New account registration is temporarily disabled.

OTHER RPG MAKER GAMES THAT INSPIRE YOU?

Posts

Pages: first 123 next last
I kinda started this topic partly so that we could kinda spread the love of RPG Maker games and reflect on them. Also hello I haven't been here in a long time I forgot my password.

So, one game that inspires me is OFF. Part of the reason why I find it inspiring is because a lot of well-known RPG Maker games in my circle weren't actual RPGs, mainly "horror RPGs". But OFF showed me that yes, it's possible for people to make proper RPGs that become well-known. While I think some aspects of OFF were flawed, it was compelling to play through.

I also really love the general atmospheric vibe of OFF and the soundtrack that really strengthens it. I'm no musician and I'm an amateur in other regards, but I wish to one day make something that has a mood similar to OFF's.
Cap_H
DIGITAL IDENTITY CRISIS
6625
This a thing i love to speak about. Games, which got me in gammak were creations of Indra and Fomar. They were funny, usually made in a short period, maps were pretty and battles usually offered an interesting system or two.
Later, when i became more profound in rm waters, many games inspired me with their stories and art direction.
Calunio's games had themes which mattered.
Space Funeral is the right kind of weird.
Paradise Blue is so pretty and fun.
Unity's games came with next level game design.
Marrend
Guardian of the Description Thread
21806
Ages ago, I downloaded this demo made in TusK. I don't remember what it was called, but, the main character was called Aaron (or something like that), and he was, at one point, joined by some other guy, whose name I totally forget. You could not change equipment, but, each battle earned 1 AP, and earning enough AP allowed equipment to "level up". As I recall, the in-game reasoning behind this is that equipment was symbiotic in nature. However, the demo was so short, and the encounters were all scripted, so that you would never earn enough AP to actually see a "level up".

I'm sure I tried to duplicate this system, somehow. Only, rather than having battles grant a flat rate of AP, it was based on how long battles lasted, and relative difficulty of the fight. So, for instance, there could be fights that granted 1 AP every other turn, and others that granted 2 or 3 AP ever other turn.

Maybe this base idea was one factor into making games with a "level up skills by use" system? Though, I'm sure games like Grandia or the various SaGa games had some say in that concept too.
The only RPG maker games I can really remember being inspired by was Lun Calsari's Crestfallen way back on RPG Maker 95+, and then Bloodrose's Until My Finest Hour. Crestfallen was nicely written (as I recall, I haven't played it in years and have no idea if it actually holds up) and very well designed, considering the limitations of RM95+. UMFH was the first RPG Maker game that seemed epic to me.

There are various other moments in RPG maker games that were inspiring here and there, but I can't really remember anything specific... The opening to Phylomortis II maybe?
- Anything made by Unity. She nails it every time.
- Everlong gives me hope that I can one day make an RPG with balanced combat.
- Jimmy and the Pulsating Mass, because it pushes VX Ace so, so far and never ceases to impress me.

To be honest, I haven't played too many of the "darling" RPG Maker games (OFF, To The Moon, Yume Nikki, etc) and I tend to gravitate more towards the ones in the community.
There are a few games that I remember from way back in day that absolutely blew my mind and showed me that RPG Maker could do so much more with a little bit of customization knowledge and the fact that it can do more than just making RPG’s.

Power Trip was probably one of the first games that absolutely blew my socks off when I first started using the program. Seeing a custom battle system compared to using the default one provided that everyone else was using at the time? That was insane… I even remember being blown away with also the push and pull puzzle where you had to place a block on a switch. I always wanted to make a puzzle like that in one my earlier games, so I eventually learned how to do it myself by talking with the creator of the game briefly and going into the editor and figuring it out about how it worked.

Then there were games like Laughy’s Tetris that just made me stunned about how something like that was even possible with RPG Maker. It showed me that RPG Maker was a lot more capable of doing a lot more than just making simple RPG’s, if you can put your mind to it.

Those were mainly the two games that really were the initial driving force that made me want to learn a lot more and get a lot more versatile with the program. I like to think that those two games by studying them and learning about how those creators managed to accomplish such feats back then made me a lot more experienced at making more complex things in 2k3 myself - which really inspired me.

Of course, I’ll give a shout out to Pocket Quest!, my board game rival that I like to think has pushed me just a little bit, Ara Fell and Romancing Walker for really showing me just how amazing some RPG Maker projects can be, as I consider both of them still classics to this day, and even rivaling some of the console games that I’ve played over the years!
AtiyaTheSeeker
In all fairness, bird shrapnel isn't as deadly as wood shrapnel
5424
I haven't played a huge amount of RPG Maker games, but there's a couple projects that stand out to me for inspiration.

One Night at the Steeze was pretty fun, and it's one of those games you can complete in a half-hour while still enjoying every second of it. I still wanna lift the "beat boss, get cool piece equipment as trophy" mechanic done with the two optional bosses. Not to mention it's super quirky and shows that you don't need a huge game world to make the most of a project.

Monochrome, even if not complete, is very much a game that tells me less is more. The customization options aren't extensive for your character, and narrative is next to non-existent. But the sheer exploration of a minimalist, mysterious world makes it a wonder to play. It harkens back to older CRPGs pretty well, and I dig the two-color aesthetic.

Vermicide. Ah, yes, Vermicide. Even with few non-RTP assets, it's a game that not only pulls of its post-apocalyptic feel well, but also presents a sense of danger for your characters outside of battle alone. Just the hunger system gives you an in-game time limit, to say nothing of the lack of a shop as you explore the bunker. Limited resources makes you second-guess if you can complete your current save, and I love it.
How petty is it that any time something like this comes up, I just sulk until somebody mentions Ara Fell. Fairly petty? Like 8/10 petty?
author=BadLuck
How petty is it that any time something like this comes up, I just sulk until somebody mentions Ara Fell. Fairly petty? Like 8/10 petty?

about kentona/10

*sulks*
author=BadLuck
How petty is it that any time something like this comes up, I just sulk until somebody mentions Ara Fell. Fairly petty? Like 8/10 petty?


Same here. You also don't want to know how often I vanity google.

@Sgt_Mettool: Thanks for satisfying my aforementioned narcissism!

For me, while there have been a lot of great RPG Maker games I've enjoyed (like Dhux's Scar and--here you go, Kentona--Hero's Realm), I feel like I'm inspired more by bits and pieces of them. I went through a period where I played a bunch of them, and, like, Vindication, for example, had this mini map, and since it was made in rm2k3, I was like, "Oh, that's possible? Oh, right, you'd use pictures and check for character position." Stuff like that inspires me in that it widens my understanding of what RPG Maker games can do without scripting. Most of my inspiration comes from snes and psx era RPGs, though.

I also felt inspired by the art style of Lisa because I thought that a game that pulled heavily from Earthbound and made in RPG Maker could still be successful.
Destiny's Call is largely the reason I began to make games. It showed totally unconventional hero and gameplay and made me realize "Hey, I can do stuff that's non rpg cliches, awesome, I have so many stories to tell".
Yeah, bits and pieces of everything. Most of the time it's to do with art and writing.

Luxaren Allure for setting and art. I also like how confidently it disregards stock JRPG tropes (well, the most overdone JRPG tropes common in RPG Maker games, I mean).

The Realms Shattered. It's such a tiny demo, yet there's so much goodness executed with a absolute purity. The atmosphere of the town and the river crossing in particular stick with me.

Three Ghostly Roses for how concise the delivery of the plot felt. I think it also achieved a lot of atmosphere and thematic connection with minimalistic graphics & music. And I really liked the Garden Tower (I think that's what it was called).

Though I've played barely any of Visions & Voices (and like, I intend to go back to it), I instantly liked Telia, or at least her resemblance to a character type that I'm fond of anyway.

The space for religiosity in The Book of True Will. Character-wise, Pira. Also, a dungeon built around trials that don't involve killing anything.

And then there are games I haven't played at all that have nevertheless inspired me in some superficial way, like Dhux's Scar, Space Funeral and Aegix Drakan's games.

In general, I appreciate any developer who uses their own artwork in their games.

LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
My long-term plan is to let my work drop in quality so much that I can be inspired by my past self.
Legion Saga Trilogy (obviously as I obsess over remaking it).
Exit Fate
Ara Fell
There are a lot of RPGMaker games which have inspired me; I'm mostly into long form story-based games, so the ones that have made the biggest impression on me are mostly games of that type which do something which commercial games generally don't do. There were already plenty of examples of "tell an interesting story with video games" before I got into RPGMaker, so the things that make a lasting impression on me tend to be things which break established conventions of commercial work.

Last Scenario and Exit Fate were my introductions to the genre, and a big part of why I got invested in it in the first place, because they were my introduction to the idea that there are people out there making high level amateur games which just don't have to follow conventional commercial tropes.

Embric of Wulfhammer's Castle is one of my favorites which stands as an example of how much fun you can put into a game just by focus on the "walk around and talk to people and inspect objects" elements.

Three the Hard Way, both for the unconventional gameplay elements which reinforce and help the player identify with the protagonist's essential character trait of greed, and for the absurd degree of variability and open-endedness it offered. There's so much to explore in that game which you can't possibly get to in just one playthrough, it boggles my mind that one person committed to putting that all in there.

The Last Sovereign (rated 18+, but worth checking out for anyone for whom that's not a dealbreaker,) combines linear gameplay with a tremendous amount of player choice, and you feel the impact of all the decisions you're making. It's a great demonstration of how expansive you can make a game while still sticking to a carefully laid out story track.
The Way just the engrossing story and how it strings you along and pays it off (depending on who you are, for others it was just Lost the rpgmaker game) it just really felt like an adventure after a certain point in Estrana where you'd doing some weird mini game even though crazy shit happened before. The nomadic type setting is amazing and the weird early cg backgrounds still leave an impression.

Legion Saga
Just the idea that making a series or "franchise" of rpgmaker games inspired me in a development sense. That yes it was possible to make games on the scale of your favourite ps1 rpgs, even if it was going to be a ripoff. Though nowadays it just made me realize how godlike Kamau was for finishing 3 games in a row and then just going to work in games professionally. I also think Legion Saga has some pretty badass moments.

Angels of Exodus aka Forever Across Dreams
A short but simple demo, but it's intro and vibe is so immense that I really felt like I was being taken to another world. Of course the game ends when you're actually about to. I always feel like some ideas are influenced by this game to this day.

Cyber Factor Still some of the best examples of how battle systems should work. It does standard limit breaks and elemental attacks but it does it well to the point of justifying rm2k3 as an engine.

DupliCity
Essentially a cutscene you just watch it did make me realize how powerful storytelling could be within RPGmaker. It also has the best way to open up an RPGMaker game. The backstabby cyberpunk setting is the closest RPGMaker ever got to Ghost in the Shell levels of cool.
Romancing Walker got me into RPG Maker games. I enjoyed it for the humor. You could say it's a guilty pleasure of mine? :p

Seraphic Blue was my introduction to Japanese RPG Maker games (Japan is where RPG Maker originates from after all). It was also the game that got me into Japanese-to-English translation :)

There are other RPG Maker games that I really enjoyed too, but these are the two games that truly stand out for me in terms of inspiration.
I remember that Legion Saga introduced me to RPG maker-ing, and for that it holds a special place in my heart, despite its many, many shortcomings. I feel the jump from 1 to 2 was also a shift on Kamau's attitude, as he seemed to realize he could do it seriously. The 2nd was the best game.

And then came The Way. I loved the whole setting, and the complexity and depth of its plot and characters. Its episodic nature really inspired me and I count it as a huge influence.
Devil Hunter: Seeker of Power
I've always loved Devil Hunter. From the mapping and general graphical fidelity, to the array of skills and equipment, its a game that mastered the old school JRPG charm. The pacing of the story was also excellent, something many otherwise high quality RPGMaker games struggle with. And the way the protagonist and antagonist built each other up gave the game a real feeling of epicness. And yet, all this was achieved with pretty much only the default systems and from an individual who (to put it bluntly) had not yet mastered the English language. It really is inspiring how much can be accomplished given the limitations.

Laxius Power 3
I realize the game is hated by many, but the scale and depth of the systems really provide an unusually large number of things to do. I've heard some people say that the "200 hours of play time" is a ridiculous overstatement, and I don't believe the person who claimed to have beaten it "in about 20 hours," but I mention both numbers to showcase the delta between required and optional content. For anyone interested in adding non-linearity to their games, I can't think of better amateuar source material than Laxius Power 3.

A Blurred Line
I honestly haven't played it in quite a while, so perhaps it would not be as inspirational today as it once was, but for its time, it was unmatched.

All Those Games That Did Something Technically Amazing
Way too many to count or list, but I love the games that push the systems to their limits, and they inspire me to do the same.

All Those Finished Games...
...are an inspiration to us all.
The rpgmaker gam that inspire me most is not on this site, unfortunately.
Pages: first 123 next last