AVEE'S PROFILE
Avee
5794
I started to design games at age 5, drawing maps and sprites with felt pens and paper. Then I began writing stories and game scenarios. I've been working with Rpg Maker 2000 and 2003 mostly, as soon as they came out.
I favor RPGs, Action RPGs and Fighting games. My favorite styles are Fantasy, Horror and anything dark or gothic. I also appreciate cute and funny content.
I make a lot of pixel art and some digital art (concept, promo, fanart, etc.)
I also compose 8-bit music.
Don't be shy and send me a message if you want to commission my work ;)
Other games I worked for:
Makerscore Clicker
http://rpgmaker.net/media/content/users/15964/locker/Makerscore_Clicker.rar
A Maned Lioness
https://rpgmaker.net/games/11191/
bio-Synthetica
https://rpgmaker.net/games/12250/
https://store.steampowered.com/app/2258840/bioSynthetica/
Blackmoon Prophecy 2
https://rpgmaker.net/games/5722/
Izrand Allure
https://rpgmaker.net/games/12395/
Little Avenger
https://www.148apps.com/app/988172424/
Onyx
https://rpgmaker.net/games/29/
Penumbra Crystallis
https://uprc.itch.io/penumbra-crystallis
https://rpgmaker.net/games/78/
Red Balloon of Happiness
https://rpgmaker.net/games/9333/
Requiem of the Shadows
https://rpgmaker.net/games/10441/
Second Death
https://rpgmaker.net/games/6972/
Super Mimi Souls
https://rpgmaker.net/games/9400/
Twell
https://rpgmaker.net/games/7931/
https://store.steampowered.com/app/2342860/Twell/
π (Pi)
https://rpgmaker.net/games/4904/
I favor RPGs, Action RPGs and Fighting games. My favorite styles are Fantasy, Horror and anything dark or gothic. I also appreciate cute and funny content.
I make a lot of pixel art and some digital art (concept, promo, fanart, etc.)
I also compose 8-bit music.
Don't be shy and send me a message if you want to commission my work ;)
Other games I worked for:
Makerscore Clicker
http://rpgmaker.net/media/content/users/15964/locker/Makerscore_Clicker.rar
A Maned Lioness
https://rpgmaker.net/games/11191/
bio-Synthetica
https://rpgmaker.net/games/12250/
https://store.steampowered.com/app/2258840/bioSynthetica/
Blackmoon Prophecy 2
https://rpgmaker.net/games/5722/
Izrand Allure
https://rpgmaker.net/games/12395/
Little Avenger
https://www.148apps.com/app/988172424/
Onyx
https://rpgmaker.net/games/29/
Penumbra Crystallis
https://uprc.itch.io/penumbra-crystallis
https://rpgmaker.net/games/78/
Red Balloon of Happiness
https://rpgmaker.net/games/9333/
Requiem of the Shadows
https://rpgmaker.net/games/10441/
Second Death
https://rpgmaker.net/games/6972/
Super Mimi Souls
https://rpgmaker.net/games/9400/
Twell
https://rpgmaker.net/games/7931/
https://store.steampowered.com/app/2342860/Twell/
π (Pi)
https://rpgmaker.net/games/4904/
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Hero's Realm: Heroic Edition
I thought I'd write something: I realized that it's been a little more than 3 years since I began working on this project.
Thank you for your support and comments. I hope that my art will live up to the fans' expectations.
There were several assets to draw and I am close to being finished.
The best-looking stuff is yet to come.
And thank you Kentona for giving me this opportunity. Working on Hero's Realm Heroic Edition has been and still is very enjoyable :D
Thank you for your support and comments. I hope that my art will live up to the fans' expectations.
There were several assets to draw and I am close to being finished.
The best-looking stuff is yet to come.
And thank you Kentona for giving me this opportunity. Working on Hero's Realm Heroic Edition has been and still is very enjoyable :D
Arc Blog #3 A free demo has been released!
I'm using Windows 7 and the game shuts down after the "Thank you for understanding and enjoy the game" message. No specific error window pops up.
First game demo
author=calunio
...there's a deliberate design choice behind keeping things as they are.
That doesn't surprise me: Being familiar with your other projects, I had a feeling that some things were as they are for a very good reason.
I'll definitely give the next update a try :)
And you are certainly right about me having expected a different kind of game, which would probably be best described as a "Therapist Tycoon" rather than a character-centered story that just happens to take place within a therapist's daily life.
First game demo
It might be difficult for me to explain this in English but, as I understand it, modern sensibilities refer to every little thing that makes the game more user-friendly or that avoid frustration or boredom.
A simple example of that would be the speed at which text shows up. In any game, text that moves slower than the speed at which the player can read tends to be frustrating and after some time affects motivation to keep playing.
Other examples include: the ability to skip cutscenes, the ability to save the game anywhere, the ability to reload a saved game anytime, having a quest tab in the menu that lets you review undergoing quests' objectives, etc.
In this game's case, the most frustration I felt came from the interface:
Even on full screen, a few things are very small and hard to look at, especially the calendar, the hour and schedule.
I would prefer if I had a menu I could bring up on screen that shows me all of that information large and clear. Every useful bit of information such as which patient do I meet everyday, what was the core theme of every therapy session (like patient file notes), areas' business hours, all ongoing appointments, etc. could be viewable in that menu.
The stats are small and far from the textbox or onscreen action. This might sound silly but it's true: when I focus on one corner of the screen I cannot see what's going on at the other end. The monochromatic palette also doesn't help in making the important objects catch the eye.
When my stats or money change, it doesn't tell me by how much: I have to remember what my stat was a second ago and do the math.
I have to write down the effects of eating each food and every action if I want to keep track of them because it doesn't tell me on screen.
How about adding a message that says something like "You ate the cupcake. Your Mood went up by X. Your Anxiety when down by Y."
The posture loss event was also impossible to notice before it was too late. I'd appreciate that the warning about that would be a message that pops up when the first case of posture loss happens, letting me know at that very moment how to recompose myself. Kind of like a tutorial, in fact. That would have eased me into that specific mechanic.
More transparency would be nice too, such as telling me how much time will pass if I pick this or that option, or telling me when my Mood or Stamina is too low to be reading or exercising at the moment, etc.
That would avoid the frustration of wasting time, stamina and money on actions that lead nowhere, plus I wouldn't have to write down the requirements of every action to keep track of them either.
One time I wanted to go to the office from the library at 12:15. The taxi driver told me the office was closed so I had to do something else. I knew I couldn't spend too much time elsewhere before my patient arrived, so I tried entering the library again. Fifteen minutes passed, so I went in and out of the library two more times to wait for the clock to reach 13:00.
I would suggest adding convenient options such as going to a location that is closed right now and choose to "Wait until it opens".
I'm also curious about the choice to assign keyboard keys to actions instead of using a conventional, easy to follow "dialogue choices" menu.
I think that it might also be more fun if reading at the library gave me hints as to the right answers I should pick during therapy sessions.
The first session about intrusive thoughts for instance, I don't think that it's common knowledge that those are tied to OCD. If players could learn about that in the game and then use what they learned in an upcoming therapy session, it could be an opportunity to feel rewarded for having paid attention earlier.
Well, that was a lot of suggestions... I should say that I tried to make games about therapy work before, being a former therapist myself, so this might come off as "This is what I would do". But that's only my personal experience of a very short segment of the game so far, and I know that the little I've played might not be a faithful representation of the entire game.
I should also mention that I like the art style, and the choice of blue shades does help set an interesting mood.
In any case, I'm interested in following this game's development and hopeful that it can be improved. I'd like to know your thoughts on all this.
A simple example of that would be the speed at which text shows up. In any game, text that moves slower than the speed at which the player can read tends to be frustrating and after some time affects motivation to keep playing.
Other examples include: the ability to skip cutscenes, the ability to save the game anywhere, the ability to reload a saved game anytime, having a quest tab in the menu that lets you review undergoing quests' objectives, etc.
In this game's case, the most frustration I felt came from the interface:
Even on full screen, a few things are very small and hard to look at, especially the calendar, the hour and schedule.
I would prefer if I had a menu I could bring up on screen that shows me all of that information large and clear. Every useful bit of information such as which patient do I meet everyday, what was the core theme of every therapy session (like patient file notes), areas' business hours, all ongoing appointments, etc. could be viewable in that menu.
The stats are small and far from the textbox or onscreen action. This might sound silly but it's true: when I focus on one corner of the screen I cannot see what's going on at the other end. The monochromatic palette also doesn't help in making the important objects catch the eye.
When my stats or money change, it doesn't tell me by how much: I have to remember what my stat was a second ago and do the math.
I have to write down the effects of eating each food and every action if I want to keep track of them because it doesn't tell me on screen.
How about adding a message that says something like "You ate the cupcake. Your Mood went up by X. Your Anxiety when down by Y."
The posture loss event was also impossible to notice before it was too late. I'd appreciate that the warning about that would be a message that pops up when the first case of posture loss happens, letting me know at that very moment how to recompose myself. Kind of like a tutorial, in fact. That would have eased me into that specific mechanic.
More transparency would be nice too, such as telling me how much time will pass if I pick this or that option, or telling me when my Mood or Stamina is too low to be reading or exercising at the moment, etc.
That would avoid the frustration of wasting time, stamina and money on actions that lead nowhere, plus I wouldn't have to write down the requirements of every action to keep track of them either.
One time I wanted to go to the office from the library at 12:15. The taxi driver told me the office was closed so I had to do something else. I knew I couldn't spend too much time elsewhere before my patient arrived, so I tried entering the library again. Fifteen minutes passed, so I went in and out of the library two more times to wait for the clock to reach 13:00.
I would suggest adding convenient options such as going to a location that is closed right now and choose to "Wait until it opens".
I'm also curious about the choice to assign keyboard keys to actions instead of using a conventional, easy to follow "dialogue choices" menu.
I think that it might also be more fun if reading at the library gave me hints as to the right answers I should pick during therapy sessions.
The first session about intrusive thoughts for instance, I don't think that it's common knowledge that those are tied to OCD. If players could learn about that in the game and then use what they learned in an upcoming therapy session, it could be an opportunity to feel rewarded for having paid attention earlier.
Well, that was a lot of suggestions... I should say that I tried to make games about therapy work before, being a former therapist myself, so this might come off as "This is what I would do". But that's only my personal experience of a very short segment of the game so far, and I know that the little I've played might not be a faithful representation of the entire game.
I should also mention that I like the art style, and the choice of blue shades does help set an interesting mood.
In any case, I'm interested in following this game's development and hopeful that it can be improved. I'd like to know your thoughts on all this.
First game demo
I played a little and I'm interested in the therapy sessions, however I did not enjoy the management segments, to the point that I lost interest in playing past the third day.
I think that the biggest hurdle is the lack of modern sensibilities in those segments and in the interface. I feel like I'm playing an early 90s strategy game where the conditions and results of my choices are difficult to understand and keep track of, and sometimes difficult to even notice.
I'd suggest watching some gameplay footage of a game like Persona 4 Golden to see how it handles and presents the relationship building, social stats raising, the teachers' questions during class, the informative prompts when an important choice or situation is about to be presented, etc.
Maybe you could be inspired by this game or another and think of some ways to improve the gameplay experience.
I'm sorry I don't have many positive things to say about the game at the moment, especially when you haven't received any other feedback yet.
I think that the biggest hurdle is the lack of modern sensibilities in those segments and in the interface. I feel like I'm playing an early 90s strategy game where the conditions and results of my choices are difficult to understand and keep track of, and sometimes difficult to even notice.
I'd suggest watching some gameplay footage of a game like Persona 4 Golden to see how it handles and presents the relationship building, social stats raising, the teachers' questions during class, the informative prompts when an important choice or situation is about to be presented, etc.
Maybe you could be inspired by this game or another and think of some ways to improve the gameplay experience.
I'm sorry I don't have many positive things to say about the game at the moment, especially when you haven't received any other feedback yet.
Pa-Lette's Make!
Submitted my 3 entries (portrait, faceset and character sprite) for Autumn Breeze!
Her name is Kazeno Aki-chan (literally translates to "Breeze's Autumn" lol)
EDIT: added transparency to the character sprite's background.
Her name is Kazeno Aki-chan (literally translates to "Breeze's Autumn" lol)
EDIT: added transparency to the character sprite's background.
Pa-Lette's Make!
Sounds fun :)
I went and registered but I might not have time to make much or chat for too long in Discord.
Graphics: My best skill. I can draw any type of asset. 8-bit and 16-bit pixel art are preferred.
Script: Nada.
Sound: I can compose amateur level 8-bit (NES style) music tracks. I'm mostly influenced by old JRPGs and JARPGs music.
I went and registered but I might not have time to make much or chat for too long in Discord.
Graphics: My best skill. I can draw any type of asset. 8-bit and 16-bit pixel art are preferred.
Script: Nada.
Sound: I can compose amateur level 8-bit (NES style) music tracks. I'm mostly influenced by old JRPGs and JARPGs music.
Next Event Team Scouting
Count me in, although I might not have time to make much.
Graphics: My best skill. I can draw any type of asset. 8-bit and 16-bit pixel art are preferred.
Script: Nada.
Sound: I can compose amateur level 8-bit (NES style) music tracks. I'm mostly influenced by old JRPGs and JARPGs music.
Graphics: My best skill. I can draw any type of asset. 8-bit and 16-bit pixel art are preferred.
Script: Nada.
Sound: I can compose amateur level 8-bit (NES style) music tracks. I'm mostly influenced by old JRPGs and JARPGs music.
[RM2K3] weird bug where the game forces me to go up
I've encountered a similar problem a few times before.
I'm not sure, but I think that it happened when I pressed two keys at the same time, like an arrow key and X for instance.
I sometimes managed to fix it by mashing both keys together a few times. At other times, restarting the computer did the trick, but not always.
I'm not sure, but I think that it happened when I pressed two keys at the same time, like an arrow key and X for instance.
I sometimes managed to fix it by mashing both keys together a few times. At other times, restarting the computer did the trick, but not always.
Looking for some good alternatives like the following
Black Sigil: Blade of the Exiled has art similar to Chrono Trigger but the gameplay is quite different.
I am Setsuna and Lost Sphear have similar gameplay.
Secret of Evermore, Terranigma, Illusion of Gaia are all more or less similar to the Mana games.
You might also want to look into the excellent Ys series if you enjoy Japanese Action RPGs.
I am Setsuna and Lost Sphear have similar gameplay.
Secret of Evermore, Terranigma, Illusion of Gaia are all more or less similar to the Mana games.
You might also want to look into the excellent Ys series if you enjoy Japanese Action RPGs.













