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A Pocketful Of Pain And Pleasure

  • Addit
  • 01/28/2017 05:00 PM
  • 2111 views


A Game Made By: Testament
Created Using: RPG Tsukuru 2003
It's A: RPG Game
That Roughly Takes Around: 9 - 12 Hours To Complete
And It's A... COMPLETED GAME!!!


Well, well, well – look who it is: my arch-nemesis. (I knew that this day would come...)

So last year, back in March, you may remember that I reviewed what arguably was the “third” most popular and most well-known board game here around the RPG Maker realms in Konpeki! Cosmic Drama!, and you knew that eventually (even know that it took a while) that this game was definitely on the list to be played and reviewed whenever it happened to be completed and I was ready to get on board on doing it, and that game was none other than good ol’ Pocket Quest! here, a board game / RPG hybrid made with RPG Tsukuru 2003 using mostly nothing but pretty pictures and some incredible eventing skills to go along with it. This, my friends, is what we call “to the extreme!”

Pocket Quest! is a game created by the Italian stallion / developer Testament that started a lonnnnng time ago back in December of 2007 (holy shit…!). This game basically started off mainly being showcased in the Italian RPG Maker community before Testament started showcasing more about the game over on our side of the pond, such as sites like Gaming World (rest in pieces, Salt World USA, or whatever) and eventually here on RPG Maker.net. I remember first seeing the first screenshots for this game WAAAY before I started eventually working on Monopoly / Monopolo in 2008 and was just generally blown away. How could somebody like that do something like this in RPG Maker; this was freakin’ insane! Although I knew of the project, I don’t really think I generally cared that much about it, other than the technical aspects, until I really started working on my own board game and really understood more of the inner working of how to create something like this. You may think making a board game is pretty easy on the surface and you may think that you, yourself, could probably do something like this no problem, but, trust me, it can be pretty time consuming and very frustrating at times to work with, especially if there’s said multi-player involved. (I’m guessing that’s one thing Testament’s happy that he didn’t have to do here – thank god.)

As the years continued to move on, Testament was slowly working on the game and would provide the odd update every few months or so about his overall progress. Although work was slow, and it sometimes felt seemingly like forever that this game would ever get done, the faithful day finally came on December 8th of 2014 when the official release was finally here and we all finally got a chance to experience the full glory that was Pocket Quest!, but it was took us English speaking users exactly around two years more to experience the game in our native English language thanks to some help from some translators and proofreaders around here such as Mirak, eplipswich, Irili and flapbat. Without them, I don’t think an English version would be here today – so kudos, guys; thanks for giving me some much needed competition (you b*stards).

Now that the English version is finally here – and I’m not doing anything real important at the moment – might as well get this over with and check out the supposive competition. After all these years of waiting and being teased to the public for so long, does Pocket Quest! finally deliver the goods and sit atop the throne of mightiest board game of them all? Or is this just a pretty picture behind the painting with dozens of ants crawling all over the back of it as one satisfying mess to clean up?

But before we begin, since we’ve playing a board game this time – board game gloves on, peoples! *zips*



(…What? You mean none of you guys do this as well? Pfft, whatever - babies.)


The Story


Ow…!


Unlike my piece of shit of a board game (that’s okay, daddy still loves you…) – this b*tch actually has one, and it’s in storybook telling form this time:

Apparently one night, under the cover of darkness, the Prince Of Solaris was suddenly kidnapped and snatched away from his home by a little creature with bat wings that headed off north of the castle. None of the guards or people working there noticed anything until the very next day, as they were completely caught off guard by the whole disappearance of the Prince. (Yeah, more like “you get what you paid for” there, bucko!)

Soon afterwards, a message is suddenly posted and sent all over the land looking for strong, minded warriors to answer the call to justice and bring back the Prince by any means necessary and upon doing so will be “happily rewarded” for their efforts. It seems like everybody in town has shown up to collect the prize…especially one red-headed, silent mute that hails from afar armed with nothing but a wooden sword and the tattered clothes that she barely has on her back. This is Nono.



…No, not that stupid thing, the girl in the screenshot above; THAT is Nono.

Nono is a young warrior that’s hoping to find and rescue the Prince and claim that massive reward all for herself. Just thinking about it makes her drool in anticipation (not to mention having one of those fantasies of taking one of those coveted gold showers). Along the way into town, she finds a strange snail-like creature being picked on and attacked by a group of chicks, where Nono happens to chase them all away from harassing the poor thing. The strange snail-like creature then thanks Nono for coming to its aid and introduces itself as Uzumaki, or Uzu for short. Since Nono has no idea where the castle is in town (despite the fact that you can see it right there in the backdrop, you idjit), Uzu decides to accompany the young warrior as not only a travel guide, but also a travel companion and a personal interpreter. Together the pair will go through four different locations on their way to finding and rescuing the prince from a certain fate worse than death. Can Nono and Uzu succeed? Well, as former NFL coach, Herm Edwards used to put it:



Now, usually in most situations, especially when it comes to dealing with a board game, a suitable, working storyline is usually either non-existent or pretty much the least of your worries here. And although Pocket Quest’s overall storyline is a bit on the minimalistic side, besides a few cutscenes sprinkled here or there that pop up in-between that do share some minor character revelations at times, I do have to give it a bit of credit for at least trying. Coming up with a decent plot for a board game that’s on the same level with other types of story driven games can be pretty challenging in itself, and only a few, very rare cases manage to get it done right. If this was more of a traditional, multi-player type of board game, like my one, I don’t really think having a storyline really matters that much in that particular type of case, but since this is a single player board game, and a RPG at that, then it’s gonna be held in more of a higher standard. Despite the minimum storyline, I did enjoy it overall, despite some minor translation issues along the way. It’s a bit on the silly side, sure, but it did its job just fine here, and it definitely made me wanna see more of this world and a lot more future adventures with Nono and Uzu in it.

The Gameplay





Pocket Quest! is definitely not your typical, run of the mill, average type of RPG Maker game around here – no siree. The object of the game is to roll the dice to travel across the four different boards and 64 spaces as you proceed to fight enemies and gain experience points, receive money to buy stuff, land on traps to take some damage, as well as a slewful of other useful spaces that may let you play a mini-game of some sorts to potentially win a lot of money or you may just restore some lost health by soaking in the hot springs. Despite the initial first reaction when first playing the game and reading through the long, forty different sections of the tutorial before starting the game, the game’s goal is pretty much self-explanatory and you really shouldn’t have too many problems here, as this game, with the right sort of setups and preparation time, is pretty much on the easy side of things, as I really didn’t have that much trouble at all once I properly prepared myself before fighting each boss.

Combat is pretty simple and straight-forward at the get-go. Once you land on an enemy space, a battle ensues where it’s a one-on-one fight to the death between Nono and the enemy with Uzu helping you out occasionally via support once you start giving it a particular kind of item from a particular peddler. Once the battle has ended and you rein victorious, you’ll receive some experience points, along with some money and sometimes a dropped item as well. Once Nono has earned enough experience points, she’ll be able to level up and you can decide what to level her up in, in regards to health, strength, resistance and speed. This allows you to customize Nono to your personal liking, to a small degree. Once you start gaining enough levels, the enemies will give out far less and less experience points until you reach the required level cap on the board to proceed to take on the boss, as you actually can’t fight the boss until you reach a certain level. If you do happen to land on the boss space, regardless of whether you’re strong enough or not, you have the choice whether or not to fight it if you wish if you still need to prepare yourself. You’ll lose the game if you happen to die on the board and if you don’t happen to have enough money on hand to stay at the INN or you happen to die during the boss fight, so be very, very careful. Make sure to create a backup save file when taking on the boss of the board as well, so just in case you fail or don’t have enough supplies you can go back and stock up on some more. Eventually, around the second board or so, Nono will start learning abilities that can strengthen her stats and lower the enemy’s stats too. These require a certain amount of ability points that recharge after every turn, so don’t be afraid to use these moves as they are definitely quite useful on the later boards and later boss fights. If that doesn’t help you, there’s also a super move that you can use after Nono takes enough damage to really wail on the enemy, and you can even save it for a later date just in case you need it. Overall, the combat’s pretty simple here and I think that’s just fine. Although part of me wishes that the combat system was a bit more involved and a bit more complex, like having Nono use magical, elemental spells, and such, and having a second accessory slot open along with Uzu actually having its own particular stats with the ability to customize it further, I think overall Testament was trying to go for more simplicity here and having this type of game be available for everybody to play, including first-time RPGers. I think he was just trying to go for a more streamlined balance, but I feel that this makes the combat too easy and predictable a lot of the times. Even your special abilities can be spammed to the point where you can become a raging machine and they don’t happen to cool down for a very, very long time.

After a couple of turns or so, the game will introduce you to the most annoying aspect of the game by far, and that is Lily and, eventually, her sisters. (No, not those sisters, you pervert - HER sisters.) These succubuses’s will swoop down, call you a bunch of names, and then proceed to spin a wheel that can really mess you up. In the beginning, it’s not so bad, as Lily will just change the tiles of the spaces, cover the spaces up from your view, allow you not to escape from battles, only roll 1’s, you know – not so bad stuff. It’s later on during the game, especially towards the end, that these b*tches can be downright cruel: cut your weapon and resistance by half, lose money the more you walk around, make the traps stronger, so they damage you more – and even slowly drain your ability points! Oh, cruel fate – why do you do this to MEEEEEE!?!?!?

I like the idea behind these wenches, but the annoying thing is that they pop up way too many times and it can really slow the pace of the game down. And since you can only save your game, for instance, by going to the INN space and such, and since these guys can teleport you to random spots on the board with one spin of the wheel, you’ll be so close to saving your game after twenty minutes or so only to be warped back fifty spaces and you’ll have to try again. Or say you just got to a new board, running a little low on supplies, and then bam – strongest enemies on the board with your strength and resistance cut by half. Now, how do you handle that? Jesus, these b*tches… I think what would have made this a lot more bearable would be not to have them come down so much after the cooldown period so you can have a chance to breathe a little. Maybe doing it where after three or five turns or so they have a ten percent chance of showing up, then a twenty percent chance, then a thirty percent chance and so on until they happen to show up. Or maybe even having an item on hand, or a particular piece of equipment, will not have them come around as much to bother you. Hey, I like the idea of having someone just randomly pop-up and screw you over, but please - for the love of god, not every single three turns or so!

As for the other spaces on the board, not only is there a shop where you can buy items and various equipment, not to mention an INN to rest and save your progress, but you can also stop in at the café to meet with other various characters and chat with them and even undertake in some side quests to earn some more money or some very valuable supplies. These usually range from eliminating traps to defeating a certain amount of particular enemies to get the side quest completed. Although they’re not really required to finish the game and all, some of the equipment that you can earn can really help you out, so it’s up to you. In addition to that, you can also land on a lamp space which summons a genie that can restore you to full health, teleport you anywhere across the board, give you a small amount of coins, or give you a free level up. What a nice lady! And there are also mini-games that you can play as well to earn a ton of money if you’re lucky and skilled enough, like a slot machine (that seriously f**ked me over once, lol), a questionnaire, multiple choice type of game show, a bouncing fruit mini-game, a whack-a-mole mini-game that’s quite fun, and a pretty decent Dance Dance Revolution clone. These mini-games may not be the greatest all-around in the world, but they do provide a little distraction from the main quest. You can even gain access to playing these mini-games any time you want after finishing the game for the first time, so that’s nice!

Overall, Pocket Quest! does provide a lot of variety in its gameplay in regards to its spaces; there’s a lot to land on and see and do and that’s quite the accomplishment in itself. Unfortunately, like all board games around here, the game does get a bit repetitive after a while considering for almost two to three hours at a time you’ll be on the same board going around-and-around-and-around-and-around, fighting the same enemies again-and-again-and-again, it can be a little taxing for some. What really hinders the game a bit for me is the odd annoyance here or there, like having the only way to save your game is by landing on the INN space, and that can take you almost around twenty minutes or so to do so, Lily and her sisters showing up all too often to screw you over, slow dice rolls and walking speed, and the lack of any multiplayer or significant replay value when you finish the main quest. Oh sure, a nine to twelve hour story mode sounds absolutely amazing for a board game title – and it is – but the lack of any multiplayer mode or replay value, besides playing the five mini-games again, really hurts me coming back to this. I would have absolutely loved to have had a co-op / two player verses mode against another Nono where you could change the rules and such and race to see who can kill the boss first or acquire the most amount of money or something. And part of me would have really loved to have this game utilize its world map more, as you can see Nono travelling from one place to another after finishing a board, but having the ability to go back and forth from old locations and going off the beaten path to explore separate boards and even separate locations would have been pretty nice and would have added a lot more to the game.

The Soundtrack


Just gotta take some of my supplements from my main man, Stan, here just to be regular.


You know, for a game that boasts a f**k ton of custom menus and systems and such, I was expecting the soundtrack to be pretty bouncy, whimsical and just all-in-all plain fun in glorious MP3 form, but what I got instead kind of disappointed me, as most of the music are familiar MIDI tunes from the likes old favorites, like Chrono Cross, Final Fantasy VII and IX, the Tales Of series, and even the Wild Arms series. Some of the other tunes sound quite familiar too, but I can’t remember what games they’re from again - but I have heard of them before. And I’m not saying that the music here is completely bad because it uses familiar video games tunes or MIDI’s, but in a case like this I’m surprised that Testament didn’t decide to go with something else that’s more original instead. I mean, for anything revolving around any of the characters singing, like the Dance Dance Revolution mini-game and the ending sequence, he does use actual MP3’s for those particular parts – so why not the rest of the game? It’s not like he’s using hundred-plus songs and the file size would be so enormous that he couldn’t do it, but he definitely could of. I’m guessing that probably part of the reason why he didn’t opt for a full MP3 soundtrack is because the game was made during a time when MIDI’s were still the preferable choice among users and he had a lot of the music already planned out for it way in advance, and it was probably just deemed unnecessary to change it around in the end. Still, I would have loved to have had a full MP3-styled soundtrack for this game instead. It’s just kind of weird to have a couple of songs done in MP3 and then the rest of them are all done with MIDI’s. But if there’s one thing I can praise the soundtrack for is that each board not only has its own battle theme and boss theme to go along with it but even Lily and her sisters have different themes too just to switch it up, so that’s kind of cool.

Still – wouldn’t have been cool if, say, the forest board had something like this play instead of that forest level MIDI that’s ripped straight out of Tales Of Eternia?



Sounds a lot more fitting, doesn’t it?


As for the sound effects, just like with the music, a lot of the sound effects here are ripped from various other game sources and even directly with the RTP. There are also some weird sounding ones in here too, especially in regards to any of the Japanese voiceover clips, but I don’t really have much of a problem with it compared to the overall musical score. Everything here is just fine...although I would have preferred if Testament didn’t use sound effects like the 1-UP collecting sound effect from the Super Mario Bros. series, for example, when you feed Uzu those lettuces to increase his stats. They just come off as a bit of a strange choice to use.

The Aesthetics


Damn you, Donald Trump!


If there’s one solid aspect that Pocket Quest! succeeds in over everything else, especially in regarding to its other board game competitors, definitely has to come from its overall presentation. I mean, for god sakes – ARE YOU SEEING THESE GRAPHICS!?!?!? I bet a lot of people who first glanced at this game probably thought it was made in something else entirely, like VX Ace, MV, or something like Game Maker – but, nope; it was made in good ol’ 2k3 with its limited 256 color palette and stuff. This is easily one of the best looking games that I’ve ever seen and played in regards to anything made on RPG Maker 2003 – and that’s no lie.

First off, let’s start off with the sprites. Instead of going with something more along the lines of the traditional approach by using a 24 x 32 charset, the sprites are all done using pictures instead, and are not only much bigger on screen but also more extremely detailed this way. Not only that, but each sprite used, along with its enemies, scenery, and what not, convey the most expression and emotion that I’ve ever seen in a 2k3 game. Nono alone has so many different poses and reactions for so many things that happen to her across her journey that it definitely brings a smile to your face every time you see them. When she gets hit by a monster attack, or gets thrown up in the air because of a sprung trap – or even gets bored waiting for you to make your next move and does a little dance for you – she’ll convey that emotion with several different poses, and you can’t help but be impressed with this much level to detail. Not only that, but the backgrounds and scenery look amazing and feel quite alive; all the different enemy attacks and super moves look quite fantastic to see; just everything about this game looks absolutely great. Hell, even the menus look nice and clean and spiffy along with all the different icons used throughout. It’s a nice treat on the eyes.

The only real minor complaints that I have are two things: first, I think the item menu is a bit too confusing to navigate through, especially later on when you have a ton of different items and equipment on hand. I wish that things were separated from recovery items to weapons to shields to accessories and then any miscellaneous goods. I do like the fact that there’s a memory cursor set in place when you use an item so you don’t have to scroll all the way back to it if you want to immediately use it again, like the fire and ice lettuce items, but I wish that this was better managed. And the other complaint I have is regarding when you get poisoned. When Nono gets poisoned, an icon of her being poisoned will show up the status screen but not anywhere else. It would have been nice to have an icon above her head during battles or just before you roll to know that she’s still under the effects of poison. A bit more visual clues would have been greatly appreciated. Still, that’s the only two minor gripes I actually have with this game in regards to its presentation and structure. I’m actually quite amazed with all this stuff going on in the background with all these pictures that the game didn’t lag or chug at all, as I really experienced pretty much no problems at all.

Sure, the graphics aren’t entirely original here, as a lot of the sprites, backgrounds, props, and even enemies are taken from various other sources - but it really does feel like all of this belongs and it’s all original stuff, am I right? I mean, for example, Lily’s sprite is obviously taken from the Disgaea series; one of the traps where a bunch of steers are released to trample over you come from Sunset Riders (I LOVE that game); and even Arthur from the Ghost And Goblins series makes an appearance here too. So there’s a lot of borrowed graphics here – but, hey, whatever, as long as the game looks good, and you credit the original authors, I really couldn’t care less, as I, too, suffer from a lack of artistic deficiency. (Where’s Nessiah when you need her?)

The End Result


No - p*ss off already. Go bug somebody else!


Hey, there’s no doubt in my mind that after playing for this for the past couple of days that this is EASILY the best, if not one of the best, board games to ever grace the RPG Maker community. And although the game has some minor annoyances that keep it from being an absolute cult classic, it definitely really is a game that everybody should check out on so many different fronts. Whether you’re an RPG fan, board game fan, or you just wanna see some very impressive eventing skills on display – then this is the game for you! And although part of me wishes that this game had a lot more involved in regards to its simplistic combat, more useage of the world map, and a possible multiplayer mode of some sorts, which really is the main focal point of having a board game in the first place – you know, the multiplayer, to play against friends with – I think overall the game does just well for being a single player experience that will provide you with a few good days of solid play.



Pocket Quest!, we may be rivals on the battlefield when it comes to ultimate board game supremacy - but, you know what, kid…you’re alright in my books.



OVERALL GRADE:
4 / 5 - B ~ Pretty Darn Good!!!

Posts

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OldPat
OrudoPatto, kisama!
2823
https://www.youtube.com/watch?v=-1GadTfGFvU

xD

Really nice review, Addit! It basically covers up every facet of the game and your impressions are mostly similiar to mine.
Although I don't think some kind of coop\multiplayer could find its way in a game like this.

Yeah, sure, it's a board game, but it's certainly shaped up to be a single player experience all the way to its core. I wouldn't know how a coop play could work on a game like this, considering it's also a jRPG game. I wouldn't see that as one of the "cons", as it's not a missing feature that should've been there, but something that would've been a "plus". Not that this affected the game's overall score in any way, I suppose. So it's fine.

It would've been nice to make the combat a little more complex by having us control Uzu and having her and Nono complement each other in a more... "tactical" sort-of way? But the game clearly wants us to experience everything through the eyes of Nono and that's okay. I enjoyed the combat system and its progression system a lot.

Anyway, for me Pocket Quest! is a "beast" of a game. Complex, entertaining and original. A good example of what can be done with RPG Maker 2k3 if you know what you're doing.

I'm happy to see the game bein' well received. This guy spent seven years of his life in order to make this, let's appreciate his hard work! :D
Good work, Testament! And congrats Addit for your detailed review!

I really thank you for this in deep review, Addit.

I agree with all the pro and con you pointed out. Lily was even more frequent in the beta version XD (every 3 turns instead of 5). The % of showing after some turns is a good idea, too late :\

For the music... I don't know, I'm not particularly fond on mp3 soundtrack, even today. I love midis and to convey a more 16 bit atmosphere I thinks they're the best.
I too would have prefer an original soundtrack, but... not so many composer around here ^^. I got an offer many times ago, but not for free and I cannot afford to pay when even I don't earn a cent.

By the way... to return to the INN in a sec, you can use an Escape Rope everywhere in the board ^^.

Thanks again!
author=OldPat
Although I don't think some kind of coop\multiplayer could find its way in a game like this.

Probably not something like co-op mode, per say, but a 2 player versus mode, as a genuine extra, could have possibly worked. I could see something along the lines of having two different Nono’s, one playing as the regular Nono and the other one could play as an alternate version of her, and the object of the game is to either acquire the most amount of coins or defeat the boss at the end of the board within a certain time limit or a particular amount of said turns, or just whoever can do either of the two. You’ll be able to set the rules before the match begins, and neither player can have access to Uzu at all. You could also have Lily and her sisters show up on occasion to either screw with both players or just one single player in general. You could also introduce new ways to f**k both players over at once, like exchanging and swapping money and / or gear, or even have both players swap positions on the board and junk. Either way, I think it could have possibly worked, but the game’s already completed already and it’s just fine the way it is, so it’s just something extra to consider for next time if ever a Pocket Quest 2 ever happens to become a reality one day - or whatever other game Testament decides to do.

And, yeah, not having a multiplayer mode didn’t overall affect the score too much. Like you said, it’s just something that would have been a neat addition but really not so much of a big deal in the end.

author=Testament
For the music... I don't know, I'm not particularly fond on mp3 soundtrack, even today. I love midis and to convey a more 16 bit atmosphere I thinks they're the best.

Hey, to each his or her own, man. I used to use MIDI’s too back in the good ol’ days - just like you - and I remember there was once a time that I loved listening to them and even cranked up the loud speakers when nobody was home on occasion. But I started falling in love with using and listening to MP3’s around 2006 or so - and I’ve never looked back. It really doesn’t matter what type of format you decide to use as long you think it works the best and like it, so whatevers.

author=Testament
I too would have prefer an original soundtrack, but... not so many composer around here ^^. I got an offer many times ago, but not for free and I cannot afford to pay when even I don't earn a cent.

Yeah, I remember getting somebody years ago that wanted to do my soundtrack for Monopoly / Monopolo but I was in the same boat as you back then and had no money to offer the guy and I much preferred the music that I was using at the time. There are a few composers around here that are willing to do the work, but there doesn’t seem to be a lot of them around RMN anymore compared to previous years. *sigh* Oh well.

author=Testament
By the way... to return to the INN in a sec, you can use an Escape Rope everywhere in the board ^^.

Wait – shit - you mean to tell me that you can use an escape rope to go back to the INN this whole time? I thought that you could only use it to escape from battles and that’s it. Ah, geez.

- And you’re welcome about the review there, bud. And thanks as well, OldPat. I had a lot of fun with this one. :)

BTW, Testament – what are you planning on doing and making in the possible future? Is a Pocket Quest! sequel, or side-game, or whatever in the possible cards next? Or are you planning on making something completely different, or are you just gonna take a break for a while and think about it for a bit?
Eh, many objects have different usage in and out the battle (like stated in the never read tutorial XD, my fault...).

I thought that the movement symbol whit the "inn" text associated to the Escape Rope was clear enough.

For example if you use a Loaded Die into the battle, it allow Nono to take aim to the enemy for a 100% hit next turn.


Anyway... after 9 years I'm in a phase where I want to continue making videogames, but I have no strenght nor ideas at the moment.

So I'm relaxing trying to collect inspirations. I really don't know if Nono will return in the future.

For the time being, I'll try to finish the translation of a short game I made for a contest (Labyrinth contest), a first person dungeon crawler made of course with rpgmaker 2003.
Well, I did glance over the tutorial the first time through, but you honestly can’t expect someone as simple minded as me to go through forty different sections of it and remember everything that was there. Maybe you needed a separate “How To Play” option at the beginning of the game, or the title sequence to get and see people accustomed to everything that’s there. Either way, whatever, not a big deal.

author=Testament
I thought that the movement symbol whit the "inn" text associated to the Escape Rope was clear enough.

Now that you mention it, I think I DO remember it saying that but the description at the bottom never said anything about using it to return back to the INN at any time you wanted, but maybe this was more my own fault than it is yours, considering I mostly played this game at nights and I probably wasn’t fully awake during those times because I was just so tired coming home after a long day at work and probably didn't bother to read it properly because of that. *sigh* Oh well!

author=Testament
Anyway... after 9 years I'm in a phase where I want to continue making videogames, but I have no strenght nor ideas at the moment.

So I'm relaxing trying to collect inspirations. I really don't know if Nono will return in the future.

Wait...you mean to tell me that during that whole time you were working on Pocket Quest you never had any other projects or project ideas that you wanted to work on after it was done??? Huh…usually you always get an idea what you want to do after your current project gets finished at some point in time.

- But no worries, man! I’m sure with a little bit of time and rest you’ll come up with something good in no time! All it takes is just that one little spark of inspiration and boom: new game idea!

author=Testament
For the time being, I'll try to finish the translation of a short game I made for a contest (Labyrinth contest), a first person dungeon crawler made of course with rpgmaker 2003.

Ooo – you gonna post that up on RMN as well whenever you get the chance? I would love to see it! :)
author=Addit
Wait...you mean to tell me that during that whole time you were working on Pocket Quest you never had any other projects or project ideas that you wanted to work on after it was done??? Huh…usually you always get an idea what you want to do after your current project gets finished at some point in time.

Well... in the Italian making community one of the big reason projects dies... are new ideas. Often they take the place of the current project and become the new current project till a new idea comes...

So I kill every idea in sight and focus only on my game with no distraction. Drastic, but efficient.

author=Addit
Ooo – you gonna post that up on RMN as well whenever you get the chance? I would love to see it! :)

I'll do it for sure! Prepare some pen and paper...
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