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It's another sunny day in Pleasant Valley, and young Dan's got a smile on his face! Today's the day he gets to go to the city of Brownstone to see his good friend Jack, someone he hasn't seen for quite some time.

However, it turns out a day of fun and games is soon cut short, as the two of them are caught up in a series of events regarding a mystical artifact known as the KiraStar.

Should be pretty simple for a couple of kids, right?

FEATURES
• Custom made sprites.
• An original soundtrack by BurningTyger.
• No complicated systems. Just straight forward, easy to use RPG action!
• A series of quirky events.
• Quests! Puzzles! Smiles!
• A lighthearted story about two friends growing up together.

A LITTLE ABOUT KIRASTAR
KiraStar has been knocking around in my head for almost seven years. It originally started out as a web comic about video games, and had a rather silly sense of humour.

Over the years, I started leaning more towards making a video game. Originally it was a side-scrolling RPG, then it was a traditional RPG (which some of you may have played), and has continued to be reworked and redesigned, though one core factor has remained the same: Keep it simple, keep it fun.

I've been somewhat of a shadowy stalker of the RPG Making community for a long time now. I've played quite a few awesome games made by some very talented people, but I've played more that have only been about the "systems" then the actual experience. It's cool that you've made this in an engine it wasn't designed to do, but why should I care? What does it add?

I'm certainly not saying that KiraStar is revolutionary. KiraStar has been designed around what RPG Maker XP can do. Many of the scripts sitting in it's database are there to enhance what it can already do, rather than replace what it did.

I'm not trying to set the world on fire. All I want to do is create a little adventure that should (hopefully) put a smile on your face.

KiraStar: The Polybius Problem (the demo) will be available on May 4th, 2013, to coincide with the Release Something Weekend.

Latest Blog

KiraStar: The RSW Demo (update)

So it was broken! Whoops!

It's now fixed. Sorry about that!
  • Production
  • DSWalton
  • BurningTyger (Composer)
  • RPG Maker XP
  • RPG
  • 07/24/2011 11:13 PM
  • 01/25/2014 03:48 AM
  • N/A
  • 122062
  • 51
  • 325

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Posts

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The character animations are fantastic! I love all the quirky little mannerisms Dan has. I was just wondering was it intentional to be able to tinker around with the project file???
I just played your RSW demo and here are my impressions.


The game is aesthetically wonderful. I love the style of it and everything seemed to mesh well. I like how the front view battlers are actually animated.

I did feel like it became somewhat of a grind though. Battles felt like they moved slowly and Dan could really only attack. I never had enough SP to use skills. I had to keep running back to the witch to buy apples. After buying a broomstick, almost all of my money went to apples. I had to enter the cave a few times before I could get to the end.

Perhaps I could have gone back to Dan's house to replenish, but that didn't occur to me until after I finished.

Overall, the game had a cute and lighthearted feel. I'm curious to see more and have subscribed.
author=Imbroglio
The character animations are fantastic! I love all the quirky little mannerisms Dan has. I was just wondering was it intentional to be able to tinker around with the project file???


I've left in unencrypted so people could have a look at how things were done (if they wanted to). One of the easiest ways to learn how to use these engines is by studying what other people have done. It's one of the ways I learnt so much about RPG Maker.

Thanks for the compliment too! :D
BurningTyger
Hm i Wonder if i can pul somethi goff here/
1289
Please make certain the fixed versions the one available from the gray "download' box to decrease confusion. Oh, and Deividdo, while leveling up increases your max HP and SP. it doesn't automatically replenish either, so you may want to use that cola after a level or two so you can use your skills.
edchuy
You the practice of self-promotion
1624
I just played the RSW demo and have the following feedback:

- I really like the unique style of sprites and the cuteness of the graphics.
- I thought the ability to interact with object in the house was a nice touch and hope to see more of it in other parts of the game.
- ATM (Automated Teller Machine) Machine ... seems a bit redundant. Otherwise, well written!
- I thought the idea of how the ATM card and telephone were used quite clever. In the case of the latter, how it allowed an interaction with characters which we don't actually get to see (or will we, in the future?). Wonder if at some point there'll be a cellphone ...
- I found the sound effects to be a bit NES/SNES-ish and the background music to be a bit quiet.
- Maybe I'm a bit confused, but Edgar sounds like a crow, but looks a bit like a black owl ...
- I found the idea of items found wrapped as presents added to wholesomeness of the game.
- Definitely liked animated aspects of the enemy sprites.
- I liked the idea of touch encounters and enemies that regenerate after a certain amount of time. A few of the enemies could have been placed slightly better in the cave.
- I hope the battles and gameplay becomes more interesting as the game goes along.

Subscribed!
BurningTyger
Hm i Wonder if i can pul somethi goff here/
1289
SOme of these ideas are based on Earthbound and the other Mother series games.
Chalk Edgar's appearance up to artistic license- I think he's adorable. Of course, he's also a nod to The Raven.
author=edchuy
I just played the RSW demo and have the following feedback:

- I really like the unique style of sprites and the cuteness of the graphics.
- I thought the ability to interact with object in the house was a nice touch and hope to see more of it in other parts of the game.
- ATM (Automated Teller Machine) Machine ... seems a bit redundant. Otherwise, well written!
- I thought the idea of how the ATM card and telephone were used quite clever. In the case of the latter, how it allowed an interaction with characters which we don't actually get to see (or will we, in the future?). Wonder if at some point there'll be a cellphone ...
- I found the sound effects to be a bit NES/SNES-ish and the background music to be a bit quiet.
- Maybe I'm a bit confused, but Edgar sounds like a crow, but looks a bit like a black owl ...
- I found the idea of items found wrapped as presents added to wholesomeness of the game.
- Definitely liked animated aspects of the enemy sprites.
- I liked the idea of touch encounters and enemies that regenerate after a certain amount of time. A few of the enemies could have been placed slightly better in the cave.
- I hope the battles and gameplay becomes more interesting as the game goes along.

Subscribed!


Thank you very much for the feedback! I totally appreciate it. There's still an awful lot to polish up. :)
BurningTyger
Hm i Wonder if i can pul somethi goff here/
1289
I listened to some of the old tracks made by your buddy and like them; they'd mix well with the tracks I'd made. Perhaps by the end the full soundtrack will include both.
BurningTyger
Hm i Wonder if i can pul somethi goff here/
1289
Whatever happened to this- are you intending to continue it?
Pages: first prev 123 last