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Matsumori High is like any other high school anywhere. Or is it? Not everything is at it appears, and only you can seek out the truth in this story-centric RPG!


Personal background:
This game technically started back in RPGM-2000. All I really had back then was a nebulous idea about having characters learn skills by visiting various people in the game. Kinda like the master system in Breath of Fire 3 or Breath of Fire 4. I tried to implement it, but I didn't have that integral piece of RPG's called "a story".

I started getting ideas for this game again after my first play-through of Shin Megami Tensai - Persona 4. I even had a completed project that I was mostly happy with. However, I started visiting this site, and thought that the project could use an overhaul. Not a complete start-from-scratch overhaul, but an overhaul all the same. This game is the end result of that overhaul.


Other links of interest:
This game's game-thread on RPG Maker Web.
The second game in the series (it's a prequel to this), Arbiters From Another World. Also has a game-thread on RPG Maker Web.
The third game in the series (it's a sequel to this), Konae's Investigations.

Latest Blog

Download updated!

Thanks to Malandy to the grammar/spelling fixes!

Though, with this update, I will probably not support any further changes, unless I feel inclined to pursue getting VX on my current machine. Which, given the age of my VX games in general, seems fairly slim. I know one of my favorite sayings is "It's never too late for a bug report!", but, it's time I move on to other things like getting MV, maybe.

Posts

I would like to direct Marrend's attention to Creation's Pass or Fail of this game:

http://rpgmaker.net/forums/topics/7934/?post=283648#post283648
Marrend
Guardian of the Description Thread
21781
author=eplipswich
I would like to direct Marrend's attention to Creation's Pass or Fail of this game:

http://rpgmaker.net/forums/topics/7934/?post=283648#post283648

Wha? I never specifically asked for one! I was just "thinking" about it! I'll have a look-see, but perhaps at a more opportune time.

*Edit: How'd I miss nesfreak's post!? Anyway, a couple of initial reactions.

A) I consider myself a writer first, and a game-maker second. If I somehow failed at characterization, that would be pretty sad. As for Masako, she's my favorite character overall because I had to think twice about how she would say certain things. I didn't mean for her to come off as pretentious, but I'm not sure how to make her "sound" to other people the way I "hear" her talk. Did that make any sense?

B) Masako might throw people off because she refers to people by their family names rather than their given names. The original flavor was that she was using the "-san" honorific, and generally being formal. There was a suggestion earlier to just have everyone be on a given-name basis, but I wanted to keep my concept of Masako being as formal as possible.

C) Yeah, balancing is still very much an issue, sadly. I'm not sure what else I can do, though. As for the status effects being annoying, er, aren't they supposed to be? Dunno how to "fix" that, even if I wanted to.

D) Calm down there! I mean, it really wasn't that hard to make the enemies on-screen. Perhaps I should have used a common event, though, as they are, essentially, copy-pastes of the same event...
A: That's understandable, it's definitely fun to write a character that's completely different from everyone else. And hmm...I shouldn't have said pretentious. I do feel like she goes out of her way to look smarter then everyone else, but if that's the way you hear her, it makes sense, especially since she is smarter then everybody else.

B: All in character, I know. Don't mind my whining, lol.

C: To be honest, I don't mind the unbalanced-ness. IMHO, it makes it very smooth and easy to play. Maybe a bit too easy...but like you said, you're a writer, and you're telling a story as much as making a game here. As for the status effects, yeah, you're right. A lot of RM games seem to have a high frequency on status effects, though.

D: It's simple, yeah, but it works very well. It's one of the things that makes the game a lot less painful then it could have been with random battles.

Anyways, yeah! Review when I'm done with it.
I played trough the game.

I must say, you made quite an impressive job with Masako. It's hard to write a character that's smarter than yourself, but I think you pulled it off. As for the other characters, they did have their own distinct personalities, but they never shone trough. I don't think it was the writing that failed, rather I get the feeling that the game just wasn't long enough to give all the characters enough spotlight.

Anyway, I think I'm going to focus on balancing. You said you're finished with this game, but this can be useful for the next game.

Goho has the highest attack and Masako has the highest Spirit. The other characters were somewhere between. However, being flexible is only useful in situations where the enemies differs greatly, i,e, some enemies have high defense, but low spirit and vice versa. Joruri for example, is just a weaker spell-caster than Masako. The fact that she has higher attack barely matters since it practically never pays for her to use physical attacks instead of magic.

Toshie is shafted equipment vice. Her bows have less attack, but higher accuracy. However, accuracy only matters for standard attacks, skills uses their own accuracy scores. Once you get Toshie, you're way past the point where you will ever use a standard attack, so her extra accuracy is useless. This also means that Kaitai's weapons are awesome since he gets extra attack for practically free.

To your credit, status abnormalities are great against bosses. However, they are poor against standard enemies. As a rule, status abnormalities either have to be very accurate or hit multiple targets to be useful. Against bosses you can just keep using them until they stick, but that strategy is very unappealing to use against standard enemies.

The status abnormalities are also the only element in your game that gives battles any tactical depth. Other than them, battles are all offense and heal spam. There's no buffs, debuffs or utility moves.

Later enemies are way to hard. They simple overpowers the characters unless you grind. You can get trough them with status abnormalities, but why bother? You get exp faster by grinding in an earlier area. For example, enemies in the damned trial gives about twice the exp that enemies in the sacred trial does, but it takes much longer than twice as long to kill them, so you're better off just avoiding them and farm in the sacred trial instead.
Marrend
Guardian of the Description Thread
21781
Thanks for the mini-review, Crystalgate!

Balancing for this game has always been wacky, so this kind of feedback is really helpful. Though, to be fair, having a Mute all skill for this game in particular would be pretty borken. As for "farming" older areas to survive better in newer ones, I must admit to being guilty in that respect on a few occasions. It didn't necessarily bother me, per say, so I dunno. Though, to be fair, if you managed to clear the Damned Trial after the Divine Trial was cleared, then the Water Trial, whose enemies difficulty lied somewhere between those two, should have seriously been a cakewalk.

As far as weapons are concerned, the flavor of the axe having high attack, but low accuracy, whereas the bow having low attack but high accuracy, makes sense to me. Not that I don't understand your gripes. May end up changing it, as weapon stats like this don't really matter in the end, as you say. What about Masako's staff, though? I mean, before she gets her spells, she's pretty "meh" as a party-able character. However, after she gets them...
The damned trial can easily be cleared without fighting anything at all. I didn't clear the damned trial after the sacred trial though. However, had I known you don't have to fight anything there, I probably would have done so.

As for my gripe with the accuracy of weapons, it's that accuracy doesn't matter. There's no reason to ever hit attack in a serious fight. If you don't use spells, all characters have attack based skills that deals more damage than standard attacks. Those skills do not care about the accuracy of your equipped weapon. Try lowering the accuracy of all weapons to 1 and then use Flurry. You will see that Flurry hits perfectly every time. However, Flurry certainly do care about how much attack your weapon has. So, Toshie gets a useless advantage and pays for it by losing quite a lot of damage. Also, a stat that does almost nothing doesn't qualify as flavor in my book.

Masako's staffs are great. They boost her spirit for the cost of attack, but she won't use her physical skills anyway. Also, you can clear her trial without fighting anything, so she doesn't have to be in even a single fight without her spells.
Marrend
Guardian of the Description Thread
21781
I understand your gripes with accuracy, and agree. To be blunt, I've barely used a standard attack in any of my playthroughs. Why risk missing when you can use mana to hit with 100% accuracy? I can't remember if any critter pulls off "Blind", but that would be a laughable condition at best, with how the game's mechanics work as they stand.

I suppose I could make accuracy more important by making the physical skills have the "physical attack" option. This might sound like a faceplam-inducing "duh" to some, but... no, I guess there's no defense for the decision to make STR-based skills not have the "physical attack" option.
Did you make your own sprites and facesets? Could you give me some advice on how to do that? I really liked playing your game and like playing games in general but i have no idea how to start making one.
Where did you learn how to use RPG maker VX?
Marrend
Guardian of the Description Thread
21781
The main characters facesets were originally from a RPGM-2K add-on. "atelier" was the title of the graphics file(s) I used, but I'm uncertain if this has any reference to the Atelier Iris series, or the person who made them. Some were altered physically (most notably the ones I used for Mina, Nari, and Kojiro) somewhat before altering their size to meet VX's standards.

The custom sprites where made initially with the use of an on-line VX Character maker. This one to be specific (though having it translated kinda helped). I had to alter the graphics for some models, as "brown hair" was not an option. Thankfully, IDraw (a graphics program I got some time ago) was able to open them, which made the alterations a bit faster.

As for how I learned to use VX, I had some experience with the 2K and XP versions of RPG Maker. It was almost second nature to make stuff in VX. However, when I initially visited this site, I found that I still had much to learn. For example, if you visit the gamepage for Legacy Reborn, go to the "Media" tab, there's links to a "Let's Try" series that ended on a very sour note. Try comparing what you see in that video verses what you saw in this game, and I you will see a difference in quality control. Well, that's what I would like to think...

*Edit: Some of this information, as far as where things came from, are in the manual that comes with the game. If you bothered to read it, you would get the same basic information as I just gave. However, I would be in remission to not say that I am grateful for your interest in this game, or game-making in general!
Marrend
Guardian of the Description Thread
21781
Update to the main download for Matsumori Days!

Following Creation's suggestion, I made a few instances where talking to either of two characters advances the plot. While that essentially meant removing a switch, I playtested it to ensure that the game flowed properly.

Outside of this, I started using a dim window for thought bubbles. If there's any thought bubbles that are still using normal windows, I obviously missed them.

New to this page is an actual description, albeit a short one, of the game including the personal background that I had before. Also included is a link to the VX RTP for the convenience of those who don't already have it.

I'm also wondering when did I get 13 subscribers!?
Hmmm...

I'm going to wait for the big update.


In the meantime, I'm going to be playing your version of The Hole.
Marrend
Guardian of the Description Thread
21781
@nesfreak:
There's going to be another update? I thought I said that I reversed my decision about changing the ending? Was there something else I wanted to do, or should do? *Generally confused/forgetful*


I'd like to see an honest review for either version (or both versions) of The Hole, but I'm not going to push for any.
Well...I was just going by what you said in the PM about the story related stuff.

Boss related stuff, some story related stuff, etc. I didn't know you said you changed your mind on changing the ending, or I missed it somewhere, I don't know. I'll shoot you a PM if that's not the case, no biggie either way.


Anyways, planning on reviewing your version of The Hole. Wonderprince left your changelog in the manual, and it sounds like you did a lot of work on it.
author=Marrend
The main characters facesets were originally from a RPGM-2K add-on. "atelier" was the title of the graphics file(s) I used, but I'm uncertain if this has any reference to the Atelier Iris series, or the person who made them. Some were altered physically (most notably the ones I used for Mina, Nari, and Kojiro) somewhat before altering their size to meet VX's standards.

The custom sprites where made initially with the use of an on-line VX Character maker. This one to be specific (though having it translated kinda helped). I had to alter the graphics for some models, as "brown hair" was not an option. Thankfully, IDraw (a graphics program I got some time ago) was able to open them, which made the alterations a bit faster.

As for how I learned to use VX, I had some experience with the 2K and XP versions of RPG Maker. It was almost second nature to make stuff in VX. However, when I initially visited this site, I found that I still had much to learn. For example, if you visit the gamepage for Legacy Reborn, go to the "Media" tab, there's links to a "Let's Try" series that ended on a very sour note. Try comparing what you see in that video verses what you saw in this game, and I you will see a difference in quality control. Well, that's what I would like to think...

*Edit: Some of this information, as far as where things came from, are in the manual that comes with the game. If you bothered to read it, you would get the same basic information as I just gave. However, I would be in remission to not say that I am grateful for your interest in this game, or game-making in general!


Thanks for getting back to me with a detailed answer and i did bother to read the manual it just wouldn't open on my computer so i thought i'd ask you directly. Thanks for the help :)
Marrend
Guardian of the Description Thread
21781
...i did bother to read the manual it just wouldn't open on my computer...


There's something about this part of your statement that doesn't make sense to me. You read the manual, but you couldn't open the file? I suspect that you meant to say that you wanted to read the manual, but could not because your default word processing program could not open RTF (rich text format) files. If you have WordPad, or it's "big borther" Word (as in Mircosoft Word) try opening it in that.

For full disclosure, I created the file in Open Office. However, that shouldn't stop WordPad or Word from opening it.
Marrend
Guardian of the Description Thread
21781
I wanted to update this game with a minor graphical update, as well as making this a stand-alone title. However, the system just doesn't seem to want to work for me at the moment. Perhaps, after the RMN Summer game event is over, I'll make another attempt at updating.
Marrend
Guardian of the Description Thread
21781
I had a lull with working on stuff in general, so I decided to upload a minor update to Matsumori Days. NPC students, both male and female, now have two different models. The "Clone Wars" effect seen in Creation's Pass/Fail video are reduced, but not totally gotten rid of. Also, the game is now a stand-alone. This means that while the physical download size is much heftier, it can be played and hated on by more people.
I dont know if you still work on this game. I just started and am dumb(lol), can you tell me the words for the statues in the ice cave place?
Marrend
Guardian of the Description Thread
21781
Have you tried looking at the plaques? They have clues written on them.
Yeah and i was still so confused, I just took a nap, so im going to go try again.