AVEE'S PROFILE

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/
Cuties & Clues
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Hero's Realm: Heroic Edition

I like the smol left one the most. It has the cleanest choice of coloring and shading, consistent with the style of other sprites.

Dragon Quest +

So I kept playing Easy mode after adding a few QOL mods of my own (lowering some of the sound files' volume in Audacity and adding a Save anywhere feature, which caused a game breaking error when loading in Mercado. That'll teach me to mess with other people's games :P).

I only ran into minor issues like typos and the Drakeema who seems to be missing the right part of its face. No performance issues, no problems with the menus or anything of the sort.

I defeated the Dragonlord and I'm about to start the extra post-game content. So far I think there's a great balance between familiar tasks and new content. The small changes to original areas and NPC dialogues kept the experience interesting. While the game is still DQ1 in essence and therefore not the most deep or exciting DQ adventure that exists, it feels like a freshened up and more enjoyable version of a nostalgic experience.

The end credits are nice too :)
Good job! I might share more of my thoughts after I finish the post-game stuff.

By the way, what kind of game do you want to work on next / what do you have in mind for future projects?

Dragon Quest +

Congrats on finishing the game! That must have been a lot of work.

Here are my initial thoughts on testing Normal mode for about 2 hours. Most of it might sound negative and nitpicky, so take my feedback with a grain of salt :P The only real issue I have is about the music and sound effects volume:

Quality of life improvement suggestions and bug report:

-I can play on Windows 7 Pro.

-Text speed selection: You could indicate which number is fastest and which one is slowest.

-I selected 0 for text speed, but battle text speed's default should be a higher number because 0 comes and goes too fast to be readable.

-Pressing the Mini Map key (0 on my numpad) during the intro or elsewhere when I don't have the mini map freezes my sprite too. You could probably disable the command when the game starts and enable it only when the mini map is obtained.

-It's also weird that I can open the Menu in town using the same key (numpad 0) but when on the world map it shows the mini map.

-Intro questions: I was asked the same question twice "Do you like negotiating..." with another question in between.

-Speaking of Personalities, it would be nice to be told ingame what those do.

-There's weird waiting time when opening the first blue treasure chest and after obtaining the Map that's inside.

-Saving at a church plays that jingle, making me wait for no reason (an issue that the original series should fix in my opinion).

-Saving only at churches is another big issue that the original series should fix. Being able to save anywhere except during battle or cutscenes is the new norm.

-Doors that aren't locked could open when I run into them instead of having to press the Confirm key.

-You could probably show the item menu categories' contents while selecting the category, instead of having to enter the category by pressing Confirm. Having that large blank space while selecting categories is silly (it's an issue that the RM engines keep having).

-Since there are new items in the game, a more transparent description of their effects would be useful. For instance, I should be informed that Apples recover some MP without having to save, use one to see what it does, then reload.

-Sound effects are too loud compared to music volume, which is unpleasant and a shame considered the massive 850 MB of music you included in the game. Some music tracks are barely audible even when the volume of sound effects is painfully loud, such as the castle theme. Others, like the battle music, have some loud parts that are too loud compared to the quieter parts. Speaking of the battle music, it has parts where it just dies down. It's not always a good idea to feature live orchestrated performances because of things like that... I would recommend to balance the volume of such tracks in Audacity, and to reduce the volume of sound effects in the database and events to compensate for the quiet music.

-Lovely mapping. The towns and world map are solid improvements over the original, not only thanks to the 16-bit tiles but how you handle the tiles as well.

-The screen flashing before entering battle begins before the sprite has finished moving, which looks a bit weird. You could add a 0.2 or so waiting time before making it flash.

-You could probably remove the extra zeros when showing damage numbers under 100 and under 10.

-The sound effect for the enemy about to attack could play while they flash red to save some time.

-You could also remove the waiting time between my attack animation and the enemy taking damage animation.

-Player's and enemies' damage output varies too much. For instance, a Dracky deals between 1 and 6 damage to me, which is too much variance when I have only 15 Max HP.

-Plus, Drackies can Poison me, which is a deadly state when HP is that low. I'd suggest not having enemies inflict Poison until a little later.

-You could probably use several Variables per dialogue option to change the "Adventure Log I-III" when saving and loading. Associate a Variable's value to the current location and another to the current Level for instance, and show these Variables in the text box.

-The game on Normal seems just as grindy as the original when starting out, which is typical of older RPGs like Final Fantasy 1 and Dragon Quest 1~2 but also a big hurdle that should not be reproduced in my opinion. My recommended solution for this would be to reduce the Experience needed to reach the first few Levels.

-It would be great to be informed ingame what the exact differences between the difficulty settings are. More transparency is always best. I had to test Easy mode to learn that Exp and Gold are doubled on that setting, which is how I would have preferred to play.

I made it to Level 3 and tried the maze mini game. There might be too many things to improve for me to want to keep playing, but I think that you did a great job with this remake so far.

Twell

author=jhongyu
There no option I can send savefile only image


Did you use your Locker to upload the savefile?
You can add any file that's into your Locker to a reply by clicking on the Link icon.

Let me know if you need more help.

By the way, you can also Edit your older replies instead of writing a new one everytime.

The Collector

Thank you for version 2.0!
The new Life and Mana gauges are more useful now. I managed to beat the game: it's not too hard now and becomes progressively easier the more items you find.
The ending's simple yet nice! It was worth it to beat the game.

You could increase the final boss's attack power to make her more threatening, in my opinion.
I experienced lag after using the second healing area: some messages wouldn't appear and some animations would be skipped, making it hard to tell what was going on. But it wasn't unplayable and with a bit of patience I managed to finish exploring the second map and open the golden door. The lag was gone when I entered the final boss's room.

I hate to see Qisa getting beaten up but it's a nice feature to have implemented :P
Well done!

bio-Synthetica

Yes, combat is really fun so far! Each new enemy is interesting to learn about and makes the first battle against them suspenseful. Once you figure out the best attacks and combinations to use against them, it becomes quite satisfying to defeat them quickly.

I have a few suggestions and more bugs to report below:

I think there are enough states for now, but I would like if there were more Reactions so that every state has 2 or 3 possible reactions.

It would be nice if Toxic Cloud and Soaked had a standalone effect to make them more relevant outside of combinations. For instance, Toxic Cloud could reduce Hit rate and Soaked could... I don't know. Maybe make the target roll the minimum damage? Both states only last 2 turns so these effects wouldn't be overpowered.

In order to make Experience more relevant:
It would be nice if we could upgrade the chances of inflicting Disoriented and Exposed for the Light Attack, Particle Blast and Lunge. Maybe by +10% per upgrade level? That way we could feel the satisfaction of unleashing Reactions more often.

Also if we could learn and upgrade passive skills that cost a lot of Exp, for instance:
-FDM rises when taking damage (+1 per upgrade level)
-A slight resistance to each State (+10% per upgrade level)
-A higher chance to get more/better loot after battle
-A chance to get more Exp after battle

Here's my bug report:

-The missing movie file bug didn't appear after I launched the game again today.

-Double TP: replace TP with FDM in the name and description.

-Disoriented description: replace Standard Attack with Light Attack.

-Aqua-blast state info: capital B to blast.

-The Standby actions do not increase FDM by 3.

-Gas Cloud and Toxic Cloud, both terms are used for states and abilities' descriptions. Make sure it's the right term everywhere.

-Bile Armor under Enemy states and Bile Protection under Health states, are they the same? They use the same icon, which might be confusing.

-The abilities' Current and Upgrade information on the KARN machine don't always reflect the full or true information, for instance Shockstrike costs 35 FDM but is said to cost 30 on the KARN machine, and Burning Cleave's description does not mention the explosion.

-Cool bug: I modified the bot to have the gunner version. Later, I reverted to the standard version and there were two arena-bot sprites in battle with me (one gunner and one standard). Their FDM numbers were superposed (I can tell because they're not aligned) but they seem to have a single gauge even though they both have their own numbers for abilities. They can both act in battle. R3-M1's "ready" sound plays when the first (gunner) bot's action is selected and when I cancel the selection.
I modified my bot to the gunner version again and the standard one was gone. Only the gunner bot remained in battle. But I can repeat the bug anytime.
https://rpgmaker.net/media/content/users/15964/locker/biosyn_bug_03.jpg

Any news about the lighting script and if it could be applied to battle maps eventually? If not, I was thinking that we could modify each battle map in Photoshop. The sprites wouldn't be affected / would have to be affected using another method, but that could be a start.

That's it for today :)
I'm about to go fight the armored Brute. Lookin' forward to it!

bio-Synthetica

Thanks for the tip. I fixed the Ring Menu by listening to the first computer that plays an audio file.
I've enjoyed fighting more enemies and really like to figure out optimal attack combinations between R3-M1 and the Bot. I like how upgrades are available fairly often and you don't have to grind for them.

I have 2 more bugs to report:

-While I was listening to that audio file in that room, one of Sagrim's dialogues came up, asking me what I thought of the minions. The emotion icons appeared and stayed on screen even after I left the room. I could answer and continue the conversation even without being in Sagrim's room.
I did meet him earlier but didn't get that conversation until now.

-I grabbed this loot box after the battle here, and this error message came up. Now it comes up every 4 seconds and pauses the game until I press Enter. What is this movie supposed to be? I searched through the movies folder but no file seems to bear that name.
https://rpgmaker.net/media/content/users/15964/locker/biosyn_bug_02.jpg

bio-Synthetica

Demo is out! Yes! Congratulations on your first Steam demo :D

I played a little and am impressed with the amount of work you've put into it.
(I don't really realize how much work I did myself. Seeing how the assets are used and how the game plays, it all feels new to me).

The excellent atmosphere is the first thing that struck me. The voice acting is fantastic and helps the game stand out among similar RPG Maker games, I think. I really enjoyed the first exploration segment. Tension rose gradually, which is great. Loved the chasing segment and how real it felt. You really did a great job with the art direction: how the scenes play out, how the Lurker moves, the minions' lines, etc.
I appreciate that despite the horror/tension/dark themes, you added a generous amount of humor here and there. I had a good chuckle listening to the ZEAL cola ad on TV :)

I fought a couple of times before I stopped playing for the day and added the Arena-Bot to my party.
I have only one bug to report but it's an important one: Before I stopped, I noticed that I could no longer open the Ring Menu by pressing Esc. Maybe the function was disabled at some point? Unfortunately, I did't notice when.

So far, I'm having a lot of fun. I'll play more and share my comments again :)

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 I think that you still obtain two different orbs. Fixing that can wait until the next update.
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 ;)