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BEFORE ASKING TROUBLESHOOTING PROBLEMS: Most issues reported to me are a consequence of improper download, thus redownloading the game is recommended above all else. If the issue persists, please contact me privately.

Beetle Ninja is the story of an early-twenties ninja for hire, Montrell Saint Luc, the Beetle Ninja. After accidentally unleashing a cataclysmic entity which is set to destroy the world in two weeks, Beetle Ninja must work to prevent the realization of the incoming cataclysm. Partner with a slew of different ninjas, and defeat hordes of devious monsters as you work against the clock to stop the end of the world.


Again, this game features completely original artwork created by myself with custom music by PostElvis, and some additional help from others.

If you'd like to make a donation, you can do so here: https://ko-fi.com/16bitking

Thank you for your attention, and I hope you enjoy!
-Bit/ProsciuttoMan

Discord: https://discord.gg/huWuAuZ

Latest Blog

Beetle Ninja 2 Development Updates

A few people have been asking me recently about Beetle Ninja 2, and if it's cancelled or not. To be honest, I think I've neglected talking about Beetle Ninja a bit too much as of late, so I'd like to make a quick post to clarify what exactly is going on with Beetle Ninja 2: where we are, what the plan is moving forwards, and the best/worst case scenario for the project:

WHERE ARE WE?

In terms of overall progress the game is about 10% finished. Of the planned 3 major areas, 2 are fully mapped out, though they lack interior spaces and NPC data isn't completely finished for one of them yet.
The basic gameplay loop was implemented long ago, and some aspects of plot are finished. I really like the new gameplay loop: it really reinforces a sense of urgency to all your tasks, and I think it'll be really fun to see people explore all their options.
The plot is tougher to tackle this time around, but it's built to be sort of like Fallout New Vegas or something, where there are a few big interactions that you can approach differently, which affect things throughout the world.
I'm actually considering using Bethesda-styled RNG-based shorthand dialogue for the non-essential/unimportant NPCs, since I feel like I'm at a point where there's a risk of players getting confused by too much flavortext.

WHAT'S THE PLAN MOVING FORWARDS?

The way I initially approached Beetle Ninja 2 was as a more collaborative effort: I brought in ToonyRab and Sooshy because I felt we had a stronger chemistry when it came to our ideals in game design, and PostElvis and I worked really well together on the original game, I thought.
The plan as it stands moving forwards is that Beetle Ninja 2 is a backburner project: I pick it up every now and again, but this month I've been working with different people on a lot of different things: amongst them Piconjo: Teh 6aym, T.O.F.U, Rolus in the Outskirts, and Rat Game.
Beetle Ninja 2 is absolutely a project I want to see through to its end: I love the world and the characters, I just have a lot less time to dedicate towards this particular game.
When work on the aforementioned games wraps (or at least when it becomes less time-consuming), however, I'm planning on returning to BN2 as my primary project.

WHAT IS THE BEST CASE-SCENARIO AND WORST CASE-SCENARIO FOR THIS PROJECT?

With Beetle Ninja 2, there's obviously the risk that it just sits and gathers dust, just for me to never finish it. If this happens, I'll release all the assets that were worked on for the project, and maybe make some posts on forums about my ideas going into the project.
Best-case scenario, I'd like to release a demo similar to the original Beetle Ninja demo I created a few years ago sometime this year. It's looking a bit less likely that this'll happen as I continue with other projects, but I'm still aiming for something like this to happen: even if I have to use a bunch of temporary music.

Beetle Ninja 2 isn't cancelled by any means, but it's still something where I don't feel too much pressure to just make it for the sake of just making it, so it'll be a slow cook, and you might not hear about the game for long periods of time, but rest assured: it is still alive, and when it finally dies, I will let you know about it.

I try not to get involved with the larger RPGMaker community, since I hate self-promotion, and I like to think the uniqueness of the games I make mostly comes from the fact I'm largely an isolationist from most RPG development communities, so I don't really indulge in popular trends. I'm also kind of Jon Blow-esque when it comes to critique and stuff like that, so I probably won't come back to RPGMaker circles for a while, unless I can manage to put together another game soon.
  • Production
  • 16bitking
  • RPG Maker 2003
  • Adventure
  • 02/07/2020 05:01 AM
  • 04/24/2021 11:34 PM
  • 10/17/2020
  • 45568
  • 24
  • 180

Posts

Pages: 1
Getting close to release, I can’t wait to play!
Tried out the demo, I love the structure and flow of this game. It's not what I expected when it comes to progressing through the days and it being light on plot. Also learning skills through watching dvds is a neat touch, though would have at least like to see a tiny frame indicative of the movie. Regardless there's a lot of ideas here and I'm looking forward to release.
author=Darken
Tried out the demo, I love the structure and flow of this game. It's not what I expected when it comes to progressing through the days and it being light on plot. Also learning skills through watching dvds is a neat touch, though would have at least like to see a tiny frame indicative of the movie. Regardless there's a lot of ideas here and I'm looking forward to release.

lol, I've thought about removing that demo because of how inaccurate it is to what the final game ended up becoming, but I'm very glad you enjoyed it regardless!
The teaser trailer for this was really good too! I'll check out the demo.
This game combines two of my favourite things:
Beetles, but also Ninjas.
OldPat
OrudoPatto, kisama!
4669
This game looks downright superb!

The trailer looks amazing, I love the attention to details, the animations and the music that accompanies the whole thing.

Even the settings all look so diverse and fun to explore.

A must play right there, I hope more will play this little gem!
The Biggest Sleeper Hit of 2020.

In the entertainment industry, a sleeper hit is a film, television series, music release, video game or some other entertainment product that is initially unsuccessful on release but becomes a big success later on. A sleeper hit may have little promotion or lack a successful launch, but then garner a fan following that rewards it media attention, which in turn increases its public exposure and public interest in the product.
Nice. Pretty cool, got 3 endings so far (one good, one bad, one that ends the game after the first half). I am sure I missed something by the way the game is so fun that I wished it was longer :)
I played a bit more of this today between archiving old rpgmaker games.
The music is really good in this.
...We talked about BeetleNinja on the podcast today. I was too nervous though and didn't do a very good job so I thought I'd post some of my notes here, since I beat it recently and I think it's worth talking about:

BeetleNinja itself plays like a mix of DeadRising, Katamari Damacy and Earthbound. The 14 day cycle is hard to get use to at first, but it gets easier once you understand how it works:

0)- Don't spend any of your money till after you fought the fish at the convenience store. That's when the real game starts and ninjas become recruit-able. After that, you'll want to make sure you have at least $2000 dollars between missions at all times.

1)-The First thing you want to do after completing the Fish mission - Save your game.
BeetleNinja is an rpgmaker2003 and has 15 slots: you'll want to use every single one of these slots in case you mess up at a particular part, earlier on.

2)The Second thing you want to do is check your phone messages and check the post office for mail. If you don't have a mission or a petty crime to solve - this is your rest day. You'll want to use this day wisely in order to properly increase BeetleNinja's stats according to your play style: i.e. if you use a lot of MP in battles, you'll want to spend your rest day drinking at the Ninja Dojo at least once, in order to increase your maximum MP, to give your some breathing room during battles.

3)If you have a mission or petty crime to solve - Don't accept the mission yet. Instead, spend the day exploring the town for more information and items or by talking to residents.

4) Once you feel you found everything in town for the day - Save your game, then - go to the Ninja Dojo and start hiring Ninjas. You can only hire a maximum of 3 ninjas at any given time. Some of them will be expensive, like Rage Ninja ($1550), but will be available to rehire from your office at a 50% discount, after hiring them the first time ($750).
If you're not happy with your current party members, you can also remove ninjas by using the Ninja removal tag on your office - but rehiring them will cost money. (this is why it's important to save.)

5) Once you feel you're ready for your mission, Accept the Mission.

6)Once you finish the mission - Don't spend any of your money - Save your game.(Anything can happen once you finish a mission). Once you have access to your phone messages and mail box again, start the cycle of exploring the town and hiring ninjas again.

BeetleNinja is a really challenging non-traditional jrpg that has a lot of thought and effort put into, not only the art and music, but also it's game design choices for a game made in rpgmaker2003. The problem is that, it's really not forthcoming about these design choices, so it's really just something you need to learn while playing the game. But, I really I hope people will sit down and actually see all the really interesting design and creative choices, that are in here - Like how, other Ninjas will sometimes appear on your missions and if you talk to them and say the right things, they'll sometimes quit their jobs and show up in the Ninja Dojo as secret, but powerful recruitable characters.

Small interesting touches like this, are what made Beetle Ninja such an interesting game for me to play through this year. They’ve created a really interesting world here with charming characters, that are actually quite memorable. I think BeetleNinja is worth checking out, just from the art assets alone - It makes me excited and wonder what future rpgmaker2003 games will look like, now that rpgmaker2003 is a viable option for creators.

EDIT: My favorite character in BeetleNinja is probably the conjoined Ninja Twins, you can eventually recruit very very late in the game. It would've been really cool to see their double-air-kick animated though.
Finally beat it in time for the RM Cola to talk about it, figured I share since you seem to be open for feedback esp for the sequel:

tldr Thoughts:
So yeah to echo the main problems, what kept me from fully enjoying the game were the battles. In general a lot of moves were kind of useless and most of the time it was better to just use damaging moves or straight up regular attacks. There isn't really a difficulty of losing most of the time and fights merely drag on. Except a lot of available party members don't really add much (unless they do damage, Rage Ninja for instance was a common choice for this reason). I get that something like a Parasite Ninja is cool in concept, but healing was rarely an issue until maybe the later parts. Something like a freeze move or a poison status won't really do much unless they end the battle quickly, this a common problem in a lot of RPGs. It can work, but only with a lot of fine tuning.

MP is also hard to come by aside from Beetle Ninja's move that can restore MP as long has he has 10, which was weird to me. It's tedious to restore MP for other party members and then to restore it again for myself, but I mean half the time most moves weren't worth it aside from Jaw Grapple. Which basically became my whole rotation (Restore MP/use Grapple, spam Attack). I never found a use for some of the DVD moves and it felt annoying to have only 1 at a time rather than just accumulate more moves. Some skill descriptions really didn't incentivize using them like the one that buffs enemies (why would I ever do that? I'm sure there's a hidden tradeoff where it works out but sometimes my instinct is just going to be stick what I've been using).

There's no progression system (exp or level ups) which is fine, but there also wasn't enough to look forward to. Maybe you didn't want the player restarting at level 1 for each ninja, or you simply wanted to keep the challenge steady. Thing is you kind of lose a lot of incentive to do a lot of the fights. Towards the very last dungeon the battles felt like punishments more than anything. The strategy for dealing with enemies stayed the same and with no progression there was no feeling like I could just endure it for the sake of gaining more power (which accumulatively makes further battles easier). I guess it's to say progression can sometimes alleviate average battles even if they are a headache to balance for the designer.

Broadly in the beginning it's easy for the player to waste days getting the wrong ninja or not knowing it was their only chance to get one for awhile (or even DVDs being a thing) I did enjoy the aspect of being surprised at how the game work but it felt a little punishing when it was too late to realize that I could have done something (forgetting to rehire a ninja, wasting too much money on dvds, running into an area for the first time without party ninjas and wondering why the battle was hard). Seeing that it isn't your typical RPG, it's worth to add some pointers on how crucial the day system can be.

A good battle system is when there are different viable ways to tackle a problem. If half of them are useless or I'm just guessing my way to a viable strategy (and it never changes) then as a player I don't always feel in control or feel good about making choices (like committed to a ninja hire or dvd). If there's a strategy out there that's actually fun, it's also not going to matter if the player can't find it (and is able to stick to a bread and butter). I get the appeal of the various combinations of party members at different times but certain things makes it hard to fully appreciate (and it's also hard to design).

Having said all that, and it sounds like I'm being harsh since all I talked about the battles, I wanted the battles over with so I could explore the world and appreciate a lot of the nuanced details that progress through the day system and exploring ares and seeing NPC dialogue, it's just that the battles really muddled the entire experience that I endorse rethinking how to approach rpg battles either for the sequel or for just as general advice.

RM2K3 out of the box does not always offer the best battle system, so it's actually not your fault. It's just not something you can throw together in a blender and it'll magically be good. For instance a common problem is agility and battle speeds. Enemies attacking at the same time (because they're the same enemy type and thus have the same agility) can be annoying but it can be addressed by making duplicates and giving them slightly diff agility values so you're not being hailed on constantly before making a command. That's just one of many annoying work arounds to make the battles smoothed out a bit better. (Agility is the worst in general) Everyone who has used RM2K3 over the years have just... accepted doing this kind of stuff to make it more tolerable. I would just run a battle system by RM2K3 veterans to what to improve.

Hope this is not too much, I look forward to the next game.
author=Darken
Finally beat it in time for the RM Cola to talk about it, figured I share since you seem to be open for feedback esp for the sequel:

tldr Thoughts:
So yeah to echo the main problems, what kept me from fully enjoying the game were the battles. In general a lot of moves were kind of useless and most of the time it was better to just use damaging moves or straight up regular attacks. There isn't really a difficulty of losing most of the time and fights merely drag on. Except a lot of available party members don't really add much (unless they do damage, Rage Ninja for instance was a common choice for this reason). I get that something like a Parasite Ninja is cool in concept, but healing was rarely an issue until maybe the later parts. Something like a freeze move or a poison status won't really do much unless they end the battle quickly, this a common problem in a lot of RPGs. It can work, but only with a lot of fine tuning.

MP is also hard to come by aside from Beetle Ninja's move that can restore MP as long has he has 10, which was weird to me. It's tedious to restore MP for other party members and then to restore it again for myself, but I mean half the time most moves weren't worth it aside from Jaw Grapple. Which basically became my whole rotation (Restore MP/use Grapple, spam Attack). I never found a use for some of the DVD moves and it felt annoying to have only 1 at a time rather than just accumulate more moves. Some skill descriptions really didn't incentivize using them like the one that buffs enemies (why would I ever do that? I'm sure there's a hidden tradeoff where it works out but sometimes my instinct is just going to be stick what I've been using).

There's no progression system (exp or level ups) which is fine, but there also wasn't enough to look forward to. Maybe you didn't want the player restarting at level 1 for each ninja, or you simply wanted to keep the challenge steady. Thing is you kind of lose a lot of incentive to do a lot of the fights. Towards the very last dungeon the battles felt like punishments more than anything. The strategy for dealing with enemies stayed the same and with no progression there was no feeling like I could just endure it for the sake of gaining more power (which accumulatively makes further battles easier). I guess it's to say progression can sometimes alleviate average battles even if they are a headache to balance for the designer.

Broadly in the beginning it's easy for the player to waste days getting the wrong ninja or not knowing it was their only chance to get one for awhile (or even DVDs being a thing) I did enjoy the aspect of being surprised at how the game work but it felt a little punishing when it was too late to realize that I could have done something (forgetting to rehire a ninja, wasting too much money on dvds, running into an area for the first time without party ninjas and wondering why the battle was hard). Seeing that it isn't your typical RPG, it's worth to add some pointers on how crucial the day system can be.

A good battle system is when there are different viable ways to tackle a problem. If half of them are useless or I'm just guessing my way to a viable strategy (and it never changes) then as a player I don't always feel in control or feel good about making choices (like committed to a ninja hire or dvd). If there's a strategy out there that's actually fun, it's also not going to matter if the player can't find it (and is able to stick to a bread and butter). I get the appeal of the various combinations of party members at different times but certain things makes it hard to fully appreciate (and it's also hard to design).

Having said all that, and it sounds like I'm being harsh since all I talked about the battles, I wanted the battles over with so I could explore the world and appreciate a lot of the nuanced details that progress through the day system and exploring ares and seeing NPC dialogue, it's just that the battles really muddled the entire experience that I endorse rethinking how to approach rpg battles either for the sequel or for just as general advice.

RM2K3 out of the box does not always offer the best battle system, so it's actually not your fault. It's just not something you can throw together in a blender and it'll magically be good. For instance a common problem is agility and battle speeds. Enemies attacking at the same time (because they're the same enemy type and thus have the same agility) can be annoying but it can be addressed by making duplicates and giving them slightly diff agility values so you're not being hailed on constantly before making a command. That's just one of many annoying work arounds to make the battles smoothed out a bit better. (Agility is the worst in general) Everyone who has used RM2K3 over the years have just... accepted doing this kind of stuff to make it more tolerable. I would just run a battle system by RM2K3 veterans to what to improve.

Hope this is not too much, I look forward to the next game.
author=LordBlueRouge
...We talked about BeetleNinja on the podcast today. I was too nervous though and didn't do a very good job so I thought I'd post some of my notes here, since I beat it recently and I think it's worth talking about:

BeetleNinja itself plays like a mix of DeadRising, Katamari Damacy and Earthbound. The 14 day cycle is hard to get use to at first, but it gets easier once you understand how it works:

0)- Don't spend any of your money till after you fought the fish at the convenience store. That's when the real game starts and ninjas become recruit-able. After that, you'll want to make sure you have at least $2000 dollars between missions at all times.

1)-The First thing you want to do after completing the Fish mission - Save your game.
BeetleNinja is an rpgmaker2003 and has 15 slots: you'll want to use every single one of these slots in case you mess up at a particular part, earlier on.

2)The Second thing you want to do is check your phone messages and check the post office for mail. If you don't have a mission or a petty crime to solve - this is your rest day. You'll want to use this day wisely in order to properly increase BeetleNinja's stats according to your play style: i.e. if you use a lot of MP in battles, you'll want to spend your rest day drinking at the Ninja Dojo at least once, in order to increase your maximum MP, to give your some breathing room during battles.

3)If you have a mission or petty crime to solve - Don't accept the mission yet. Instead, spend the day exploring the town for more information and items or by talking to residents.

4) Once you feel you found everything in town for the day - Save your game, then - go to the Ninja Dojo and start hiring Ninjas. You can only hire a maximum of 3 ninjas at any given time. Some of them will be expensive, like Rage Ninja ($1550), but will be available to rehire from your office at a 50% discount, after hiring them the first time ($750).
If you're not happy with your current party members, you can also remove ninjas by using the Ninja removal tag on your office - but rehiring them will cost money. (this is why it's important to save.)

5) Once you feel you're ready for your mission, Accept the Mission.

6)Once you finish the mission - Don't spend any of your money - Save your game.(Anything can happen once you finish a mission). Once you have access to your phone messages and mail box again, start the cycle of exploring the town and hiring ninjas again.

BeetleNinja is a really challenging non-traditional jrpg that has a lot of thought and effort put into, not only the art and music, but also it's game design choices for a game made in rpgmaker2003. The problem is that, it's really not forthcoming about these design choices, so it's really just something you need to learn while playing the game. But, I really I hope people will sit down and actually see all the really interesting design and creative choices, that are in here - Like how, other Ninjas will sometimes appear on your missions and if you talk to them and say the right things, they'll sometimes quit their jobs and show up in the Ninja Dojo as secret, but powerful recruitable characters.

Small interesting touches like this, are what made Beetle Ninja such an interesting game for me to play through this year. They’ve created a really interesting world here with charming characters, that are actually quite memorable. I think BeetleNinja is worth checking out, just from the art assets alone - It makes me excited and wonder what future rpgmaker2003 games will look like, now that rpgmaker2003 is a viable option for creators.

EDIT: My favorite character in BeetleNinja is probably the conjoined Ninja Twins, you can eventually recruit very very late in the game. It would've been really cool to see their double-air-kick animated though.


Combat is pretty dogshit, I'll readily admit that much. It was also one of the things I didn't handle myself, which is reassuring in a way because the most common criticisms I see of the game are typically a byproduct of one specific person who worked on it.
The sequel won't have any combat, I think working with 2K3's combat engine is a fairly difficult endeavor that seldom works and almost all of the criticism of the game in some way or another circles back to that.
It was fairly deliberate to have the player adapt to the day system on their own, and it's actually why I added the multiple endings. I personally like older games like that wherein you can go through one initial "practice run" before knowing about how to finish the game "properly"- like Cave Story's good ending or something.
That said, the day system in Beetle Ninja 2 is approached fairly differently and more things happen in the overworld between days.
I'll keep all this in mind for the sequel.
Godspeed,
-ProsciuttoMan
Pages: 1