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Announcement

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. =)

Progress Report

State of the Game ~ Musings About the Future



So. Kiddos.

I started working on and almost finishing that stat redux right before the Game Jam, when I was invited into a team and decided "why not, it's just two weeks." It soon was three weeks during which I worked on our project, finished my share and nothing got released. Welp. Kind of put a damper on my gam mak drive.

I look at Kiddos, and I feel like the cast is still fun, the basic battle engine is fine, the skills (with some tweaking after testers played it) are useful enough, and the cutscenes are pretty fun and/or develop the kiddos nicely. However, there are few major flaws.

>The stats were fixed, but the equipment sucks. The funny descriptions are good, but the equipment is boring and the progression makes little sense. This partially has to do with the town pacing of the game, where three towns are opened up at almost exactly the same time.

>The towns I would want are really frustrating and time-consuming to make, with little gameplay benefit. I'm very happy with what I DO have, but the idea of making another 4-5 towns throughout the rest of the game makes me want to barf a little. I'm just not a fan of the traditional RPG town, and I don't know why I insisted on making them for this project.

>The HECSS (basically, the chained encounter system) adds almost no gameplay benefit and instead is a bit confusing and just adds near-pointless difficulty. I wanted something along the lines of Puzzle & Dragons or Tower of Saviors, where a "stage" features ~7 battles including mooks, minibosses, and a gimmicky boss at the end. The HECSS doesn't flow nearly as well, and the lore surrounding it is weak and (you'll notice that this is a theme) adds nothing to the game as a whole.

>It's too damn long. I wanted the game as a whole to be about five hours long -- the first third of the game is five hours long instead. I don't like slow games very much, neither making them nor playing them. I beat all 100 hours of FFXII and DQVIII each when I was in high school. I enjoyed them, but I don't really want that intense an experience anymore (Dragon Age: Inquisition notwithstanding (suck it, LockeZ)).

What am I gonna do with Kiddos, then? I don't really enjoy working on it anymore, at least not this iteration. I like the kiddos themselves, and I don't want to trash the general engine. The menus and shops and battle HUD are fine. I also don't want to NOT show off what currently exists, because I think plenty of people would enjoy it.

So: in the next day or so I'll finish touching up the balance, probably leaning on the (relatively) easier side of things because the original tester version was a kick in the genitals. That way everybody can play what's there, I won't feel like it's a total waste, and I can rework the bits I like into a better game. I refuse to keep working on something I don't enjoy.

Kiddos ain't dead, but it'll be resurrected in a new way. Same characters, same happy-go-lucky feel, same battle engine... new setting and gameplay flow.

Game Design

Your Kiddos Have (New) Stats ~ Revision


I refuse to refuse to change.

The first ~3-4 hours of the game have been looked at by a few people who have gently (or not-so-gently) poked at the game. While it runs, it has become clear that the disparity of survivability between tanks and mages is too great. While the game is kill-or-be-killed, it's meant to be fair... it's not currently fair. I sort of knew this before sending out version 01, but now that fear has become realized.

But, that's okay! As I always say: this is why we test~!

Revision is a huge part of developing a game. It sucks, but in my opinion, it's usually worth it. Having talked with people, I've decided to completely redo the party's stat growths. Gasp! This means rebalancing every piece of equipment and enemy! Good thing I've decided to do this early on, huh?

The major problem is that everybody has the same initial stat growth (which rises from about 20-55 from L1-30), which is then multiplied by a personal modifier. For example, Carmilla has 0.6x HP stat growth and 1.8x Magic stat growth. She died a lot, and while she was very strong, it's more frustrating than desirable. I want battles to be based on smarts than on "oh no, Carmilla got hit twice in a row, RIP". Compare her to Leon, who has 0.9x growth for Weapon/Magic, but 1.7x for HP and Armor. Yikes. He takes 1-3 damage, Carmilla takes 15 or more. Ow ow ow.

I'm going through and changing everything to fit the idea that levels primarily raise HP and MP. Everybody has a ratio of HP:MP, like Marcia is 5:5, Leon is 7:3, and Carmilla is 2:8. (Note that these are not literal ratios, just for personal comparison. Carmilla will not have only 28% of Leon's HP.)Is Carmilla still a class cannon? Yeah, she is. But, the initial issue wasn't just based on her low HP. It's that she had low HP and low Armor. Being only able to equip Rods and Mystic Robes didn't help at all. So... everybody's stats now grow almost evenly. Everybody except Wish (who's perfectly even) gets +20% to two stat growths and -20% to two stat growths. These are labeled "warrior/mage/fast", so they're fairly consistent. Leon and Vaunea wear different kinds of gear, but they both have "warrior" stat growth for +20% Weapon/Armor and -20% Speed/Focus. It's a small push, and means that...

Gear is how you get your core stats. Levels help with HP/MP, and a little bit of stats (again, mostly even for everybody), but your gear is what determines your effectiveness. This means that equip restrictions mean a lot more now! Vaunea's a barbaric axemaiden, but she wears Stealth Gear which has a lot of Speed, evasion and almost non-existent Barrier (SBKE10k!'s magic defense stat). While her axes are unique to her, and will give her some good Weapon, Vaunea is going to need to equip defensive accessories if she's going to wade into the front lines of battle effectively. Oooor you could pump up her damage even more. I mean, it's your choice.

To summarize, I'm working to fix a HUGE survivability disparity by reworking stats. Levels provide mostly HP/MP, while gear provides your core stats. Equpiment resictions dictate what a character's limits are, and accessories let you break those dictated rules a bit to fit a character's skillset the way you wish to use it.

To summarize the whole idea of this post into a single phrase: CHANGEREVISION IS GOOD.

Game Design

From '08 to '12 ~ Developing a Spiritual Successor


I adore that little kid in the ghost costume.

I made Epic Monster Dungeon Explore! 2 over four years ago now. I replayed it today, and I don't think it's a GOOD game but I do think it's a fun little time-waster. I can beat it in ~forty minutes, all the while cringing and smiling about the same amount of times each. Turning that fun little time-waster into a bigger, more fleshed-out game though? That's some Ba'al-level witchcraft.

I find it amusing that I built EMDE!2 in a little over four hours, but a single dungeon in SBKE10k! can take a full day or two of my attention to map, set up, and balance. (If that sounds short to you: my maps are small, and I work in a high school. It's winter break currently, so I have all day.) At the same time, SBKE10k! is most definitely a spiritual successor in just about every way. In this blog post, I want to break down exactly what I am and am not trying to bring over.

This game is nothing like Saga Mara Talon.
I'm never going to mention that horrid screw-up of a game again, so please just ignore this line. Thanks.

This game is still fast-paced, turn-based and deadly.
The way I've been describing SBKE10k! is "kill or be killed." There are enemies to learn, priorities to determine, and KOs to deal with. This is especially important because the HECSS means battles are done in chains! Even bosses might have a handful of battles chained before then that you have to fight through in succession. So, while the idea of "deadly, fast, turn-based combat" is still the overall goal, SBKE10k! might actually be the far more difficult game. But! There are no game overs. You'll have to limp back to the (free) inn to recuperate, yet you cannot lose progress like you can in EMDE!2. I'm considering this a fair compromise, since...

No, seriously, this game is deadly.
Even if you're doing well, even if you have solid equipment, even if you have perfect plans, SBKE10k! is not a nice game. This is a bit different from EMDE!2, which had enemies that were either too simple to matter or enemies that were very expensive or impossible to out-manuever (see: MOUSIEs). As such, the difficulty can be chalked up to just numbers or bad luck. Sorry, but SBKE10k! is actively conspiring against you. Pesky fairies will inflict Silence on your mages. Stalker demons will prey on targets with low Barrier (magic defense). These are things that you can fight against, because...

In SBKE10k!, you have far more options.
Between equipment customization and free party swaps in battle, there are a lot more options in this game than BONENECKLACE or BLUEAMULET. Pesky fairies inflict Silence on your mages? Okay, swap out Carmilla and Myra for Padrick and Wish. Or cast Soul Gem on Myra to raise her ailment resistance. Or equip items that increase your Silence resistance and/or Focus stat. Stalker demons prey on low-Barrier characters? Swap out Vaunea and Terra for Carmilla and Leon. Use Cover or Guard Boost to lower damage taken. Wear equipment that resists Deep damage. Or, just kill the Stalkers before they can act with a blast of Storm damage. You have options.

The game isn't CAPSLOCK, except for EVILGOD.
I actually coded an option to make all text in ALL CAPS (with MssrLouisCyphre's help), but it wasn't playing nicely with some help text or bios in the party select screen, so I've cut the feature for now. Sorry. I'm using a chunky font that hopefully invokes that same charm! Please note, however, that EVILGOD is always in caps, because that's his name. EVILGOD.


No, not Ebildog..

It's still a comedic game, but with more of a narrative -- and not just the same jokes.
SBKE10k! has a story that's a little bit more fleshed-out than just "Leon and Myra have to fight EVILGOD." I mean, that's the gist of it, but consider this a sequel. Well, a prequel. Uh... just play it when it comes out, I can't really explain its relation. Anyway, while I'll probably reuse "THERE IS NO STOPPING ME FROM STOPPING YOU" and have already planned Czarina's oblivion-fisty return, this game is its own type of humor. EMDE!2 relied on the unexpected, such as SWEETUMS turning into DRAGONLORD or fighting powerful globs of FECALMATTER. SBKE10k! is more an exploration of the various kiddos and how they interact. As such, the comedy stems from their chats and how they react to the various challenges the game throws at them.

This game is still non-linear, but the beginning is tighter.
Where EMDE!2 oddly had the same amount of options at every tier of power, SBKE10k! follows a bit more of a, uh...



That pattern. X-axis is overall party power (roughly the same as playing time), Y-axis is amount of content to choose from. Basically, if you want to know how non-linear this game is, it's "a bunch of rtp trees."

It's Myra, not Mara.
This isn't Shin Megami Tensei.

Progress Report

Pages are up ~ Welcome!



Super Battle Kiddo Experience 10k! has really gotten me going. I haven't been invested in a project since probably even before Wine & Roses. I'm excited to have this gamepage up and to keep building the game!

There's a credits page and a kiddos page to meet the cast. It's not much, but I'm not really a fancy guy.

As of right now, the game's first 2-3 hours are almost complete, and my inner circle of testers will be playing it tonight or tomorrowish. The "inner circle demo" will be 11/37 of the game, so almost a third. While I don't plan on publicly releasing a demo, only the finished game, feel free to comment or PM me a desperate plea of why you are super-qualified to test the game. I wouldn't mind sending a few people a d/l after any tweaks are made from initial feedback.
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