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RTP = Ready To Play!

Hello!
And welcome to RTP, a game that unsurprisingly uses RTPS only as assets! this is a short 2018 rpg made by Milennin using Rpgmaker MV, and that's a surprise, since so far I played some nice games buy this developer, but they all were made using the good old Rpgmaker2003. I'm talking about BETA (reviewed in 2020) and FADE (reviewed in 2021). Anyway this game isn't connected to the other two (that are part of the same series) and is a stand alone adventure. And a peculiar one.

The story is simple: you are a hero and the town is attacked, so he/she joins the defender and later attacks the lair of the bad guy to save the land from the invasion of monsters. Simple? Well yes, except that the protagonist and also the town are random: the first time I played I was a Ranger in a town at night, the second I was a Warlock in a town during a storm, and the third a was a female wizard in a snowy town!


That's a powerful hit! Anyway our cleric is down, I am not sure we'll survive...

The first thing we have to do is helping the defenders, and here it's important choosing who we'll aid since there are nine different classes and the first two heroes we will help will permanently join the team (we'll have a party of three plus one summoned ally, if available).
There are no experience points but each battle (since some can be avoided) will level up our party making it stronger, even if they will just upgrade their abilities, and always have the four class skills they have from the beginning.
Now, learning how to use these skills is MANDATORY to win, since there are no items, no consumables, no equipment, just these skills: some will cost MP (mana points, magic points, call them how you prefer) and others will let you earn MP. Some are useful against enemies when they use particular buffs, others will instead buff your characters, others are strong attacks or defenses. Characters are restored after each battle, but there is no save option or save point, so you have to win and defeat the bad guy... or die trying!

This game is basically a sort of roguelike in Rpgmaker, and I admit that was unexpected! I played the game twice (well, three times but the first time did not end well) fully and I fought two completely different final bosses! Cool! I admit that I found some classes better than others, but maybe I found them more interesting because I like a certain kind of playstile (Wizard-Warrior-Cleric was a good party for me, I also liked the Ranger and the Paladin, while I could never use the Warlock in an effective way!).

Despite the uber-generic look of the game mapping is good, the only gripe is that there aren't many different opponents, on the other way they attack using different strategies (the vampires summon bats, the succubus has her slaves, others buff themselves changing appearance, and so on) and require some strategy to be defeated. It's a pretty cool little game that requires some clever thinking and sinergy between the party members.


Rejoice! This time the heroes won! The snow town was saved!

Final Verdict
RTP is a surprise, a unique little game that seems to copy the classic party-based rpg game but instead offers something different. It's good, even if it may become a bit repetitive since it's all about battles, and skipping them is usually a bad thing, since you will find enemies that are stronger and stronger as you progress. I also found two issues: the first is that walking on the icy surfaces (on the snow town) makes the party walk slooooowly... and running becomes going at the standard walk speed! (luckily this is resetted once entered a new location). Second at a certain point for some reason the game made me act as the Warlock... that was dead! So I had to reset because there were no actions available and no option to skip! But ok, I was going to be defeated in any case.

RTP is a nice little game. simple but fast and challenging: the game works on small numbers (don't expect to inflict 9999 damage!) and short, fast gameplay but is still a very enjoyable experience, with a mix of old and new ideas. Not a game for everyone or something that will play for many hours (due to the lack of variety) but still a clever and well realized idea!

Posts

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Hey again, man.

Thanks a lot for reviewing my game, and I'm happy that you had a decent time with it. I do agree with your final notion of the game not being for everyone, I was definitely aiming for more of a niche with this one. That said, it seems you fared pretty well, and also congrats on actually reading the Skill texts (many people don't make it even to that point, lol).

As for the 2 issues you ran into... weird, I never had either of those occur and I've replayed the game countless of times. I think the ice walk should be easy to test to see if there's a quick fix for it, but a party member staying dead, that is really odd as the game is made so that it auto-revives all party members at the end of battle...
author=Milennin
Hey again, man.
Thanks a lot for reviewing my game, and I'm happy that you had a decent time with it. I do agree with your final notion of the game not being for everyone, I was definitely aiming for more of a niche with this one. That said, it seems you fared pretty well, and also congrats on actually reading the Skill texts (many people don't make it even to that point, lol).


Yes. I admit that I got really better results with some characters, so when I for example started with the Sorcerer... well I reloaded ahah! My preference anyway.

author=Milennin
As for the 2 issues you ran into... weird, I never had either of those occur and I've replayed the game countless of times. I think the ice walk should be easy to test to see if there's a quick fix for it, but a party member staying dead, that is really odd as the game is made so that it auto-revives all party members at the end of battle...


Well the ice walk is nothing problematic, I guess I encountered in another game that uses the same sliding tiles, but it's temporary.
For the dead character selected... good question, I think I was just really unlucky since I dunno how to replicate it. But hey it's ok if it's extremely unlikely to happen!
author=TheRpgmakerAddict
Yes. I admit that I got really better results with some characters, so when I for example started with the Sorcerer... well I reloaded ahah! My preference anyway.

By the Sorcerer, you mean the Warlock that can summon the Minion ally? You did mention them in the review. It's funny, because I always found him to be pretty strong, though admittedly he caters towards a slower playstyle if you want to unlock his full potential. It also does help if you have another ally with you that can inflict Bleed so he can get the bonus on his Bloodbath easier.
While every class is viable in their own way (I've tested and finished the game with plenty of different party combinations and played all the classes vs. all of the bosses), I would definitely expect different people to lean towards different characters.

For the next game that I'll release (that should still be quite a while off...) you can expect me to go back to my own style again. Now that I'm actually capable of making my own plugins using the AI, I can finally progress on my modern remake of FADE which has been at a standstill for some time now as the need for plugins to bypass some of the horrible default systems and menus, and my absolute lack of coding knowledge to fix stuff myself has been the bane of my existence since forever.
RTP was more of an experimental game for me, a means for me to learn the basics of the newer RPG Maker engines. The combat system in RTP is a smaller scale version of what I'm doing for the new FADE.
author=Milennin
author=TheRpgmakerAddict
Yes. I admit that I got really better results with some characters, so when I for example started with the Sorcerer... well I reloaded ahah! My preference anyway.
By the Sorcerer, you mean the Warlock that can summon the Minion ally? You did mention them in the review. It's funny, because I always found him to be pretty strong, though admittedly he caters towards a slower playstyle if you want to unlock his full potential. It also does help if you have another ally with you that can inflict Bleed so he can get the bonus on his Bloodbath easier.
While every class is viable in their own way (I've tested and finished the game with plenty of different party combinations and played all the classes vs. all of the bosses), I would definitely expect different people to lean towards different characters.

For the next game that I'll release (that should still be quite a while off...) you can expect me to go back to my own style again. Now that I'm actually capable of making my own plugins using the AI, I can finally progress on my modern remake of FADE which has been at a standstill for some time now as the need for plugins to bypass some of the horrible default systems and menus, and my absolute lack of coding knowledge to fix stuff myself has been the bane of my existence since forever.
RTP was more of an experimental game for me, a means for me to learn the basics of the newer RPG Maker engines. The combat system in RTP is a smaller scale version of what I'm doing for the new FADE.


Yeah of course I meant the Warlock ahah. Anyway at first you do not know every class (and I did not even played each one!) so its matter of trying. It IS probably a powerful class if used well eheh.

Oooh nice happy to hear this, I liked FADE!
author=TheRpgmakerAddict
Oooh nice happy to hear this, I liked FADE!

Thanks, lol. It was always considered my sort of dream game to make and having to let it go in RM2K3 for various issues with the engine that I couldn't solve was painful. I've put the idea of a FADE remake on the backburner for a long time as the need for critical plugins have always been the main thing that held me back from starting on it. I did hire a coder at some point but then they ghosted me after they finished a part of my request (which I did pay them for...) so I was left with part of my required plugins unfinished. It's good to see AI development has been catching up so it can help me fill in the missing pieces -- or at least some/most of it. I doubt the current AI is intelligent enough to do some of the more complex stuff, but I'm willing to compromise if it really comes down to it. Can always add the few missing stuffs in later down the road.

Even so, I do plan on going a bit of a different route in terms of game structure with it. Outside of the airship section at the start, it'll be quite the different experience, haha. Though the tone and theme of the game will remain largely the same (also the RM2K3 aesthetic stays!) I'm also working on keeping the scope of the game in check, as that was also one of the things that killed development of the original; I'm working with less free time than I used to back then too. I don't know if I'll be posting demo versions or just wait until the full game is done. It feels like demos kind of kill the hype for the full game once it's out, maybe that's just me. (Also lol at imagining hype around an RPG Maker game release - as if)
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