Description

So last month RPG Maker MZ, the latest in the RPG Maker series, was released! With a bunch of quality of life upgrades, better ability to run on potatoes and a whole new way of dealing with animations (and plugins, too) - well it's a pretty decent upgrade!


So, we're gonna celebrate the next footstep in the beloved series by having a small event to check it out. The idea behind this event is to play with the engine and see what it can do in comparison to other RM engines, at the base level. Basically, you can do testing, figure out eventing and just mess around with what's there. Get a feel for the engine and how it is to make stuff in, how it stacks up against other RM engines or how RM engines feel to gammak in.

Thankfully, this time they released it with a trial version! Extra fun for those who don't have the cashola to buy. ;p


Rules
- Make a small game (at least 5 minutes gameplay) over the course of a week.
- Can only use RPG Maker MZ (bought or trial is fine)
- NO PLUGINS! We're going old-school! (holy shit)
- RTP only! (I know. I'm sorry ;.; )
- Gammak start Midnight of Friday 18th/Saturday 19th.
- Gammak end Midnight of Sunday 27th/Monday 28th.


Make sure to check your hourly offset in Settings so that the timer on the side of this page shows the start and end times in your timezone!



Submit
To sign up, add your name to the list below.
When you're done hit Submit in the top-right corner of this page (just above the logo).



This is a challenge and get-to-know-you event! Oh... AND A COMPETITION!
What does that mean? It means you are challenged to make something short and sweet using ONLY the base components of the engine. Eventing and RTP. No plugins, no custom art (bar UIs for evented menus, for example), no parallaxing. Use the engine as it stands, without additions, to create a game.

Thus the reason why it's a shorter event. So people can just dive in, mess about a bit and get to know/understand the engine whilst making something simple (if they're new to RPG Maker) or challenge themselves with the restrictions of events/RTP only (for those who are used to the engine).

COMPETITION
Thanks to Ocean and his generosity this is now a Competition. The prize? A full version of RPG MAKER MZ! I (liberty) will be the judge, you will be the jury and there's no need for an executioner!

After the event ends, there will be a week to play the games and you can vote on which game you thought was the best of the bunch. I will then judge from the top 3 games that you, the jury, have picked and choose the overall winner!


STREAMS


- Tomorrow's Child by pianotm
- An Essay in Insipidity II by CarlosDavilla
- Attack of the MZ RTP by seacliff217
- Awakening The Past by TsunamiJurai
- The Legend of Solstice by SoulRain



- Caudecus Anomaly by coelocanth
- Deadly Mist, Dense Minds by Make_it_MagiK
- Fragment by Puddor
- From the Light by Gurkengelee
- MZN BCN by Avee



- Heaven's Game MZ by Marrend
- Luke Daimont: Absolute Mayhem by Beregon
- Math Reider by Delsin7
- Traditional Rear Plug by Mirak
- Project 4 by Deckiller
- The Game with No Name by JustAShyDoge


FAQs

Can we use custom art such as pictures?
Only if they're RTP edits (for example, editing the window skin for UI purposes or facesets for portraits, etc)

What about DLCs that were released with the engine? The 60+ plugins and extra DLC files?
Nope! Only what is in the engine when you crack it open on a new project (bar, again, UI pictures).

Generator faces/sprites okay?
Yes.

RTP edits?
Self-edits are allowed but they must be based on the RTP and not be custom stuff.


What about scriptlets?
You can use scriptlets to call stuff - like a shortcut to commands, but not to add/remove stuff.



Where can I get the engine and how much does it cost?
You can buy the engine either on Steam or on RPGMakerWeb, however, there is also a free trial that lets you use the engine unrestricted for 20 days. If you don't know whether you want to buy it yet, get the trial instead.


Details

  • 09/19/2020 12:00 AM
  • 09/28/2020 02:00 AM
  • 10/10/2020 12:00 AM

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Posts

I made a small award-like thing as I played every entry. Here are my brief thoughts on my favorites:

Most Fun Gameplay:
Project 4
Low numbers and fast strategic fights really appeal to me, so I enjoyed this one from start to finish.
Honorable mentions: Attack of the MZ RTP, Fragment


Most Interesting Story:
Deadly Mist, Dense Minds
While there isn’t much in terms of gameplay, I enjoyed the plot and would be interested in playing the completed game.


Most Original/Creative:
Luke Daimont Absolute Mayhem
Varied gameplay (the platformer segments are surprisingly fine) and a plot that doesn’t take itself seriously.
Honorable mention: Caudecus Anomaly


Funniest:
Math Reider
A nice parody of conventional RPGs with plenty of funny lines and twists, plus creative math-based gameplay.


WTF Award:
Mirak’s MZ Trial Project
I’m still unsure what it is that I witnessed, but it didn’t bore me one second.
Honorable mention: The Legend of Solstice

For what it is worth I uploaded a new Version to the gamepage that fixes several bugs. Most importantly a mapping error that prevented access to the last two bosses.
Marrend
Guardian of the Description Thread
21781
Polished off JusyAShyDoge's entry last night, and went through the remaining entries earlier this morning. Notes incoming!

JustAShyDoge - The Game With No Name

The exit behind Dad is bugged. I suspect there's a Move Route that cannot be completed, and the Move-Route isn't skipped if it can't be completed.

I appreciate the equipment descriptions.

Freezing Arrow costs TP?

The mine-carts of the Mine of Knowledge are a little awkward! You can techincally be land-locked with the transition between the first and second screen. With the last puzzle, it doesn't seem like it's following the route it should? Like, it went straight out to the blue chest in the upper-left corner when the rail was curved to the left? Sorry I don't have footage of this.

Now we also know what happened to Edam! He bacame Gruyere! Though, yeah, now that I think of it, their personalities from the beggining versus thier personalities later on didn't quite match.

Well, I'm not so sure if there is a "cure" for Guryere/Edam either. Still, it's a good note to end the game on!


Delsin7 - Math Reider

53 carrots. 12 potatoes. The ratio of planting is 4 carrots planted per potato. I know 12 is divisable by 4, 3 times. So 53 % 3 would be... 2?

No, that wasn't right. Wait a sec. I think it might actually be as simple as 53 % 12. Which is 5? Okay.

I legit dread the fishing mini-game. Supposing this game ever gets to see an expansion.

I'm not exactly sure what the benefit of Empowering a "V Cut" is. Well, okay. Let's run some numbers. With no empowering, it deals around 150 damage. Empower 3 was doing somewhere around 240. Which, okay, is an improvement. However, an Empower 5 is also around 240 damage. So there might not be a benefit to empowering beyond 1? I'd have to do more testing to verify this suspicion.

Sill, I can't help but to give credit for the educational build that's going on here. Though, I'm somewhat partial to "Calcumancer" over "Mathmegician". Might be Final Fantasy Tactics talking, though.


CarlosDavilla - And Essay on Insipity 2

What's with the speed of this character? I had to double-check that "Always Run" was enabled (it was), yet it feels like you're going at a snail's pace. Even with it off, the "regular" walk speed isn't actually that much slower than running. Unless dash is disabled for god-knows-why.

I swear, it will take a literal day to get to town with this walk-speed. Assuming the game even gets that far!

Okay, it's a little faster now. Weird. I'm not sure I like it. The "regular" walk speed is still slow as hell.

Wha? The weather changed? What is this house? Am I back home already? And why is my speed back to a crawl!?

WHA? I went back outside, and it's winder wonderland again? This makes zero sense whatsoever.

Re-loaded my game in case I missed something. I did. The house and the weather-changing was a flashback. It could be better communicated that this was, in fact, a flashback, though.

After the scene with Lazer Wolf, my speed gets cut again. Why? Why do this? To pad the game-length?

The walk-speed makes this a difficult game for me to want to play. I don't mind the story, but this walk-speed is killing me. I think I might understand the underlying concept of why the character might walk this slow. He's subject to harsh weather, and trying to conserve energy. Still, that doesn't make it any fun.


Beregon - Luke Daimont: Absoulte Mayhem

Ooooooh, Luke's got a Wand of Blasting! Ba-da-boom ba-da-boom ba-da-boom! Come on, it's me. How could I not make that reference!

Though, I kinda wonder how the hell this game works with just event-commands? When I did it in Okiku, I used a hybrid approach of scripts and event-commands. Well, it was easier to do it that way. Detection of events colliding with each other is probably possible with event-commands. Probably a lot more work under-the-hood too.

The Elevator was pretty funny, not gonna lie.

My final score was, like, 20K, or some-such! I initially bought 2 Med-Kits, then I bought, like, 11 more at some point. I probably only used 5, though.


With this, I'm willing to say that my top five picks for this event would be Puddor's Fragments, seacliff217's Attack of the RTP, pianotm's Tomorrow's Child, JustAShyDoge's The Game With No Name, and Beregon's Luke Daimont: Absoulte Mayhem. I like each of those games for different reasons, so, it might be tough to narrow it down to which one I like best. While it would behoove me to vote for my own entry, I must be honest, and say that it's an okay entry. Maybe not spectacular when compared to those games, but, at least okay.

As an additional aside, Battle4 was all over these entries. It's is a pretty cool combat theme, so, I can't really fault people for that. Also, and I dunno if this is because of Fragments, but, like, I can't hear Dungeon2 and not think "Status Screen". As for Theme4 seeming to be the Title Screen theme of choice, I mean, I'm as guilty as the next person, so, *shrug*.
JustAShyDoge
Still a dumb and shy doggo
9731
author=Marrend
Polished off JusyAShyDoge's entry last night, and went through the remaining entries earlier this morning. Notes incoming!

JustAShyDoge - The Game With No Name

The exit behind Dad is bugged. I suspect there's a Move Route that cannot be completed, and the Move-Route isn't skipped if it can't be completed.

I appreciate the equipment descriptions.

Freezing Arrow costs TP?

The mine-carts of the Mine of Knowledge are a little awkward! You can techincally be land-locked with the transition between the first and second screen. With the last puzzle, it doesn't seem like it's following the route it should? Like, it went straight out to the blue chest in the upper-left corner when the rail was curved to the left? Sorry I don't have footage of this.

Now we also know what happened to Edam! He bacame Gruyere! Though, yeah, now that I think of it, their personalities from the beggining versus thier personalities later on didn't quite match.

Well, I'm not so sure if there is a "cure" for Guryere/Edam either. Still, it's a good note to end the game on!

With this, I'm willing to say that my top five picks for this event would be Puddor's Fragments, seacliff217's Attack of the RTP, pianotm's Tomorrow's Child, JustAShyDoge's The Game With No Name, and Beregon's Luke Daimont: Absoulte Mayhem.

Why am I here 24hrs? I'm not sure honestly. But one thing for sure, thank you Marrend!! All the bugs that you mentioned have been fixed in the Itch.io(a.k.a non-event version) Also thanks to WaKa for reporting some of the issue as well.(You are loved too RPGMakerAddict)

(Yeah I'm including link everytime I type Itch.io ...its not free advertisement! Just wait for dat gamepage! >:( I love rmn ok? Also because HTML is better for people who prefer browsers/lazy download.)

Spoilers prevention reply:
Erm..yeah, I found that issue right after the event ended T.T I forgot to tick skip movement. Sorry and fixed!

Thanks! I love it when people have fun reading my bad writing descriptions!

Freeze arrow TP has been fixed :p Thanks again!

I understood what you meant, I forgot to reset/add the image back when the switch is off. Thanks and fixed!

Hmmm, can I have more feedback/explanation on this? I really REALLY appreciate it, specially characterization/growth kind. Do you perhaps mean Gruyere's personality is different/changed too quickly?

Well, that's where it called "finding a miracle" amirite? ;)

P.S You can actually take unlimited potions from mum in the event version. But it doesnt really matter because the future event will take them all anyway, haha. Fixed

Also a tl:dr, I buffed the enemies, player's slightly-low powered skills and nerfed some op skills, and monster's battle logic in the newest version as well, thanks for the feedback everyone!

You can read the full list changelogs here! As for event version T.T Sorry....
author=Marrend
Polished off JusyAShyDoge's entry last night, and went through the remaining entries earlier this morning. Notes incoming!

JustAShyDoge - The Game With No Name

The exit behind Dad is bugged. I suspect there's a Move Route that cannot be completed, and the Move-Route isn't skipped if it can't be completed.

I appreciate the equipment descriptions.

Freezing Arrow costs TP?

The mine-carts of the Mine of Knowledge are a little awkward! You can techincally be land-locked with the transition between the first and second screen. With the last puzzle, it doesn't seem like it's following the route it should? Like, it went straight out to the blue chest in the upper-left corner when the rail was curved to the left? Sorry I don't have footage of this.

Now we also know what happened to Edam! He bacame Gruyere! Though, yeah, now that I think of it, their personalities from the beggining versus thier personalities later on didn't quite match.

Well, I'm not so sure if there is a "cure" for Guryere/Edam either. Still, it's a good note to end the game on!


Delsin7 - Math Reider

53 carrots. 12 potatoes. The ratio of planting is 4 carrots planted per potato. I know 12 is divisable by 4, 3 times. So 53 % 3 would be... 2?

No, that wasn't right. Wait a sec. I think it might actually be as simple as 53 % 12. Which is 5? Okay.

I legit dread the fishing mini-game. Supposing this game ever gets to see an expansion.

I'm not exactly sure what the benefit of Empowering a "V Cut" is. Well, okay. Let's run some numbers. With no empowering, it deals around 150 damage. Empower 3 was doing somewhere around 240. Which, okay, is an improvement. However, an Empower 5 is also around 240 damage. So there might not be a benefit to empowering beyond 1? I'd have to do more testing to verify this suspicion.

Sill, I can't help but to give credit for the educational build that's going on here. Though, I'm somewhat partial to "Calcumancer" over "Mathmegician". Might be Final Fantasy Tactics talking, though.


CarlosDavilla - And Essay on Insipity 2

What's with the speed of this character? I had to double-check that "Always Run" was enabled (it was), yet it feels like you're going at a snail's pace. Even with it off, the "regular" walk speed isn't actually that much slower than running. Unless dash is disabled for god-knows-why.

I swear, it will take a literal day to get to town with this walk-speed. Assuming the game even gets that far!

Okay, it's a little faster now. Weird. I'm not sure I like it. The "regular" walk speed is still slow as hell.

Wha? The weather changed? What is this house? Am I back home already? And why is my speed back to a crawl!?

WHA? I went back outside, and it's winder wonderland again? This makes zero sense whatsoever.

Re-loaded my game in case I missed something. I did. The house and the weather-changing was a flashback. It could be better communicated that this was, in fact, a flashback, though.

After the scene with Lazer Wolf, my speed gets cut again. Why? Why do this? To pad the game-length?

The walk-speed makes this a difficult game for me to want to play. I don't mind the story, but this walk-speed is killing me. I think I might understand the underlying concept of why the character might walk this slow. He's subject to harsh weather, and trying to conserve energy. Still, that doesn't make it any fun.


Beregon - Luke Daimont: Absoulte Mayhem

Ooooooh, Luke's got a Wand of Blasting! Ba-da-boom ba-da-boom ba-da-boom! Come on, it's me. How could I not make that reference!

Though, I kinda wonder how the hell this game works with just event-commands? When I did it in Okiku, I used a hybrid approach of scripts and event-commands. Well, it was easier to do it that way. Detection of events colliding with each other is probably possible with event-commands. Probably a lot more work under-the-hood too.

The Elevator was pretty funny, not gonna lie.

My final score was, like, 20K, or some-such! I initially bought 2 Med-Kits, then I bought, like, 11 more at some point. I probably only used 5, though.


With this, I'm willing to say that my top five picks for this event would be Puddor's Fragments, seacliff217's Attack of the RTP, pianotm's Tomorrow's Child, JustAShyDoge's The Game With No Name, and Beregon's Luke Daimont: Absoulte Mayhem. I like each of those games for different reasons, so, it might be tough to narrow it down to which one I like best. While it would behoove me to vote for my own entry, I must be honest, and say that it's an okay entry. Maybe not spectacular when compared to those games, but, at least okay.

As an additional aside, Battle4 was all over these entries. It's is a pretty cool combat theme, so, I can't really fault people for that. Also, and I dunno if this is because of Fragments, but, like, I can't hear Dungeon2 and not think "Status Screen". As for Theme4 seeming to be the Title Screen theme of choice, I mean, I'm as guilty as the next person, so, *shrug*.


Ah the Empower adds a + 1/2 a.atk per empower. The reason for the variance is that higher difficulty questions add bonus damage too. A 3 element question gives +1 a 4 element question gives +2, then that bonus is multiplied by Reid's level. So if you Empower 5 and get 6x 4 element questions you get the most damage. But a 3 Empower and 6x 4 element questions is really close.

(a.level * $gameVariables.value(29)) + a.atk * 5 + Math.round(a.atk * ($gameVariables.value(26)/2)) - b.def * 2.

It's not quite balanced yet, was gonna make Empower more powerful, each one giving a whole a.atk bonus, but halved it for the thing. With more time, and a more robust question difficulty system in place, I think I could make the Empower portion more balanced.
CarlosDavilla
A tired, eternal fool. carlosdavilla.info
1855
author=Liberty
Streams are being added to the OP when done, so if you don't have the time/inclination to play every game, you can watch the streams in order to vote, too!

The first stream included (in order):
- pianotm's Tomorrow's Child
- CarlosDavilla's An Essay in Insidipity II
- seacliff217's Attack of the MZ RTP
- TsunamiJurai's Awakening The Past
- SoulRain's The Legend of Solstice


If you want to catch the streams I do them 12pm AEST (which is about an hour from this exact time!!!) on weekdays (not weekends). If you want to know about a stream first, join the RMN Discord! I tend to post there about event streams and a lot of chatting about events happens there in the dedicated room! Here's a Link!

I'll be streaming more games today on my channel.



Thank you for playing my entry, Liberty. I have to say I quite liked the voices you've made for every character in the game. I found the most interesting how people thought about and debated what was going on in the story as you played.
Too bad I've not been able to be present at the time of the stream, but I've shared the stream archive in my twitter profile if that's worth something.


author=Marrend
CarlosDavilla - And Essay on Insipity 2

What's with the speed of this character? I had to double-check that "Always Run" was enabled (it was), yet it feels like you're going at a snail's pace. Even with it off, the "regular" walk speed isn't actually that much slower than running. Unless dash is disabled for god-knows-why.

I swear, it will take a literal day to get to town with this walk-speed. Assuming the game even gets that far!

Okay, it's a little faster now. Weird. I'm not sure I like it. The "regular" walk speed is still slow as hell.

Wha? The weather changed? What is this house? Am I back home already? And why is my speed back to a crawl!?

WHA? I went back outside, and it's winder wonderland again? This makes zero sense whatsoever.

Re-loaded my game in case I missed something. I did. The house and the weather-changing was a flashback. It could be better communicated that this was, in fact, a flashback, though.

After the scene with Lazer Wolf, my speed gets cut again. Why? Why do this? To pad the game-length?

The walk-speed makes this a difficult game for me to want to play. I don't mind the story, but this walk-speed is killing me. I think I might understand the underlying concept of why the character might walk this slow. He's subject to harsh weather, and trying to conserve energy. Still, that doesn't make it any fun.



Hello there, Marrend. Thank you for taking some of your time to play my entry.

First things first, the game's name is "An Essay on Insipidity II".

Yes, the character game speed is slow, because people in real life don't normally dash around when they're not in a hurry. Especially during the winter.
I didn't make this to pad the game length, though. Is was a gameplay decision that I made to represent better how the character would normally walk in the story and in those situations.

If you want to interpret that scene as a flashback, be my guest. I didn't want to spoonfeed anything to the player by saying what everything is supposed to mean, because I wanted people to interpret what they're seeing.

And yes, the game is not fun, because it is not supposed to be fun.
I made this with the purpose of telling a story about a man trying to save his family from starvation and the misery he endures to do so. That's all. It is an experience to be reflected on. Having fun in the process is not something I accounted for when I made this game.

If you had a bad experience with it, I'm very sorry.
Marrend
Guardian of the Description Thread
21781
@Carlos:

For my own experience, I can't see how the scene at the house could be anything but a flashback. The wife is talking about having a child as if she never had one before. Their children certainly weren't visible, though, I suppose they could be elsewhere, if they were born at the point of this scene. This isn't even the house from the beginning of the game, the dog out front is friendly, so, maybe they moved after the kids were born? No clue about what's up with the dog. The whole damn thing seems to come from absolutely nowhere, and the only thing that seems to make any sense to me is that this scene is some kind of flashback.

That's supposing players even see that event. It's entirely skippable. I was able to leave the house and not talk to the woman there. I mean, I re-loaded the game because I thought talking to her would make the jilted transition make more sense. As far as I'm concerned, it did.

As for the walk-speed, I already stated in the last note why I thought you might chose to do that, and it pretty much aligns with your own statement. It's not like I don't understand it. I simply don't appreciate that in games, regardless of how much sense it makes in-game, or in real life.

However, yeah, maybe I was looking for something that could be considered fun for me, and this game just wasn't designed in a way that would provide that kind of experience. Still, I feel this game could have been better in that regard, and still have the atmosphere you were looking for?
author=Liberty
Streams are being added to the OP when done, so if you don't have the time/inclination to play every game, you can watch the streams in order to vote, too!

So, I couldn't watch the stream live, but I just finished watching the recorded one now. Thanks Libby for playing!!! I really enjoyed looking at the stream and that you actually liked my game!!!

I actually have something to say about it: I didn't edit the color of the facesets. They are all in the generator already.
The maps are no sample maps. I have spent a lot of time mapping them out... I am obsessed in having good graphics that most of the time I forget that gameplay is as important. It may be the reason why I didn't have time to do actual gameplay.
And I know there are grammatical errors T^T... I am doing my best to improve my English... And yes, "Opzioni" in the title menu was is Italian, I am actually Italian. I was in such a hurry I forgot to translate the menu XD

Anyways, I am soooo happy you didn't find it boring! It motivates me even more to continue making the completed version!

author=Avee
Most Interesting Story:
Deadly Mist, Dense Minds
While there isn’t much in terms of gameplay, I enjoyed the plot and would be interested in playing the completed game.


OMG! Thanks a lot Avee!!! I am soooo happy you liked it! I hope you will like the complete version as well!!!
Decky
I'm a dog pirate
19645
author=Avee
I made a small award-like thing as I played every entry. Here are my brief thoughts on my favorites:

Most Fun Gameplay:
Project 4
Low numbers and fast strategic fights really appeal to me, so I enjoyed this one from start to finish.
Honorable mentions: Attack of the MZ RTP, Fragment


Most Interesting Story:
Deadly Mist, Dense Minds
While there isn’t much in terms of gameplay, I enjoyed the plot and would be interested in playing the completed game.


Most Original/Creative:
Luke Daimont Absolute Mayhem
Varied gameplay (the platformer segments are surprisingly fine) and a plot that doesn’t take itself seriously.
Honorable mention: Caudecus Anomaly


Funniest:
Math Reider
A nice parody of conventional RPGs with plenty of funny lines and twists, plus creative math-based gameplay.


WTF Award:
Mirak’s MZ Trial Project
I’m still unsure what it is that I witnessed, but it didn’t bore me one second.
Honorable mention: The Legend of Solstice


Glad you liked the gameplay! Really wish I had more time to flesh it out properly. I was super inspired after playing a bunch of the old school-style RM games, but I just didn't have the time. I think I would've needed another 20-30 hours to make something decent.
OK, let's go!

@Beregon - Luke Daimont: Absoulte Mayhem
Action her straight from the '80s-'90s! I did not expect that and I did not expect an action game. It's oddly satisfying to shoot and kill enemies, it took couple of minutes to get use to the controls... but I had fun! The elevator part is extremely hilarious. Just one bug: when the final boss is defeated the message that appears is "clown boss defeated"... that refers to the the 1st bossfight, I guess! Anyway cool game, the levels are different and there is variety, there are boss fights, combat encounters and the motorbike minigame. And funny dialogues too!


@Deckiller - Project4
Nice mini-rpg. I chose the Juggernaut and was exactly a destroyer! A bit too many encounters from the second level of the dungeon onward, I felt bad for killing so many hapless goblins, lol! Not bad, not bad, pity there wasn't more since it started to become interesting. Oh and nice that every class has a specialization that is useful somewhere!


pianotm
The TM is for Totally Magical.
32388
I can't play anything because of my immediate situation. So I'm basing my opinion on Lib's stream. So far, It's between Puddorz and Make it Magik's games for me.
author=pianotm
I can't play anything because of my immediate situation. So I'm basing my opinion on Lib's stream. So far, It's between Puddorz and Make it Magik's games for me.


I can't believe this... Seriously?!!! Thanks piano!! I really appreciate it, it means a lot to me! >//u//<
Okay, so no stream today. Am sick. orz

That said, should be okay to stream tomorrow (it's a known illness that usually only lasts a day at most.)

In the meantime. Stream 2 is up!
Thanks for playing MZN' BCN Libby. Sorry that you had such a hard time, I should have made the boss strategies less painful to figure out.
Decky
I'm a dog pirate
19645
Fragment

Decent dialogue and the visual novel cutscenes are a great inclusion for a game like this. Nice use of pauses and colors in the dialogue. A few smol typos here and there.
Great use of purples overall, both in the UI and in the cave maps.
Mapping is okay overall. Good shapes and the size of the areas is good for the pacing.
Characters are expressive and their personalities tie in with their combat skills.
Skill trees were a nice touch, though obviously not utilized fully in a game of this length. I think I bought one skill per character and had no trouble clearing the content.
The skills are great, though the game balancing is very much on the easy side. The final boss in particular is a non-issue due to the low cost of counterattack. I used one potion and one ether during the game. Stat pools are huge and HP/MP rarely become an issue. Still, the actual fights are kind of fun due to all the toys at your disposal. The HoT was a nice touch, and I like that cauterize does damage.
It's the core/intro of a solid MZ rpg. Another week or two to flesh out the content and adjust the balancing would pay major dividends.

Final Playtime After Boss: 31 minutes
Gameplay: 3.5/5, Story: 3.5/5, Presentation: 4.5/5
Overall: 4/5


Heaven's Gate

I really liked the gameplay in this one, to be honest. It was a fun 45-ish minutes.
Nice dialogue in the opening.
I like the Gun idea, though it took me a bit to realize that I had to reload through Guard. It might've been cool to require use of ammo from the menu instead, but it's not a big deal either way.
For a small contest game like this, I don't have an issue with the autoskip on weak enemies. For a full-length rpg, I think the feature would have to be balanced properly (perhaps via a QTE or something).
It was abundantly clear that I was too weak to take on the cave enemies (minus the sand worm). My instinct was that I had to upgrade my gear massively, which made me suspect that new items were available at the shops. Indeed, I had to go back and upgrade everything. This didn't bother me too much, and the game settled into a pattern of "activate crystal + farm old monsters + buy new equipment".
The 3 Ammo Shotgun move seems a lot weaker than Burst, which is odd.
The Shotgun missed a lot, so I found myself using a lot of Throwing Knives on single enemies.
Different music for boss fights would've been nice.
I love the fact that Esuna innoculates you from status ailments for several terms. Great design there.
I lost to the Cultists once because they kept juggling self heals back and forth. I ran out of resources and died. Once I learned the really good 5-turn buff, though, I kept that on myself and the fight was easy.
The last boss was mostly easy except for the end. She starts spamming the buff+heal combo here, and I have to keep responding with my own debuff. We kept spamming buffs and debuffs back and forth for at least 20-25 turns. This and the cultist battle probably have too much built-in self healing, especially if you get bad rng.
A fun game with lots of great combat! I just wish the balancing was a bit tighter and the mapping was a bit better.
I thought the twist ending was pretty cute.
The 3-turn buffs are pretty useless and mostly serve as red herrings.
I really liked the magic attack skills, especially in the final area.

Final Playtime: 49 minutes
Gameplay: 4/5, Story: 3/5, Presentation: 2.5/5
Overall: 3/5
Decky
I'm a dog pirate
19645
MZN BCN

This is one of my favorite RPG Maker things ever. If only the presentation was up to snuff.
Rip vowels. Made the game quite challenging, and also led to some amusing double entendres like "PG SHT".
LOVE the gameplay here. Reminds me of what I was trying to do at points in Project4 - tightly balanced puzzley fights where every piece of equipment counts.
I adore every single fight, and I LOVE how some of the skills serve as red herrings. The final boss took me about a half dozen tries because I was trying so hard to make the 100 TP attack work. Eventually I just took a conservative approach and beat it with ease. Like it said, can you feal the rhythm? That fight's a dance.
I love the ending. Adds a whole new perspective.
Too bad you didn't include a bonus fight or something - an incentive to beat the game without dying or whatever. Replay value!

Final Playtime: 17 minutes
Gameplay: 5/5, Story: 3/5, Presentation: 2/5
Overall: 3.5/5
Thanks Decky! I'm glad that you enjoyed it :)
Marrend
Guardian of the Description Thread
21781
@Deckiller:

Well, the mapping of Heaven's Gate MZ isn't that great. I'll grant you that. It's the least favorite part of gammak for me. I dunno, maybe if I put things into smaller subsections, I might be more inclined to have an eye for detail, but, this is not a guarantee.

Strange about the last boss, fight, though. It's probably just me knowing how to exploit the game, but, during my plays, she used her self-heal maybe twice in a row at most. The cultists were about the same in that regard too.

The single-stat buffs/debuffs could have probably lasted longer, and/or buffed/debuffed more. I usually go the route of doing them through statuses, and setting the rate to 50% for three turns. This game, I decided to experiment with the built-in buffs/debuffs. Which I think is set for a rate of 25%, and can be 50% if you apply the buff/debuff again.

However, I'm glad you enjoyed the little twist at the end! I'm not 100% sure if you understood the exact reference I was making there, but, I'm not going to complain too much on this point.


*Edit: Oh, Futch-and-Bright! There were other people that played my entry. Sorry for the late response!

@Gurkengelee:

Respawining treasure chests has been a thing in the past for me. Perhaps that's simply me being lazy, but, it's also true that having them lootable only once would probably translate to more self-switches I would have to deactivate for the New Game Plus feature to work as intended. I don't think that would ultimately be a huge deal, but, eh.

I don't mind too much that you turned from a gunslinger into a spellslinger. I mean, I pretty much plaied it the same way!

The reveal at the end probably would be better, or at least more interesting, if you understood the reference I was making. Or maybe not!


@coelocanth:

I had a version of the game where ammo was restored after each fight. It was actually pretty easy to insert, because the on-screen encounters all call the same Common Event. However, something about that just felt off? I dunno.

What really felt off, though, is that if you use "Optimize" in the equip screen, the ammo counter would be set to 0. There was basically nothing I could do about that, because No Scripting!


@TheRpgmakerAddict:

Thanks for the feedback! I think First Aid had a similar damage-basis as Ray, but, the Sand Wurm's damage-basis (and, to be honest, that's probably the fight where players would find First Aid wanting) had very little to do with how much First Aid could restore. Or Potions, for that matter. I kinda found them quite similar during my tests, strangely enough.

author=Marrend
@TheRpgmakerAddict:

Thanks for the feedback! I think First Aid had a similar damage-basis as Ray, but, the Sand Wurm's damage-basis (and, to be honest, that's probably the fight where players would find First Aid wanting) had very little to do with how much First Aid could restore. Or Potions, for that matter. I kinda found them quite similar during my tests, strangely enough.


well yeah I admit that for the Sand Wurm my strategy was Heal/Heal/Gun and repeat (both healing power and weaker potions are similar). It worked well (maybe I should have earned some levels before the bossfight) and things become really better when you get access to better potions. Also the shotgun has a limited usefulness but hey I shouldn't have sold my gun lol! Anyway I liked the gun/reload system and the auto-win on the previous areas
author=Avee
There might be a bug in Caudecus: When I need to call someone (I don't remember their name), they never answer.


Could you send me a save file and I'll check this.
It's supposed to unlock after you treated all five patients in the hospital (the boy should only be treatable after the other 4 have been dealt with)