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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Twell Trailer
Nice! I really like the sequence where the character walks upward and the background keeps changing.
Twell
I wanted to make sure it was still possible to beat the game if you just go from dungeon to dungeon.I'll have to try that as well. Sounds like a good challenge.
I like these ideas, especially the Soul Fragments idea. I was thinking to put these on the map for every location. I like this idea because collecting all 50 Soul Fragments is kinda worth finding. It is a lot of work to do this, so it's not in this update, but maybe in a future update it will.How do you plan to implement the idea?
I presume that you could create one Variable per location where Souls are present. Set them all at the start of the game. Subtract 1 from the Variable for each Soul obtained in the corresponding location.
Then have an event show that location's Variable count using a Picture when you enter the location. And call that event again when a Soul is defeated.
Another small mistake that I found today: the first location of the orbs near Seledin Temple and in the purple Cranium camp. Both show the Purple Orb sprite, but
EDIT: Actually, if you take one of the Purple Orbs, they both disappear.
Twell
Right on! I continued with version 1.1.2 and beat the game.
Probably as a result of me completing the 5th dungeon early, I was overleveled for the 3rd and 4th dungeons, making them rather easy. But the enemies' strength caught up soon enough in the 6th dungeon and later, which is good.
I liked how Q-items and most pieces of equipment remained revelant throughout the entire game due to their unique properties.
I loved the puzzles in the 6th dungeon especially. They were clever and creative. One of them almost had me stumped too, and I appreciate being challenged. Still, none of the puzzles struck me as too complicated, so I think that you found a great balance there.
The final dungeon is also fantastic! Memorable moments and puzzles and despite there being a lot to do it's very easy to keep track of my progress and what to do next. I also loved the twist of how and where the Boss Key is acquired.
The final battle is awesome. Good job!
I believe you told me that the story wasn't the focus of this game, but there's still enough meat there for me to take a liking to the major characters, and the highlight is in my opinion the worldbuilding: The races and towns look and feel unique, making them memorable.
One of the moments I liked the most is when the Gomblon you give a flower to meets the Angelin. I would have liked to see more peculiar interactions between NPCs like that.
I'll have to do a second playthrough and avoid leveling up too much to get a better idea of the balance of difficulty, but it seemed appropriate in the end. Nearing the final dungeons, I ended up with plenty of Gold, enough to buy whatever I needed to become much stronger. And there are enough Red Potions to find that I never had to buy one.
I completed the Battle Mode and Boss Rush mode too, and the rewards are nice!
I'm wondering if there are any Passwords available though, and what they'll do.
I give Twell a 4.5 out of 5.
It's a great way to start 2023! I recommend it to anyone who enjoys Action RPGs similar to the Zelda series and Alundra, or even Ys, semi-open worlds and Metroidvanias.
I have some more minor bugs to report and spoiler-filled comments and suggestions below:
***SPOILERS***
-The Paralyze spell seems to work fine, but the paralyzing effect of the Thunder Sword doesn't, which makes the Thunder element useless at the moment.
-About the seed-shooting pod/plant puzzles: Is it normal that the red plant never shoots? Once the green plants are in place, I can attack one of them to make them shoot. For instance, I can strike the last plant in the line (the one directly pointing at the target) to make it shoot the target.
I was under the impression that you wanted the players to strike the red plant and have the seed pass through every green plant in order to reach the target, but it doesn't seem like that's the case at the moment.
-The 6th dungeon boss: One part of its body was following the camera as I walked around the room, staying near the edge of the screen:
https://rpgmaker.net/media/content/users/15964/locker/twell_bug_04.png
-A similar bug happened with Deff when he was doing his flying attack.
-And Din's sprite froze in place once after he was supposed to teleport. The sprite vanished after a few seconds. Maybe it happened because he was stunned by a hit from my Ice Sword at that moment.
-In the 6th dungeon: This grappling hook pole doesn't glow when I enter the room:
https://rpgmaker.net/media/content/users/15964/locker/twell_bug_03.png
-In the 8th dungeon: I can walk over the table here and shouldn't be able to:
https://rpgmaker.net/media/content/users/15964/locker/twell_bug_05.png
-During the cutscenes with Din and the credits (and maybe during other cutscenes) I can still cast spells and defend.
-When Deff slashes the last orb in the final cutscene, his sprite zips up because you use the old attack animation. It looks a bit silly. Maybe it's possible to save each frame as a Picture and show these instead? Let me know if you need me to do that.
-Din is not fought in the Boss Rush mode. Is that intentional? (I know he is fought in the Battle Mode, though)
-The dialogs in the battle against Deff are present in the Boss Rush, which seems a little odd to me.
-When the Boss Rush is completed, the text box says that I completed "Battle Mode".
-During the credits, you mispelled "Grammar", lol.
-About the elemental swords: At Level 3, I think that the Ice Sword is the obvious best upgrade to have because it can stun enemies. The Fire Sword might be more useful if there were more enemies weak to fire. And the Thunder Sword could be a good choice if the paralysis effect worked properly, but only if enemies are prevented from attacking for longer than with the Ice Sword's stun.
-I beat the game at Level 36 and felt overpowered despite missing... two skills, I think. Reaching Level 45 to acquire every skill would require quite a bit of grinding. There's also a secret skill, right? That we can learn when all other skills are learned? But I don't think it would be necessary to have it in order to beat the game.
Maybe if enemies gave more experience so the player can level up faster but stats would not rise as much to keep the game balanced. That way it would be common to reach Level 45 or so before the final boss and learn all skills. This isn't a suggestion but simply a possibility.
-The 7th dungeon, the spiders' lair, could be a little more difficult by adding a few medium-sized gray spiders.
-Maybe you could also add a few medium-sized enemies in the 8th dungeon to make it more intense. Medium bats and medium skeletons would be nice.
-The battle against Din is easy and a little disappointing because of that. But the final battles after that are intense and cool. Maybe you could add a new attack that Din would use occasionally or whenever he teleports: how about a number of fireballs that start at the edges of the screen and fly toward the player? It would be similar to Deff's flying attack.
-I was missing 2 Soul Fragments. After searching every location several times during the game, I gave up trying to find them. So I was thinking that maybe you could show a number in a different color next to the Soul Fragments' count, to indicate how many Soul Fragments remain in the current location... Or any other way to let players know.
-Another quality of life improvement that I would suggest is to add a small dot on the world map for every location in the game, including small caves. That would make it easier to remember where to keep exploring and if there's anything that players have missed or forgotten about.
-I think that's all I wanted to mention. Thank you again for making this great game and for relying on me. I will play again in the future ;)
Probably as a result of me completing the 5th dungeon early, I was overleveled for the 3rd and 4th dungeons, making them rather easy. But the enemies' strength caught up soon enough in the 6th dungeon and later, which is good.
I liked how Q-items and most pieces of equipment remained revelant throughout the entire game due to their unique properties.
I loved the puzzles in the 6th dungeon especially. They were clever and creative. One of them almost had me stumped too, and I appreciate being challenged. Still, none of the puzzles struck me as too complicated, so I think that you found a great balance there.
The final dungeon is also fantastic! Memorable moments and puzzles and despite there being a lot to do it's very easy to keep track of my progress and what to do next. I also loved the twist of how and where the Boss Key is acquired.
The final battle is awesome. Good job!
I believe you told me that the story wasn't the focus of this game, but there's still enough meat there for me to take a liking to the major characters, and the highlight is in my opinion the worldbuilding: The races and towns look and feel unique, making them memorable.
One of the moments I liked the most is when the Gomblon you give a flower to meets the Angelin. I would have liked to see more peculiar interactions between NPCs like that.
I'll have to do a second playthrough and avoid leveling up too much to get a better idea of the balance of difficulty, but it seemed appropriate in the end. Nearing the final dungeons, I ended up with plenty of Gold, enough to buy whatever I needed to become much stronger. And there are enough Red Potions to find that I never had to buy one.
I completed the Battle Mode and Boss Rush mode too, and the rewards are nice!
I'm wondering if there are any Passwords available though, and what they'll do.
I give Twell a 4.5 out of 5.
It's a great way to start 2023! I recommend it to anyone who enjoys Action RPGs similar to the Zelda series and Alundra, or even Ys, semi-open worlds and Metroidvanias.
I have some more minor bugs to report and spoiler-filled comments and suggestions below:
***SPOILERS***
-The Paralyze spell seems to work fine, but the paralyzing effect of the Thunder Sword doesn't, which makes the Thunder element useless at the moment.
-About the seed-shooting pod/plant puzzles: Is it normal that the red plant never shoots? Once the green plants are in place, I can attack one of them to make them shoot. For instance, I can strike the last plant in the line (the one directly pointing at the target) to make it shoot the target.
I was under the impression that you wanted the players to strike the red plant and have the seed pass through every green plant in order to reach the target, but it doesn't seem like that's the case at the moment.
-The 6th dungeon boss: One part of its body was following the camera as I walked around the room, staying near the edge of the screen:
https://rpgmaker.net/media/content/users/15964/locker/twell_bug_04.png
-A similar bug happened with Deff when he was doing his flying attack.
-And Din's sprite froze in place once after he was supposed to teleport. The sprite vanished after a few seconds. Maybe it happened because he was stunned by a hit from my Ice Sword at that moment.
-In the 6th dungeon: This grappling hook pole doesn't glow when I enter the room:
https://rpgmaker.net/media/content/users/15964/locker/twell_bug_03.png
-In the 8th dungeon: I can walk over the table here and shouldn't be able to:
https://rpgmaker.net/media/content/users/15964/locker/twell_bug_05.png
-During the cutscenes with Din and the credits (and maybe during other cutscenes) I can still cast spells and defend.
-When Deff slashes the last orb in the final cutscene, his sprite zips up because you use the old attack animation. It looks a bit silly. Maybe it's possible to save each frame as a Picture and show these instead? Let me know if you need me to do that.
-Din is not fought in the Boss Rush mode. Is that intentional? (I know he is fought in the Battle Mode, though)
-The dialogs in the battle against Deff are present in the Boss Rush, which seems a little odd to me.
-When the Boss Rush is completed, the text box says that I completed "Battle Mode".
-During the credits, you mispelled "Grammar", lol.
-About the elemental swords: At Level 3, I think that the Ice Sword is the obvious best upgrade to have because it can stun enemies. The Fire Sword might be more useful if there were more enemies weak to fire. And the Thunder Sword could be a good choice if the paralysis effect worked properly, but only if enemies are prevented from attacking for longer than with the Ice Sword's stun.
-I beat the game at Level 36 and felt overpowered despite missing... two skills, I think. Reaching Level 45 to acquire every skill would require quite a bit of grinding. There's also a secret skill, right? That we can learn when all other skills are learned? But I don't think it would be necessary to have it in order to beat the game.
Maybe if enemies gave more experience so the player can level up faster but stats would not rise as much to keep the game balanced. That way it would be common to reach Level 45 or so before the final boss and learn all skills. This isn't a suggestion but simply a possibility.
-The 7th dungeon, the spiders' lair, could be a little more difficult by adding a few medium-sized gray spiders.
-Maybe you could also add a few medium-sized enemies in the 8th dungeon to make it more intense. Medium bats and medium skeletons would be nice.
-The battle against Din is easy and a little disappointing because of that. But the final battles after that are intense and cool. Maybe you could add a new attack that Din would use occasionally or whenever he teleports: how about a number of fireballs that start at the edges of the screen and fly toward the player? It would be similar to Deff's flying attack.
-I was missing 2 Soul Fragments. After searching every location several times during the game, I gave up trying to find them. So I was thinking that maybe you could show a number in a different color next to the Soul Fragments' count, to indicate how many Soul Fragments remain in the current location... Or any other way to let players know.
-Another quality of life improvement that I would suggest is to add a small dot on the world map for every location in the game, including small caves. That would make it easier to remember where to keep exploring and if there's anything that players have missed or forgotten about.
-I think that's all I wanted to mention. Thank you again for making this great game and for relying on me. I will play again in the future ;)
Twell
I guess I'll test the new lantern on my second playthrough, then, when more bugs have been fixed because I have more to report, haha :P
All bugs I found are minor and don't really affect the game, so everyone can still enjoy the first download to at least as far as I made it into the game:
I focused on side quests after reaching Twellin and Angelin City and enjoyed it.
I was a little curious and daring, so I completed the 5th dungeon (Twellin Castle) right after I found the Silver Bow in the 3rd dungeon. It's my favorite dungeon so far. The stealth segments and alternate dimension gimmick were really fun. I completed the dungeon in one sitting and was at the edge of my seat. And the boss fight was intense (I had to use Light Eye in order to deal any damage to him during the second phase). Well done!
Now for the bugs and some questions and suggestions:
Every building that has at least two floors, like the Inns and a few others: the screen tint changes only when I go to the second floor, and then changes back when I exit the building.
In Angelin town, the shop at the eastern side has an Inn sign instead of a Shop sign.
Near the temple, I can walk on this high cliff from behind the tree and can also walk up over the edge:
twell_bug_01.png
The woman with red/brown hair and twin tails in the southern area of Twellin city: When I talked to her after the 5th boss, though unrelated, a new challenge was unlocked in Battle Mode. I think that might have also happened much earlier when I talked to another random person in Twellin.
In Twellin Castle, where I have to use the Glove to attract a soldier who guards a chest, I used the Glove again while the soldier was walking: my character became frozen until the soldier had returned all the way to his post.
Deff's sword attack sprite is not aligned with his walking sprite. Is this something you can fix in the game or should I update his sprite sheets in some way?
Does the Protection Weed cancel all damage? If so, the word "Environmental" in the description might be confusing. Maybe it's best to remove that word.
So far I found 4 Fire Stones, 2 Ice Stones and 1 Thunder Stone. Maybe you could replace one or two of these Fire Stones with something else?
About the Red Shield found in one of the hot rooms, the text box says it has a Defense of 6 but the description in the menu says 5.
Is there a way to see my HP and SP numbers?
When I got the Bronze Bracelet, I thought the 20% extra Gold was not worth it, especially since I had already opened so many treasure chests with Gold inside. But I probably haven't seen enough of the game yet to gauge how much money would be right to have at different points.
I didn't find the V-Slash and P-Slash skills to be particularly useful, especially after getting the Golden Bow.
With an Attack of 16 and range, the Golden Bow seems overpowered at the moment. My sword is Level 2 with an Attack of 12, so the only way I can deal more damage than the bow is to hit an elemental weakness. But here again, maybe I haven't seen enough of the game to judge.
About the Seeds: the cost-benefit ratio for Small and Big seeds is the same, so I thought there was no point in buying the Big Seeds. Then I found out the other way to get Big Skill Seeds for cheaper, which is good.
However, selling the Small and Big Life Seeds in the same town seems pointless. Maybe the Small Life Seeds could be available earlier?
That's it for now. I'm still having a blast playing the game and can't wait to see what's next. I'll complete the third dungeon next.
All bugs I found are minor and don't really affect the game, so everyone can still enjoy the first download to at least as far as I made it into the game:
I focused on side quests after reaching Twellin and Angelin City and enjoyed it.
I was a little curious and daring, so I completed the 5th dungeon (Twellin Castle) right after I found the Silver Bow in the 3rd dungeon. It's my favorite dungeon so far. The stealth segments and alternate dimension gimmick were really fun. I completed the dungeon in one sitting and was at the edge of my seat. And the boss fight was intense (I had to use Light Eye in order to deal any damage to him during the second phase). Well done!
Now for the bugs and some questions and suggestions:
Every building that has at least two floors, like the Inns and a few others: the screen tint changes only when I go to the second floor, and then changes back when I exit the building.
In Angelin town, the shop at the eastern side has an Inn sign instead of a Shop sign.
Near the temple, I can walk on this high cliff from behind the tree and can also walk up over the edge:
twell_bug_01.png
The woman with red/brown hair and twin tails in the southern area of Twellin city: When I talked to her after the 5th boss, though unrelated, a new challenge was unlocked in Battle Mode. I think that might have also happened much earlier when I talked to another random person in Twellin.
In Twellin Castle, where I have to use the Glove to attract a soldier who guards a chest, I used the Glove again while the soldier was walking: my character became frozen until the soldier had returned all the way to his post.
Deff's sword attack sprite is not aligned with his walking sprite. Is this something you can fix in the game or should I update his sprite sheets in some way?
Does the Protection Weed cancel all damage? If so, the word "Environmental" in the description might be confusing. Maybe it's best to remove that word.
So far I found 4 Fire Stones, 2 Ice Stones and 1 Thunder Stone. Maybe you could replace one or two of these Fire Stones with something else?
About the Red Shield found in one of the hot rooms, the text box says it has a Defense of 6 but the description in the menu says 5.
Is there a way to see my HP and SP numbers?
When I got the Bronze Bracelet, I thought the 20% extra Gold was not worth it, especially since I had already opened so many treasure chests with Gold inside. But I probably haven't seen enough of the game yet to gauge how much money would be right to have at different points.
I didn't find the V-Slash and P-Slash skills to be particularly useful, especially after getting the Golden Bow.
With an Attack of 16 and range, the Golden Bow seems overpowered at the moment. My sword is Level 2 with an Attack of 12, so the only way I can deal more damage than the bow is to hit an elemental weakness. But here again, maybe I haven't seen enough of the game to judge.
About the Seeds: the cost-benefit ratio for Small and Big seeds is the same, so I thought there was no point in buying the Big Seeds. Then I found out the other way to get Big Skill Seeds for cheaper, which is good.
However, selling the Small and Big Life Seeds in the same town seems pointless. Maybe the Small Life Seeds could be available earlier?
That's it for now. I'm still having a blast playing the game and can't wait to see what's next. I'll complete the third dungeon next.
Twell
Quick thoughts after having played a little over 4 hours: This is FUN!
I defeated the second boss and just reached Twellin City, and I'm really enjoying the game so far :)
The size of areas and length of dungeons, the puzzles and traps, the balance of difficulty, quests, shops and items, useful dialogues, the creative use of Q-items, the timing-based melee battles toggling between guarding and attacking at the right moment, or shooting magic spells from a distance... everything is just right. Your efforts on playtesting have paid off.
Super job on the soundtrack as well: the music is really beautiful and fitting. So good job to the composers.
A couple of things I would change is to make the music a little louder in the Cave and the Lantern's light could be automatically on instead of having to go through the Q-item Menu (unless there's a reason you'd want to stay in the dark in certain places?).
I also found a bug in the Skill Menu: at the beginning of the game when you don't have any skills, trying to equip one makes the C-Slash icon appear.
There's also a strange Picture that shows up in the Temple's room where you get the first Lantern or when you light up torches. No major bugs though.
That being said, I keep looking forward to the next areas or to return to older ones after acquiring what will help me progress further. The game has kept my attention so far and I'm having a blast. Good job!
I hope that more people will share their thoughts in the next few days.
I defeated the second boss and just reached Twellin City, and I'm really enjoying the game so far :)
The size of areas and length of dungeons, the puzzles and traps, the balance of difficulty, quests, shops and items, useful dialogues, the creative use of Q-items, the timing-based melee battles toggling between guarding and attacking at the right moment, or shooting magic spells from a distance... everything is just right. Your efforts on playtesting have paid off.
Super job on the soundtrack as well: the music is really beautiful and fitting. So good job to the composers.
A couple of things I would change is to make the music a little louder in the Cave and the Lantern's light could be automatically on instead of having to go through the Q-item Menu (unless there's a reason you'd want to stay in the dark in certain places?).
I also found a bug in the Skill Menu: at the beginning of the game when you don't have any skills, trying to equip one makes the C-Slash icon appear.
There's also a strange Picture that shows up in the Temple's room where you get the first Lantern or when you light up torches. No major bugs though.
That being said, I keep looking forward to the next areas or to return to older ones after acquiring what will help me progress further. The game has kept my attention so far and I'm having a blast. Good job!
I hope that more people will share their thoughts in the next few days.
Release tomorrow
Yes! Congratulations on releasing the game!
I'll start playing tomorrow for sure.
I'm happy to have been a part of this, to have helped you make this game come to life. Luc has been very agreeable to work with. Thank you again for this opportunity.
We started working together on Twell in... *gasp* ...2014!
The first sprite I made was a giant spider boss. Players, please check it out... I hope that it still holds up after all these years :P
I hope that the assets I made (including many sprites, icons, a few objects/tiles and the hand-drawn world map) will be well-received and that people will enjoy the game!
Luc, is Twell your biggest game yet?
How was your experience developing the game?
I'll start playing tomorrow for sure.
I'm happy to have been a part of this, to have helped you make this game come to life. Luc has been very agreeable to work with. Thank you again for this opportunity.
We started working together on Twell in... *gasp* ...2014!
The first sprite I made was a giant spider boss. Players, please check it out... I hope that it still holds up after all these years :P
I hope that the assets I made (including many sprites, icons, a few objects/tiles and the hand-drawn world map) will be well-received and that people will enjoy the game!
Luc, is Twell your biggest game yet?
How was your experience developing the game?
Final Event XV: The Crystals of Time (RV)
The Looming Spire
Congrats on releasing the demo! I gave it a quick try and am really enjoying it so far :D
The timing-based battle system is great. It took me a few tries to get the combo and parry timing right but it's fair. I like that elemental attacks are available early on and can make a huge difference. Is there or will there be a way to have some control over what element is granted?
I also appreciate how you've made the maps but maybe they can be improved a little more by adding clearer entrances/exits, where gimmicks (such as spider webs) are, and treasure chests (all or only the ones we opened)?
The intro is solid and entertaining. I really liked the scene where the spire lights up and what followed.
A few quick bug reports:
-"Floating" in the air when I step on these corners: https://rpgmaker.net/media/content/users/15964/locker/tls_bug_00.png
-Here I can move through what should be a wall/cliff: https://rpgmaker.net/media/content/users/15964/locker/tls_bug_01.png
-Item descriptions in battle: https://rpgmaker.net/media/content/users/15964/locker/tls_bug_02.png
The timing-based battle system is great. It took me a few tries to get the combo and parry timing right but it's fair. I like that elemental attacks are available early on and can make a huge difference. Is there or will there be a way to have some control over what element is granted?
I also appreciate how you've made the maps but maybe they can be improved a little more by adding clearer entrances/exits, where gimmicks (such as spider webs) are, and treasure chests (all or only the ones we opened)?
The intro is solid and entertaining. I really liked the scene where the spire lights up and what followed.
A few quick bug reports:
-"Floating" in the air when I step on these corners: https://rpgmaker.net/media/content/users/15964/locker/tls_bug_00.png
-Here I can move through what should be a wall/cliff: https://rpgmaker.net/media/content/users/15964/locker/tls_bug_01.png
-Item descriptions in battle: https://rpgmaker.net/media/content/users/15964/locker/tls_bug_02.png
hrdx_quicko_title.png
Of course :)
And DW2's box art is probably the best NES box art ever.
Speaking of which, what versions of Dragon Quest 2 have you played?
I found the Game Boy Color version to be substantially more enjoyable than the NES one.
And DW2's box art is probably the best NES box art ever.
Speaking of which, what versions of Dragon Quest 2 have you played?
I found the Game Boy Color version to be substantially more enjoyable than the NES one.
hrdx_quicko_title.png
Sweet!
The title's readability could be improved with one or two borders. I would try black, white, light yellow, dark red or a pair of those colors.
Or maybe you could paste this one over the artwork and add a slim black border: https://rpgmaker.net/games/9906/images/81978/
The title's readability could be improved with one or two borders. I would try black, white, light yellow, dark red or a pair of those colors.
Or maybe you could paste this one over the artwork and add a slim black border: https://rpgmaker.net/games/9906/images/81978/













