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Description



Some of you might not know what a Release Something! Day (RS!D) is. Basically, it's a day where you release something - anything! - in order to get feedback from the community.

Release Something! Days used to be a regularly occurring events back when the community had a problem with releasing stuff. It was created as a way to encourage sharing, collaboration, feedback, and content in the community. The aim is to truly try to capture the spirit of releasing something.

It is not about prepping a major release, or making something in a fury to have something new to show for the event. It is about showing your works-in-progress, getting feedback, and checking out what other people are working on. Like a snapshot of RMN's development community.


WHATTA RELEASING?
Music, tiles, sprites, graphics of any type, gameplay (videos of gameplay tests are good), tech demos, demos - even completed games (but don't strive for a finished product; that's not the point of RS!D).


GOTTA HAVE RULES
- To 'Release Something' just upload it straight to this event page. Sign in/up, then hit 'Submit' in the top right corner of the page and browse until you find the file you want to 'Release'. Voila~
- You can release more than one thing, but try to make sure it's something you've been working on at least recently (say, in the last month or so). Keep it relevant!
- Release all through the weekend.
- DO NOT steal the things you see here, if someone wants feedback on a resource or script. I doubt we have to say it, but it's worth saying just in case someone uses the 'but you never said...' shit to justify being a fuckwit.
- To give feedback, use @username and then hide tags (depending on length and amount of feedbacks in post. So, for example:

@Liberty
[hide]this page is pretty awesome but hey, I think you need to work on your logo making abilities because holy shit giiiiirl[/hide]



GOTTA GET GOODIES
There will be a badge worth 10 MS for releasing something. One per person.
Best feedback givers will also get a badge worth 20 MS. Because the feedback is what counts most!


Just to re-iterate: You are releasing something :ANYTHING: that you have done on your project over the last month or two. It can be a screenshot, a face image, planned dialogue, a script snippit, a resource, a demo (if you have one on hand) or a video of a system or anything like that. It does not have to be something that you whip up over this weekend - in fact, it's HIGHLY ENCOURAGED that you NOT do that! Just dump something in! Or a few somethings!


GO GO GO GO GO GO GOTTA GO FASTER!!!!

Details

  • 01/15/2016 11:59 PM
  • 01/18/2016 11:59 PM

Achievements

Registration

You must be logged in to sign up for Release Something: Gotta Go Fast!!!.

Participants Entries
BadLuck
Craze
J-Man
Dudesoft
Ocean
UPRC
Archeia_Nessiah
Liberty
bahlete442456234996
eplipswich
slash
JosephSeraph
Ratty524
WolfCoder
Deltree
polarcactus
Dyhalto
Rhyme
MakioKuta
InfectionFiles
Hasvers
Rose_Guardian
Seiromem
Ljink
Gourd_Clae
Luiishu535
Someoneman
Sgt M
mjshi
Irog
SunflowerGames
Addit
Roden
Novalux
LorSquirrel
Vaccaria
Red_Nova
Subzero_Dragon
Lucy_Fox
Housekeeping
unity
Sooz
pianotm
Zeigfried_McBacon
charblar
dinkledaberry
Zephire98
Kylaila
karins_soulkeeper
AubreyTheBard
zDS
Frogge
Zero3D
KrimsonKatt
Donut
CYBERLOUS
AceOfAces
BerryRMN
pooperflooper
Punkitt
Thunder176
kr0x

Posts

We don't have that option, unfortunately. That said, I literally just loaded all the videos within 5 minutes, and my internet ain't the greatest (it's Aussie net - tops out at 700Kb/s, if even that) so...

It's probably your internet connection that's the issue. Or the browser you're using.
More snippets!
Well, given how much I already did the GOTTA BE BEST seems in reach, but what am I to say about scripts and such? :/ Oh well, gotta try!

@karins_soulkeeper
Yay, you did a script! So it displays equipment discriptions based on .. stuff. I honestly can't put two and two together to what such a description would look like. Can you give an example?


@Bad_Luck
The map is super cute, the names sadly don't really pop up half the time, but they are all readable. The screens all looks gorgeous! Some childhood-friend banter of NO MORE DAMSAL IN DISTRESS, good, cool monsters and that lovely purple heart for HP, check. Great-lucking lvl-up point-distribution, check. Shit going down with other people standing around doing .. something. check. Honestly it doesn't look like they are even watching, that seems a little odd but without any context there is nothing to be done. Skull-filled elven-shrine, check.
All very clean, elaborate and gorgeous to look at. It is that one famous game everyone mentiones every now and then. Gonna be fun!


@Ljink
Could it be I missed talking about your stuff?
Starlight, seems like solid but a lil dull, there is little building up. Seems like more the background-music type of ost, which is fine, too. The one string coming in later is more disrupting and hurtful than anything else for me.
Enveloped by tenderness gives off that comfy farm feeling. I like it! Lon-Lon ~ oh.. wait. yeah. I really like that one!
Kids return is more a serious tension-buildup? Like pre- or in-bossfight. The chords (the second of the two repeated) 2:35+ sounds a lil disharmonic, so after 3:06 it ends up normal again, phew, thank god. It's okay overall, but that change really disrupts it for me.
Scattering blossoms could be an intro song for sure. I like the changes here, around 1 it seems to shift more to town-life? More like a calm piece. Cutscenes? Caves?
Almond Town also is a neat calm accompanying piece. It will work splendidly.
Anyhow, makes for decent accompanying music :) Good job!


@Aubrey the Bard
Modifying stuff! Very nice! But where are cat ears? I see tails but no ears, awwww.(


@Novalux
SLIME APOCALYPSE. Interesting. The start is a little weak due to you GUESSING you are packing for .. SOMETHING, but there is no sense of urgency or danger. Just a few sound-effects of shit going down outside would do to help it.
After enter/leaving any other houses you will again get the tutorial message.
Wow, a treasure chest with 0g.. talk about disappointing^^ At least make it 1 : D

In the inn you need to enter the stairs from below or you won't proceed. You should be able to from the side as well. Missile barrage so strong.
The phantasms are REALLY easy to avoid, and easy to kill, too.
Some spells are completely useless. The standard slash attack deals 2 damage, but the hilt smash does it too but + stun chance. I like the spells altho they are strong, but I would cut down on the number of them.

The orthography is lacking, there are a lot of missing fullstops and questionmarks, some "i" instead of "I", ";" instead of ":" for the voices, and in the inn scene the protagonist says "caught" instead of "taught". The survivor in the menu would look better with capital S due to this being a title.
The fighting scene, too, is again indicated when leaving the house. The events need to be only displayed once and then turned off.. not sure how to do that, sadly, as I am no gam maker.
Punk waiting in a cave full of monster to steal stuff ..? Odd. Entrances and other choke points would make much much more sense to catch passerbys!

After the thief fight .. you guessed it, the event repeats without even moving anywhere. Thankfully you can just quietly leave. And after supposedly getting an enchanted weapon to dmg phantoms with .. you don't get anything. Careful. Well, you get a teammate.

And I reached the end - overall. This game lacks a clear directive - you run and run and run without any point. Where are you going? If you don't know what happened, where might you find out? Could there be a safe place you are heading to?
The combat has a nice base imo, and even if it is easy, it is more a means of progressing. So in that sense you need to then flesh out the backstory a little bit more to give this fundament some more fun. It's okayish, just make sure you do the events properly. It will really really show throughout the whole thing and possibly leave you in a loop (like if you HAD to fight the thief)
Mapping is alright and more practical. The dungeon was a lil long but I guess walking back n forth was the whole idea. I commend you to use the people always go right trick to not find the stairs, but the random dude hinting at greater things without any reason why he could. (but you can work that out, I'm sure)

I know it sounds bad, but an okayish base is a GOOD THING. Cut some abilities/spells out when you would never use them, give the enemies stronger attacks since you have a lot of stun chances, and even if the battles stay on the easy side, it's okay if you keep the pace and flesh out the backstory and atmosphere of the situation. Using different tracks would help that, too. It seems more like an escape by the music - just that it never ends. And without any urgency for it to continue either, as there are fairly safe spots. Some time to regroup, rethink and plan is in order - and a change of pace in the dungeon etc.
The voices also seemed to come from the outside when they were in fact in the dungeon - that event may be better placed after you entered the cave, for one.

You can do this. The maps are solid for starting out, so keep at it. If you don't have any ideas as to where or how flesh out things in your world, ask. There are tons of ways. Scraps to finds, inscriptions, books, dialogue mentioning things in passing (not explaining) .. etc.

Okay - it seems the game.exe is not a second demo. You may want to delete it under management when it is just a scrap.


@Gourd
Wow, I'm impressed! The dialogue is really really good. A lot of joking around and a lil quick to read while watching, but her facing her fear of blaming others really came across well, natural .. and true. Lots of mixed stuff. The shift back to total goofing is a lil too strong, since, y'know, you're wounded, but so be it.

Some of the animations are really odd, like the .. "crying" flailing animations of the protagonist? The bright red also looks more like blood rather than anything else.
I really really really want to play this game! It sounds like such a solid story-driven game. And I like that!


Okaaaaay. Can someone pleaaase explain to me how I can open Ratty's smbx game? I downloaded the engine, I tried opening it there, and I got a window of blocks, but I couldn't play test anything, or well, do anything.
@Zero3D: While I'm usually not one to enjoy real time battle systems, yours looks pretty good from the screenshots. I can't play the demo, mostly because I've been very busy, but it does look good.

The only possible problem is that the title screen doesn't look that impressive. Just two sprites standing back to back with a lot of empty space. Not very exciting.


@CYBERLOUS: I really, really like your portraits for the characters. They're nice and simple, no over designed ridiculous outfits, no over the top muscles or anything like that, the holder battler edit is pretty good as well.

My only problem I can see from the screenshots is that the maps look kind of blank, not sure if that is something to do with the story, but maybe something to note.

Also, the music mp3 you uploaded has a very nice beat and this cool funky sound to it. Good job there.


@AceOfAces' Feedback
Huh. There shouldn't be any problems with text overflow. I'll check that out.


@pianotm's feedback
Thanks, piano! Sorry to here about the camera, I think you may have selected the smooth camera option at the beginning of the demo. There is a key item to switch back to normal RPGM scrolling.


@dinkledaberry's feedback
Thanks for the feedback, man! Glad to hear you're liking it so far.
pianotm
The TM is for Totally Magical.
32388
Kylaila
Okaaaaay. Can someone pleaaase explain to me how I can open Ratty's smbx game? I downloaded the engine, I tried opening it there, and I got a window of blocks, but I couldn't play test anything, or well, do anything.


Yeah, in your SMBX folder, you have to drop Ratty's game folder into your worlds folder. Then when you run SMBX and select Play, choose 1 or 2 player, and it'll be one of your game options.
@dinkledaberry

"I spent some time collecting stuff then I uh...I got stuck in a lake. (Can I not jump?)"

You can jump. You can see what each key is supposed to do under Options -> Input from the main menu, or by pressing F5 at any time.

"Not sure what sets it apart from the other Minecraft clones out there but I wish you luck in making it."

It's a block world game.. *sunglasses* from a new perspective



OK, actually you can read the description and planned features here http://rpgmaker.net/games/5016/ to see its going to play out quite different from Minecraft or Terraria
Holy hell, the monius needs to keep up, I had to unsubscribe because my notices was getting WAAAAY too big! Alright, first off, I gotta reply to a lot of these... X_X;;;


@Kylaila
Ha ha ha, yeah, my series usually is just a large mashup of tropes and plot twists all around in a nutshell. But I will definitely take that thougth of what you mentioned of Mirian and give her some black outlines to make her stand out more.


@Nesquick (Nessiah)
I'm more than likely to try and make some monster overworld sprites of my own. I'll probably do the same thing I did on P5 and just make shadow based monsters that act as an encounter, I'm mostly using the default stuff as a temp thing anyway. As for the sound effects, I'd like to change them, but there isn't many places I know that has those bang boom splash I look for. :p

Also, props for using my actual name this time, I seriously need to have it changed on these forums. XD

@Housekeeping
Well, the sprite style of the overworld sprites are FSM, so I'm trying my hardest to find tilesets that match with the FSM, and it is a very daunting task lemme tell ya. Also, the portraits weren't done by me. But I did do the custom charsets and battlers though. XD


@eplipswich
Yeah, the possibilities VX Ace gives will definitely make P6 a lot more easier to make in comparison to my older titles, no more speed issues on world maps anymore, hehehehehehe... *twitches*


I'll try and give feedback later on. X_X;
author=pianotm
Kylaila
Okaaaaay. Can someone pleaaase explain to me how I can open Ratty's smbx game? I downloaded the engine, I tried opening it there, and I got a window of blocks, but I couldn't play test anything, or well, do anything.
Yeah, in your SMBX folder, you have to drop Ratty's game folder into your worlds folder. Then when you run SMBX and select Play, choose 1 or 2 player, and it'll be one of your game options.

Thank you! Much love to you savior! And god does this need so long to load anything, hahaha.

OKAY @Ratty
Okay! I just played a few levels, this is a very solid smbx kinda game. There are a few added jumping parts that seem forced (like the one ramp early on where you need to jump at maximum length), but overall great job!
.. now if only it was my cup of tea, haha


@WolfCoder
Crafting Survival type of game, very kool! You get tones of material once you get the axe, wow. Sadly the shoveling system is .. really really odd to work with. How do you get to the surface? Using the dirt just blocks things. I can't dig through to the monsters, either.

It is quite bare as it is, but still, this is a really really nice starting the point! I really love the character customization. It is really elegantly designed with a lot of fun choices (plus animal ears n tails for the win!]
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
Now that the list has been completed and there's no worry about missing anyone, time for a feedback gauntlet!

@Badluck:
I'm not sure how I feel about the Story Mode option at the beginning. Is this going to be in the final game? Maybe it's a design philosophy difference between us, but I wonder why such a big party of the game is something you can opt out of.

Anyway, visually this game look fantastic. The sprites are great and the animations are pretty cool. I've seen Adrian's sprite before, but I can't for the life of me recall where.

I love the ability to jump and crawl and I really like how you implemented it! Jumping was an issue I was trying to figure out for a long time, but I really like how you did it! I wonder what sort of level design you can do with the ability to crawl on demand? Ooooh...

The combat is, unfortunately, a pretty big downer for me. It feels like a slog, since battles aren't really engaging enough to warrant full attention. I'm concerned that Lita's Power Shot did about 13-15 damage while her basic attack did about 15-18 in that first battle, which really doesn't feel like a good payoff considering how long I have to wait before using Power Shot again. The tutorial prompt encouraged me not to just use basic attacks, but that's by far the most effective strategy to win.

Lita seems like an interesting character, but the scene after she falls into the pit and then immediately decides to sleep seems so weird and out of place, especially when there's two paths leading out that she could have at least taken a look at.

Overall, it looks amazing, and there's a lot of potential for cool stuff in and out of battle, but the odd character moment and boring combat really bring it down. Adding in the option to make combat super easy feels like a bit of a cop out, and I hope you take the time to tweak the skill formulas to make the battles more interesting.


@Craze:

If Karsuman reads this, those are some cool sketches! How long have you been doing this? Whenever I make rough sketches, it takes me forever to get it looking halfway decent, and even then, I spend so much time fixing anatomy and such that I feel like just scrapping the whole thing and starting over again.

As for the skill sets, these all look good on paper, though each one is pretty complicated that I'd only be able to get a feel for how they work by actually seeing out it works in practice. Assuming the two lists are skills for Eloise and Arelis, I'm curious as to why Eloise has a skill that mostly pertains to Caesar.


@J-man:
I'm guessing the RTP faces are just placeholders since it doesn't match the other faces nor their own sprite. Something should definitely be done with the character info window in the party formation scene, as it looks just awful. Are there plans to shorten the battle window if there's only three characters allowed in battle?

The Behemoth sprite body doesn't look finished. I'd add some shading to it.

Random question: Did you get any inspiration from the Tales games? The combination of the way attacks work and how magic has a bit of a warm up before casting makes this feels like a Tales game, just with turn based combat. That's not a knock, mind you. Tales games are amazing.

All in all, this has some promise! I'm interested in seeing where you go from here.


@UPRC:

I'm no mapper, so there's not really much I can say about what you've done here. To me, it looks fantastic! The one exception being the area that starts on 1:50, as it seems a bit barren. Seeing as it's an otherworld map, I'm assuming that it's intentional.


@Nessy:
That's some impressive sprite work for those first two. I don't recognize that window in the first pic, though. What program is that? And either I missed something when looking a the MV SBS or there's a new plugin addressing it, but I thought the characterset animation was limited to three frames? This looks cool, but I feel like the trail on the first frame could be a little longer, since the weapon takes a 180 spin, but the trail only goes to about 90 degrees.

Also HOLY CRAP THAT LAST ONE LOOK SO COOL! What in the world is this for? I wanna see!


@Sated:
The two skills looks pretty cool themselves, and the layout looks fine to me. On the skill tree image, the spit paths look a bit weird. Question: Would players have to learn Eye Gouge and Gory Talk before being able to learn Diatribe? If yes, then I think the paths should combine more visually before moving forward.

Gah. It's easier to show it. Here's a quick edit I made to show better what I'm talking about: http://rpgmaker.net/media/content/users/37917/locker/SL_Feedback.png


@eplipswich:
You're just translating the game, right? That's pretty neat!
There are some oddities I noticed, like "Kindergarden school," should either be Kindergarden or school, since I don't know anyone who uses them both, but overall, it's looking pretty solid! Good luck with the rest of the project!


@Ratty 524:
I'm super not familiar with this engine, so I'm afraid I can't really give you in depth feedback, but the only real gripe I have with this is that it feels a little clunky to control. I guess this is based on Super Mario World, a game I have not played, so maybe it emulated perfectly, but I remember playing other Mario games where air control was much easier. I don't know if that's something you have control over, but yeah. Sorry I can't be more helpful!


@Rose_Guardian:
It's good to see you're getting better with art. I like the diverse designs of the characters, but the anatomy needs some serious work. As for the UI designs, the battle screen looks fine, but the numbers are a bit too small and hard to read. The camp menu screen needs some work, though. The border on the left and right sheets should be just that: borders. Move all the info to the middle of the scrolls to make it easier to read.


@Wolfcoder:

Once I figured out what I was doing, I can see how this could be a lot of fun. MMO type gameplay isn't really my thing, so I don't have enough experience with it to really give good feedback. I did find picking up objects to be a bit tedious. Is there a way to pick them up when you're standing right over them? That'd be really useful.


@Ljink:
I like what you got going on here. A variety of different songs with a nice old school feel to each track. Good luck in the future!


@Gourd_Clae:
Just a little tip next time you do this: the dialogue went by way too fast. I couldn't read it without stopping every half second to read. Anyway, the dialogue itself seemed fine, but I'm personally not a fan of that font. The text box color needs to be a bit darker to make the text stand out more, as the sorta blends in with the background.


@Novalux:
Definitely want to run through the system text again. There's a lot of capitalization errors and weird tags in all the abilities and their descriptions. Natalie has a completely blank skill in her Physical slot. Why was there a chest that gave me 0G?
I like the idea that you're going for, but the text really needs some work. Also, I'm not a fan of how the download name is completely different from the name of the game on the title screen.


@LorSquirrel:
311 MB is insane for a demo like this! Did you really use every single audio track in your folder? That's... wow. How long is this demo?
I'm seeing Story and Challenge mode both have a -100% encounter rate. Why is that?
Not liking the mix between Mack sprites and the chibi sprites. Unless the giant is a different race?
I don't like how I teleport straight into a random place in the woods after meeting Lucas.

Overall, there's a lot of polish that needs to be done. I like the camera script, and the dialogue does a decent (if not forced) job of introducing the characters, but there's just too many music tracks (and oddly not much variety in the music when I change locations) so I hope you continue to work on this!


@KatanaHiroshi:
The rooms could really be smaller. The classrooms you have in the last two pics seem to be at the right size, but larger rooms like Map10 and Multimedia Center are just too big with nothing in them.


@Sooz:
City maps are looking pretty neat! Are these for Weird and Unfortunate? The last pic looks pretty cool. The frame needs a texture, but I think you said you were planning on doing that.


@Lucy_Fox:
Nice looking screens! The lines of trees in the graveyard are looking a bit unnatural, though. Other than that, good work!


@Housekeeping:
This sounds and looks great! How did you do the blob animation? Was it a bunch of charactersets put together? Or was it from the animation database?


I'll cut it off here so the people I addressed don't have to wait. I'll make sure to get everyone. The power of knackles compels me.
author=dinkledaberry
So...I opened this up then it got mad at me and crashed? Tried again and same result. Not sure why. Sorry...


Perhaps you don't have RPG Tsukuru 2003 (the old fan-port of RPG Maker 2003)? DynWardrobe is a plugin for DynRPG, which is a mod for RT2K3, so when I made and packaged DynWardrobe I figured it was a safe assumption that anybody downloading it would already have RT2K3 along with its standard run-time package. Didn't occur to me when this event came up that the assumption no longer applied. X) Probably it's not really the sort of thing the event is supposed to be for in the first place, but when I thought about "What have I been working on in the past month", this was pretty much it. Thanks for trying, anyway.

author=Kylaila
Modifying stuff! Very nice! But where are cat ears? I see tails but no ears, awwww.(


Heh. X) The cat tail and the rest are just for demonstration purposes, anybody using DynWardrobe would have to make their own animations to match the characters in their project anyway. Still, it wouldn't be too hard to make an animation adding cat ears, and I already do have a small list of improvements that would be nice for a new version of DynWardrobe, so maybe I'll throw that in there just for the matching set. Thanks for the feedback.
@Kylaila> Here-o :D

^^This one's a screen from my game though. The script I put up uses 'ATK', 'DEF', 'MHP' and what-not, instead of icons...


@Libertyfromaamillionpagesago>
The items (and skills) are handled differently from equipment, so I had to separate them from this. Suffice to say, that they're... not exactly working "as intended" :(

As soon as I squish all dem bugs, I'll put it up as a proper plug-and-play script.


I doubt I'll be getting the knackles badge at this rate...
Aside, a question: If you qualify for that badge, will you also get a sanic badge? Or just one of them?
@Kylaila

Very good feedback! Kids Return is actually the final area theme. It does give off a disrupting feel which is why I like it so much. It'll make much more sense in game. I also understand that a lot of the instruments are harsh and I will try to apply VST effects to soften them up a bit.

Starlight is dull and it's used as a field theme.

Enveloped by Tenderness is currently undecided as for where it appears. It may be a theme for a desert area. Thanks for your feedback!
Re: Ara Fell Feedback

@Red_Nova I feel like if you, as a player, want to inhibit your own experience by cheating through battles, I'm okay with that. Or, if you just hate combat in games and want to only experience the story and exploration, I'm okay with that too. However, I may or may not include it in the final version. Actually, I think in this version, the story mode was meant to be taken out complete, but me and Charblar got our wires crossed while getting it ready. Was it added automatically? The game will give you an option to select storymode at the beginning in the final version, which will disable all Steam achievements.

As for her power shot, that's the same issue of me and Nikki not being synched up. Lita's attacks are all battle animations, which can't be shadowed by tinting the screen or pictures. So we've got a "shadow" attack and a normal attack. Unfortunately, we have to set the numbers for each one individually. This version got uploaded with the wrong database file, I think. Explains both of those issues.

Edit: As for Lita going to sleep then, my feeling is that she's had a very long day, she's exhausted, saw a ghost, found a weird magic ring, and she's given up hope after having just walked a big circle and ended up back where she started. She just wants to rest. I'll change the wording so it's more like that, though. Good suggestion.


I'm not going to respond to each nice thing said about Ara Fell, but it is SO gratifying to see people like it! Like I've said before, I really poured my heart and soul into this game, and it means a lot to me that people appreciate it.

I'll give feedback randomly to some people!

@Craze
Looking good! I'm glad to see Karsu is still at it.


@Ocean and Nessiah

There isn't much to say except how freaking adorable your work is. I've always loved your guys' style.


@Punkitt

I've been watching you on the screenshot thread for a while now. Very interested to see how that project turns out. I like the minimalistic look to it.


@Kr0x

Oh good, I haven't had any nightmares for a while...


@Liberty
That is looking really nice! Are you going for a sparse look, or do you intend to add more detail later on?


@Sooz

I have no idea what your game could be about based on that, but it legitimately looks interesting. I can imagine a really fun game being made around whatever the hell it is you've got over there!
author=Kylaila
More snippets!
Well, given how much I already did the GOTTA BE BEST seems in reach, but what am I to say about scripts and such? :/ Oh well, gotta try!

@karins_soulkeeper
Yay, you did a script! So it displays equipment discriptions based on .. stuff. I honestly can't put two and two together to what such a description would look like. Can you give an example?


@Bad_Luck
The map is super cute, the names sadly don't really pop up half the time, but they are all readable. The screens all looks gorgeous! Some childhood-friend banter of NO MORE DAMSAL IN DISTRESS, good, cool monsters and that lovely purple heart for HP, check. Great-lucking lvl-up point-distribution, check. Shit going down with other people standing around doing .. something. check. Honestly it doesn't look like they are even watching, that seems a little odd but without any context there is nothing to be done. Skull-filled elven-shrine, check.
All very clean, elaborate and gorgeous to look at. It is that one famous game everyone mentiones every now and then. Gonna be fun!


@Ljink
Could it be I missed talking about your stuff?
Starlight, seems like solid but a lil dull, there is little building up. Seems like more the background-music type of ost, which is fine, too. The one string coming in later is more disrupting and hurtful than anything else for me.
Enveloped by tenderness gives off that comfy farm feeling. I like it! Lon-Lon ~ oh.. wait. yeah. I really like that one!
Kids return is more a serious tension-buildup? Like pre- or in-bossfight. The chords (the second of the two repeated) 2:35+ sounds a lil disharmonic, so after 3:06 it ends up normal again, phew, thank god. It's okay overall, but that change really disrupts it for me.
Scattering blossoms could be an intro song for sure. I like the changes here, around 1 it seems to shift more to town-life? More like a calm piece. Cutscenes? Caves?
Almond Town also is a neat calm accompanying piece. It will work splendidly.
Anyhow, makes for decent accompanying music :) Good job!


@Aubrey the Bard
Modifying stuff! Very nice! But where are cat ears? I see tails but no ears, awwww.(


@Novalux
SLIME APOCALYPSE. Interesting. The start is a little weak due to you GUESSING you are packing for .. SOMETHING, but there is no sense of urgency or danger. Just a few sound-effects of shit going down outside would do to help it.
After enter/leaving any other houses you will again get the tutorial message.
Wow, a treasure chest with 0g.. talk about disappointing^^ At least make it 1 : D

In the inn you need to enter the stairs from below or you won't proceed. You should be able to from the side as well. Missile barrage so strong.
The phantasms are REALLY easy to avoid, and easy to kill, too.
Some spells are completely useless. The standard slash attack deals 2 damage, but the hilt smash does it too but + stun chance. I like the spells altho they are strong, but I would cut down on the number of them.

The orthography is lacking, there are a lot of missing fullstops and questionmarks, some "i" instead of "I", ";" instead of ":" for the voices, and in the inn scene the protagonist says "caught" instead of "taught". The survivor in the menu would look better with capital S due to this being a title.
The fighting scene, too, is again indicated when leaving the house. The events need to be only displayed once and then turned off.. not sure how to do that, sadly, as I am no gam maker.
Punk waiting in a cave full of monster to steal stuff ..? Odd. Entrances and other choke points would make much much more sense to catch passerbys!

After the thief fight .. you guessed it, the event repeats without even moving anywhere. Thankfully you can just quietly leave. And after supposedly getting an enchanted weapon to dmg phantoms with .. you don't get anything. Careful. Well, you get a teammate.

And I reached the end - overall. This game lacks a clear directive - you run and run and run without any point. Where are you going? If you don't know what happened, where might you find out? Could there be a safe place you are heading to?
The combat has a nice base imo, and even if it is easy, it is more a means of progressing. So in that sense you need to then flesh out the backstory a little bit more to give this fundament some more fun. It's okayish, just make sure you do the events properly. It will really really show throughout the whole thing and possibly leave you in a loop (like if you HAD to fight the thief)
Mapping is alright and more practical. The dungeon was a lil long but I guess walking back n forth was the whole idea. I commend you to use the people always go right trick to not find the stairs, but the random dude hinting at greater things without any reason why he could. (but you can work that out, I'm sure)

I know it sounds bad, but an okayish base is a GOOD THING. Cut some abilities/spells out when you would never use them, give the enemies stronger attacks since you have a lot of stun chances, and even if the battles stay on the easy side, it's okay if you keep the pace and flesh out the backstory and atmosphere of the situation. Using different tracks would help that, too. It seems more like an escape by the music - just that it never ends. And without any urgency for it to continue either, as there are fairly safe spots. Some time to regroup, rethink and plan is in order - and a change of pace in the dungeon etc.
The voices also seemed to come from the outside when they were in fact in the dungeon - that event may be better placed after you entered the cave, for one.

You can do this. The maps are solid for starting out, so keep at it. If you don't have any ideas as to where or how flesh out things in your world, ask. There are tons of ways. Scraps to finds, inscriptions, books, dialogue mentioning things in passing (not explaining) .. etc.

Okay - it seems the game.exe is not a second demo. You may want to delete it under management when it is just a scrap.


@Gourd
Wow, I'm impressed! The dialogue is really really good. A lot of joking around and a lil quick to read while watching, but her facing her fear of blaming others really came across well, natural .. and true. Lots of mixed stuff. The shift back to total goofing is a lil too strong, since, y'know, you're wounded, but so be it.

Some of the animations are really odd, like the .. "crying" flailing animations of the protagonist? The bright red also looks more like blood rather than anything else.
I really really really want to play this game! It sounds like such a solid story-driven game. And I like that!


Okaaaaay. Can someone pleaaase explain to me how I can open Ratty's smbx game? I downloaded the engine, I tried opening it there, and I got a window of blocks, but I couldn't play test anything, or well, do anything.

I'm honored you placed my game into the 'okayish' category when it really shouldn't be. The maps look good because they're sample maps with some changes ive made, because i suck at mapping, or mapping from scratch. the typing is messed up because as of now my keboard is messed up and the shift key doesnt work. Glad you found the battle system interesting, its based off the premise that a simple, small numbers system is easier to handle and easy to understand, like paper mario. Thanks for the criticism though, and the encouragement.

P.S. The slime apocalyspse name came from the original project which was 'what if you had a zombie survival game, except in a rpg setting with slimes as the zombies'
@Red_Nova feedback:
Well, the reason the demo is 300MB it still has the stuff needed for chapter 2 which is being worked on. I've tried removing everything out of the project before so that it was only the chapter 1 stuff, but it's caused glitches and crashes.

Yes, the mack sprites are a race separate from the normal size sprites, known as gants. One of the NPCs in the church mentions it, but the race will be given more fleshing out in chapter 2.

The Encounter rates are set to -100 just for this demo. Mostly because this demo only has on-map encounters. Chapter 2 will have an over world where certain areas will have a random encounter chance.

Yeah. The music is something I've need to work on. The project has been going through a messy couple of months, but when chapter 2 comes out, I will fix the constantly changing music.

Thank you for you feedback.
-LS
@Kylalia

"Crafting Survival type of game, very kool!"

I hate to disappoint, but this will go leaps and bounds to NOT be a survival game.
It will be a crafting one though. Think of how you can craft specific equipement and customize your gear in an RPG.
There won't be any hunger, thirst, weapon durability, etc.
and you can even hold about a half million of each block on one item slot! Dirt will not clutter your inventory this way.

"Sadly the shoveling system is .. really really odd to work with. How do you get to the surface?"

Holding LEFT SHIFT (default) aims up and LEFT CTRL (default) aims down.
Because you can't see some blocks, the targeted block is shown top middle of screen for you.
The visual cutaway system alone nearly drove me mad to design.
I've known some particular things like digging diagonally up would be hard to make intuitive and simple.

Maybe if I have it attack the targeted block, the block directly above your head, and the block diagonally up from you at the same time..

"Using the dirt just blocks things. I can't dig through to the monsters, either."

You can't dig when in battle (near enemy). There will be an indicator for this in the next release.
For now, you can see your target cursor vanish when you're near enemies.

Enemy spawn system is partially implemented. The rule will be that enemies cannot spawn near any player,
they must spawn offscreen. Enemies will also spawn very sparingly. However, if it is dark,
enemies will spawn closer and much more. Lighting will help (but not entirely) keep enemies away.
It is also planned that if you start killing a lot of enemies while in darkness, they will begin to swarm.
You should avoid fighting in the dark unless you intentionally want to fight a massive amount of enemies at once for loot/EXP.
As you can see (hee hee!) everything is still visible even without light, unlike similar games.

The only way to eliminate enemies entirely from a zone (a single square on your map) is to capture it (not implemented yet).

"I really love the character customization. It is really elegantly designed with a lot of fun choices (plus animal ears n tails for the win!"

There's no way I'm not going to have a lot of different stuff you can wear (everything shows up on your character),
hybridization later (gain wings maybe? and become part some other animal), customization of your build with traits you can unlock,
and of course crafting weapons, tools, and armor you want for your build.

A major thing missing from Minecraft and Terraria is the ability to build your character your way, RPG style.
Terraria is unsatisfactory for me- the shortcomings of those similar games is what motivated me to create LandTraveller in the first place.

In multiplayer, only one player has to make it back alive with the crafting recipe for a legendary item.
If they can return with it, then everyone has access to the recipe and can make it.
There won't be rare loot stealing like what happens in Terraria- you'll want to help everyone out.

@Red_Nova

"MMO type gameplay isn't really my thing"

It has single player. In single player, you can make one really powerful character or swap between multiple characters.
Multiplayer will be done through 3RD party servers. Anyone can make their own community!
I'll try to get a tracker working so you will be able to see the list of public servers people decide to run.

"so I don't have enough experience with it to really give good feedback."

Its a good thing experience isn't required then! You're being helpful already, and thank you.

"I did find picking up objects to be a bit tedious. Is there a way to pick them up when you're standing right over them?"

I think you meant when you hit X to rip grass, rocks and sticks off the ground?
I'm already going to have it do that. If you put a lit stick torch on a wall and walk all the way up to it, you can't seem to rip it off at the moment.
I've written this "bug" down and will fix for the next release.



Thanks for the helpful feedback you two!
pianotm
The TM is for Totally Magical.
32388
Well, I think, just to make Libby's job easy, I'm going to go through and gather all of the feedback I've done and put it in this post.




01/15/2016 05:16 PM

@J-Man
Now this is really neat. I'd love to play this. The art work smooth and easy on the eyes, and the battles actually look like fun.


@Ocean
These are some neat little map pieces and a cute sprite. I love the Candyland style.


@SgtMettool
This is a nice little retro style. I particularly like the facechips. They remind me of the black mages from Final Fantasy.


@Pizza
Not sure what I can say about your map and sprite work that I haven't already said. You always do amazing work and this is no different. As for the drawing, it's fantastic.


@Red_Nova
That is definitely a menu screen. I'm so sorry. I just didn't know what else I could say about it.


@Unity
Somehow you keep doing this to me. You have all this neat stuff and I have to see more. I love weird and weird is almost never weird enough for me, but somehow this comes close. You have aliens that truly look alien and appear to be the imagination's greatest horrors.


@Kylaila
I'm not sure what to say. You have some fascinating images here. I can't really identify them all but I'm not sure I want to.


@AubreyTheBard
So, this looks like a battlesprite generator for RM2K3, which is an idea I can definitely get behind.


@zDS
Another interesting retro style. I don't mind the lack of a floor. Most early video games didn't have a floor. Ever play Ultima?


@Zero3D
Looks good. Get a demo up and running!


@CYBERLOUS
This looks and sounds neat. Can't wait to see what it turns into.


@AceOfAces
I'm not sure what to really say about most of this, but for Immortal Sins, I'll reserve most of my judgement for the time being. It looks like you aren't really done with the artwork and your story only seems to be sketched out, but it has some interesting characters and some potentially interesting story points.


01/15/2016 06:27 PM

@Zeigfried_McBacon
Some very...unusual...settings. I'm assuming this is unfinished, which is why it's so glitchy. As it is, the game is a very surreal experience. Would like it if there was some functionality to the jump feature.


01/15/2016 06:34 PM

@Dyhalto
I love lore in games, and journal entries are as good of ways as any to put it in a game.


01/15/2016 09:14 PM

@InfectionFiles
Oh! That's very nice! That looks like a modified PV chipset. I love the whole atmosphere. Very grimdark!


01/16/2016 02:34 AM

@Liberty
To me, the walls look fine...and they look like walls. Milla successfully puts forth a very gritty feeling of a well worn detective. That's what I think she is: a detective. And yeah, she does look like she has a black eye. I do rather like the hand on hip stance.


@eplipswich
Well, this looks cute, and the music sounds perfect for it.


@InfectionFiles
Oof! And the grimdark images continue! This one promises some violence.


@kory_toombs
It's been awhile since I've played a tactics game. I'll have to check this one out. The chipset you're using looks familiar, but there are enough differences that I don't want to take a guess.


@dinkledaberry
A police game! Interesting! Is that the DS graphics pack or something you've created?


@karins_soulkeeper
Once finished, this would be something that could be very useful, especially to someone like me who has a tendency to neglect object descriptions.


@CYBERLOUS
I have to admit, I find your music to be a bit chaotic. Infiltration was the only one I really felt I could understand.


@Punkitt
I don't know why the second image should have better geometry than the first, but overall, I find the art style to be charming, even if I'm not sure why geometric shapes with more or less angles are better than each other.


@Thunder176
The story and the graphics seem fairly common. Meanwhile, the gameplay seems to be what you're spending the most time on. The game is fun, but you've got a glitch in the first trial. It's not game breaking, but if you hit it, you will have to shut down and continue. Those jump ledges? You have some that lead off the map, into waterfalls and into solid wall. No, the fact that you have an impassable tile there will not stop a character from jumping into it, and once you're there, you're trapped.


01/16/2016 02:05 PM

@Deltree
This looks so awesome. I love how the hit points get knocked off of the screen. Interestingly, my attention seems overtly drawn to the girl panting in the background. Is there a reason she's making such an unnecessary show of it?


@Luchino
As usual, I love your artwork. Battlers have some issues with their hands. Hands are something I notice because I'm very bad at drawing them and am extremely self-conscious about this particularly weakness. I adore the inlay on the ship and how you textured the red portion to make it look like a mahogany veneer (or are you going for rosewood? If you are, rosewood has a much tighter grain, and while it's still red, has a bit of a darker, purplish hue.), although that texture should probably be extended to the very end of the bow. The detail in your town is stunning.


@LorSquirrel
This is an incredibly charming game, and is a lot of fun. I love the graphics you're using as well as the text font. A lot of work went into this. There are quiet a few features on display in this demo. My only issue is that the way the camera follows the PC makes me a little queasy.


@KatanaHiroshi
That is some very nice pixel work, but did you have to put the corridor onto a single map? Couldn't you have broken it up into sections?


@Lucy_Fox
This is extremely colorful. Blue leaves on trees are certainly an interesting idea.


@Zephire98
Well again, here's a case of just not knowing what to say except it's a very nice sprite.


@Frogge
An updated Tic Tac Toe seems like an interesting idea. It'll be interesting to see how it turns out. I just worry that you might be overthinking things.


@BerryRMN
I love those sprites. The one in front looks like the love child of Star Wars' Master Yoda and Burt from Sesame Street.


01/16/2016 10:45 PM


@UPRC
I'm already excited for this game! This is just, plain torture!


@Ratty524
Good Mario game.


@WolfCoder
This is an interesting program. I've learned how craft and how to attack the non-people, but I'm not sure what the object is.


@Luiishu535
It's a nice title screen, and I'm sure there are a lot of people who would find killing clowns to be quite therapeutic.


@mjshi
Well, this is an RM2K RTP map made with the ship tileset. It's well done.


@Irog
I'll admit, the first time I played your game for the No RM event, I found it completely incomprehensible. Now, I not only understand it, but I enjoy it. Excellent work!


@Punkitt
As before, I don't know why any of this geometry should be better than any other, but I find the overall art charming and am now very curious about what you're doing here.


@kr0x
OMG I love this! It's like "if Tim Burton made anime"!


01/17/2016 12:48 PM

@Nessy
You know I've never got anything bad to say about your art, although, now that I look at it, his legs look awfully short.


@Addit
Without knowing what these are supposed to be for, those are very nicely done game icons and a very nice menu.


@KatanaHiroshi
And more! Coding involving lots of variables and no idea what it's all about, some very nice artwork, and boy are your maps big. You really do need to make those smaller. Dude, less is more.


@Housekeeping
I love how retro and thematic this is. This has all of the flavor an old 80s/90s PC game.


@Sooz
So, I click on the first two expecting to see more of Sooz's unimpeachable artwork, and...hand drawn city maps. They're very nicely done, too. I click on the third one and THAT'S MORE LIKE IT! I do love seeing your art. Oh, is your waitress supposed to have six digits on her hand?


@pooperflooper
And another bit of very nice artwork that reminds me of Tim Burton art. Also, those tiles...very art noir. I love it.


01/17/2016 10:26 PM

@Ljink
Very nicely done 16-bit style. These remind of Chrono Trigger and Phantasy Star. Length seems to be a problem though as several of these sound very repetitive. Music files tend to get very big very easily. There are ways of beating the RM loop pause without repeating your tracks unnecessarily.


@Gourdy
As always, I love your sprites, but they look horribly out of place on that tile set.


01/18/2016 04:33 AM

@Craze
Karsuman's artwork is quite...frankly...wonderful. And you are so good at coming up with skills...in fact, do you have any tips?


01/18/2016 01:19 PM

@Nessy
Moar stuffs! Attack animations shouldn't be so cute! AND OMG THAT FAIRY BATTLER IS FANTASTIC!


@Sated
I do likes me a good skill chain. LMAO at bitch-slap and diatribe!


@Novalux
I'm afraid what you've done here won't work. With just the game file, it has no way to search it's settings or file system. It can't be just dropped into a project folder either. You have go into your project, select compress file data, choose RTP or No-RTP and then it will create an executable that you can upload to the net.


@Donut
This looks so neat! But I'm not sure I understand? They're cute little animal sprites, but when they interact, they're human?


01/18/2016 03:15 PM

@Rose_Guardian
The FirstScene is very nice and I like where you're going with it, but the characters are awkward to look at. First, the child is a bit strangely proportioned. This can probably be fixed by turning his shoulder's a bit more towards the person carrying him. Also, the hero's arms and hands are badly disjointed here. You wouldn't see the arm coming up under the shoulders. You would only see the wrist and hand bending over. The way you've got it makes it look like his wrist is severely broken. Also, you should be able to see the man's sleeve cut off by the kid's head. The way it is now makes his shoulder's look lopsided. Finally, his hands seem oddly flattened. (Arm positioning and hand dimensions are a problem I have, also.) You should get a drawing puppet. They're only 20 bucks at most art stores. You could probably get one for some change online. When making your characters, pose your puppet in the positions you want, then draw wire frame and joint images based on the puppet's position. Then draw your characters over the wire frames. You won't believe how much this helps.

You have a beautiful menu screen. I like your clothing and character designs. Your battle screen is nice to look at, too. I look forward to seeing more.


01/18/2016 05:16 PM

@Novalux
On the very first screen: your use of wall and floor tiles are fine. Your furniture and fixture tiles are being seriously misused. You're using the tops of cabinets when the RTP should have properly sized alternatives. Also, the counter and stove should be against the wall, not in front of it. Likewise, sprites such as the dead man need to be set to direction fix in the event window. You need to use switches to turn off events. The inn event at the door repeats regardless of whether or not you've completed the challenge. Also, you've got something going on with the transfer downstairs that I can't quite figure out. Upstairs, the transfer should be set to "below hero" and "player touch". Treasure chest! "0g was found." Pointless chest is pointless. Again, with the thieves, you need to turn them off with switches once beaten. Also, you've got the enemies set to "player touch". You have to run into them to trigger a fight. You can avoid a fight by just standing there and waiting until they pass. Set enemies to "event touch" instead. Also, set their sprites to follow. Finally, what is the game about? I'm coming to nothing but dead ends.


@Lucy_Fox
I enjoyed the teaser!


@BadLuck
AH!!! THE ARA FELL DEMO!!! This looks and sounds fantastic! I am loving this! I'll have to give proper feedback on the game page! Oh, this game is gorgeous!


unity
You're magical to me.
12540
author=Red_Nova
@Sooz:City maps are looking pretty neat! Are these for Weird and Unfortunate? The last pic looks pretty cool. The frame needs a texture, but I think you said you were planning on doing that.

Nope, Sooz is making her own awesome investigation adventure game and those are from the city it's in, past and present!

As for Weird and Unfortunate's city map, I'll leave it under a hide-tag :P

@Novalux Haha, you're welcome. Yes in its stage it still needs a lot, but really, the concept works, and so does the pacing of having stuff happen so far. I do agree smaller numbers make it work really well, they give you precise planning.

@soulkeeper So it is indeed that kind of description! I didn't see any database where these were taken from tho. ANYHOW. Neat!

@WolfCoder I like where this is going. I really enjoy more the crafting than survival aspect, so that is perfectly fine by me. Keep it up!

@LorSquirrel
I think the first thought of "what should I do" is better left out, there was a missing word somewhere too, but having it repeated to her father right afterwards seemed really bad. Him walking over seemed fairly long, and there being just quiet would have made it seem more realistic (rather than waiting for her to voice her thoughts). The following dialogue was a nice change to that initial impression.

I like the chapter scrolling, btw. simple and neat.

We actually get a REASON for a chest being there? WOW

How old is the character by the way? She looks really mature due to the elaborate portrait, but not so much in the way she's treated, and acting.
The quest log being there empty is a little jarring. People hitting you out of nowhere .. okay, that's .. a lil .. forced? and rude.
The second forest tracks seems to be far more suitable due to its soft tone than the first happy-go-round one while you are frustrated, being yelled at and hit.

The sound for flower-picking is really jarring, and herbs seem quite abundant. The coin-sound is already a lil edgy, but okay. I would keep it to one sound for all picking. there are a few tall sprites clashing both in size and style
Another missing/wrong word in the dialogue with Lucas "I shouldn't have mentioned"

The teleportation afterwards is really jarring. There was a pathway to the east to some woods as well, you would naturally head there.
The trees have a really thick edge shadow making it look more like they are separate from the rest of the tiles/grass.

So .. items are half a turn or something? I skipped for I selected easy, *innocent whistle* The battlers look nothing like the characters. Chainmail is good and looks stylish, but it is just not the clothing of our walking sprite or elaborate portrait.
Teleporting back makes much more sense than into the woods, btw :) Made it difficult to orientate myself there for a second.
Upon returning it is HER that is hating the bees, when the dialogue before was how HE hates them? She hates the wood and you can guess them, too, but still.

Her behaviour around him is still a lil laid back and suiting her general mood, great job there!

After the quest leaving the area, if you go to the right square of the path a dialogue of "the flowers grow in the woods" pops up when Lucas already left the field and party. You can still procceed afterwards going left.

Some of the house maps are really .. unnecesarily spacious.
So with the general overview - I really like the dialogue. The characters all seem very natural (bare a few forced aggressive lines), but a joy to read. So far nothing like a plot really came into play during my test-play, but keeping the dialogue style it should be quite fun. The portraits work really well with the character's style and personality so far.
The maps are less shiny and more practical for the most part. I would be mindful of house-interiors tho, smaller is usually better, especially there.
Combat I haven't seen enough of (and not in difficult either), soo.. hard to gauge.


@BadLuck
The trailer is really nice. The crediting seems really drawn out giving the general length, tho. A lot of overview, nice cuts (especially early on), I loved her waking up animation, by the way, it gives a nice build-up from simple life to more epic adventures. Showing snippets of gameplay (like the crouching mechanic) and also battle mechanics. Very nice!


@Unity
Now if that isn't stylish, hehehe!


@Thunder176
The confirm-sound is really .. jarring. Something softer on the ears would be neat! A skeleton is not the same as a corpse.
The instruction before battle in capslock seems unprofessional.

I like how you don't have a menu popping up in the save circles unless you interact with them.
More instructions in capslock. It's to head in, or face sth head-on before going through the door.
More caps .. for titles and menus please skip doing that. So forsaken is the chapter name? I like the music selection and the pacing seems quite nice.

First the trials are bit and then they "simply are X" - just nitpicking here, I think a you have to do x to .. works better. And here is the floating-bridge part!
I really like the idea of having different trials to escape (maybe) - makes for great pacing, anticipation, and also measuring your progress. Plus, it is neat and easy to oversee in development, too.
This is kept simple enough. Looks very promising, just like the screens. Keep it up!


@BadLuck
And hitting up the game, it's even more gorgeous! Really really polished and beautiful. I love the lil rat! So, more exploration mechanics, all goood fun ~


@Irog
I can't run your game, sadly. It says the "zlib1.dll" is missing on my computer. I extracted all I could, any possible solutions?


@Zero3D
Oh nice, the title screen is already adjusted? I didn't see you responding, so I am glad you are up reading and working. Looks much better without the effect N. The Demo-title looks really off because it is out of format (very much left when any other writing and title is on the right side) and sprite shadow still look off, but .. no matter. That won't be there for the full version.

Seeing it ingame, the dialogue-background-thingie is a little bit hard on the eyes. Makes it more difficult to read. I suggest a solid color.
The girl is cute. She says "aw men" instead of man I think.

Haha, I like the sandman dialogue, so nice to not take itself too seriously. Looks much more like a ma'am than a sir, tho.
Okay so no tutorial whatsoever. Took me a sec, but quick enough. I usually use enter and the right shift, so I needed to adjust, I tried the a right after.

The puzzle is simple. Sadly the combat has no tactical aspect to it other than get the first hit without them noticing you and then keeping at it. Seems that is the most effective way of fighting to me. You can't run while fighting/the animation/cooldown is in effect. Still, it works for procceeding and hitting stuff is good.
Hah, destroying a costume. I like this style of serious and non-serious. Decent pacing and .. practical maps. A few too weird and random - libby had this in a thread recently. Degrading proper maps to deteriorate them works a lot better than scattering random stuff. Nevertheless, seems like this will be quite decent!

Sadly that "this is my worst fear is still there - the girl IS straight-forward, but if it is scary for her, that can't go.

The base looks kool, by the way.


@AcesofAces
Well, starting the Ages of Knights.. it's not quite .. there. The world map is literally a large mess with little direction, a lot is obviously missing or seems ill-planned, as you are being sold ships when they are readily available, and your companion waits in a town you need a ship to reach in the first place. So.. odd. First rule of mapping - keep it practical and concise. Smaller is always always better than bigger! Because you can get a good overview and orientation that way. So, there's a lot to do, and a lot unfinished (in that one town you simple can't walk into most houses. and yeah, that's a sample map, they're okay, but use them well) No music, either.
Good luck working on it!

Immortal Sins - looking much much better! Gunfire in a mediavel church setting ..odd. But starting out, I really like the premise. The song used in town is really interesting and atmospheric, too. Love it! Beautiful portraits too. A standard out of nowhere buddying up + molester showing up, okay. Inviting stranger over? Okay. Interesting

Enough for now, good job there! Keep it up!


So.. for the feedback. there are a couple of demos + screens .. so .. is playing the demo necessary? I tried my best to be as thorough as I can be, and doing that for every demo when I gave some general feedback already seems daunting to be honest, haha.
Would it save libby some work to quote it like piano did?

EDIT: I DID IT! I DIIIIID IIIIIITTTT!
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
@dinkle:
It's a game I started working on earlier last year. I'm banging at it gradually, so sadly there probably won't be anything substantial for a long while; I want to get all the documents and assets ready before I tackle gameplay, since they're really the main point. (It'll eventually be a combo investigation/kind of dating game thing in Adventure Game Studio.)
@Sated
Wow, a lil bit of cynical ideas in there. The contrast is really huge. I think the pink will really burn on full-screen, tho. Ouchie.


PEOPLE I DID IT!!! WHOOOO!
For your pleasure libby, putting together things.

@SgtMettool
God they're so cute! Even with the grey n light colors. Only the villain-looking guy is a lil muddled due to it being all dark, so less contrast.
Cool!

@Piano:
Cool, can definitely agree, and they are all planned to be used. And yes, I know what you mean.

I also listened to your tracks meanwhile. Very interesting atmosphere. It has a little bit of foreboding, otherworldly but also .. calm and relaxing to it. Seems like Silent Space is kind of a main theme?
The druid factory has a nice build-up, I really like the enhancement ~30-40. The starting addition at first seemed almost a lil too different, loud and "simple" from the rest? Listening to it at first, given how subtle the main beat is. But with the end-build-up it comes out really cool.
What Remains at the End makes for a really intriguing atmosphere ..

Really, great job! I love these! I want to listen to the druid factory again right away.


@Zero3D
So it seems like you enter nightmares to rescue the person involved? Seems like a cool concept to play around with. There are a few nice movies out there like Paprika, always makes for some cool settings. I hope you can bring in the changing dreamworld somewhere.

Anyyyhow. Aesthetically, the health bar would look better above the level, since it is the exact space needed and otherwise it reaches quite far into the screen.
Or if the level-display moved up (altho the level may also be cut-out if you get any lvl-up signs and messages)

What is the right candy-gem-like bar for? If it is a temporary environment-thing (like a timer), it is fine, but if belongs to the character (like mana), it would be concise and likely prettier if it were under your health bar, imho.

The opening screen looks pretty decent, I like the simplicity in it and the color choices a lot! Sadly the spray effects of the "N" interrupt this simplicity and thus its beauty. The N in normal font would likely improve the overall aesthetic, even without having a big letter to fill up the screen. (is the hunter in the title more important than the nightmare part btw? Or did it just look better that way?)
I'm just nitpicking here *chuckle* Looks pretty good! Keep it up~


@Dreamie

Well, I've seen it beforehand, so it's kind of moot, but the icons are indeed absolutely lovely, vibrant and cute! The char, too, altho I really would've liked to see the variations up there, too :)


@Piano

More songs! They're really kool. The battle-track is again simple, but the build-up later makes it really fun. The chorus-esque effect makes it seem epic.
The other song is quite drawn out with some interesting variations, very decent. Really feels more like a journey, which seems to be like the end of a journey? So that is very appropriate.
I like that you reuse themes, it is a great way to build up suspense during your game. Nier for example has a magnificent soundtrack, and there are so many variations of one.


@Cyberlouis

I like the Secrets theme. It has a very comfortably homey feeling to it mixed with seeking and searching? Seems like a great theme for dialogue, but also cut-scenes. Or the beginning of sth.
The Infiltration is a weird mix and kiinda reminded me a bit in its oddity of Mushroom Men which is a great thing. It is a little bit out there, but makes for an sense of switching between uncertainty urgency, tension and the comfort of routine. I can imagine it really well for the purpose. I don't really like the opening portion, but I really like shift at 0:33 and buildup.
A future feeling I find hard to like with its dissonant main beats and random effects .. I can't really find anything for it. A dream sequence, maybe?

So .. character art and some spriting + animation for the protagonist? Is she wearing a shirt or a short dress? Seems like the being imprisoned and escaping type at first glance. The sillhoute is very light on the white background, but all looks decent and simple.
The usual skimpy looking females and a slim guy, alright! Looking solid.


@Liberty
The walltiles do look a little off, mainly due to there being a lot of light-effect on it (since it's all one solid paper, isn't it?) - seems like it'd look better if there were just effects on the top portion and not on the bottom, since that should be fairly well-lit given the doors n floortiles.
Now the floor-tiles are kept very simple. I think they tiles would be fine by themselves but coming together it seems off.
The sprite kicks ass tho! Strong beautiful and two different-colored eyes making for a little maniacal suspicion! I'm just hoping.


@Deltree
Uhhhhh...! So pretty! The background as well! And animal and critters and wheee!
The rain of numbers reminds me of Disgaea a little bit. It is a little bit much, but it makes for a fun addition and something you can just roll with. What does the status messages of the bottom two mean? They are out of battle naturally, seems like one is simple gone and one dead? Or is that just a random play on words or are they supportive ..? Really hard to tell with the messages alone. Kool! Keep it up!


@Luchino
I love the battlers! The axe-dude is just awesome. What is the left guy holding tho? A shovel? Then the handles too thick.. It looks like it has a blade when it really should not. It could be a club if not for the metal part. Of made into a mace..really weird-looking tho.
And pretty pretty maps. I especially like the port-town, has a nice balance of highly details and just soft space. You've got a highly detailed style, it can be a little too much buzz for my eyes, like the boat windows. Nevertheless, very very pretty!


@Dyhalto

I love journal-pages-styles. I think the green-ish highlight disrupts the overall clean look of it tho. If there were any rips or old hints of being used, they would likely be darker. The fact that it is the same for any page make it seem odd, too. Unless it was light? Which then would be odd for the right portion. I'm nitpicking here, tho. Looks very good and the introduction seems nice n concise if it is that :)


@MakioKuta
More Erwin! So .. there will be a larger portion on his town? Kool. That part looks a lot more varied and less super-luxurious bare that marmor looking building.
I see salami in that inn scene... or is that ham?! And the right stack could be crackers altho they can't be. And then bread.
MEAT AND BREAD! I AM PLEASED.


@luuishu
So that is the upcoming dungeoncrawler. Light and simple as opposed to the usual dark and foreboding images most people use. Kool. I hope you can pull of the twists well!


@Infectionfiles

So a house, simple n neat. The cliff one tho looks so .. so amazingly gorgeously beautiful. Brutal and slightly unnerving too, but the armors are really well-done, and the soft rocks came out really well.


@unity

Very kool stuff! Not sure if I like the more detailed dirty-looking animations more or the really simple but pretty ones. I really like the ring ones on the second sheet. And cute-creepy critters! They suit the tone so well, great job on that mixture! Not to mention that the UFO is just funny and stylish.


@DinkleDaBerry
A cutesy looking detective game? Looks awesome so far, only the battle screen is a little bit out there for I have no idea how it is works, and there are a lot of different styles coming together (drawn portrait, background, then sprites and pixel-door) viewed .. from afar? Looks a little bit messy as it is.
The rest is pretty cool and solid tho. Not to mention that the christmas game Frogge did for me had your main character as me, and that just makes it so much more awesome looking at it! Really like the areas you have so far. All seem natural.



@mjishi:
Ohh. Boats. Simple n pretty. But why is the framed map on the ground?
Lots of windows.. make for an interesting look tho. Boat tiles seem so difficult to identify looking at the RTP.


@Irog
Hoh, strategy stuff. With how detailed all those fighters are, the one-color block shield stands out a lot. I was first thinking it might be an icon or a status. I think if it was a lil toned down or just a cross or something on it to break it up it would stand a lot less out.
Looks like a solid concept gameplay-wise!


@kory toombs
so a gritty-looking game. The mapping is solid and more functional than pretty. The green light color of the arrows really disrupt this atmosphere, tho. Especially since the doors and stairs shown here are in plain view and a natural focus. Is that for a tutorial? I would go in there whatever it was. Is that a story-progress-related pointer? If so it would prolly awesome if there was the option to turn it off.
The battle-screen blends in really nicely. Works well to integrate the battles well into the environments. Ohh.. you can move around. Very nice. So it is more of a tactical rpg/hybrid. Neato.


@Addit
is this the .. rumored .. MONOPOLY? The icons look very very nice! So clean and simple. The blue might be a shade darker to have a similar contrast as have the other two. Kool that you can adjust taxes and other things to your leisure. Will allow to change the pace. Keep it up! You shall finish this!


@Pizza
Is it me or does the tileset look a lil more detailed than the last oens you used? It's gorgeous! It strikes a really good balanced between detailed and simplistic look. Plus animal character and a portrait! Whee! You're getting better and better, keep it up!


@KatanaHiroshi
The holographic something looks really really nice! Great clean sci-fi look. The map is really really large tho. Plus very uniform. Is hard to tell with just the big size, but I guess if you stood at the northern portion you couldn't tell which of these same-looking doors you are facing unless you walked left and right. Unless it's meant to be intentionally disorientating and confusing, do add some doodads and other markers so you can know where you are just by standing where you are (once you got to know the environment). Keep in mind you only ever see a tiny portion of it at once, that can be really really frustrating. All that said, it's nowhere near as confusion as it could be, so it may pan out alright.
Is there some sort of garden area in the middle or why are there only two doors at the top leading to it? Seems like a huge area cut-off.


@Red Nova
So there is a shop. I like having values displayed. The icon for the sheathe is strange tho *g*


@Lucy Fox
This is so spoiler-territoriy : D for me who knows anyway. The bridge is a lil out there but it's all sooo pretty! And the funeral. Yeah, I think this will turn out really great. I suppose there are a few more snippets of dialogue coming for that one, aren't there?

And ohh! Thank you! :) You wound me if the winged pair of legs is the only creepy thing haha, but really, glad you like 'em!


@Housekeeping
Ohh, so neat. Is that a slime-transporation secret pathway kind of system? Or a fancy spawn animation? It has a healthy green like my avatar, so it has to be a friendly slime.
The castle theme is really laid-back but still got that majestic vibe with the trumpets going. Very nice!


@Zephire98
Is this an edit or made from scratch? Looks very decent and will surely make a nice addition.


@zDs
Other people already said it .. but yeah, the black patches look odd. Some very dark tiles instead would make it look really nice! Otherwise good solid job. Kinda old-school in all the good ways.


@Frogge
Gonna be interesting to see how the variations actually work. Always find it hard to see it work on paper. And then I hope these extra abilities and power-ups also work really smoothly. The "fun" aspect of XOX is its sheer simplicity. I don't really like it as a game, but it's a simple way to spend some time.. sometimes. I rather like the 4-row variation where you drop it down ... god it has a name too, lol. It's the same core idea, but makes for longer build-ups and more strategy involved.. so just more fun.
ANYHOW. Gonna be interesting to see how you make this work


@Zero3D
Some foresty screens. Kool. The forest looks natural!
But the dialogue, this barely hits the mark, but.. I urge you to NEVER let your character say what is happening is their biggest fear - when that very same fear is triggered. Careful. It kills the impact. Any impact.
There are a couple of aspects to this - it requires a sort of introspection and reflection to even identify and acknowledge that we have fears, nevermind strong ones. Admitting you have them is already the first step to possibly alleviate them.
This sort of calm and level of introspection you may have during a calm dialogue (like, a really intimate moment of sharing and caring) you cannot have when you under extreme stress. Fear triggers a sense of urgency and danger - fight or flight. Calm, relaxed with a good introspective is the polar opposites of that, making these notions completely crash.
It is also due to this that when it is phrased like that, the sense of fear is very very diminished.

How to fix this is really just by minor tweaks. The realization it's her fear should be shown in action and expression indirectly, or it can be added as a realization or just dialogue later. "Thank you for saving me. I .. I really .. I really am scared of policemen. ...it ..it's like I will be rotting in a dark cold cell without fail." -- stuff like that
During the scene, however, don't spill it out. Just scrapping the "it's my biggest fear part" and replacing it with something displaying her FEAR and STRESS in that situation is what you want to do. No calm introspection. STRESS. Experiencing something you fear is a huge huge strain on body and mind.

You get something like this:
"I'm going to get ARRESTED?! But, but .. Noo I DIDN'T DO ANYTHING PLEASE DON'T TOUCH ME GET AWAY!"

I hope that makes sense! I see something like this happening a LOT, hence my focus on it. It is a very easy twist to do! The idea works! Just be wary of this pitfall and you'll be good to go.


@KatanaHiroshi

Sure we go with more feedubacku!

Cute sprite, what is this bright green band tho? Is it like a name plate? I would try setting the saturation a little bit lower, it clashes with rest of the coloring, imo.

I really really like the lab! And the second classroom :) All concise. Simple but pretty.
I am not sure what the chair-collection classroom is for. Seems like there is a cut-scene there looking for clues around, but here is a lot of empty space. You may either artificially remove space by placing bigger objects or some kind of cloth-fence there (too tired to look up the appropriate word, lol). If it's an exception it should be fine tho. Still looking around THERE will be more annoying due to the number of chairs to check.
I like the look of the statue, guess that too will chase you around.
The monster has a nice black lining reminiscent of that black guy. Gotta be an enemey you can fight, otherwise the lining would be too thick (gotta keep it consistent with the others tho)

But yeah, just rambling. I'm tired out after working the whole day without lunch, lol.


@Sooz
Ohhh, I love sketches! That's a nice city-layout you have there.
Plus a nice vintage-styled drawn photograph? Looks very very good and authentic. Plus it's nice to see different skin-tones, 'tis such a rarity. They come out beautifully.


@BerryRMN
Weird alien critters, check. Food, check. I really like the ambience of the second screenshot - it also has a lot denser beautiful mapping. The first seems more like a make-do in a dungeon, and the kitchen-counter is soo long. The only odd thing is that the pans are way in the back, far away from where they are actually used. That seems quite unnatural.

The updated version looks much more natural! Very nice!


@AceofAces
The starting screen looks very nice! Altho I think that the slight pattern in the background distracts a bit from the characters, but then you have the blue to red change going on.
the dungeon seems more practical, and so does the town. But they look like they will work splendidly.


@Pooperflooper
WHEE MORE BUTTHEART LOVE! ;) Thanks

I really really love the watercolor-like, or watercolor-digital mix you have going with the house. Makes it so atmospheric, but also has a great focus on the house due to it being stylistically different. I think I would've skipped outlining the trees and the hill, tho.
The screens are looking just as good. Simple and beautiful. I really love all these little objects - the record player, the radio. And that toaster! But on the walls as well with the air-thingies.
There are a lot of different patterns coming together (striped walls, checkerboard kitchen, tiles floor), but it still comes out looking very nice. I'm impressed!


@Punkitt
Talk about simplistic! This looks very interesting and visually pleasing with its simplicity. The contrast is very nice, too, between the blocks and the ground. Slightly surreal, but enjoyably so.
The waterfields do not come close just yet in their colordesign. The blue looks less like water and the darker brownish patch looks too similar to the strong yellow. The grass on the topleft has a lot of texture but doesn't work well posted in a cluster.
That said, I really adore your style as a whole, great job!


@Thunder176
Very nice! I quite like the simple variation on the crystal, makes for a simple neutral starting screen. Then the interior design is very nice, lots of tiles coming well together giving it a kind of rich majestic overall feeling. Feels like statues and (gods too?) seem important, or are just abundant. I'd like them to be important. The dungeon design seems more practical, the water portion especially (I would assume the floating pieces serve a gameplay function?)
but overall - very very solid. Good job!


@kr0x
ohh, lots of different stuff. I really really love the simple fluid linework. The sprites look gorgeous! The big guy seems to be walking rather strangely, but given the weird composition of claws and standing on their toes, this seems to work.
The mapped gif seems solid, but the saturation is very high. I think it would be very hard on my eyes if I were to play it full screen. That bright grass green in particular. I think a softer color would work a lot better.

The pixel-gif is really really pretty! The logo sadly is not as pretty, for the lack of outlines in th background clashes with the ones of the logo popping up.
Keep it up!


@Nessy
Ohhhhh.. riches. So pretty and detailed! For a second I thought the girl was sitting on a miniature city, lol. Guess I have to contend with crystals


Craze
Yes, Karsuman's artwork is indeed gorgeous! Sounds like a solid set-up, too. Where are they going to be in?


@LucyFox

Ohhhh.. the trailer is really amazing! Most RPG Maker games trailer suck. Honestly, this is the first I have seen that really pulls of the right amount of wonder, tease and just beauty while showing the general gameplay/game focus. The music choice is just spot-on.


@Nessy

Beautiful crisp animation :) It's always a pleasure to look at your stuff. I really like the fairy spirit. I love the idea of weird shapes all across the body. The colors come together really well and all give a magical-energy vibe off. Altho due to the shades getting fairly dark, it might also be an evil spirit. Gotta be interesting what you do with it.
And while the sword has a lot of elaborate spiky things, I really like how the blade is kept thin. Makes it look far more natural.


@Donut

Wow, this is really pretty! Especially the shop.
The outside has a little too much of soft tones without any lineart, clashing with the objects, flowers etc. It happens in the shop too with the ladders, but far less noticeable since it is much more balanced.
The anime portraits/characters sadly have a very thin lineart which makes harder for them to pop up from the ground. Compared to the menus, too, they are really really weak and just don't have the focus they could have. They are pretty, but I would suggest to line them out with a solid black to have them fit right in and be the focus they should be. Makes it more look like random assets put together, and that'd be a shame.
You are using pretty assets. Now you just need to make them come together, adjust and edit so they come to a balanced, coherent style.

Edit: and ohh.. first person dungeon crawler too? Seems like that is still being built up tho, so little to say about it.


@karins_soulkeeper
Yay, you did a script! So it displays equipment discriptions based on .. stuff. I honestly can't put two and two together to what such a description would look like. Can you give an example?


@Bad_Luck
The map is super cute, the names sadly don't really pop up half the time, but they are all readable. The screens all looks gorgeous! Some childhood-friend banter of NO MORE DAMSAL IN DISTRESS, good, cool monsters and that lovely purple heart for HP, check. Great-lucking lvl-up point-distribution, check. Shit going down with other people standing around doing .. something. check. Honestly it doesn't look like they are even watching, that seems a little odd but without any context there is nothing to be done. Skull-filled elven-shrine, check.
All very clean, elaborate and gorgeous to look at. It is that one famous game everyone mentiones every now and then. Gonna be fun!


@Ljink
Could it be I missed talking about your stuff?
Starlight, seems like solid but a lil dull, there is little building up. Seems like more the background-music type of ost, which is fine, too. The one string coming in later is more disrupting and hurtful than anything else for me.
Enveloped by tenderness gives off that comfy farm feeling. I like it! Lon-Lon ~ oh.. wait. yeah. I really like that one!
Kids return is more a serious tension-buildup? Like pre- or in-bossfight. The chords (the second of the two repeated) 2:35+ sounds a lil disharmonic, so after 3:06 it ends up normal again, phew, thank god. It's okay overall, but that change really disrupts it for me.
Scattering blossoms could be an intro song for sure. I like the changes here, around 1 it seems to shift more to town-life? More like a calm piece. Cutscenes? Caves?
Almond Town also is a neat calm accompanying piece. It will work splendidly.
Anyhow, makes for decent accompanying music :) Good job!


@Aubrey the Bard
Modifying stuff! Very nice! But where are cat ears? I see tails but no ears, awwww.(


@Novalux
SLIME APOCALYPSE. Interesting. The start is a little weak due to you GUESSING you are packing for .. SOMETHING, but there is no sense of urgency or danger. Just a few sound-effects of shit going down outside would do to help it.
After enter/leaving any other houses you will again get the tutorial message.
Wow, a treasure chest with 0g.. talk about disappointing^^ At least make it 1 : D

In the inn you need to enter the stairs from below or you won't proceed. You should be able to from the side as well. Missile barrage so strong.
The phantasms are REALLY easy to avoid, and easy to kill, too.
Some spells are completely useless. The standard slash attack deals 2 damage, but the hilt smash does it too but + stun chance. I like the spells altho they are strong, but I would cut down on the number of them.

The orthography is lacking, there are a lot of missing fullstops and questionmarks, some "i" instead of "I", ";" instead of ":" for the voices, and in the inn scene the protagonist says "caught" instead of "taught". The survivor in the menu would look better with capital S due to this being a title.
The fighting scene, too, is again indicated when leaving the house. The events need to be only displayed once and then turned off.. not sure how to do that, sadly, as I am no gam maker.
Punk waiting in a cave full of monster to steal stuff ..? Odd. Entrances and other choke points would make much much more sense to catch passerbys!

After the thief fight .. you guessed it, the event repeats without even moving anywhere. Thankfully you can just quietly leave. And after supposedly getting an enchanted weapon to dmg phantoms with .. you don't get anything. Careful. Well, you get a teammate.

And I reached the end - overall. This game lacks a clear directive - you run and run and run without any point. Where are you going? If you don't know what happened, where might you find out? Could there be a safe place you are heading to?
The combat has a nice base imo, and even if it is easy, it is more a means of progressing. So in that sense you need to then flesh out the backstory a little bit more to give this fundament some more fun. It's okayish, just make sure you do the events properly. It will really really show throughout the whole thing and possibly leave you in a loop (like if you HAD to fight the thief)
Mapping is alright and more practical. The dungeon was a lil long but I guess walking back n forth was the whole idea. I commend you to use the people always go right trick to not find the stairs, but the random dude hinting at greater things without any reason why he could. (but you can work that out, I'm sure)

I know it sounds bad, but an okayish base is a GOOD THING. Cut some abilities/spells out when you would never use them, give the enemies stronger attacks since you have a lot of stun chances, and even if the battles stay on the easy side, it's okay if you keep the pace and flesh out the backstory and atmosphere of the situation. Using different tracks would help that, too. It seems more like an escape by the music - just that it never ends. And without any urgency for it to continue either, as there are fairly safe spots. Some time to regroup, rethink and plan is in order - and a change of pace in the dungeon etc.
The voices also seemed to come from the outside when they were in fact in the dungeon - that event may be better placed after you entered the cave, for one.

You can do this. The maps are solid for starting out, so keep at it. If you don't have any ideas as to where or how flesh out things in your world, ask. There are tons of ways. Scraps to finds, inscriptions, books, dialogue mentioning things in passing (not explaining) .. etc.

Okay - it seems the game.exe is not a second demo. You may want to delete it under management when it is just a scrap.


@Gourd
Wow, I'm impressed! The dialogue is really really good. A lot of joking around and a lil quick to read while watching, but her facing her fear of blaming others really came across well, natural .. and true. Lots of mixed stuff. The shift back to total goofing is a lil too strong, since, y'know, you're wounded, but so be it.

Some of the animations are really odd, like the .. "crying" flailing animations of the protagonist? The bright red also looks more like blood rather than anything else.
I really really really want to play this game! It sounds like such a solid story-driven game. And I like that!


@Ratty
Okay! I just played a few levels, this is a very solid smbx kinda game. There are a few added jumping parts that seem forced (like the one ramp early on where you need to jump at maximum length), but overall great job!
.. now if only it was my cup of tea, haha


@WolfCoder
Crafting Survival type of game, very kool! You get tones of material once you get the axe, wow. Sadly the shoveling system is .. really really odd to work with. How do you get to the surface? Using the dirt just blocks things. I can't dig through to the monsters, either.

It is quite bare as it is, but still, this is a really really nice starting the point! I really love the character customization. It is really elegantly designed with a lot of fun choices (plus animal ears n tails for the win!)


@LorSquirrel
I think the first thought of "what should I do" is better left out, there was a missing word somewhere too, but having it repeated to her father right afterwards seemed really bad. Him walking over seemed fairly long, and there being just quiet would have made it seem more realistic (rather than waiting for her to voice her thoughts). The following dialogue was a nice change to that initial impression.

I like the chapter scrolling, btw. simple and neat.

We actually get a REASON for a chest being there? WOW

How old is the character by the way? She looks really mature due to the elaborate portrait, but not so much in the way she's treated, and acting.
The quest log being there empty is a little jarring. People hitting you out of nowhere .. okay, that's .. a lil .. forced? and rude.
The second forest tracks seems to be far more suitable due to its soft tone than the first happy-go-round one while you are frustrated, being yelled at and hit.

The sound for flower-picking is really jarring, and herbs seem quite abundant. The coin-sound is already a lil edgy, but okay. I would keep it to one sound for all picking. there are a few tall sprites clashing both in size and style
Another missing/wrong word in the dialogue with Lucas "I shouldn't have mentioned"

The teleportation afterwards is really jarring. There was a pathway to the east to some woods as well, you would naturally head there.
The trees have a really thick edge shadow making it look more like they are separate from the rest of the tiles/grass.

So .. items are half a turn or something? I skipped for I selected easy, *innocent whistle* The battlers look nothing like the characters. Chainmail is good and looks stylish, but it is just not the clothing of our walking sprite or elaborate portrait.
Teleporting back makes much more sense than into the woods, btw :) Made it difficult to orientate myself there for a second.
Upon returning it is HER that is hating the bees, when the dialogue before was how HE hates them? She hates the wood and you can guess them, too, but still.

Her behaviour around him is still a lil laid back and suiting her general mood, great job there!

After the quest leaving the area, if you go to the right square of the path a dialogue of "the flowers grow in the woods" pops up when Lucas already left the field and party. You can still procceed afterwards going left.

Some of the house maps are really .. unnecesarily spacious.
So with the general overview - I really like the dialogue. The characters all seem very natural (bare a few forced aggressive lines), but a joy to read. So far nothing like a plot really came into play during my test-play, but keeping the dialogue style it should be quite fun. The portraits work really well with the character's style and personality so far.
The maps are less shiny and more practical for the most part. I would be mindful of house-interiors tho, smaller is usually better, especially there.
Combat I haven't seen enough of (and not in difficult either), soo.. hard to gauge.


@BadLuck
The trailer is really nice. The crediting seems really drawn out giving the general length, tho. A lot of overview, nice cuts (especially early on), I loved her waking up animation, by the way, it gives a nice build-up from simple life to more epic adventures. Showing snippets of gameplay (like the crouching mechanic) and also battle mechanics. Very nice!


@Unity
Now if that isn't stylish, hehehe!


@Thunder176
The confirm-sound is really .. jarring. Something softer on the ears would be neat! A skeleton is not the same as a corpse.
The instruction before battle in capslock seems unprofessional.

I like how you don't have a menu popping up in the save circles unless you interact with them.
More instructions in capslock. It's to head in, or face sth head-on before going through the door.
More caps .. for titles and menus please skip doing that. So forsaken is the chapter name? I like the music selection and the pacing seems quite nice.

First the trials are bit and then they "simply are X" - just nitpicking here, I think a you have to do x to .. works better. And here is the floating-bridge part!
I really like the idea of having different trials to escape (maybe) - makes for great pacing, anticipation, and also measuring your progress. Plus, it is neat and easy to oversee in development, too.
This is kept simple enough. Looks very promising, just like the screens. Keep it up!


@BadLuck
And hitting up the game, it's even more gorgeous! Really really polished and beautiful. I love the lil rat! So, more exploration mechanics, all goood fun ~


@Irog
I can't run your game, sadly. It says the "zlib1.dll" is missing on my computer. I extracted all I could, any possible solutions?


@Zero3D
Oh nice, the title screen is already adjusted? I didn't see you responding, so I am glad you are up reading and working. Looks much better without the effect N. The Demo-title looks really off because it is out of format (very much left when any other writing and title is on the right side) and sprite shadow still look off, but .. no matter. That won't be there for the full version.

Seeing it ingame, the dialogue-background-thingie is a little bit hard on the eyes. Makes it more difficult to read. I suggest a solid color.
The girl is cute. She says "aw men" instead of man I think.

Haha, I like the sandman dialogue, so nice to not take itself too seriously. Looks much more like a ma'am than a sir, tho.
Okay so no tutorial whatsoever. Took me a sec, but quick enough. I usually use enter and the right shift, so I needed to adjust, I tried the a right after.

The puzzle is simple. Sadly the combat has no tactical aspect to it other than get the first hit without them noticing you and then keeping at it. Seems that is the most effective way of fighting to me. You can't run while fighting/the animation/cooldown is in effect. Still, it works for procceeding and hitting stuff is good.
Hah, destroying a costume. I like this style of serious and non-serious. Decent pacing and .. practical maps. A few too weird and random - libby had this in a thread recently. Degrading proper maps to deteriorate them works a lot better than scattering random stuff. Nevertheless, seems like this will be quite decent!

Sadly that "this is my worst fear is still there - the girl IS straight-forward, but if it is scary for her, that can't go.

The base looks kool, by the way.


@AcesofAces
Well, starting the Ages of Knights.. it's not quite .. there. The world map is literally a large mess with little direction, a lot is obviously missing or seems ill-planned, as you are being sold ships when they are readily available, and your companion waits in a town you need a ship to reach in the first place. So.. odd. First rule of mapping - keep it practical and concise. Smaller is always always better than bigger! Because you can get a good overview and orientation that way. So, there's a lot to do, and a lot unfinished (in that one town you simple can't walk into most houses. and yeah, that's a sample map, they're okay, but use them well) No music, either.
Good luck working on it!

Immortal Sins - looking much much better! Gunfire in a mediavel church setting ..odd. But starting out, I really like the premise. The song used in town is really interesting and atmospheric, too. Love it! Beautiful portraits too. A standard out of nowhere buddying up + molester showing up, okay. Inviting stranger over? Okay. Interesting

Enough for now, good job there! Keep it up!


@Sir Bacon Knight
Soo! You shoot stuff, boss dead, you win the stage and procceed to the next one. The title font would be so much better in white the blue doesn't pop very well.
I didn't know what to do with the fridges at first, too bad they don't give any points. You get far too many healing items, they serve more as a roadmap rather than anything else (altho you do get an arrow pointing towards the boss of the stage in your compass-thing). The raptors are making cute noises and I love the sound picking up medi-packs. It is a little ironic, sarcastic given you shoot apples and are going with a happy tunes while fighting monstrosity after monstrosity. The worlds range from trippy - I loved the purple icy mountains and mushroom stage, to twisted realism or semi-realism. They all seem odd, and the pathways mostly forced.
I am tempted to try to analyze what the stages may mean but that may either be personal or completely in vain. It's called forum hell. There are all kinds of people, all kinds of shit, and it's basically the same thing all over again while you try to enjoy it somehow. I think for that it suits the idea very well.

Interesting game!


@J-Man
That guy-joining the group scene is soooooooo jrpg like hahaha. It has me chuckling, but in a good way! I like the battle animations a lot, the character poses look very natural. The custom low saturated sprites clash with the colors of the RTP since they seem quite pale in comparison. The green-haired girl also lacks an outline for her hair making her blend into the ground more and also makes her seem different from the other sprites. Her portrait is also completely different in style, whereas Zack's is still different from RTP but far closer.
.. then Silva joined. So that is actually a dagger, ohhhhh.. it really looks like a completely awkardly held sword.

I like the lil different twist of "we already know", far better than the IT ALL IS A SURPRISE. As well as the kind of stereotypical but still amusing rogue stereotype.
Seems like a solid jrpg in its tones!


@UPRC
MAPPING! + orchestra. That one kind of supernatural plane .. so does the pathway extend from one side to the other? Warpings seem out of the question.
Different races, diverse mapping (I like the vines on the stone), diverse areas, different races. Looks all solid.
It's really just a new area preview, for a trailer some dialogue and gameplay snippets would make it much more interesting to watch for the duration. But that's not the point, now is it.
Very solid work! There are a few things that seem less pretty (like the line of trees early on working up to a building seemed strangely linear), but overall great to look at!


@eplipswich
I really feel more like wanting to discuss this concept.. hahaha. Well I love the after-school music. And ... are you seriously having lessons during kindergarten? That's wild. That's the thing with borrowed terminology, hah!
The window layout is simple but in the introduction you may need to try formating a lil different, a lot looks strange.
The style is simple, and the dream cuddly and bright. So that all fits and is quite practical.

So this is about rediscovering a purpose in life? Of being stuck? You know that theme quite resonates with me, with a lot of people certainly, we all have moments where we feel we are not going anywhere. But then I don't see that as a permanent thing, nor do I see "working for nothing" as the reality of life, and .. a lot of other stuff.
I really wonder how this will pan out. It can be a make-do dream world fulfilling what you won't tackle truthfully.. or you can mature from that and see that part of what you dreamed of is still there or possible within the responsibilities of making a living, and/or that dreaming has been part of reality all along, or can be, that there's no formula to live life. Or that maybe there is. Stuff. Lots of possibilities.
And depending on what it is it can send quite some mixed messages.
I gotta be honest and say I don't enjoy this vibe, personally, but here's hoping. It can be quite powerful if done right.

There are a lot of cute details to it, haha, like the flea waltz! I could play that one as a little child, too!
The calling you out to be the best is really intentional, hah.


.. I must be crazy lol