ACRA'S PROFILE

I got into game development in hopes of making friends and gaining some sense of self-worth.

Boy, that was the most foolish decision of my life.

I also do some written LPs of RMN games over in this topic. It's not as big as I like, but I'm busier than I like, too.

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Acra's Playtesting Topic

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Bacylae Revolution: Session 2
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Had a brief talk with Marrend about Runes in the mean. PageUp/Down shift through characters, and all three of buying runes, equipping runes, and unequipping runes cost me, thus the act of removing Minotaur was nothing short as an act of self-sabotage. The game does tell me such cost, but I guess I overlooked it, trying to mash my way to selecting a different character. It probably won't be the last time I have button issues.

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Grinded for a bit, and realized the Medicines enemies drop are far more valuable than the gold they drop, so got the units to 13 or so. Didn't help a bit with the Plants/Bandits on Glikx, so I just snuck past the area without getting into any battles, hoping I'd find a shop on the other side. Instead, found some more allies.



Four of them, all Bandits. They're the first ones to get any actual attempt at characterization. Simple, but it's all it needs to be. I know Gail is the leader, Sevat is an asshole. As bandits, they benefit from weakening the nobility. They joined at level 11 and have better gear than I can buy, and the four combined have an attack-all, so I guess they're my entire new party now. Also, we've now got both a Karina and a Karuna. Also also, Gail means to say 'reins of government from', not 'reigns of government form'. ...I actually didn't even notice those typos earlier. Not even sure Reign/Rein is wrong, as you're reining in the reigning ruler. Anyway.



Okay. Group battles. I got a bit excited for a second, but it doesn't look like it's a real reason to use multiple characters. It just tosses you to this kind of nothing screen, without any descriptor of anything, and no ability to choose the teams. As near as I can tell, all I can do is mash Enter and hope for the best, as there's no skills, targetting, enemy status, or anything. Those coloured 38/63 might be important, but I got no idea what that may be. Went for a while, and then the enemy archers started going ballistic and started doing 170+ damage on every action. So that didn't go great.

Re-try went better, mostly as the Orange team got a lot of early evades and crits, and Archer didn't later on. Realized what that enemy status screen was about; there's only two enemies, an Infantry and an Archer, with the Archer only coming up when Infantry is dead. Sucror's number is expected damage taken/dealt for them specifically. Tactic seems to be to use the Sucror team early, as they heal when not attacking. Still, we're typically eating 3x the damage we deal, which isn't a great look, but we outnumber them, so a winner is me. All in all, not terribly compelling, and certainly less so than a regular battle. Aaaaaand four more units arrive out of the ether.

Our next goal is Wal Pinnacle. Is THAT the mountain I've mistaken both the volcano and the range for? Are we really doing three mountians back-to-back-to-back? I know I keep bringing it up and it's super not a big deal, but it does strike me as a little silly. I suppose it's not even that fair as the volcano is fairly different, but I just, like, I've never seen a volcano be a location you visit in the first 30 minutes of a game.



It seems now that we've taken over the entire Imperial Capital, THIS is the real base. All the units I've recruited are wandering around. Their dialogue isn't anything amazing, but it at least passes the bar, and most character seem to have a whiff of a personality or background. Seems like Oharu lets you summon any encounter table on a whim.

That merchant from earlier is here. Of those four who joined when I took the castle, only one is playable, the other are other kinds of 'shopkeepers'. Someone lets me adjust the MWin's colours, something I could do from the start. I can just hear the strain to get 108 people here and have them have SOME purpose.

So now that I can see the pieces come together, for real this time, personal opinion time. This is what should've been happening at Natasha's old base, or at least partially. I don't think it's unreasonable to think that, at least our key units should wander that castle, at least while it's our base of operations. They can leave for the main castle when we get it. The vendors, yeah whatever, they can stay. Kinda think that Rune girl shouldn't be at Natasha's castle at all, as all I was able to do was harm myself with it at that point. If there isn't a 'better' Rune buy-list, maybe Rune editting should be available as soon as you get the main Imperial castle? And even if there is, maybe split the duties across multiple people, so your options expand with time? Maybe this already happens.

Skipped her earlier, but there's this Blackjack girl, Mae, at Natasha's old castle. Thing is, I'm, uh, not sure what the buttons actually are. I... can't find Stand. Enter and Space both seem to Hit, Esc and Delete are forfeit, thus absolutely useless. Are A/B/C programmable in the options? No? Hm. Z hits too. We're getting closer... Found it! It was Shift. Swear I tried that before... Aaaaand now I have infinite money, especially as Blackjack is a pretty easy game to win at, and Mae doesn't win in a draw. Personally, this is why I don't like the idea of gambling/minigames when save-anywhere is allowed, especially when I can bet millions every round; if the cap was in the hundreds, it'd be pretty inoffensive. That said, I won't abuse it if I don't have to. ....Prrretty sure I'll need to, though.



I had noticed the ability to distribute party XP before now, but I didn't think it would've amounted to all that much. Turns out, I've got more than enough to take Sarah from 15 to 50, more than tripling her stats. So I guess that fault's on me. Maybe explains the huge boost in enemy quality. While I'm probably going to regret not making one uber-character, it's enough split six-ways to get a group to mostly reach 21.

Now fighting Monks on the Pinnacle, Aurelie's Inevitable Blade does a whopping 300 to all enemies, even if it does half-kill her in the process. Far better than anyone else can do, even better than Rush. One board into here, and I've got five new characters, all combatants. Some are as high as level 27 and 35, probably making me splitting my experience a foolish endeavour. I've actually completely lost track of the number of characters I have now.

I've also finally bought new equipment here, but the upgrades in stats are relatively minimal, weapon-wise. Armour-wise, +2 across five different slots is a lot more noticeable, and honestly, less important right now. Enemies are were already only doing one-third of one character's life per attack, while soaking up all but the absolute strongest attacks for single-digit damage. Mild typo note; Poelyn is supposed to be Poleyn. Split Mail is probably supposed to be Splint Mail, but at least Split is a word, so, whatever.

There's something about Runes I gotta figure out, as while two of the new recruits are Water mages, what spells have have isn't the same. That's actually pretty interesting, but I don't know the full context yet. If I tried to put Fire on, say, Kerry, would she get four spells, or would perhaps she only have access to just one? Doesn't look like there's a Rune shop here, so I'll do it when I get back home.

Mina's Water did darn near 1000 to everyone. That's... yikes. Meanwhile, Best Friends, an attack that uses two characters' turns, is doing like 50, and Unicorn, which Paralyzes the user, is doing maybe 15. Later encounters with weaker enemies keep these general ratios. Female Monks seem immune to Light/Dark attacks, but even still, it looks like we're entering the age of mages only. I've always seen inklings of this, but if this is how things stay, this game's balance is completely busted. I didn't notice any earlier as spells were either prohibitively expensive before now, only produced meh results (Sarah's light arrow against the plants), and the Earth mage from the early game has like zero offensive spells. Mina's attack-all Water spell costs 2 MP. Maybe it's just Mina who's busted. Time will tell.

I wasn't sure I was done in Wal Pinnacle, but since I couldn't find anything else to do, went home, and yup, that was it. Time for another skirmish. Bleh. Sarah and Mina are now level 50, with 5 others being 30. Now that I'm here, I think I should investigate how Runes work.



Okay. It seems I was getting a little confused, because Sarah and Mina have 'better' versions of Light/Water Runes, so they have slightly different spells. They're not semi-unique lists per character. While, unique as that may be, it is a little disorienting, especially as Mina's got a spell for 2 MP that a normal water mage gets for 7 MP. Hold on. I'm editting Runes in the Castle, and... they're free to edit here?!? Yeah, at the old castle, when you click Attach, that part of the menu changes to show prices. No such thing happens at the Imperial Palace. And backing out of the menu, can confirm it's free. This NEEDS to be made consistent. It might be a different story if getting free Rune changes at the Imperial Palace was a reward, but you're handed her for free (or virtually free; she might've joined when Momo the librarian did, or something like that, but that's still like a two-minute walk).

Coupled with the self-harm I did early game, I would personally just introduce Runes either after Glikx Range, or just before Glikx Range, and the reason I got bodied there was because I wasn't utilizing the new mechanic. But that comes to an issue I don't have enough foresight on; I'm REALLY worried physical users are going to turn out worthless for the remainder of this game. Lord knows I've never seen Unicorn/Minotaur break 30 damage, against enemies with 500+ HP. If I'm just in a 'physicals suck right now' rut of the game, that's totally fine.



I found a book girl in that fort in the forest, and she runs this library, host to this screen. It gives a description of every character (and also location/event). This is, again, far more description and detail than 90% of these characters have ever gotten. It was a great find, but all the same, makes me a little sad, because you see none of this in-game. It tells me that Marrend had some foresight in character planning, but I think a lot of it got left in his head and never makes in into the game. Something I think happens with a lot of people, myself included, really. Oh yeah, and not that I ever used her, but Sylvia in my party is misspelled as Slyvia here.

There's also the baths on the bottom floor (random aside; is it weird this castle, and the others so far, for that matter, is 75% underground? Aren't castles, like, literally towering structures?) where pre-determined (those with Unities, I think) sets of characters have brief conversations with each other. Also, it looks like I've got 46/108 characters, and have all around seen about 45% of this game so far in a bit over 2 hours.

Acra's Playtesting Topic

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Baclyae Revolution: Session 1
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Lemme start with some pre-amble. I have no idea what a Suikoden is, which Baclyae apparently takes heavy inspiration from. This may or may not be important later. Also, perhaps more telling, I don't know the first thing about VX Ace (or any other RPGMaker engine). I'm probably going to give credit for things that are standard-issue, and think nothing of things manually coded in. Maybe that matters, maybe not.

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Well. Baclyae Revolution wastes no time just dumping stuff at you. We're in prison, gonna be executed at orders of her Majesty. Random prison break that we had no part of. Empress died a couple days ago. Either the Princess or the Duke did it. And the guys who rescued us just peaced out. ...Can VXAce not do sound effects on the field? Cutscenes would be a little more put together with a little noise, or something. Someone blowing up a wall, or some clattering of prison bars being broken, or something. Anyway, two steps on the field and two people (Karuna and Aurelie) join us with no rhyme or reason of what our (or their) goal is.

...Actually, what is our goal? We don't know what we were imprisoned for. Presumed unjust and we're just dirt farmers, but I'm not sure if we have any reason to go on an adventure and raise an army to take revenge on... the Empress who's already dead? Wait. Is the Princess 'her Majesty'?

Whatever, maybe I'm overthinking things. It videogame, go punch things. Story'll work itself out later. Or not matter. First dungeon time. But. wait...



Uh. That's the world map. I think this is the WHOLE world map. Which, okay, maybe not a big deal, but it's all the same hard to imagine a grand, spanning game having 100+ characters taking place in a rinky-dink island that barely fills a single screen and consists of four buildings.

A few steps into a forest, and we're forced to sleep at some random fort in the forest. Sleeping removes everyone from the party (or maybe cutscenes do that). We then meet Feroz, who I guess is our boss now. I think he was someone who rescued us, maybe? This might not be a fair thing to say, but I can immediately tell I'm going to have a hell of a time picking one character out from another. These portraits just don't do anything to align with their mapsprites or stand out. Anyway, go climb a mountain.



Should talk about combat. Pretty basic right now. Enemies haven't done anything to stand out. Unites don't take any MP, and seem to have no downside. Combat currently consists of spamming Best Friends (a hit-all attack) and Luxaren Allure (a single-target attack), as they both hit for wildly stronger than characters can with basic attacks. Runes won't be for a long time yet. Far too expensive right now.

I get that basic attacks always suck, but isn't the Unite system fundamentally against having a big cast of characters? Won't I always want to bring the same pairs of characters, thus have very limited room to experiment with party combos? Again, maybe I'm getting ahead of myself, and should see these systems out further.

Got back from the volcano, and I'd say I've reached the actual start of the game. We have an actual goal and an actual developed character in Natasha. Steal the magic thingy so the evil nobles don't have it. It's not much, but at least it's not aimless anymore. Kinda wondering if that isn't where things should've just, like, started at? We've already wandered all around her castle before now, with no permission or reason to do so. Also, why does Kerry keep speaking like she's the lead? Isn't Sarah the main character? I'm also all of a sudden sitting on 11 characters.



While this is perhaps asking a bit much, it would be nice if there was a way to sort the party list. I get the feeling I'm gonna want to use Kerry pretty much all the time to spam Best Friends, so having her at the top would be nice. On that note, guess it's time to strip everybody I'm not using naked to equip the current party. Maybe I'll sell some of thier stuff, too, see if I can afford a Rune. Kinda annoying that I'll have to manually bring everyone in the party to see their equipment and skills, but like party sort, that's probably me asking too much. Also, I notice that right now, equipment sells for the same price you can buy it for. That seems abusable. But I guess it's just starting gear so far, so whatever.



So, Runes. I think this is one of the systems that was manually added in, which is why I'm assuming it exists completely seperate of every other menu and can't be changed on a whim. Have a couple immediate problems. I talk to the Rune lady, but as soon as I go to equip, it immediately brings me to this screen, with no obvious ability to choose who I'm equipping or unequipping. It opens to Naora, my 5th party slot (of 6), incidently, further confusing matters. Why would it start there? Also, I've, uh, taken Minotaur off and now I'm not allowed to put it back on? Maybe I'm here too early. Guess I'll just reload an earlier save?

To the mountain--



Uh, I guess the mountain was the range by the castle, not the big mountain on the map. Did the same thing with the volcano, honestl-- wait, southwest? Is she still talking about the volcano? Also 'remeber'. And don't give me that guff, I've seen these names for not even two seconds, I can't parse them. >_>

To the mountain, for real this time. Archer-boy has weirdly high HP, but looks like he sucks, as he can only deal a single point of damage to older, weak enemies, so he's out. I guess there's no front/back rows, so bows are stuck without anything to make them stand out.



GEEZ, these plants are freaks. They've eaten 300 HP like it was nothing. Huge jump in enemy HP/Defense. And anything that isn't Luxaren Allure or Rush does < 10 damage. Oddly, their offense is lacking, as they're only hitting for ~40, themselves. Did get two levels from the fight, though. Thankfully, I had a huge amount of Rush built up.

Still, this is Glikx Heights, so I am in the right place. Maybe, uh, maybe I should grind a bit in the volcano first. Or a lot. I thought maybe I was supposed to shop first, especially as I found a merchant in the woods, but he doesn't appear to be at the castle, and the others are sell starter gear still. I think my goal'll be getting to 2000 gold. Maybe I can buy someone a Fire Rune. Maybe the plants won't like that. Maybe I can figure out how to equip Runes by then.

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If I had to describe the game thus far, I'd say that everything is pocket-sized. The world and the maps are extremely itty-bitty. Each region has maybe 3 enemies with no real differences to them. The game's got no patience to slow down and just let characters talk. I haven't heard a single word from literally the majority of my party. They just... exist. I don't know anything about Suikoden (beside 108 'party members'), but I surely hope they took the time to at least flesh out each character a little bit, or at least they talked a bit after joining the party, perhaps while not in the party. Here, it feels like almost everyone in the party so far exists to fill out some quota than deliberate game design. Just crammed in there, tight as can be.

I realize I haven't said anything nice, which is pretty unfortunate, because it's certainly not my intention or desire to be mean. I just... I see a lot of obvious flaws right now, with very little compelling gameplay to counterbalance it.

Acra's Playtesting Topic

Links to game sessions:
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Baclyae Revolution - [ 1 | 2 | F ]
Keeper of the Fog
Notes from Province - [ 1 | 2 | ...
Port Traventor - [ 1 ]
{ New game slot here . . . }


I've complained multiple times about how too many developers here keep their nose to the ground, only worrying about their own project(s), with no care for the rest. It's something I've most certainly been guilty of. And will probably continue to be guilty of from time-to-time. So this is my attempt to rectify that, at least a little.

I think what makes this different from other similar topics is that the main goal isn't about getting a review out of it. Those may or may not come out afterwards, down the line, but that's not my priority. It's to give my full mindset, step-by-step, as I play through the game. How my opinions and perceptions shift over time, and a more in-depth look at any given section of a game than a review would. I think the best descriptor would be to call it a Written Let's Play? I don't really like that moniker, but whatever.

When I'm not guts-deep in my own gamedev, I'd hope to put out a session a week (roughly an hour of gameplay, several more of editing my thoughts into something coherent), hopefully more, but I guarantee nothing. I'd also like to say that I'll probably juggle between multiple games at a time, which hopefully won't get confusing, but should loosen the glut of one big game clogging the system for months and months. I likewise make no promises to finish every given game. But I'll try.

Now, I'd like to say I'm taking all comers, but I know I can't realistically deal with every one that might cross my table. So I'll be upfront and say what traits I'll specifically favour when making decisions of what to play, probably in this order:

1.) A high degree of customization: classes, skill trees, interesting equipment choices, a choice in party members, that sort of thing.
2.) Nonlinearity. I realize that's a pretty rare request when taken at face-value, but I mean it in broader contexts, too. Things like branching dialogue and whatnot.
3.) Long; this might seem an odd specification, but I know other people tend to favour a breadth-first approach to make their Makerscore number go big fast, so I figure I'd specifically go the opposite direction and tackle lengthier games. This doesn't mean I won't do unfinished games or demos, just that I'm aware of the irony that the longer the game, the less likely it'll be played, and would like to do something to rectify that.
4.) Only RPGs, or at least still in the turn-based domain. It sounds like an absolutely idiotic thing to say, and yet I feel RPGs are under-represented on a place called RPGMaker.net, what with every other month's Featured Game being a platformer.
5.) Not Commercial. Obviously.

Doesn't mean I won't consider things that fail to meet these criteria, but that should at least give a general direction. I do at least somewhat know where my biases lie. You are also welcome to suggest a game that you didn't personally create... but I don't realistically see anyone doing that, and I'm primarily looking to help active developers gain an outsider's perspective on their projects, and another playtester, rather than being funny or interesting or anything.

So, suggest away!

Features you love in indie games

I don't think 'indie' does anything to change my opinions and desires. Soften expectations, maybe, but I don't see how it would outright change what three things I expect or look for.

Customization is the most important to me, especially regarding RPGs, and can be pretty make-or-break for them. Ideally this is about character growth and meaningful choices in creating, leveling, and equipping, but can extend to nonlinearity, branching dialogues, to physical customization or party choice. Some way to feel like I'm influencing my path through the game. Some personal goal or growth for me to reach, beyond what the story gives. If I feel like I'm being railroaded with no say, input, or influence on any matter, it's not gonna stick with me.

Challenge perhaps gives the wrong idea, but I don't think it's an inaccurate name. The game needs to have enough pushback that my customization shows fruit. That I need to think just a little bit. It doesn't need to be super-hard or anything, just so long as my victory isn't a foregone conclusion. Combine a low difficulty with no control over the situation and you've just created the worst-possible situation for me. It's definitely also possible to make something too difficult, too random, or requiring TOO specific of strategies, but I think those are far less irksome than the alternative.

The third, and by far the most nebulous, is Characters. I can't say I've ever stayed around just for a story, but I'm at least potentially liable to stick around if there's characters I like. What makes me like people? Dunno! But it can definitely be petty things like their design, and not strictly how they act or their role in a story. If I've created a character personally, I'm pretty much guaranteed to like them, even if they don't actually have a personality or speak or do anything, really. This can also apply to characters who are just fun to move around and play as... but that generally isn't applicable to RPGs.

Is there life after finishing a game?

This is something that honestly terrifies me. It's no exaggeration to say it's the only thing motivating me and keeping me alive. What if, after doing absolutely everything within my power, I still fail completely and totally? That all my efforts haven't even helped a single person? So long as I'm still working on it, I at least have some sort of flimsy excuse to hide behind. That nobody cares, that it's no good because it isn't done yet.

State resistance based on number of turns or effect magnitude instead of chance

I don't know if it's useful information, but Draug's Resurrection does something rather similar to this, however it's still ultimately determined by a roll, although it does have a minimum floor on it, and is usually heavily based on associated stats, rather than a single simple number.

Ailments, and their beneficial equivalent, Enhancements, have a number associated with them, which is either potency, duration, or both. Because of this range of potency, you can stack the same Ailment/Enhancement multiple times, but it is extremely likely to land at least a weak instance of it. In relation to what you're talking about, something like Poison would land with a potency of 6-8 per cast on someone weak to it, but 1-3 on someone resistant. This results in the one weak to it taking double damage per tick, but it could be double-applied to the resistant one to reach a similar potency.

For some examples, Bind and Silence prevent you from using skills/spells based on the severity of the Ailment. This works twofold, as it makes powerful spells extremely easy to block, so the weak stuff has a reason to exist later on. Poison doesn't decay on its own, and the potency determines how much it takes per turn. It's a game with small numbers, so the max of 9 HP per tick is quite deadly. The plethora of defensive Enhancements usually have their effectiveness based on their potency, with Terra Shield absorbing 60% of oncoming physical damage at 6 potency. Some decay when hit, some on time. Some spells utilize Ailments/Enhancements to become more deadly, or shatter them instantly.

It should also be noted that stat changes are handled differently; they're straight changes to stats that last the duration of the fight, but are somewhat weak as a result, and see diminishing returns if you try to push too high. As each character has three slots for Ailments/Enhancements, there's not enough room for stat changes to be treated similarly without them flooding the system and being bothersome to read. But there fundamentally isn't any reason you couldn't do it in such a way; one potency of ATK down is 10%, but 5 is 50%. As time passes, the potency of the debuff fades in suit, becoming -40% ATK, then -30%, and on and on.

What are some great longer Newer RPGmaker games?

Are lengthy RM games really that rare of a thing? Well, then, while I've still got some cleanup to do, I'd like to mention that Draug's Resurrection's playtime, by my sluggish testing, is somewhere around 30 hours, and is more or less finished. While the underlying engine itself is, uh, old (2003), and not RPGMaker at all, the game itself is new.

Just added cursor memory to DR. Question is, what should be the default?

For clarity and context, I'm talking about it remembering the position of what spell you last selected in battle. DR in particular has its spell selection screen consisting of a 12x2 grid, which, in my experience, is quite large. Cursor memory isn't something I typically use or enable in other games, so that's probably why it took me 10 years to add it. I'm curious as to whether other people utilize such options or not, and whether the default setting should be on, off, or a third option, to reset position at the start of each battle.

Worst Unit Type

This is honestly an incredibly broad question, but in the majority of cases, the worst characters are those with poor Speed. In most cases, they're the ones who invest in Defense, too. Given a general face, it means the old bearded dude in the heavy armour is going to be the worst character, rarely getting a chance to do anything before everyone else has mopped things up, missing whenever they do go for a swing, yet still dying about as easily as everyone else.

Speed tends to be ridiculously valuable in many games, as that one stat often affects Turn Order/Frequency, Accuracy, AND Evasion. Defense tends to be the among the worst stats, not being useful whatsoever against magical foes, of which tend to be extremely common later into games, and Defense rarely offers enough of it to meaningfully reduce the damage taken, meaning they're typically dying sooner than HP-heavy characters/classes anyway, who can also put that HP-pool to soaking up magic attacks as well.

About the only other obvious answers are the above mentioned 'outside-combat utility' characters, like Merchants and Farmers. Yes, they can get you money and resources, but they're nigh-on worthless in an actual fight of value. In a game where you can go back to old areas to gather stuff with them easily enough, they can serve a role, but throwing them face-first into the actual difficult content (ie. bosses) is foolishness.

The other other obvious answer is anybody built around ailments or debuffs. This is kind of a series-by-series issue, but good lord, in the average random RPG these skills are worse than useless. They rarely land, are extremely weak when they do, and anything you'd want to use them on (bosses) are almost always completely immune. It's a real shame too, because in the games they do work, they tend to be the more interesting characters/classes to use.

Lastly, I ought to add that the average player focuses exclusively on seeing damage. No value placed on utility, support, or even healing. They're all about seeing the biggest number with the least effort.

Thoughts on the state of RPGmaker and it's community?

The reason there's so many people actively making games here who don't bother with the forums is, in short, because you're not allowed to post about RPGMaker games on RMN. What purpose do these forums serve to them?

Now, I'm not saying that I'm encouraging advertising in the forums, as it'd all be retreads of their news posts from their game profiles. But all the same, there's a lot of gamepage posts that just blow by in the dust, while these forums stagnate. The first page of Game Design and What's Happening both go back half a year, while the five gamepage slots on it can completely change within a week. I just wonder if further integration of game pages into the Game Design board would have a positive effect on their activity. I suppose that would be somewhat redundant with the Latest Blogs on the side, but the siren call of that NEW next to topics could stir some life.