AKARITHEPEANUT'S PROFILE

AkarithePeanut
A lazy teenager's spirit in a mid 20 adult's body
2205
Hello, I´m writing this on 2022 February.

I am Akari the peanut. I love indie rpg games since many many years ago, I played them a lot. I wanted to contribute to them, so I started doing reviews for many other games, which was tiring but made me very happy.

I won´t be active here ´til new notice. I will connect sometimes to chat and read messages, but no more than it. Life, my friend. Life is what happens, and I am not the youth that played these games and wrote these reviews.

However, I am very very happy to have been actively in this community and helped it´s grow, no doubt. My time spent here was fruitful.

¿Do you know that this word means a lot from me? Fruitful. So many things I´ve been doing in former jobs and my actual job, in past relationships and friendships, that have had not even get close to the meaning these games offered me.

This was worth living.

Thank you. :)

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Dhux's Scar Review

Damn I loved this game, it´s unique indeed. And close to the ending, some of the more hardcore bosses I´ve ever battled against...

https://rpgmaker.net/games/1492/bosses/

those ones, damn. Most hardcore ever.

Toxic Remedy Review

I dunno about advertising, that's not my thing. However you can turn your game in anything you want. Examples:

Comedy ->, yeah, you could turn this game into a satire of the typical adventure/fantasy rpg, like the scary movies saga for horror movies. It's not that your game is comedy/satire in my opinion, but you have a lot of material that could be categorized as such, like the weed goat, the childhood friend
's sexual harassment, finding a telephone guide in a mine, that weird guy and his big feline weird pet etc.



Psychological -> This is possible. I think, for example, if you limited the incongruences/fantasy and weird happenings to the protagonist's delusion world, we could get to understand him better on his daily life. What I mean is, say that he displays great leadership, self-sufficiency, independency on his dreams (remember that he was pretty much obeying orders on the dream instead? Going beyond that) so in real life he is always pushed around by his childhood friend. Let's say his behavior changes A LOT. Now it makes more sense to me; he is not living the way he wants and he is liberating, expressing himself on his fantasies (which is a common thing)

Battle/action > pretty much develop a battle interface and enemies blablah

Let's say your game haves the potential for becoming any of the first two, but you would need to develop in that direction. I feel you could turn it into a rpg "scary movie" feeling for comedy (you can watch that movie for reference), or a "bullied child that liberates himself in a fantasy world" for psychological (you can play Dreaming Mary for reference)

Conclusion: I think it would be for the best if you develop the game into one genre and then advertise as such. You can later add some minor elements of the other genres.

Of course these are only opinions, not facts.

I'm tired so I'm not accurate right now. And I'm sleepy. Man it's gonna be a long day tomorrow (@_@)

Toxic Remedy Review

Oh also, sorry to speak like a know-it-all person! You should do whatevee you want, after all. Sorry for butting in too much.

Toxic Remedy Review

Well, If you were going to develop so many aspects in the full version I think I get the pig picture. You´re doing something unconventional I would say, mixing fantasy, battle, psychological and comedy genres like that.

My advice considering your explanations would be:

Consider which would be the dominant(s) genre of the game. When I called it unbalanced, it was because there were so many different elements that I could not define which was the most important. I say this because a player usually focus on one aspect as for understand the game from that point of view. This is something related to how much "screen time" every genre gets. Because that directly affects the player´s focus and interest.

When playing the demo, what are the emotions you want the player to experience? Could be curiosity on understanding the fantasy setting, excitement for playing battles, deep though into the protagonist´s psychology, or laugh at the comedy present? All of them at the same time? Or some of them more rather than others? If so, which ones?

I understand that you want to make such a game that when playing again people will say aaaaahhhs I see now! But still, for a game that mixes so many genres, decide a dominant one and minimize the others. The others take memory space and focus after all.

When I remember this game, many things I remember are the herb (drugs) goat that I must listen to every time I save, the adultery woman, and the stupid sexual comments of the sidekick. Because of that, I would say the dominant genre is the parody and, you could even say satire.

I remember the bullying and sad atmosphere of the village, and the protagonist´s problems after that. So the comedy aspect may be making too much of an impression, it´s dominant if the player memorizes first rather than psychological or fantasy ones That´s my point of view at the very least.


Note: for the point 2 --> I maintain that you´re giving too much screen time to that sidekick. Of the abuse he goes under, like 80% goes from that guy alone, since the other villagers either tell him to mind his own business or don´t care about him, but it´s not like they want to use him, or his possessions, or his connections, the way that nasty sidekick does. He´s not being abused by others, he´s being abused by that guy in particular. Try thinking how would it be if he were another NPC to interact with instead of a party member.

Or to make it in such a way that many guys from the village treat in in a bad way, not only him.

Also, psychological games (with problems and main premise centered on the protagonist instead of a couple or group problems) usually have either a lone protagonist, or a protagonist that talks with NPC´s sometimes (but it´s not with them all the time) so that since we´re alone with the protagonist, we can focus on the actions he/she does and how he/she feels about it. So if you want to make a serious, deep psychological game, whose focus is on the protagonist´s mind and problems, it´s going to be quite hard to achieve a good result if your protagonist is always party members.

These are my opinions based on the psychological games I´ve played.
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