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VERSION 1.3.3
(Current version in development: 1.3.3)

Annabelle finds a strange visitor in her room, bearing some bad news: Beasts are destroying a world under her bed. If Annabelle does not defeat them, they will do the same to Earth. She has two choices: Risk death, or be helpless against it when it comes.

As she fights her way through the four biomes of the “Domi” she will meet four survivors. She needs their help, and they need hers. Your choices will decide their fates.

Adventure, puzzles, turn-based battling, multiple endings. Custom and unique graphics and music. Your actions and dialogue choices decide the fates of the characters you meet.

Sample Soundtrack:
https://soundcloud.com/caitikoi/sets/qui-domi-sample-audio

(Background image by dragol)

Latest Blog

4 Years Later

The Kickstarter failed, backers were refunded, and Qui Domi has gone into a state of indefinite hiatus. However some interest has come back to it from my current audience in other fandoms. I'm releasing the current full copy of the game, including the alpha carnival world. There are unfinished assets, incomplete game mechanics, but, you are free to test it out.

Keep in mind there are a few hours of gameplay before that, as the carnival is the 4th world, there are three others to traverse. I hope you enjoy!
  • Hiatus
  • Koi
  • RPG Maker VX Ace
  • Adventure Puzzle RPG
  • 02/28/2015 11:32 PM
  • 06/17/2022 10:54 PM
  • N/A
  • 184778
  • 137
  • 102

Posts

author=Koi
I put in free-roaming monsters for a couple of reasons. One, so that you can run from them to go heal up and get prepared if you're in a bind. Two, I absolutely hate random encounters. And three, just to give you a chance to escape if you want to, but it's not intended for players to completely disregard them.

Also, another factor to consider is that if you don't fight, you can't save the game. Monsters are the only way to get candy wrappers. I did this on purpose.


I'm not trying to tell you how to make your game or anything, but giving the player an option and then saying that they're not suppose to choose that option at certain points without any indication, is kind of bad game design. If you give the player an option to not battle if they don't want to, that's great. But if you give them that option, and then say they're not playing the game right when they choose that option more often than not, then what's the point of it anyways?

As a game designer, you can't tell people they're not playing by the games rules. (Unless they're hacking.) The rules of the game are what you allow the player to do an not do. If they can do it in the game, they're playing by the games rules. You can't try and force people into a specific play style and expect them to be fine with that.

That's just one kids opinion though. Whatever you want to do with your game is cool. It's your game, and no one knows it better than you.
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7419
author=Koi
I put in free-roaming monsters for a couple of reasons. One, so that you can run from them to go heal up and get prepared if you're in a bind. Two, I absolutely hate random encounters. And three, just to give you a chance to escape if you want to, but it's not intended for players to completely disregard them.

Also, another factor to consider is that if you don't fight, you can't save the game. Monsters are the only way to get candy wrappers. I did this on purpose.

You'd be surprised how few chests I really felt were needed to keep myself safe, and how few times I felt encouraged to use candy without immediately using the wrapper. If I was really hurting, I'd just hold off and use a band-aid.

And I think you should disable the monster's ability to reengage you after a battle for a few seconds. If you escape, you'll just immediately hit the same encounter over and over again until you cave in and fight it.

author=unity
The power of the battles in this game is that they are tense and make the player feel desperate.

I never really felt like the battles was tense. If anything they just dragged because the pencil only does 10 damage and all early enemies have 100 HP and sometimes appear in groups of two, meaning you'll be poking them forever with your single attacking character, hence why the jacks are so useful and why I wouldn't want to waste them on the same enemies over and over again when they might be useful later, like against a boss or something.

Then you get to the second region with the prickly grass at Lv.2 and run into an encounter with two bees that deal 20 damage per hit and the only thing that heals more than that is your one dino band-aid that heals for 50. Fighting them is pointless because the jacks don't work and you only do like 6 damage to them (assuming you even hit), while they beat the living bejesus out of you. And as I said before, escaping is fruitless because they'll just continue to force you into an encounter the second you're out.

Made me yearn for the days when I was pushing rocks with my boot buddy.

The whole time I was playing it, I was just hoping that the author doesn't take the easy way out and make Mr. Snuggles the Lord of Destruction with a "shocking" revelation in the late game.

"I lured you into my trap like so many before. Ha ha ha!"

I did, however, feel like a big part of this game was giving up childhood things like teddy bears.
unity
You're magical to me.
12592
author=Pancaek
author=unity
It also encourages escaping to hoard items too, doesn't it? I don't like that idea on its own.
Players are going to hoard items no matter what. Leveling has nothing to do with it.


Yes, but there's no interesting gameplay choices if fighting and not fighting have the same outcome. There shouldn't be battles at all if the best strategy is just "run away because the battle's not gonna benefit me anyways."

But the battles do in fact play a strong part in the game. The power of the battles in this game is that they are tense and make the player feel desperate. This can be a tough line to walk for a game developer, because players who try something different like Corfaisus might end up getting punished for it.

On the one hand, this might be an issue worth addressing, as you could certainly make things easier on players. However, I feel like that part of Qui Domi is the dark relentlessness of the battles, as it adds to the feeling of the game. If the issue could be fixed in a way that still favors the game's flavor, then all the better. But I don't think removing rewards is in any way a step in the right direction.

I'm not coming up immediately with a good quick-fix, but I think taking Corfaisus' idea and still keeping traditional leveling might be interesting. Say if you have raising levels only raise most stats by 1 per level, except for HP, which is raised more, which would be a cool reward for enduring battles. The boss either drops an item that raises your stats considerably or the main character just absorbs it and gets stat boosts, perhaps. If you plan this right, you could have the game winnable even if the player doesn't level much, and the HP bonus for winning fights just means that players will have earned more leeway to make mistakes.

Now, ultimately, I personally don't have a problem if you decide not to change a thing. I think that most people understand that you have to level up to survive, and I'm not against an RPG that's a little brutal in that department. But, if you want to make your game a little more friendly to the average player, there are ways to do it.
I put in free-roaming monsters for a couple of reasons. One, so that you can run from them to go heal up and get prepared if you're in a bind. Two, I absolutely hate random encounters. And three, just to give you a chance to escape if you want to, but it's not intended for players to completely disregard them.

Also, another factor to consider is that if you don't fight, you can't save the game. Monsters are the only way to get candy wrappers. I did this on purpose.
CashmereCat
Self-proclaimed Puzzle Snob
11638
I think grinding should be available at all times. There should always be a way out.
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7419
Oh, I just got an idea! What if the big boss monsters drop some sort of item that permanently boosts your stats? That way you can still have stronger enemies to face later on while not throwing an artificial wall at the player.
author=Koi
But then that removes the point of battling at all.


Personally, when I played your game, I tried to avoid battling as much as possible. For me it was just an obstacle to get around, like spikes you have to jump over in mario. I'm not sure if other players feel the same, but that's just my opinion.



author=unity
It also encourages escaping to hoard items too, doesn't it? I don't like that idea on its own.


Players are going to hoard items no matter what. Leveling has nothing to do with it.
unity
You're magical to me.
12592
It also encourages escaping to hoard items too, doesn't it? I don't like that idea on its own.
author=Pancaek
You could just remove leveling all together. It doesn't really seem necessary in your game. You could have the progression of the players health/strength in items, as it's unlikely that most players will walk past a chest without opening it.


But then that removes the point of battling at all.
You could just remove leveling all together. It doesn't really seem necessary in your game. You could have the progression of the players health/strength in items, as it's unlikely that most players will walk past a chest without opening it.
Mirak
Stand back. Artist at work. I paint with enthusiasm if not with talent.
9505
Retreating.
author=Mirak
I would avoid barring the player from hightailing back if things get hairy unless if absolutely necessary. Just something to consider, i mean no harm.

Btw, big fan, can't wait to buy the completed game.


I don't get what you mean by hightailing back. Also, thanks :} It's actually gonna be free when it comes out.
Mirak
Stand back. Artist at work. I paint with enthusiasm if not with talent.
9505
I would avoid barring the player from hightailing back if things get hairy unless if absolutely necessary. Just something to consider, i mean no harm.

Btw, big fan, can't wait to buy the completed game.
author=Mirak
Reminds me of that tagline "People put effort into their games and expect them to be played correctly and reviewed correctly" or something like that.

Unfortunately that does not happen in reality, and as game devs we kinda have to account for that.


I'll ask you the same question, what would you suggest I do to remedy the problem?
Mirak
Stand back. Artist at work. I paint with enthusiasm if not with talent.
9505
Reminds me of that tagline "People put effort into their games and expect them to be played correctly and reviewed correctly" or something like that.

Unfortunately that does not happen in reality, and as game devs we kinda have to account for that.
author=Corfaisus
author=Koi
And you might have noticed, you can't even use the jacks on the bees. You don't need them to beat the game or even the first boss.
And that just adds to the problem. As a player of the game and not the dev, how was I supposed to know that jacks are completely useless after the first zone? This requires that I have enough patience to make this mistake once, start the game over and get up to the point I was wrongfully put to death at. From my own experience, the kind of people who would take one on the jaw like that and come back for more are slim to none.


From my own experience, players should know well enough that they need to gain EXP or else they're not gonna get very far.

If you were the dev, what would you do to fix this problem?
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7419
author=Koi
And you might have noticed, you can't even use the jacks on the bees. You don't need them to beat the game or even the first boss.


And that just adds to the problem. As a player of the game and not the dev, how was I supposed to know that jacks are completely useless after the first zone? This requires that I have enough patience to make this mistake once, start the game over and get up to the point I was wrongfully put to death at. From my own experience, the kind of people who would take one on the jaw like that and come back for more are slim to none.
author=Corfaisus
author=Koi
The difficulty curve is already balanced, since it's expected that the player is at least level 3 by the time they reach biome 2. I have more monsters planned to add variety but I'm not going to feature them in the demo since I've decided to stop updating it unless there's a game breaking glitch.
So it's tough nuggets to anyone who doesn't play by those rules, despite that it's incredibly easy (and sometimes even beneficial given the ability to stockpile items and the almost necessity to always have some jacks to "poison" enemies) to do so?


Well yes if you don't play by the game's rules, you're likely to fail. The ability to run away from monsters is not there for someone to skip their way through the game.

The amount of items provided throughout the game are enough to get you through if you know how to manage them, that's the entire point of the item based battling. And you might have noticed, you can't even use the jacks on the bees. You don't need them to beat the game or even the first boss.
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7419
author=Koi
author=Corfaisus
author=Koi
author=Corfaisus
I think you'll have to balance the bees out a bit. At level 2, a group of two is impossible. You can't make harder enemies if there's no way to go back to a region you're prepared for. This creates an unwinnable situation for the player.
Wait, are you saying you were level 2 when you got to the bees?
Yeah, it's pretty easy to do when you skip every extraneous battle in the first region, use the jacks on the rat boss and heal until he's just about dead.

I wasn't even testing to see if this was possible, I just didn't want to fight the same enemy over and over again.
The difficulty curve is already balanced, since it's expected that the player is at least level 3 by the time they reach biome 2. I have more monsters planned to add variety but I'm not going to feature them in the demo since I've decided to stop updating it unless there's a game breaking glitch.

So it's tough nuggets to anyone who doesn't play by those rules, despite that it's incredibly easy (and sometimes even beneficial given the ability to stockpile items and the almost necessity to always have some jacks to "poison" enemies) to do so?
author=Corfaisus
author=Koi
author=Corfaisus
I think you'll have to balance the bees out a bit. At level 2, a group of two is impossible. You can't make harder enemies if there's no way to go back to a region you're prepared for. This creates an unwinnable situation for the player.
Wait, are you saying you were level 2 when you got to the bees?
Yeah, it's pretty easy to do when you skip every extraneous battle in the first region, use the jacks on the rat boss and heal until he's just about dead.

I wasn't even testing to see if this was possible, I just didn't want to fight the same enemy over and over again.

The difficulty curve is already balanced, since it's expected that the player is at least level 3 by the time they reach biome 2. I have more monsters planned to add variety but I'm not going to feature them in the demo since I've decided to stop updating it unless there's a game breaking glitch.