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Miscellaneous

Turovero Demo Developer's Commentary Stream now uploaded to YouTube!



The first half of the Turovero Demo Developer Stream I did a while ago is now up on Youtube!

It started as a test to check for bugs and formatting errors and turned into a grand adventure complete with terrible jokes, because I’m a serious dev who takes her games very seriously

Full playlist here, second half to be uploaded sometime this weekend!

Progress Report

Third Dungeon Completed!



The third dungeon, The Rose Garden, is officially complete!

Geez that took about, what, two and a half months? Yikes… orz

The end of this dungeon marks about the 1/3 mark in terms of scenario completion, so I’ve still got a long way to go. Thankfully, though, the next floor won’t need nearly as much work in the custom graphics area, so hopefully it’ll get done a lot faster! \o/

Now it’ll be Ruby and Leilia’s turn for deep hurting… mwahahaha >D

Miscellaneous

Dev Art Added! (It's kinda dumb tbh)

So I added some goofy artwork I did for the game's official blog to the media page in case anyone wanted to see it |D;;; Check it out here!

I'm a serious dev who takes her games very seriously

Game Design

Screenshot Time: Holy Crap This Garden Is Massive



Started work on the last area of the Rose Garden last night! Yeah, this place has taken a LOT longer to make than the first two floors, mostly due to the large number of custom graphics and parallaxes but also due to more intricate and “intense” (in more ways than one!) cutscenes.

But, in any case, I’m pretty proud of how this Frankenstein’s monster of mashed up tilesets turned out. What do you think, Siggy?



Yeah, I thought so, too.

Game Design

Area Preview: More of the Rose Garden!

https://rpgmaker.net/media/content/games/9936/screenshots/Inner_Gardens_Preview_1.png


https://rpgmaker.net/media/content/games/9936/screenshots/Inner_Gardens_Preview_2.png


https://rpgmaker.net/media/content/games/9936/screenshots/Inner_Gardens_Preview_3.png


https://rpgmaker.net/media/content/games/9936/screenshots/Inner_Gardens_Preview_4.png


Some more maps from the Rose Garden!!

And yes, all of those stone pillars and statues will be breakable. Get to work, Siggy.

Game Design

Silly Screenshot Time! Two Bros Chillin in a Garden







It's getting hard to decide what content I should crosspost between this game's devblogs on different platforms orz

But people seem to enjoy these two losers in particular, so I hope y'all will enjoy these screenshots! :V

Game Design

New Area: The Rose Garden!



A sneak peek at the Third Floor, the Rose Garden! Looks like the boys are gonna have themselves a fancy old time in –

…Wait, where did the girls go? :O

Announcement

Demo Version 0.2 Released!

An update for the Turovero Demo has been released, with various tweaks and fixes for balance, quality of life as well as bug fixes!

Change Log:

  • Enemies now have slightly less HP (50-100 points fewer for normal enemies, 200-500 for the bosses). A main complaint was battles lasting for too long, so I hope to trim them down to a bit more tolerable of a length with this.
  • All battle skills (except for Leilia’s) will now take a fraction less MP for each use. For the demo, the difference won’t be much, but it will hopefully help with the rampant MP consumption that the game tends to lend itself to, especially with the field skills to consider.
  • Ruby now has a slightly higher Max MP cap/growth rate, though she does still have the lowest of the group.
  • Enemies will drop a very small additional amount of Silver (1-5 for normal enemies and about 50 for bosses) to hopefully make money grinding a bit less necessary.
  • Sigurd’s “Defender” skill description now specifies the criteria for it to work (i.e. the targeted ally must have less than 30% HP remaining) to avoid confusion.
  • You now get an extra Monster Repellent at the start of the game.
  • Certain "decor" statues that you couldn't break with Stonecleaver before are now breakable. Why? Because consistency. You still won't find anything under them. :P
  • Random encounter rate in the Frozen Chamber's labyrinth room has been decreased slightly.
  • Timing and synch issues with the moving torch puzzle have been addressed.
  • Various minor graphical errors (e.g. incorrect screen tint, incorrect sprites) have been fixed.
  • That one plant in the Frozen Chamber no longer activates another plant simultaneously.
  • One of the Sniper points that wasn't working as intended has been fixed.

Miscellaneous

Turovero Demo Sound Selection!



A playlist featuring a selection of songs from the demo is now on YouTube! You can find it here if you wanna listen to some ~celestial~ tunes. :D

Progress Report

Bug and Balance Fixes!

First of all, counting all download locations, it looks like the Turovero Demo has amassed just under 100 downloads so far! Yay! :D

Second of all, after receiving some feedback, I’m deciding to make some minor tweaks to hopefully make the demo (as well as the full game after it) a bit smoother and more user friendly to play. Here are a few of the changes I’ve implemented so far:

  • Enemies now have slightly less HP (50-100 points fewer for normal enemies, 200-500 for the bosses). A main complaint was battles lasting for too long, so I hope to trim them down to a bit more tolerable of a length with this.
  • All battle skills (except for Leilia’s) will now take a fraction less MP for each use. For the demo, the difference won’t be much, but it will hopefully help with the rampant MP consumption that the game tends to lend itself to, especially with the field skills to consider.
  • Ruby now has a slightly higher Max MP cap/growth rate, though she does still have the lowest of the group.
  • Enemies will drop a very small additional amount of Silver (1-5 for normal enemies and about 50 for bosses) to hopefully make money grinding a bit less necessary.
    Sigurd’s “Defender” skill description now specifies the criteria for it to work (i.e. the targeted ally must have less than 30% HP remaining) to avoid confusion.


And here are some changes I either am going to implement or have not yet fully decided to implement, but am thinking about using:

  • A function to skip cutscenes; while I don’t particularly care much for cutscene skipping in an RPG, and especially not when I put so much effort into writing/eventing them, the game will be replayable by virtue of its multi-route story, and repeated scenes such as the campfire jingle or pre-boss cutscenes after dying a kajillion times to them might not be everyone’s cup of tea, to say the least.
  • A slightly lower random encounter rate. I’m only hesitant to do this because I raised/lowered the rate for each map with consideration for the size of the room, the amount of on-map enemies in the room, and also the size of the game itself, so I’m afraid that players will be forced to grind to reach minimally effective levels for boss fights if I change it.


Finally, here are a couple of bugs I caught that are getting fixed:

  • The puzzle involving the moving torches has some issues with the eventing and timing which can cause desynchronization or complete freezing of the events under certain circumstances. For now, if you happen to encounter this, you can fix it by simply leaving the room and returning.
  • Minor screen tint flubs in the second floor’s campfire scenes. These have been fixed.
  • One of the wall switches in the Frozen Chamber will continue flashing when it’s not supposed to. This is purely a graphical error and doesn’t affect the puzzle’s functioning, but I THINK it’s been fixed, I still have to test it.
  • One of the Healing Herbs in the Frozen Chamber accidentally activates another plant in the same room simultaneously. This was a variable error and was easily squashed.
    One of the points you could use Sniper from wasn’t working properly, meaning you could continue to walk downwards and be able to fire the arrow when you weren’t supposed to. This has also been fixed.
  • There’s also a few typos here and there which I need to iron out.


Again, thanks so much for the feedback, and let me know whether you think my adjustments will help the game or make it too easy. I appreciate everyone’s support! <3