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ONIX RIFT


It's a world of heroes, villains , monsters and magic. An action RPG influenced by the greatest RPG era, the 90's. Secret of Mana, Chrono Trigger, Final Fantasy, all the heavy hitters that we all know and love were the inspiration to Onix Rift. a cliche of gaming I'm sure that hopefully scratches that nostalgia itch we all long to satisfy.

An unknown evil from another realm seeks to cross the divide of time and space to harvest the power of another dimension, Onix. In a world where technology is inconsistent the power of Onix is not yet known. The world's ignorance causes it to be the target of our antagonists pursuit of power. To bridge time and space is no simple feat, a sacrifice of the host world must be made for the transition to occur.

Our protagonist's daughter is taken and he is forced into a rescue pursuit that will test both his wit and his will. You take control of our hero as he is thrown into the struggle of a lifetime, acquire items, skills, spells and anything else you can to help rescue the only thing our hero has left in this world all while uncovering the dark secrets behind it.

FEATURES
- ABS altered from a tutorial I found on RMN some time ago.
- Custom Magic system.
- Custom Skill system.
- Custom menu system.
- Combat and adventure like you wouldn't believe.

The rules of action

This section is a small explanation of combat mechanics for people that are interested in the technicalities of combat.

100 total Stamina points (Blue bar) Stamina points slowly charge automatically.
100 total Special points (Red bar) Special points accumulate upon hero taking damage.

Action types

- Movement = Standard directional keys.

- 0 Stamina point cost.

- Physical attack = Standard action Z key.

- 20 Stamina point cost.

- Skill = Equipable Special skill.

- Varying Stamina point cost.
- Varying Special point cost.

- Magic = Equipped Enchanted items X key.

- Varying Stamina point cost.
- Varying Special point cost.
- Varying HP cost.

- Item use = Equipped consumables X key.

- 20 Stamina point cost.

Actions can be performed in succession as long as there is available Stamina / Special points. For example, if the action key is pressed a standard physical attack is executed and Stamina is reduced by 20. If the action key is pressed and not released and there is available Stamina a string combination will occur and the hero will perform multiple strikes until Stamina is depleted completely.

If Stamina is full and an Item is used Stamina will reduce by 20 points, you can continually use items until Stamina is depleted, however, Once it is depleted you will have to wait until Stamina has recharged to a minimum of 20 points to execute item use again.

Skill use is handled slightly different. A Skill is equipped through the main Menu, however, the selected skill is not immediately executed.



Skills will only be useable when Special points are charged to 100 (When the Red bar is completely full). Combat and actions will execute normally as though nothing is different. Once the Special points have reached 100 upon pressing the action key you will be prompted to select an enemy within range.



Once the desired enemy is selected the Skill will be executed and the selected target will take the damage.



If no enemy is within range you will simply attack normally until an enemy is in range. Should you have fully charged Special points and you do not want to execute the Skill at that time you will simply go into the menu and un equip the selected skill and combat will continue normally, you will not lose the Special charge. You simply re equip the desired skill when you are ready to use it.

Similar to the player, enemies have stamina as well. Like the player, movement is free along with certain standard attacks. Some enemies have special Skills as well and they operate similar to the player’s, they must also wait to use Skills until their Stamina is full. Keep this in mind when in combat and learning enemies movement / attack patterns.



NOTE

Hey everybody just a side note, I played with this old engine when I was a kid and like so many others there's something about it that makes you want to create your own world to wander in. (Cut to 15 years later) work was slow and I needed a pass time that cost exactly zero dollars. Enter RPG maker 2003 once again into my life. I spent the next year or two playing around on it, I discovered dynRPG, I read and followed numerous tutorials here on RMN and here we are. The point is my game definitely used the knowledge passed down by so many others before me that were awesome enough to make tutorials and help others learn. Thanks to everyone on here that contributed and helped make my project without even knowing it. You people are a bunch of champs.

- Thanks to Cherry for DynRpg
- Thanks to Kazesui for the Text plug in
- Thanks to Don Miguel for this crazy enduring engine
- Using bought and paid for Times fantasy graphics along with a bunch of personal creations and edits.

Latest Blog

Onix Rift video 05: Status effect graphics/ functionality



Hello everyone. In this video the big topic is the implementation of status effects. How they work in game and how they are presented to the player graphically. Also touches on added menu quality of life features and the direction the world map is going. I hope you guys check it out and enjoy.

Posts

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I think what happened was once I got to a certain level, I was able to kill the little boom blooms in one combo, which is an easy 30-40 xp since they are clumped together. Made it really easy to accidentally overlevel myself. I'd suggest making the next level xp a lot higher as you level, and make those crystal guys worth a LOT more xp. The fact that they are worth the same as the first enemy in the game doesn't make a lot of sense, considering how much harder they are to kill.
Yeah, I'll definitely have to rework some exp handling it sounds like. That's a good point, I didn't really think about two or three of those boom blooms in one spot giving the player big sums of exp all at once. I definitely want the leveling up process pretty easy as to make grinding situations bearable and quick to deal with rather than tedious but I want it to be satisfying when you get to and beat a boss as well with out it being too much of a cake walk. Thanks for all your insight Kaempfer, you and dragonheartman are basically my play testers at this point haha. You the man.
Does the game end in the second dungeon?
- I can't go to Lunabel or Goblin Hideout (a wooden gate blocks it and it can't be removed with a fire spell)
- I can't enter Lege
- I can't enter the building in Old Forest

I thought this was more like Zelda. Turns out it's closer to Secrets of Mana. I like it.

Here's some feedback that I got when I played the game (put it in spoiler tag since there are a lot of them):

- The extraction package looks intimidating with a lot of ??? text and strange symbols in it. I was hesitant to play it at first. It was also confusing since you need to copy and paste the Dyn folder and I even had to change the compatibility setting to Windows XP to get it to run.

- The "tutorial" that asks you to press a button on the flying scene might need to be improved. I was confused about which button to press for a while (I even thought about clicking that keyboard button with a mouse).

- I like how you make the mirror to reflect your sprite in the house.

- Idk how to attack enemies at first. Idk that you need to press Shift to open the options.

- Some parts of your body's sprite show up if you run diagonally behind any objects (trees, houses).

- I saw a sword near your house but I can't reach it since it's stuck behind a tree. The sword disappears later on though (probably after you got your sword).

Idk that I need to follow the dog to proceed after you reach your house.

- Instructions are unclear. Idk where the hydro plant was and idk where the conductor housing unit to put the core in was.

- Save points are too far. I have reached the first town but the only save points I saw were in the place where you spawned for the first time. I died after moving to Lege without a proper sword. Perhaps you need to block the access to this path before you cleared the second dungeon.

- My hoe said that it leveled to level 2, then 1 even though it's supposed to be level 3.

- It's weird to see that the gate (the one that you hit with your sword) buries you when it's opened.

- Skills are annoying. It can only cast whenever your red bar is full (despite that they don't take the full bar to cast) and you won't notice that they are available before the game suddenly asks you to cast it. I had to unequip the skills after I use them every time.

- Skills also need a certain distance to cast. This wasn't obvious enough.

- Empty chests are useless. Why enemies drop a chest with nothing in it?

- Why did I get damage from the blue enemies even though I already moved away from the attack animation?

- Mushroom's defeated animation takes too long. I didn't notice that they die before I slashed them with my sword once.

- The bird strangely has a weird hitbox. I hit it right below it but it didn't take any damage.

- Enemy skills seem like a cheap way to get instant damage, especially the birds (Fowl Birds? I forgot the name) since you'll always get 10-20 damage whenever you see them (it's almost impossible to backstab them and using skills are 50:50 chance since you need to be in the same distance as their skill range to cast, not to mention the full red bar limitation on casting). Also, they tend to fly away as birds that are almost impossible to hit that you won't get anything out of them.

- Sometimes chest will fall to an unreachable spot. It happened once when I killed one of the blue crystal enemies, but I forgot where.

- It's not obvious enough that you need to push the chest in the first dungeon to continue.
- It's not obvious enough that you can use the gloves in the second dungeon to continue.

- It's not obvious that you can climb vines.

- Second boss fight is so cheap with its sure-hit spells at the beginning. It becomes "spam attack and healing items until you win" instead of trying to figure out the enemy's attack patterns to kill the boss. The pattern is also easy to figure out since it only has 1 attack that you can dodge. IMO, the first boss fight is way better.

- Your sprite suddenly shows up even if you were hidden behind an object (bridge or tree) when you attack.

- Inn is useless since you get full heal two screens before it. Also, there are hardly any full heals in the game except in the first few areas. Items are too expensive to buy although luckily they often drop later on.

- You can go to Hydro Path from the world map after you exit the second dungeon but you can't go to the world map once you enter it unless if you go to Lege.

Typo:
- In prologue: "What ever you do, act quickly." should be "Whatever you do, act quickly."
- The cutscene after you follow the dog: "What are we supposed to do in the mean time?" should be "What are we supposed to do in the meantime?" (the wording in this cutscene might need to be improved too, especially with the lack of punctuation)
- After talking to the man that gives you Ore: "thanks alot, the town is in your debt." should be "Thanks a lot, the town is in your debt."
- When Jester comes in: "Did I over hear that my services are desired?" should be "Did I overhear that my services are desired?"
- When talking to the son in the cave: "I am a gonner." should be "I am a goner."
- Save description: "In persuit" should be "In pursuit"
- When talking to Mystic: "I cannot stand idely by and allow entities from another realm to enter our world a second time." should be "I cannot stand idly by and allow entities from another realm to enter our world a second time."
- After the previous dialogue: "I have embowd the Magic of Fire within this "Mystic Conch"." should be "I have embowed the Magic of Fire within this "Mystic Conch"."

Bug:
- There is a collision error on 1 tile after you exit the first dungeon (on the bird area IIRC, I forgot to screenshot)
- There are some bugs when your character becomes invisible or can pass through anything when I played but I couldn't seem to reproduce them. There is another one when the damage number that you received never disappears before you exit the area.



I haven't had a chance to play the new demo yet, but having read that feedback I have to say I don't disagree with most of it. However, I do disagree with this quite strongly:
- It's not obvious enough that you need to push the chest in the first dungeon to continue.
There is a chest shaped hole right next to a chest, which is a good level of detail for an early puzzle. I think it's obvious enough.

I didn't encounter a lot of the above problems tbh, although I can see how some thing could be easy to miss (like equipping sword and finding the right path sometimes). Be careful about overcorrecting to make the right way forward too obvious, though. I do agree there need to be more save points, like maybe one in the village.

I haven't really mentioned any of the typos in the game since I figured they'd be tackled all at once at a later date, but
- After the previous dialogue: "I have embowd the Magic of Fire within this "Mystic Conch"." should be "I have embowed the Magic of Fire within this "Mystic Conch"."
definitely shouldn't read "embowed" as that is not the correct word. "Endowed" or "imbued" would work, with the latter being more proper.

edit: embowed is a word, but it is extremely archaic and means simply "bow like" (as in a bow that shoot arrows).
author=Kaempfer
There is a chest shaped hole right next to a chest, which is a good level of detail for an early puzzle. I think it's obvious enough.

The "hole" looks like a spec of dirt tbh. Perhaps having a different tile color than the dirt will make it more obvious.

I didn't encounter a lot of the above problems tbh, although I can see how some thing could be easy to miss (like equipping sword and finding the right path sometimes). Be careful about overcorrecting to make the right way forward too obvious, though. I do agree there need to be more save points, like maybe one in the village.

I admit that the early game issues are mostly because i only get used with rpg maker's z and x control so i didn't expect that you can use shift and c too, but it might worth explaining that there is another control that you can press. Heck, some rpg maker games even tell us what z and x is used for.

I haven't really mentioned any of the typos in the game since I figured they'd be tackled all at once at a later date, but
- After the previous dialogue: "I have embowd the Magic of Fire within this "Mystic Conch"." should be "I have embowed the Magic of Fire within this "Mystic Conch"."
definitely shouldn't read "embowed" as that is not the correct word. "Endowed" or "imbued" would work, with the latter being more proper.

edit: embowed is a word, but it is extremely archaic and means simply "bow like" (as in a bow that shoot arrows).

I'm not a native english speaker so i can't comment much on word usage tbh. I just pointed the typo in case anyone miss it. But if that word works better, it would be the best to change it.
author=aquatorrent
Does the game end in the second dungeon?
- I can't go to Lunabel or Goblin Hideout (a wooden gate blocks it and it can't be removed with a fire spell)
- I can't enter Lege
- I can't enter the building in Old Forest

I thought this was more like Zelda. Turns out it's closer to Secrets of Mana. I like it.

Here's some feedback that I got when I played the game (put it in spoiler tag since there are a lot of them):

- The extraction package looks intimidating with a lot of ??? text and strange symbols in it. I was hesitant to play it at first. It was also confusing since you need to copy and paste the Dyn folder and I even had to change the compatibility setting to Windows XP to get it to run.

- The "tutorial" that asks you to press a button on the flying scene might need to be improved. I was confused about which button to press for a while (I even thought about clicking that keyboard button with a mouse).

- I like how you make the mirror to reflect your sprite in the house.

- Idk how to attack enemies at first. Idk that you need to press Shift to open the options.

- Some parts of your body's sprite show up if you run diagonally behind any objects (trees, houses).

- I saw a sword near your house but I can't reach it since it's stuck behind a tree. The sword disappears later on though (probably after you got your sword).

Idk that I need to follow the dog to proceed after you reach your house.

- Instructions are unclear. Idk where the hydro plant was and idk where the conductor housing unit to put the core in was.

- Save points are too far. I have reached the first town but the only save points I saw were in the place where you spawned for the first time. I died after moving to Lege without a proper sword. Perhaps you need to block the access to this path before you cleared the second dungeon.

- My hoe said that it leveled to level 2, then 1 even though it's supposed to be level 3.

- It's weird to see that the gate (the one that you hit with your sword) buries you when it's opened.

- Skills are annoying. It can only cast whenever your red bar is full (despite that they don't take the full bar to cast) and you won't notice that they are available before the game suddenly asks you to cast it. I had to unequip the skills after I use them every time.

- Skills also need a certain distance to cast. This wasn't obvious enough.

- Empty chests are useless. Why enemies drop a chest with nothing in it?

- Why did I get damage from the blue enemies even though I already moved away from the attack animation?

- Mushroom's defeated animation takes too long. I didn't notice that they die before I slashed them with my sword once.

- The bird strangely has a weird hitbox. I hit it right below it but it didn't take any damage.

- Enemy skills seem like a cheap way to get instant damage, especially the birds (Fowl Birds? I forgot the name) since you'll always get 10-20 damage whenever you see them (it's almost impossible to backstab them and using skills are 50:50 chance since you need to be in the same distance as their skill range to cast, not to mention the full red bar limitation on casting). Also, they tend to fly away as birds that are almost impossible to hit that you won't get anything out of them.

- Sometimes chest will fall to an unreachable spot. It happened once when I killed one of the blue crystal enemies, but I forgot where.

- It's not obvious enough that you need to push the chest in the first dungeon to continue.
- It's not obvious enough that you can use the gloves in the second dungeon to continue.

- It's not obvious that you can climb vines.

- Second boss fight is so cheap with its sure-hit spells at the beginning. It becomes "spam attack and healing items until you win" instead of trying to figure out the enemy's attack patterns to kill the boss. The pattern is also easy to figure out since it only has 1 attack that you can dodge. IMO, the first boss fight is way better.

- Your sprite suddenly shows up even if you were hidden behind an object (bridge or tree) when you attack.

- Inn is useless since you get full heal two screens before it. Also, there are hardly any full heals in the game except in the first few areas. Items are too expensive to buy although luckily they often drop later on.

- You can go to Hydro Path from the world map after you exit the second dungeon but you can't go to the world map once you enter it unless if you go to Lege.

Typo:
- In prologue: "What ever you do, act quickly." should be "Whatever you do, act quickly."
- The cutscene after you follow the dog: "What are we supposed to do in the mean time?" should be "What are we supposed to do in the meantime?" (the wording in this cutscene might need to be improved too, especially with the lack of punctuation)
- After talking to the man that gives you Ore: "thanks alot, the town is in your debt." should be "Thanks a lot, the town is in your debt."
- When Jester comes in: "Did I over hear that my services are desired?" should be "Did I overhear that my services are desired?"
- When talking to the son in the cave: "I am a gonner." should be "I am a goner."
- Save description: "In persuit" should be "In pursuit"
- When talking to Mystic: "I cannot stand idely by and allow entities from another realm to enter our world a second time." should be "I cannot stand idly by and allow entities from another realm to enter our world a second time."
- After the previous dialogue: "I have embowd the Magic of Fire within this "Mystic Conch"." should be "I have embowed the Magic of Fire within this "Mystic Conch"."

Bug:
- There is a collision error on 1 tile after you exit the first dungeon (on the bird area IIRC, I forgot to screenshot)
- There are some bugs when your character becomes invisible or can pass through anything when I played but I couldn't seem to reproduce them. There is another one when the damage number that you received never disappears before you exit the area.




How you doing aquatorrent. Thanks a ton for giving the game a rip. I really appreciate the personal time you took to give me all the feed back on the game.
So it sounds like you played everything that I've got completed so far. I only have up to the old forest done. Lege isn't done which is why you couldn't enter it, and the goblin hide out is also not complete. I'm sorry for the incomplete state of all the areas, I posted everything I have in it's current state just so that all you fine people on rmn could play all current content as I am starting work again I won't have all the available development time that I would like to have.
- the extraction package I've only kept included just in case the folder labeled "Onix rift" doesn't play like it should, however I've been able to test it on a windows 10 computer and the Onix rift folder played great without needing to use extraction package. Did you try the game folder before going through that extraction hastle? (Sorry about that my man.)
- perhaps I could add pop up text at bottom screen with a small "press z button" explanation during intro bird scene.
- lol, I'm glad you liked the hero's mirror reflection haha.
- I've recently received a pm from a player expressing similar input about the button input confusion. I guess I remember playing games on snes and looking back I always remember playing around with the controller until I figured out the input commands on my own. I did not consider the fact that my game has a lot more available buttons to choose from being on a pc. To remedy this for now my next upload will include a "read me" txt document with a small explanation for players. It sounds like from the feed back I've been getting it's needed more than I anticipated. Forgive me, this is my first time posting a game so I'm pretty new to what might be helpful to players. Thanks for letting me know your confusion, you're not alone.
- the graphic issues when walking behind some trees, I have fixed this issue however on some of my older chipsets I have not updated yet. It will eventually get fixed, just not priority quite yet. Thanks for bringing it back to my attention though.
-the sword near the house will be fixed. Just some old test event, thank you for letting me know.
- I intend to add a dog howling sound effect that will give the player an audio cue that you should investigate what he's doing. I will bump it up on my priorities as you aren't the first to mention this. I think kaempfer and dragonheartman also mentioned this not being very obvious.
- I think I'll include a bit more direction as to where the hydro plant is via npc text ("the power plant is to the south east of town") and maybe some bouncing arrows to denote what the conductor housing unit is.
- I'm not opposed to adding more save points however, part of the features of the world map are the ability to save at anytime while on the world map. Maybe that wasn't obvious or still not enough save points while inside a dungeon. I'll remedy this.
- I've never noticed an issue with the hoe leveling up backwards. Thanks a bunch for letting me know, I'll have to investigate this one.
- I'll add a move hero command that slides the hero outside the door once it opens up. Thanks for letting me know that was bothersome.
- the skills work the way they do for a few different reasons. The short version is, the earlier skills cost less red and do less damage, the latter skills do more damage and cost more red. If the skill could be used without being completely full the game turns into everytime you hit the attack button you are prompted with the select enemy and combat would basically turn into a complete turn based game. This is good to know though, moving forward I will keep these comments in mind when making design choices. All of your notes are really appreciated. Thanks man.
- I agree about empty chests. An early design choice that hasn't found the exit door quite yet haha.
-so basically enemy skills and magic work the same as the heros skills and magic. They are completely stat based on whether or not they miss you. Thanks for mentioning this, I believe to swing this in the players favor I'm going to adjust so the hero can cast skills and spells from a greater distance than enemy's can to the player. Good on you aquatorrent. Thanks for this.
- unreachable chests will be addressed. Thanks, i have seen this as well.
- I have also noticed that the second boss fight is basically attack, heal, attack, heal. Thanks for your advice, I think I'm going to make his movement less randomized and alter the feather needle attack so that it's avoidable and also give him less mp so that he can only cast lightning a few times(maybe once he gets down to 100 hp or something). I'm glad you liked the first boss battle. I will keep this in mind when making future boss encounters.
- good old rpg maker 2k3. All of my hero attack animations are show picture commands. I can't control the draw priority so it always shows up above trees and houses and what not. I know man it's super lame and if I was any kind of real game developer I would have picked an appropriate engine to develope this game. Idk how to code and I just wanted to make the game that I always wanted to play myself when I would be scrolling through rmn games. Sorry I don't have a better answer for this one my man. I'm surprised it hadn't been brought up sooner lol.
-yeah, the hydro plant to lege to the world map bothered me as well. I will remedy this and figure out a better way to lay that portion out.

Regarding typos: thanks so much for making me aware of all these. I don't consider myself awful with Grammer but I also am usually corrected with spell check so I guess I need to pay more attention to my spelling. These will all be corrected, thanks.

Wow, I can't say thank you enough aquatorrent. The time you took to lay out your feed back is absolutely awesome. I really appreciate the effort man. Although I can't promise monumental changes will be made to the combat system you have definitely given me a ton to work on to improve this 2k3 mess haha. Thanks a bunch. I hope you'll play again when I have some of this stuff ironed out in the future. You da man. Cheers
author=Kaempfer
I haven't had a chance to play the new demo yet, but having read that feedback I have to say I don't disagree with most of it. However, I do disagree with this quite strongly:
- It's not obvious enough that you need to push the chest in the first dungeon to continue.
There is a chest shaped hole right next to a chest, which is a good level of detail for an early puzzle. I think it's obvious enough.

I didn't encounter a lot of the above problems tbh, although I can see how some thing could be easy to miss (like equipping sword and finding the right path sometimes). Be careful about overcorrecting to make the right way forward too obvious, though. I do agree there need to be more save points, like maybe one in the village.

I haven't really mentioned any of the typos in the game since I figured they'd be tackled all at once at a later date, but
- After the previous dialogue: "I have embowd the Magic of Fire within this "Mystic Conch"." should be "I have embowed the Magic of Fire within this "Mystic Conch"."
definitely shouldn't read "embowed" as that is not the correct word. "Endowed" or "imbued" would work, with the latter being more proper.

edit: embowed is a word, but it is extremely archaic and means simply "bow like" (as in a bow that shoot arrows).

Hey kaempfer, good to see you still checking out Onix rift game page. I hope you're doing well. I just wanted to say hello. I noticed you mentioned to be careful and not over simplify direction in the game and I agree. I love all the feedback I got from aquatorrent. It is all relevant and super helpful but part of gaming for me was always figuring out what to do with out very much direction. I don't necessarily want it to be a zelda nes lack of direction, but I want to encourage the player to examine inventory and figure out what might be helpful in a room that might not make much sense at first glance. Just finding that balance is the tricky part i guess lol. Thanks for your input as always and I know you're the writer so I'll definitely be looking your way when it comes to my spelling and grammar. It's invaluable to have a good wordsmith in my corner. Peace out bruh, thanks for following Onix mess.. rift, I mean Onix rift haha
author=dreadpirate
How you doing aquatorrent. Thanks a ton for giving the game a rip. I really appreciate the personal time you took to give me all the feed back on the game.
So it sounds like you played everything that I've got completed so far. I only have up to the old forest done. Lege isn't done which is why you couldn't enter it, and the goblin hide out is also not complete. I'm sorry for the incomplete state of all the areas, I posted everything I have in it's current state just so that all you fine people on rmn could play all current content as I am starting work again I won't have all the available development time that I would like to have.

i'm great, thanks. hope you're fine as well.
also, it's okay. i just want to make sure i didn't miss anything out from the game.

- the extraction package I've only kept included just in case the folder labeled "Onix rift" doesn't play like it should, however I've been able to test it on a windows 10 computer and the Onix rift folder played great without needing to use extraction package. Did you try the game folder before going through that extraction hastle? (Sorry about that my man.)

i just realized that i might be playing the game from the game folder.
there was only that extraction file when i opened the folder (i only checked .exe files) so i just run it without checking other folders and came back to the same folder when i couldn't get it to run. copied the dyn folder, didn't work. then i copied the whole onix rift folder into the extracted package, which works after i change the compability setting (strangely, i didn't have to change the setting when i tried it today). sorry for that.

- I've recently received a pm from a player expressing similar input about the button input confusion. I guess I remember playing games on snes and looking back I always remember playing around with the controller until I figured out the input commands on my own. I did not consider the fact that my game has a lot more available buttons to choose from being on a pc. To remedy this for now my next upload will include a "read me" txt document with a small explanation for players. It sounds like from the feed back I've been getting it's needed more than I anticipated. Forgive me, this is my first time posting a game so I'm pretty new to what might be helpful to players. Thanks for letting me know your confusion, you're not alone.

i also get the feeling on pressing all buttons to figure out the controls, hahah. but sadly, i'm playing on keyboard and there's no way i'm pressing every button just to figure out the control (i only found the shift button by accident and that's how i found the c button too). a readme sounds nice but it might be better if you implement it in game (maybe put the control instructions on the bottom right screen?). if it sounds like too much work, the readme file also works fine though.

- I intend to add a dog howling sound effect that will give the player an audio cue that you should investigate what he's doing. I will bump it up on my priorities as you aren't the first to mention this. I think kaempfer and dragonheartman also mentioned this not being very obvious.

that's good to hear. just want to give an additional input that i also didn't know that you can trigger the dog to walk by going near it so you might want to add the detection area a lot bigger.

- I'm not opposed to adding more save points however, part of the features of the world map are the ability to save at anytime while on the world map. Maybe that wasn't obvious or still not enough save points while inside a dungeon. I'll remedy this.
yes, i didn't know that. the save points should be sufficient with the saving on the world map feature. some games usually also have a save point before a boss fight to indicate the importance of saving, but the bosses so far are easy to beat and the save points are not that far from the boss room so it shouldn't be a problem for now.

- the skills work the way they do for a few different reasons. The short version is, the earlier skills cost less red and do less damage, the latter skills do more damage and cost more red. If the skill could be used without being completely full the game turns into everytime you hit the attack button you are prompted with the select enemy and combat would basically turn into a complete turn based game. This is good to know though, moving forward I will keep these comments in mind when making design choices. All of your notes are really appreciated. Thanks man.

actually the main problem that i got from spell casting was that i didn't know when the skills will cast (well, the one that you mentioned too, but it didn't bother me that much). i was just spamming the z button when i attacked the enemy and the spell suddenly casted out of nowhere. i didn't have a problem with this when i played secret of mana, so i went back and check some youtube videos. the game requires you to go to the menu whenever you want to cast a spell so you always know when the spell will be cast. here is the reference if you want to explore other design choices in the future.

- good old rpg maker 2k3. All of my hero attack animations are show picture commands. I can't control the draw priority so it always shows up above trees and houses and what not. I know man it's super lame and if I was any kind of real game developer I would have picked an appropriate engine to develope this game. Idk how to code and I just wanted to make the game that I always wanted to play myself when I would be scrolling through rmn games. Sorry I don't have a better answer for this one my man. I'm surprised it hadn't been brought up sooner lol.

i never used any rpg maker engines so i didn't know that. it's just a minor issue though so i'm not surprised if no one mentioned this. it would be nice if it's fixed, but if it's going to take so much effort to do it, don't.

Wow, I can't say thank you enough aquatorrent. The time you took to lay out your feed back is absolutely awesome. I really appreciate the effort man. Although I can't promise monumental changes will be made to the combat system you have definitely given me a ton to work on to improve this 2k3 mess haha. Thanks a bunch. I hope you'll play again when I have some of this stuff ironed out in the future. You da man. Cheers

no problem! i know i didn't quote everything, but it's nice that you already looking for a fix for some feedbacks that i mentioned (didn't know you got a proofreader as well, nice). it should have been obvious, but you don't have to change everything based on my feedback; just fix the ones that you think needs to be improved. the game was fun but i got stuck a lot of times because i didn't know what i was supposed to do. i might give it another try sometime in the future. good luck!
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