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EVILGOD, an all-powerful deity of evil, has erected a massive citadel and placed all of the adults of the world inside of it. Now it's up to the kiddos of the world to stand up and take their rightful place as the destined heroes!

>SUPER
Won't somebody think of the children!? They're going to have too much fun facing mortal terror as the hellish demons under EVILGOD's control wreck havoc on the world. And of course, that entire world is open to enjoy (and/or die in)!

>BATTLE
Draw your swords and ready your spells, because EVILGOD's minions are plentiful and deadly! Battles in SBKE10k! are kill-or-be-killed affairs, requiring you to survive chains of battles in a row. You'll be justly rewarded, naturally. There are no random encounters here! You get to choose the who/where/what/how of fighting due to the Hexagram Encounter Chain Summoning System (HECSS). And even better, every turn you can change your party on the fly. Eris got KO'd by a mean boss? Rotate in Carmilla to continue the magical barrage!

>KIDDO
With nine playable characters and six additional companions, there are a lot of kiddos to meet and interact with! Leon the dependable paladin and Myra the easily-distractable runemaster are the destined heroes, but they can't slay EVILGOD alone -- especially because with all the adults gone, kiddos have to run the towns! From Aspen the overworked alchemist to Bennet the callous-but-helpful magic gear salesman, you can interact with your entire entourage whenever you stop to rest.

>EXPERIENCE
Over twenty dungeons to gain experience in means there's always a new sight to see! Hunt down a pesky fairy at Faesparkle Spring, uncover the illusion hiding an entire town by delving into the Picksen Mines, or put on a warm coat to ascend the towering Arctic Finger. Find and equip a variety of unique loot, each piece with its own backstory. While you can always get a reminder on what your main goal is, there are many smaller adventures to seek out and, well, experience!

Latest Blog

Barely ~ Well Something Sure is Released



I summoned up a final burst of will to open the project after many weeks of letting it rot. I spent some time weaking stats one last time so that it wasn't so ridiculously hard, making sure the teleport items worked, and fixing a bug that I didn't even know was present until today (it's embarassing, I'm not telling).

So, enjoy a few hours of slaying baddies as the wacky kiddos! But let this be known as the day that Craze swore off making """traditional""" rpgs. I don't know how to balance them or pace them, and have a hard time seeing the point when I could make weird experimental stuff like EMDE!2 or Wine & Roses or Czarina Must Die! Not that SBKE isn't an experiment, because the chain system most definitely was a (failed) one.

I'm gonna go kill things in Eorzea for a bit (and by that I mean level Botanist from 47 to 50 while listening to darkcore synthpop because that's how I do). But...

DO LET ME KNOW WHAT YOU LIKE/DON'T LIKE. Just because I've given up on this iteration of the project doesn't mean I won't be using these characters again or that this whole experience (HEH) wasn't one full of learning. There's a lot about this project that I really like and that I'd love to hear your reactions to.

And happy Release Something Day XIII. =)

Posts

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APATHY IS FOR COWARDS
4158
wooooooooo \o/
Craze
why would i heal when i could equip a morningstar
15170
i'm never posting a game again if it's not 90% complete. anyway i hope SUPER BATTLE KIDDO EXPERIENCE: THIS VERSION: FINAL RELEASE doesn't completely break lololol

kiddos are probably not gone but ARKGNKGSIisklWNLKsldFINSLISFKdfnkdnsiSENFIEWNF

funnily enough i've been sitting on all this made gam for months now, sigh. but enough ranting, it's time to clear my head so that i can make something better !!
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I am having fun with my KIDDOS in BATTLES. I would describe the EXPERIENCE as SUPER.

Pressing the Shift key in battle skips all turns for your entire party, with no confirmation or anything. There doesn't seem to be any reason to ever want to do this. Is this something you put in on purpose or just something of Yanfly's you forgot to disable? If the latter, can you please disable it? Because I've done it by accident ALMOST TWICE. If the former, can you justify your decision in approximately 200 words?
Craze
why would i heal when i could equip a morningstar
15170
LockeZ, because you can put in kiddos' actions in any order, it made it easier for testers when I added a hotkey that allowed you to skip the <Execute> menu. It was a requested (but undocumented because I'm dumb) feature! It was not anything of Yanfly's, I intentially coded it in. The same thing is used in Czarina Must Die!

Glad you're enjoying it though!
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
You uh... You can't actually enter your actions in any order. If you press right to go to the next character it actually just makes the character you were on do no action that round.

I mean you can by rearranging your party, but this game is not using the free turn battle system. Pressing right skips a single character's turn and pressing shift skips everyone's turn. Neither of those is a thing you'd ever actually want to do compared to defending.

The hotkey doesn't let you skip the execute menu, since if you press it you also skip at least one kiddo's turn. When the last action has been entered the execute menu comes up automatically and pressing shift at that point doesn't even work (and wouldn't be any easier than pressing enter).
Craze
why would i heal when i could equip a morningstar
15170
You can press both left AND right. If you have A/B/C/D/E, you can enter actions for A/C/D/E, tab left out of the Execute menu, and enter an action for B, then change D's action, then hit shift. I JUST tried this to make sure it wasn't broken. It works. Everybody does their expected actions.

ALSO WOOPS I SCREWED UP, re-uploading the main file but it's missing this track for the meteor area. Drop it into /Audio/BGM or redownload the project proper, sorry. I forgot that it was used for a dungeon as well as the town that was never made.

http://rpgmaker.net/media/content/users/45/locker/Busy_Laborers__Picksen.ogg

edit: and the game is reuploaded now too. =)
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
If that's the case, then the fact that after going back and inputting character B's actions, it moves on to character C's turn even if you already input an action for that character is very misleading. It should move on to the next character whose action hasn't been input yet, because currently what it's communicating is "you undid character C's action, now input it again."
Craze
why would i heal when i could equip a morningstar
15170
That's a fair enough assessment. I'll make the cursor stay until pushed as an option in the options menu if/when I use this engine again.
Just some bug, when I set animation to hide in System, it ...still shows the animations. (I did that since I was grinding a bit and disappointed when it didn't :<)

I can't give my full thoughts yet...but I'm liking it so far.
Craze
why would i heal when i could equip a morningstar
15170
Yanfly pls. :< I have barely touched the system menu script so I"m not sure what the snare in the code is. Hmm.

Out of curiosity, what part are you grinding at and where?
I'm currently on the castle fetching me a head. I kinda went nuts and went straight to the lvl 6 enemies near the ship since I was determined to get that sword (I was like level 3) and survived 4 battles until I went yeah gotta escape lol
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Super Battle Kiddo Demo completed!

Random thoughts:

- Marcia voted MOST USELESS CHARACTER
- The first battle chain (not counting the optional one) was probably the hardest fight in the game, due to the fact that if an enemy poisons you, the poison plus its normal attack do more damage than a potion heals, and you don't have enough HP to spend a round using an antidote. There's so little room for error compared to when you have more characters. This happened to me and I ended up using every potion and apple juice I owned, and I have no idea how I survived (I think the enemy missed twice in a row).
- Potions should probably just heal all ailments in addition to HP. This would alleviate the above problem, and possibly even make them still be halfway almost-useful after Hope joins.
- I love that every single town is populated entirely by your party members who move in and take over all the buildings, that is the best thing. Voted #1 thing by LockeZs in a representative polling.
- I see what you meant about having a problem with two towns unlocking at the same time (one battle away from being three at the same time). An easy fix would be for the troll cave to have an exit at the back, which would lead to the castle, instead of having the castle be first. Or move the pirate to the first port town, and have the desert town be later in the game. I don't actually think it's a real problem the way it is right now though. The extra town doesn't add much but also doesn't hurt anything.
- that tuff fairy is my fav enemy like omg
- The Chain Encounter Unnecessary Acronym System (CEUAS) could have been used to help make the battles last long enough to actually have pacing and make non-damaging effects useful, without just boosting enemy HP to the point where your offense feels weak. But because each set of enemies counted as a new battle with all your cooldowns and effects reset, it didn't do that. I'm not sure what it DID do other than let you fit an entire dungeon in a single 15x25 tile room (that part is brilliant though).
- Probably could've just done a full-heal after each battle chain, since inns are free.
- Equipment was paced out nicely, there was always way more stuff than I could afford but I didn't really NEED much/any of it, so it created options for how I wanted to focus my team
- The difference between weapon/magic skills was simple, but extremely effective, it maintained the old school NES/SNES feeling of what those two types of skills mean while adding more depth to physical attacks and helping create a better decision-making process for balanced characters. Needed more skills though!
- Individual enemies died REALLY fast. I know you did this because of the chain battle nonsense, but, still. It made skills that did anything but damage be a lot less useful than they should've been. I fought over a hundred battles in this game and my buffs were useful in three of them.
- Player magic was probably too strong in the first half of the demo. Especially the first dungeon, where fire magic one-shotted every single enemy without exception, and it was literally impossible to run out of MP.
- Would be nice if dying gave me back the items I used in the battle I died to. Maybe too much work though. Admittedly it wouldn't make a lot of sense in this context, since when you die you just sort of slither back to the inn with no HP, rather than the game rewinding time to before the battle.
- If you don't want me to buy apple juice then don't sell it, jeez! Right now it's like a trap to steal money from bad players. Just pull it out of the shop and put it in more treasure chests.
was super duper excited with the prospect of playing this when BAM COMPUTER CRASHES BCUZ OF MP3Z NO ORZ

totally not gonna convert this game's audio to ogg to play
totally
not

*tries really hard not to*
Craze
why would i heal when i could equip a morningstar
15170
Joeseph, do you mean the crash at the meteor site or your computer not liking mp3s? If the former I posted a fix earlier up.

lockez: first off, thanks for the feedback! I fully plan on using the general engine in my next project so it's good to hear that (other than the cursor logic I'll fix) it's pretty okay overall. some more specific responses:

-marcia is great, you can instabuff vaunea's attack before she does an all-hit while also healing faster than padrick, and she's more durable than wish (low damage though yes)
-i'm really glad you liked the towns despite me sort of ODing on them! aspen is the best part of the game imho
-people loathed the fairies in Teenage Costume Squad so I put in that fairy 10000% on purpose just to piss people off because i find them hilarious AND APPARENTLY SO DO YOU THAT'S ONE IN MY CAMP
-the chain system was a horrific failure. see, a few friends and i are addicted to a phone game called Tower of Saviors (like Puzzle & Dragons if you've heard of that, but WAY BETTER because PaD sux, we know from experience). in that game you fight chains of battles and i really liked the idea! DOES NOT TRANSLATE TO A CLUNKY RM* SYSTEM. i have learned my lesson and will never be doing that again (at least not any way like this game does it)
-the no full heal was because this game was SO TRADITIONAL. except... lol. yeah. the previous version testers played had no alchemical wings so that was sort of my compromise -- no full heal after chain, but you can get back to the inn really easily
-equipment was individually boring but i do think the pricing worked out well. glad i was sorta on-target
-yeah having only 2-4 phys attacks at endgame per character was kinda lame, i'm tweaking it a bit for my next project to have "basic" and "advanced" actions. it'll lose the nes/snes vibe but that's okay imo
-myra was meant to be OP as a main character, thus the really cheap spells. and she was purposefully really good in the first dungeon to make it easy. also it didn't one-shot the minor earthlings!!!
-yeah i screwed up on apple juice i don't know why. lesson learned

thanks again for the feedback <3
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APATHY IS FOR COWARDS
4158
I've only played a little bit so far, but I really like how Chain Battles work (I liked 'em in Costume Squad too!) I think my favorite part of this so far is how all your kiddos show up and hang out around every town. I like getting to chat with your teammates during downtime :)
Played though the demo in about... 7hrs? Now I'm hunting down things to fill my beastiary.

The only equip I've bought is the Norisle Axe for Vanuea 'cause she's got All-Hit.

Didn't really like the Alchemical Wing rewards, 'cause they're so cheap and useful that I bought all 99 of them when I was doing the Forest.

If you use the Wing on a map that has color changes and stuff, they stick when you return to the Inn. For example, Ruined Sea Tower to Newton Inn.

The side-quest scenes are interesting... If this game is ever fully finished, I wonder what they foreshadow...

If I hack my way to the Big Boat, what else is available?

Also some of those drops are edible, like the sausages... Why can't I eat them?

Lastly, why do Garters and Sahagin drop 1-2 Shed Scales instead of just 1?

No, wait... Why are there only 15 kiddos for a world with 5+ towns? I guess 'cause these 15 kiddos are protected by the power of Prophecy?

Oh, yeah, Aspen's stuttering would be easier to notice if it was like "I-I'm" instead of "I - I'm", but then again, I'm not up-to-date on the latest in stutter representation techniques.
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