this was a freak accident or what.

Ok, second try!

The title screen is lovingly retro! I can barely read the text at the bottom though.

The custom graphics are a mixed bag. On one had I have deep admiration for those who make all of the graphics for their games, on the other hand some of the custom graphics don't look so good.

I wouldn't say the sprites are better than the original Dragon Quest though :P

However, it does grant the game a unique charm!

I'm not a fan of the main character's design. It's too overused nowadays.

The equipment menu text is hard to read due to it being dark blue over black.

I actually love how the first screen looks like, the symmetry and the custom walls, floor and stairs!

If you want the hero to face the correct direction after teleporting to another map, you can put a face X direction action with a “wait 0.1” before you “show” the new map. That way the hero will face the desired direction while the screen is black. Unless you did it on purpose to mimic old games that did this in such a way.

It seems some text is missing from some dialogue, probably overflowing out of the text box.

I like that the battle screen uses only the center part, that's stylish.

This time I purchased the best sword available and the best helmet. But was still weak as heck. I guess I need to grind for better equipment.

Bug: After losing a battle, I exited the castle and the castle music continued on the worldmap.

The game is ruthless at the start.

Just walking back and forth in front of the castle I can meet enemies that either attack me with 5 damage (which is a lot when I have 20 HP) but I can also run into enemies attacking for 9 damage! I felt that was too random.

When I slept at the Inn the screen would first flash black for a fraction of a second, then return to normal and then go black again to play the jingle. Something weird happening there. There seem to be a lot of these small errors, maybe the game needs a bit more polish? For the event it was great though, given the time-frame.

I purchased the Large Buckler, but surprisingly the enemies kept attacking me for the same damage, which was annoying.

I need to grind just to survive the easier battles and they can still wipe me out if I'm not careful.

I think you stated that my game was grindier than yours, I have to disagree. I feel there's much more grind to be had in this game since it takes much longer to level up and get equipment.

The hero kept missing against slimes much more than she should, so I checked the game files and noticed the slime has 86 AGL! Almost as much as what I assume are the last bosses. Should it have that much?

After buying the Gambeson, enemy damage was finally reduced!

Entered the first dungeon, the hero was facing the wrong way. Since it was a dungeon, I exited to save outside, and for a brief moment I could see the whole screen outside of the darkness. The picture that limits visibility disappeared for a brief moment. This happens every time I leave the dungeon.

Almost all of the pots in the next town were empty, to the point of discouraging me of examining them anymore.

The music I felt, was also a mixed bag, with some great tunes like the second town, battle and worldmap, but others (like the castle) were too short short and got tiresome quick.

While exploring the dungeon I found a Magic Belt, which I immediately equipped to find that it was cursed. I should have figured.
The curse however makes a red flash for every step I take, which is very epilepsy inducing. I would suggest inverting the steps with the damage (i.e.: 10 MP damage over 10 steps or similar).

This is where I stopped playing since I kept bumping into small issues and wasn't enjoying myself much. With more polish this could be a cool little game.
But other people seem to like it as it is just fine, so what do I know?

Congratulations are definitely in order, for managing to not only finishing a complete game within the time-frame, but also fill it with custom made stuff! Impressive!


Project Spaghettivase

What a random name!

Clever use of the “.bat” file! I liked it! (hope you didn't install any virus though)

I enjoy the presentation and the graphics. I like how only a square in the middle of the screen is used. Did you make the graphics yourself?

Welcome to the Save Point! Neat.

I was enjoying the game until the story got convoluted as peck and lost me. Then nothing made sense, and since the game mostly story, I stopped playing since I wasn't enjoying it.

Nice custom graphics though! I liked the cutscene images too. And the music fit the scenes well.

By the way, how come your game and Hyper Digger share some resources?


Romance in Shaly

Either this will be a serious romance game, or a joke game.

Another adventure type game! Cool!

The graphics are quite impressive in this game. Are they custom? I specially liked the T-Rex animation.

Hmmm, why is the default name “Mirak”. I think there's some kind of inside joke I'm missing here.

Digging the humor! But it's also twisted and kinda dark at places :D

The nerdy references could easily become annoying, but no! They are spot on and I think I got most of them.

Some of the choices are wtf and lol.

Laughing at the constant Dennis choice.

Man, this game is so silly. I love it.

The narrator being interrupted, the weird endings with their 4th wall breaking logic LOL this writing is truly humorous!

At some point inside the cave I picked “go back” and a weird white box with “variables, enchantments, 1 error, etc” popped up. Probably a small bug.

Was it spelled Restraunt on purpose? I mean, I won't put it past you, after all the humor.

I think I got all the endings, the one where I'm forced to play D&D with Dennis, then one where the world will be taken over, the one where I slip and fall, the ones where I'm dragged to the basement by mother and the ones where I get a date.

The waiter bit was specially brilliant.

This was simply awesome, one of the funniest things I've read in a while and I have good taste so I should know it!!! :P


Spider Trek

Couldn't get this game to run :/
I have played other AGS games fine, but this seems to be a new version not compatible with my OS.


OATH



BEST DARN GAME ON THIS EVENT!!!!! :P :P :P


Oh no, it's my Crazy Ex-Girlfriend!

I'm playing this on my DS, through an emulator. That alone is fantastic! Nice going! (I didn't use save states as not to cause any random issues)

The title screen music and image look cool.

The intro has some well drawn images and an acceptable music.

The castle needed some depth to the background, the graphics quality is almost there but could use a little more work. The hero and enemies look good, only the backgrounds could be more appealing.

Sorry, but the music in the castle is atrocious, my poor ears.

I think you should have switched the functions of button B with button A.

The jumping is OK! But the movement is very slippery and it's tough to jump to small platforms because of it.

It's difficult to get treasure chests/keys and save the game since the game doesn't always recognize my input or maybe you need to be in just the exact pixel perfect spot which makes it annoying.

Hit detection is wonky too, since I am hit by bees when I'm not even touching them.

Oh no! The princess is in another castle!! :D

Wait, why did I lose my sword after beating the castle!? Not fun :(

The humor is cool.

I much like the graphics in the storage level. I feel they are a step up from the castle.

Cool, I got a bow! Useful.

Then it got too frustrating to get the key to beat the storage level, so this is where I leave.

With some more work, this could become a nifty little game! Congrats for finishing the game for the event!


Rome Protector

After all these turn-based RPGs, it's cool to chill out with some action hack and slash.

I like the graphics, did you make them yourself? The animations are quite cool.

This is a pretty functional action engine, sometimes the hit-detection was a bit off, but never frustratingly so.

I managed to kill 106 enemies before loosing all my health.

It gets quite hard after a while and I stupidly went north and was swarmed by 30 enemies or so. Had no chance! :P

Cool little game! Just mindless action fun. Bonus points for using a different engine (if you programmed it yourself than I'm even more impressed!) and for being able to run on my computer without any issues!


Temple Guardian

I read the instructions and still can't understand how to play the game.

I'm choosing 3 different components for the songs: target, radius and effect.

But then the game stops and nothing happens and it asks me to pick a target. I pressed all keys and even used the mouse but nothing happened.

Ok, so pressing Enter advances the turn?

I can't tell which ones are demons and which ones are souls.

I like the title screen image and the music, but this isn't my type of game or one I can play easily, sorry!


Tesseract

I really dig this mix between ACII old-school rogue-like with modern effects. Reminds me of Monaco.

I managed to equip a spear, kill a bunch of easy enemies, found a cave or something and got killed by a wolf.

Tried again a couple of times, but I think there were some incompatibilities with my computer since I pressed some keys and they randomly did nothing (like the key to enter dungeons). Which made it frustrating.

I played for some minutes but couldn't beat it. I somehow didn't feel compelled to keep playing this game to the end, but I did manage to beat the other event rogue-like on my second try. Then again, the randomness is a big factor in these games, so that could be it.

I'm not huge on rogue-likes but I think this is a cool little game you got here. Some years ago this would be the type of game people would stealthily run at work to relax a bit ;) Well done!


The Fisherman Lived Happily Ever After

Ooh, a text adventure!

The first description really gets you into the atmosphere of the game, specially the smell of salt.

Aren't jellyfish poisonous?

Ah, I'm playing as a girl! That was unexpected!

LOL it quickly turned into a romantic text adventure!

Oh! But then it went back into full adventure mode! With alchemy, time-travel and stuff.

What really sells the game are the descriptions, making it sound like a book where you use you imagination to picture the locations. There's a couple of typos here and there, but it's mostly well written.

There were probably some hidden commands or optional stuff I could have tried to type, but I'm hurting for time so I can't really fully explore all of these games to their fullest.

There's even a small button puzzle!

Got to the end!
This was short but nice! I managed to lose myself in the text. I suspected that Mit may have been the Old Man (then called Fisherman), maybe the green flash in his eyes (like the Aether) means he is!?

It was a pretty cool mini-text adventure, considering the time-frame and that it's finished! Congrats!


The Swamp

Oh yess! Another adventure game :D

The graphics are very striking! I'm really enjoying the monochromatic look! It adds a lot to the atmosphere.

The music could be better though, maybe something like ambience. Or instead, no music and only sounds of text scrolling by and cursor movement, that could potentially work too.

Oh! And there's several ways to leave the church! First I tried to give the meat to the creature, then I reset the game and tried to put my hand in the hole! Interesting, I'm sure this will affect some puzzles or events later on.

I also enjoy the text font as it really fits with the game aesthetic.

It was a nice call to have the game over simply take you back to the decisions instead of restarting the game, this way it has the impact of a game over without creating frustrating gameplay.

The text is well written and it's easy to lose oneself in the game. It really paints an interesting mental image of the locations and what you can do in each of them.

I know I mentioned the look of the game, but I need to mention another detail, the way characters show up in a frame in the middle of the screen is very “game-like”. I like it a lot.

I'm thoroughly enjoying myself playing this.

“Eat Mushrooms?” I mean, all mushroom are edible (...some, only once)! So what can go wrong!?

The way certain actions increase stats and how you need X stats to perform other actions is very clever.

LOL so I got so assertive that I married the Bog King and the swamp became mine! I'm assuming this is not the best ending I can get (hoping there's more than this ending), so I'll try again.

Ok, so from what I played, I'm assuming there's one ending tied with each stat, I got the Social ending, then I assume there's the Muscle ending through the boulder and the Vitality ending through the swamp creature house. And it all comes down to how you exit the church since you probably can't get that extra stat point anywhere else. I could be wrong though.

Found a bug, the first time I played, when I got to the Fairy Grotto and talked to the Fairies for the first time they talked as if we had spoken before and gave me a green potion that tasted like bacon. I was a bit confused. Then the second time I played and got to the Fairy Grotto and talked with the Fairies they finally talked as if it was the first time we has spoken. So saving the swamp creature from being bullied by the lonely Fairy before visiting the Grotto skips this first conversation and makes the second conversation confusing. You can probably make a conditional to change the second conversation somewhat if you haven't talked with the Fairies before.

Got the Muscle ending and I think I could have gotten the Vitality ending if there was a way to save the game. The bird if the answer to both of these. LOL I should look like a bodybuilder by the time I was able to push that boulder! I'm assuming this is the best ending.

Got the Vitality ending, that one was cool too.

This was a really cool little adventure game! I enjoyed playing enough to try out the 3 different endings (assuming those are the only endings, I couldn't find any other).

Really well done!


Ultra Smug

I love how the game skips a tittle screen and just starts into the level. Also the teleportation “Show Screen” was really well picked since it really makes it look like an arcade game booting up! It's these little details, man.

I also like the little jingle when each level starts, very arcade-y. I would have liked some background music though, I know it's hard to pick a good tune, since it may drown the other sounds, but even Pacman had a sort of background noise.
It's not a big deal, but waiting for the tentacles to move out of the way makes for a silent experience at times.

I was wondering, how did you make the “tentacles” AI? I noticed they have a sort of behavior and that's very cool for a rm2k3 game!

The graphics are very charming, the walls really remind me of this style of arcade game, as do the flashing colors (that change from level to level) of the pellets, the tentacle animation is very smooth and it's a very nice detail that you can struggle by moving around (oh! And you can even free yourself! I just found out about this in the Kaizo levels!).

Having Ultros in the center of each level even though we can't reach him was a good idea, since we always have a visual of the “villain”. Nice Pacman twist.

The teleports are a life saver, Hard stage 3 & 4 have no teleports and I could really feel their absence. They don't call it Hard mode for anything though :P

It would've also been cool to have a score show up on the right side, but... making that in rm2k3 is more work than reasonable (one cheap and easy alternative, given the event scope, is to just give the player 1000 score per each completed level, that way you just need to make images for “1” and “0” and place them on the screen accordingly), plus there was the event time frame, it doesn't really need a scoring system, I'm just pointing out that it would've been cool.

That lightning animation looks really cool. Also the magicite turns tentacles into ice-cubes! Useful but tricky to use since they block your path. Maybe a sound effect to announce they are about to break out of the ice-cubes would cue the player more.

The moogle looks really cute moving around. I was wondering if it would look even better if it constantly displayed the flapping wing animation.

Nice little Final Fantasy fanfare-like jingle after beating hard!

Wait, what!? There's another mode? Kaizo!? Wow, that's a lot of tentacles. I don't know if I can beat this. It really forces you to take more risks.

Kaizo stage 2, wohoo! Portals are back!

Ha! I'm the strongest Moogle! Once I figured you could free yourself from the tentacles, it made the Kaizo levels easier.

What does Kaizo stand for anyway?

It's a fun little game! I enjoyed my time with it and wanted to keep beating the levels until I reached the end. It nails the arcade look. Very clever way to reduce size and it's an achievement that it was finished in such a short time-frame. Cool!


UnBit

Even before it started I got 2 different “.dll” errors and then I got a black screen with music.

The game refuses to work on my computer. The music was good though.


Unchained

As a fan of "Legend of Denadel" I went into this with high expectations.

The text could use some work, but given the time frame, it's quite acceptable. The concept is interesting and has potential.

The battle system working like a puzzle of sorts is very interesting. I'm enjoying the graphics a lot.

15 minutes in when the “anti-hero” was transported to a beautiful REFMAP scenery, I then check the menu and find that there's a skill named “Pandemic Slash”... then the first treasure I grab is a “Vaccine”.
This completely pulled me out of the game experience and I stopped playing. Not a game for me.

Congrats on finishing a game for the event! And a large game at that, quite the achievement.


Villain

You forgot to delete the saves before zipping.

The menu sound effects are really good.

I would move the title screen image a few pixel up so it's not obscured by the “new game” box (and change the game over picture accordingly).

The graphics looks really retro cool. Quite charming and appealing. I like how the characters have a lot of “see-through” parts in them, it really makes this look unique. Reminds me of liquid crystal games, or Game and Watch type of games.

It's not everyday that one sees a game taking full advantage of Kazesui pixel movement tutorial! (because it's kind of an overcomplicated mess to deal with in RPG Maker 2003! But I does look so cool when it's well implemented!)

Also really cool that swinging the Scythe produces different tones of slashing sounds!

A custom font would look even better in this type of game, there's a tutorial on how to change it, if you're interested.

The HUD goes transparent when you pass behind it, nice detail. Probably needs a bit more transparency though, since it's still hard to make out what's behind it.

Oooh! Found a blue potion!

It would've been neat to be able to destroy pots and other stuff too. But I'm guessing it would be too much work.

Suggestion: you could have updated the save files to show what HP the villain has and a potential level (or potion quantity), instead of just zeros.

What charming house interiors.

Moo :( LOL

The horse that thinks he's a cat was a nice Easter egg.

The effect when you heal at save-points looks pretty cool.

Not really much point in having an empty room in the Mayors house. An NPC in it would make more sense, gameplay-wise.

So the Villain was told that the village belonged to him? By whom? When?

The Grey Key blends too much with the scenery.

Lost against the man at the top of the tower. But I think I figured out the pattern and will be able to defeat him.

The game over screen looks neat back to back with the title screen.

Beat the boss. The battle was well designed. The ending was dumb though, nothing is explained and no hints are given. Not much of a story game.

The gameplay was enjoyable throughout the game. Not too hard and not to easy. It's a game of patience where you need to wait for the right chance to strike. People who didn't notice this, probably found it hard.

This was a fun little game, I enjoyed it quite a bit. With a better story it would've been even better. But given the event time-frame, it was quite the achievement!


We Live To Serve This Ship

Your RTP mapping is quite famous, but I have to say I wasn't impressed by it in this game.

That's a really cool idea for the title screen!

RTP boats are hard to make since the chipset is quite troublesome, so usually people just end up showing half the boat. The boat interiors are also complicated since it isn't clear where each tile is supposed to go. Your maps in this game look quite acceptable, but there's still something off with the graphics.

The custom text boxes also look pretty cool! The characters flashing to show who's talking is a unique way to make things.

I also like how the characters flash to show who’s talking, it’s unique.

Oh no, not the slow walking speed :/

I like the sails! Great idea.

Exiting from below the ship behind the pillar is confusing.

Nice trick to make the water move and animate as well! Cool.

Overall, I found the story boring and uninteresting. Didn't make me care for any character at all. From this game alone it seemed like the characters behaved weirdly. Given that the emphasis was on the story, I feel like the writing was inadequate. Sorry.

The lack of music also made everything feel slow.

Got to the end.

Not sure how I feel about this being an add for another game. In one hand it's cool to have a spin-off that offers some insight, but on the other hand it feels like a marketing ploy.

The game had some cool ideas and presentation details, but on the whole I couldn't enjoy it much.


WolfCoder's entry (have no idea what the name is)

I couldn't get it to run. Sorry!


@coelocanth - Thanks for the feedback on OATH! I got ill midway through the event so I just wrapped everything up and couldn't test it. There's a much more enjoyable, rebalanced version on the gamepage if you're interested.
Thank you for playing my game, despite the fact that it got too narratively elaborate.
The reason it has some hyper digger assets is that I got the base cleaned-out project from Orochii, and neither of us wound up clearing out those initial assets. I wound up only really using the system graphic, but did heavily edit it. All the overworld tiles are custom, character sprites that weren't bird people used heavily edited Link's Awakening sprites as a base.
Later on when None Pizza with Left Beef reaches the part of the story that Project Spaghettivase covers, there will likely be options to accommodate those who are wanting gameplay and those who want to dig into the deep lore of the setting.
pianotm
The TM is for Totally Magical.
32347
Thanks for your really great feedback, Iddalai! It has helped quite a bit.

I've posted a more detailed reply on my gamepage.
iddalai
RPG Maker 2k/2k3 for life, baby!!
1194
author=lavendersiren
Thank you for playing my game, despite the fact that it got too narratively elaborate.
The reason it has some hyper digger assets is that I got the base cleaned-out project from Orochii, and neither of us wound up clearing out those initial assets. I wound up only really using the system graphic, but did heavily edit it. All the overworld tiles are custom, character sprites that weren't bird people used heavily edited Link's Awakening sprites as a base.
Later on when None Pizza with Left Beef reaches the part of the story that Project Spaghettivase covers, there will likely be options to accommodate those who are wanting gameplay and those who want to dig into the deep lore of the setting.


Thanks for clearing that out.
The graphics look very cool!
Oh! This is a homestuck thing! I know very little about homestuck so I didn't understand much of the story. Don't let my feedback discourage you, take into consideration that I'm really not the target audience for this game.

author=pianotm
Thanks for your really great feedback, Iddalai! It has helped quite a bit.

I've posted a more detailed reply on my gamepage.


I find this comment very insincere, as it's the complete antithesis of your gamepage comment.
pianotm
The TM is for Totally Magical.
32347
Iddalai
I find this comment very insincere, as it's the complete antithesis of your gamepage comment.

Really shitty of you to bring that here. You've blown what I said way out of proportion, but I've made a reply. If you want it, I've made it. By the way, if I am simply dismissing your feedback, why did I make changes based on almost all of it?

EDIT: You gave me fantastic feedback. I used as much of it as I could without breaking what I was trying to do. Didn't add items to pots because back in the game, you only found one or two items in objects other than chests in towns, anyway. They were secrets. Anything else I didn't address, I just missed. Made further tweaks to balance thanks to your suggestions. Fantastic feedback. I had an issue with something you said, and I kept that on my gamepage, off of Waka's event. Then you come here, right on Waka's event page, and throw my "thank you" back at me.
iddalai
RPG Maker 2k/2k3 for life, baby!!
1194
author=pianotm
Iddalai
I find this comment very insincere, as it's the complete antithesis of your gamepage comment.
Really shitty of you to bring that here. You've blown what I said way out of proportion, but I've made a reply. If you want it, I've made it. By the way, if I am simply dismissing your feedback, why did I make changes based on almost all of it?

EDIT: You gave me fantastic feedback. I used as much of it as I could without breaking what I was trying to do. Didn't add items to pots because back in the game, you only found one or two items in objects other than chests in towns, anyway. They were secrets. Anything else I didn't address, I just missed. Made further tweaks to balance thanks to your suggestions. Fantastic feedback. I had an issue with something you said, and I kept that on my gamepage, off of Waka's event. Then you come here, right on Waka's event page, and throw my "thank you" back at me.


You were the one who brought it here. I only called you on your insincerity.

You pretend to be all thankful over here and then explode on your gamepage.

Everything else, I'll reply to over there.
SunflowerGames
The most beautiful user on RMN!
13323

Overall I'm pretty happy with this event. I got to use a new engine and try new things. I hope everyone had the same positive experience I did and can share their positive experience on this thread.
@Iddalai: Thanks for the comments. Glad you enjoyed it!

author=Iddalai
Looking through the game files, there were some enemies (knight and mage) that I didn't meet. Is there hidden stuff? Is it random? Or didn't you have the time to include them?


No, they are just unused art. I was planning on having more areas in the game. But decided to wrap it up after the skull plains.

Currently working on a full version with the missing areas and some gameplay changes.
iddalai
RPG Maker 2k/2k3 for life, baby!!
1194
author=Momeka
@Iddalai: Thanks for the comments. Glad you enjoyed it!

author=Iddalai
Looking through the game files, there were some enemies (knight and mage) that I didn't meet. Is there hidden stuff? Is it random? Or didn't you have the time to include them?


No, they are just unused art. I was planning on having more areas in the game. But decided to wrap it up after the skull plains.

Currently working on a full version with the missing areas and some gameplay changes.


Don't mention it! A full version is a great idea, the game was a lot of fun.
Thanks Iddalai for taking your time on sharing your notes and stuff.

author=iddalai
Hyper Digger

Noticed this game shares resources with another event game, are you guys getting these from a specific place?
Shouldn't, unless it's like an empty black screen? I did make the characters for the "digital world" with a Gameboy'ish aesthetic because it was something I had lying around from a very old GBStudio test game that never saw any light.

Dat box art looks amaze.
Credit to deficiencyproductionz. ;D

You forgot to delete the saves before zipping the game.
Yes I did. Whoopsie. Could have fixed that, but I was very sleepy.

Did you modify the “.exe” to move the “New Game” box to the right side? Were there any other cool changes? Why the “.bat” file, though?
I heavily modified the EXE file to do things such as the title window position, max of items, move/remove some strings from the default menus and break limits on stats such as HP.

Of course the WindOS update wiped out everything! Fiction mimicking reality, really.
A nod to my personal hatred against our friendly operating system.

Clever way to name the character, very game-y.
Thought it went well with the theme. :)

It's not the first time I've seen face-sets being used to make an animation, but you used it in a very amusing way!
I love that fishe and wanted to put it somewhere.

The graphics are very charming and appealing. I like the pallet. It's all well drawn too. Everything has this simple but effective look.
The palette comes from an event, I think. Or something. I usually make my own palette, but I thought that having that as a limitation could benefit the general aesthetic.

I like the sound-effects, they add to the network theme.
I got very cheap with sound effects. Only 3 or 4 in the whole game, all generated and edited using Audacity. If I'm not mistaken.

Digging the network theme, even equipment and skills are based on that theme! Cool.
Yes.

Wooh, I like what you did when I press diagonals.
I don't, because RM has this issue where moving diagonally makes you go through events with collision triggers, but it was a good compromise, I think. I'm just not a fan of RM's grid movement (yet I keep using).

LMAO the currency is dogue! That is a well drawn icon, specially difficult due to only using 1 color.
Did what I could, all hail RM's glyphs.

The way you added “.exe” when closing apps was very clever.
Everything in the game are either apps or users. If I ever continue with it, I'll add more users.

The dungeon is confusing to explore at first, kind of labyrinthine.
I wanted to do an open-world, so first thing I wanted was to kind of make it feel bigger than what it was without making it especially huge, but at the same time I wanted it to be traversable. Unfortunately I didn't make it more clear, as to where you can jump, and stuff.

Oh, the puns!!
Can't help it. Must pun.

What do showers do? (apart from washing oneself, I mean)
At first it was going to be a free recovery (otherwise you have to pass a day). But since passing days have not much impact, I kind of didn't do it. Same with paying taxes, I was gonna make it important, but I didn't have enough time to introduce those mechanics, and I felt they were in the way of the priority, which was to just explore around the hyperspace.
I still wanted to do something with those things, maybe some sort of meta-interaction between the real world and the hyperspace.

Good selection of music, they fit the scenes well. That Earthbound tune was better used here than in the game itself.
I cut a lot of music to fit them in the less space possible. Kind of ended liking the whole remix.

Just for the sake of completeness (and to sort of give credit where credit is due), this is the full song list. Not a lot.
- Gundam Wing - Eternal Wind (can't find the original from the game, so here's the one from the show too)
· Earthbound - Danger Caves
· Eien no Filena - Town
· Tecmo Secret of the Stars - Kustera Battle
· The Lawnmowerman - Cyber Run
· Shaq Fu - Duel
· Sim City - Goodnight
· Shin Megami Tensei - Boss Battle
· Shin Megami Tensei - Embassy
I think all come from MIDIs, from VGMusic.org, I remember trying to dump some from games myself, but I think they were just too messy and opted for those from the VGMusic folks, because they're done by hand, hence bit more clean.

I tried to make a deal with Nozzy and also no deal. It's cool that there's the option and actually has consequences.
Conditionals are the best.

The last demo battle with a Sludge was definitely influenced by Earthbound ;)
Yes.

Too bad you didn't manage to finish the game. Also, never pull all-nighters, they take a heavy toll on your health. Better to rest and do it in the next day or when you have the time for it.
I don't pull all nighters anymore. I am too grampa for that. ;(

I enjoyed this little demo. I would keep playing if there was more. A lot of clever ideas and implementations. Loved the aesthetic. Has potential. Cool!
Thank you.



EDIT: Borken hides are borken. I swear I just put one at the start and end to hide the whole back-and-forth quoting fiesta. :'C
iddalai
RPG Maker 2k/2k3 for life, baby!!
1194
author=orochii
Thanks Iddalai for taking your time on sharing your notes and stuff.


No prob! The "spoiler" tags don't seem to work with quotes. So I'll just reply without quotes:


"Shouldn't, unless it's like an empty black screen? I did make the characters for the "digital world" with a Gameboy'ish aesthetic because it was something I had lying around from a very old GBStudio test game that never saw any light."

lavendersiren cleared this up, I was just curious about the connection :)

"Yes I did. Whoopsie. Could have fixed that, but I was very sleepy."

Not an issue, was just pointing it out. Leading an adult life and making a game is hard yo!

"A nod to my personal hatred against our friendly operating system."

And it keeps getting worse with each new version D:

"The palette comes from an event, I think. Or something. I usually make my own palette, but I thought that having that as a limitation could benefit the general aesthetic."

I think it was a good call, the palette cohesion does benefit the style of the game in my opinion.

"I don't, because RM has this issue where moving diagonally makes you go through events with collision triggers, but it was a good compromise, I think. I'm just not a fan of RM's grid movement (yet I keep using)."

Oh. Fortunately I never ran into those issues.

"I wanted to do an open-world, so first thing I wanted was to kind of make it feel bigger than what it was without making it especially huge, but at the same time I wanted it to be traversable. Unfortunately I didn't make it more clear, as to where you can jump, and stuff."

It does feel bigger than it is, probably because it also loops and that helps in the illusion. After 1 hour of exploring the dungeon, it all makes sense, so it's cool.

"music list"

Thanks for the list! They actually blend together pretty well!

"I don't pull all nighters anymore. I am too grampa for that. ;("

I can relate... :/

Thanks for replying! Good luck in expanding the project!
I know my game is probably the worst of the lot but at least I got to try something new.