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Death Wish

author=Marrend
I'm not a huge fan of tower defense games, or real-time strategy in general, but I gave this a shot. Mostly because of two posts.

More intelligent commentary (I hope) if I can stay alive past the second wave DIIIIVE.


Not sure if you can find a friend to play with, but it's definitely built with Multiplayer in mind and it's a lot more fun when you're going head to head with another person. : )

World Outside

Thanks for the feedback.

I wonder if I can even find my copy/license of RPG Maker XP to launch and fix these old items!

We appreciate the attention to these old projects, it's good to know that they've been played and some people enjoyed it enough to tell us about the parts they don't like. ; )

Death Wish Review

Glad you enjoyed it! Very happy to hear it was a smooth online experience, lots of effort into making that as smooth as possible, and I haven't had many people to try that with (thatbennyguy and I played and it seems really smooth from my side, but forgot to ask him if the movement and everything was good on his side.)

"The main things which I think need improving is the tutorial and I would have preferred the option to play with a controller."

1. Tutorial is a definite there - that little video isn't nearly enough to explain it, and it leaves the first few games as painful learning experiences I think.

2. Controllers should be fully supported - I tested with my Xbox 360 controller that I use on the PC - the only places the controller won't work are:
- Hitting the "Confirm" button when creating and naming a new profile
- The multiplayer screen since it was complex and I didn't have time to make all those options work with keyboard and mouse

Let me know if you're having trouble with controllers, I can't all out with button on the controller does what since they map differently, but there should just be the directional keys and a Confirm and Cancel button.

Again, thanks for playing, looks like I've got more work to do with this still, so hopefully I'll have some even more interesting revisions in the near-ish future. (But taking at least most of a month off after this contest to recover!)

All Hallows' Event 2013

author=kentona
So we should make games worth a fixed higher rate, and then perhaps apply a bonus for reviews?

Here is the makerscore breakdown, by the way: http://rpgmaker.net/articles/455/

Let's say you have a completed game (unreviewed), so that means you have a gameprofile (15), say, 10 blog posts (40), a download (15), 12 images (12), a few pages (6), and a media (15) == 103 makerscore (with obviously some variability). What should we do to raise the basescore of a game? The gameprofile of a completed game? Should we bump that up to 100? 250? 500? Or perhaps we should make the "main" download worth 150 (and additional downloads 15)? Should there be different amounts based on role? Leads get the full 100%, developers 80%, testers 25%? Or should it be a game is worth 103 makerscore/# of devs = your portion?

What do you think we should do?
author=kentona
So we should make games worth a fixed higher rate, and then perhaps apply a bonus for reviews?

Here is the makerscore breakdown, by the way: http://rpgmaker.net/articles/455/

Let's say you have a completed game (unreviewed), so that means you have a gameprofile (15), say, 10 blog posts (40), a download (15), 12 images (12), a few pages (6), and a media (15) == 103 makerscore (with obviously some variability). What should we do to raise the basescore of a game? The gameprofile of a completed game? Should we bump that up to 100? 250? 500? Or perhaps we should make the "main" download worth 150 (and additional downloads 15)? Should there be different amounts based on role? Leads get the full 100%, developers 80%, testers 25%? Or should it be a game is worth 103 makerscore/# of devs = your portion?

What do you think we should do?


It's not an easy question to answer, one reason I've never really complained much before. How do you judge a game like Master of the Wind and it's 20+ hours versus a short shooter that's an hour? How do you even judge the level of effort that went into each?

And if you made the content like blogs/images worth more people would spam them - which would mean more moderation on the poor admin team already trying to keep up.

I think base games without a review (but completed with a download) should get a lot more points, and then maybe each review gives the game maker more (more reviews means it was more interesting, even if it's lots of low score reviews.)

Might be worth marking "group" games with an option in the Game management, so if it's not a small team but instead a participation kind of game, it splits the MS up between the developer users on those and giving the lead the full points. (I like how all members on a normal game still get full points, encourages people to make accounts and participate in the site even if they weren't before.)

Probably not the best place to carry on such a conversation. : )

Death Wish Review

First: Thanks for the time and review!

Second:
It really came down to not having time for a tutorial.

The mechanics are balanced and some of the info you're asking about is there, like when you build a tower it shows at the bottom "Crystal will start in X" and counts down for you, then update again when it's finishing. Since the time is 30 seconds to start and 40 seconds to finish after that, so about 1 minute 10 seconds total.

People do learn better by doing and I really wished I'd had more time to do a real tutorial as planned, the video misses some things and I was actually recording it with my sore throat (why I sound kinda raspy) in the last 5 hours. : )

I do promise there's a lot more depth and strategy there than you see after a short sojourn and I'd be happy to play a few MP rounds if you want to try that out and see. You understand a lot more if you play as the DeathWish too, since his mechanics are as limiting as yours.

I was very afraid a lot of people would experience the same frustrations you are, so it's definitely not unexpected, and I do want to build a detailed couple of tutorial levels that show you how the different monsters can be managed and all your tools.

Ping me via PM if you'd like to try an MP game!

And don't take the above as any of my notes here as complaints about your review above - it's about what I feared someone would experience, and I really appreciate the time you took to try it and to write a review too!

All Hallows' Event 2013

author=kentona
author=Anaryu
author=Ratty524
What is it about Maker Score that is so attractive? Like, you can't get any bonuses from it or anything, yet there is still some sort of drive to accumulate them...
It's meant to be a sign of how much experience you have in general - how much you've made.

It should really be called "Participation Score" these days, but that isn't nearly as catchy and I guess you do, uh, "make" reviews. Making games is the worst and most unreliable form of MakerScore gaining available, IRONY! : )
like 80% of my makerscore comes from games.

You're right, those group games where you build a level are still viable, but those are more like participation wouldn't you say?

You know the math behind this.

You could guess that a finished game, like an RPG, takes how many hours? A simple one at least 150-250? (small contest entry) Versus maybe 10-20 for participation in those group games? And you're likely to get more for the group than the other.

If you get a 5-star on that ~200 hours, that's... 600 points? Let's assume an average of 500 points (4 to 4.5 stars?)

That's about 2 points per hour of work, and it depends on having someone else review your game, and that your game is reviewed really well. (No review is about 150 MS? So less than 1 point per hour of work.)

For one of those Mario or Befuddle, let's say 20 hours are spent making a level. (About right?) That's worth (assuming 500/100) 25 or 5 MS per hour. At least 5 times as efficient, at times almost 10x!

How many points for a review? Most RPG games on the site (since we're averaging to the contest length) are about 7 hours to play and review I'd say, most likely less. I'm not sure how many points it's worth, but would like to see that.

Numerical balancing is something we all do constantly in RPGs, and rates are one of the most useful pieces of information. Making solo or group games for a contest or such is the slowest form I'm aware of barring your feedback on the review rate above.

All Hallows' Event 2013

author=Ratty524
What is it about Maker Score that is so attractive? Like, you can't get any bonuses from it or anything, yet there is still some sort of drive to accumulate them...

It's meant to be a sign of how much experience you have in general - how much you've made.

It should really be called "Participation Score" these days, but that isn't nearly as catchy and I guess you do, uh, "make" reviews. Making games is the worst and most unreliable form of MakerScore gaining available, IRONY! : )

Aetherion

author=slashphoenix
That character model looks great, Anaryu! I'm excited to see what other people can whip up with Unity


Then go check out: http://rpgmaker.net/games/5708/ :)

All Hallows' Event 2013

Post and ye shall receive, game page and downloads are up!

http://rpgmaker.net/games/5708/

(Thanks to whoever jumped into that game queue to save me!)

World Outside

This is one of our earliest games, we never did get a lot of feedback on it, glad you're enjoying it!