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Luke Daimont: Absolute Mayhem Review

author=halibabica
Nah, I reserve the 2-star range for games with serious issues that detract from their enjoyment. This one is functional enough not to land there.

Those are some fantastic quips.


Yeah, it works surprisingly well for the first game I ever made :D

I was aware that this was gonna be rough to make in RPG Maker, so I did what I could to ensure that it's not frustrating to play. Had to event my own collision system from scratch, since the default one was terrible, which took a while.

Thanks for playing the game and glad you enjoyed it!

TitleScreen.png

author=OzzyTheOne
Never has a more badass title screen graced this site.


Thank you!

Luke Daimont: Absolute Mayhem Review

Hi, thanks for the review, it was a great read! I'm a bit disappointed that this won't be among the High Rated games anymore, since the average review score isn't 4 stars anymore. Was hoping for 3.5 stars to keep the average. But your score is fair, it's the best this thing deserves anyway :D If anything, 2 stars would probably be the objective score for this mess of a game I cobbled together in a week :D

The gorillas are part of the RTP, everything in the game is RTP with minimal edits, the only thing I really added was put the gun on Daimont's character sprite (which was taken from Sideview Weapons sprites). In fact, the MZ RTP was the reason I chose to make this game. It seemed made for either a "lighthearted JRPG" or "cheesy action movie" and I chose the latter option for originality :D

The elevator level was supposed to be a Space Invaders style minigame with the enemies coming from above, but I ran out of time, so I just had a gag 'cutscene' where all the enemies run away instead of facing Daimont. As for the motorbike level, I think that I made it a bit too dense, so my bad.



Regarding the jumping visuals, yeah, I agree that it doesn't look good. It was supposed to be a temporary solution, but it was necessary, since with the way jumping works in RPG Maker there would be no collision with the enemies while jumping otherwise.

I did TRY to update the game after the event and add jumping with proper arcs while maintaining actual collision detection. However, I didn't manage to actually do that in a good way. For one, the actual arcs were either too low no matter the value I added to the parameters or the collision detection didn't work on them as it should, so I just moved on from that and left the old jumping system.



This was the first game I made and finished and it certainly wasn't easy to make. I had to event my own hit-detection system from scratch, because the default RPG Maker one didn't work for a game like this at all. I also focused heavily on polishing the gameplay and level design to make sure that this actually feels good to play and not like a chore. For example, the bullets aren't actually tied to a grid. They literally appear from the pixel where you currently are, which makes it a lot easier to hit enemies in the air. This was to compensate for the grid movement.

As for Full-Auto vs Snipe, Full-Auto always kept missing during my playtesting when it was inconvenient for it to do so. It's heavily dependent on RNG, I actually buffed the Hit Chance from 40% to 50% to make it more useable. Snipe is more reliable. Snipe also deals nearly twice the damage of one Full-Auto hit and has a higher chance to crit, so it's a reliable way to down the two bosses.



As for how the score works, you get 100 score for shooting enemies on the map. If you get in combat, you get 25 score for each enemy in the group you defeat and most of the groups have 3 enemies, with a few groups with 4 enemies. Therefore, shooting enemies on the map is ideal and getting into regular combat is something you want to avoid if you want to maximize the score.

The crates on the map you can open each give 100 score and restore 10 HP. In fact, the score system is explained on a signpost in the Forest level (you walked past that one in your playthrough).

You also get 1 point of score for each second left on the timer and then 2 points for every point of HP you still have (so 200 with max HP). In fact, the 'final fight' with Dr. Psyko where he just deals one damage and goes down in one hit is meant to both be 'realistic' and also give you an opportunity to use a medkit and maximize your score. Still, I actually got a game over against Dr. Psyko once while playtesting the game. :D

Each "death" also reduces your score by 500. You are also actually immune to damage and collision with the enemies while the text box is still on the screen, so you can choose to dismiss it once you are safe.



Anyway, the one thing I'm really proud of and disappointed that it isn't really that visible in the final game are the 'game over quips'. You get a random one each time and I had a lot of fun writing them. But because the game is so short and easy you don't really get to see them. Maybe one or two.

Here's all of them, I had them all written in a document.


Game Over Revival Quips:


1) Daimont: "Not gonna go down 'till a day before retirement!"


2) Daimont: "Die hard, live harder!"


3) Daimont: "Death came knockin'. Turns out, she just wanted an autograph."


4) Daimont: "Nice marksmanship! Now, let me show you how it's really done!"


5) Daimont: "I'm back! Did ya miss me?"


6) Daimont: "Hey look, turns out my necklace deflected the bullet!"


7) Daimont: "They say you only live once. Well, I never was good with math."


8) Daimont: "You know, hell's got some real nice highways!"


9) Daimont: "Can't go to heaven, I'm allergic to feathers!"


10) Daimont: "This jacket's bulletproof, baby!"


11) Daimont: "I'm here to avenge my twin brother! He's also named Luke."


12) Daimont: "Heh, that last one actually hurt! That's a first!"


13) Daimont: "Stay in school, eat your veggies, listen to your parents... wouldn't be here if I did that, now would i?"


14) Daimont: "Once I'm done with this assignment, I'm gonna need a looong vacation!"


15) Daimont: "Nothin' I can't just walk off! Now, let's get to it!"


16) Daimont: "Playin' possum got boring real fast. Now, back to huntin'!"


17) Daimont: "Wait a minute, that's not in the script!"


18) Daimont: "Gonna take much more than that to keep me down!"


19) Daimont: "No one lives forever! Well, except me, of course!"


20) Daimont: "So, turns out, if you die, you just end up in Australia."


21) Daimont: "You know, cloning myself turned out to be a great idea! Dr. Psyko might be on to somethin' here!"


22) Daimont: "This jacket's dry-clean only, dirtbag!"


23) Daimont: "Good guys go to heaven, guys like me go wherever the hell they want!"


24) Daimont: "Damn, my back's gonna hurt in the morning!"


25) Daimont: "Saw a light at the end of the tunnel... naturally, I went the other way."


26) Daimont: "I travelled back in time to set things right!"


27) Daimont: "Heaven was boring, so I came back where the action is!"


28) Daimont: "Down the stairway straight back to earth!"


29) Daimont: "Stairway to heaven, highway to hell... who's supposed to keep track of that! No wonder I got lost and wound up back here!"


30) Daimont: "Sorry, just needed a quick nap. Now, back to action!"


31) Daimont: "Yeah, I didn't die, I'm just narcoleptic."


32) Daimont: "Damn, seems I'm already in hell!"


33) Daimont: "Took the wrong highway and wound up back here. Oh well!"


34) Daimont: "Couldn't stand it in heaven, white robes are not my style!"


35) Daimont: "Oh yeah, I didn't die, just my stunt double."


36) Daimont: "Yeah, I said I do my own stunts. Didn't say I was actually good at it."


37) Daimont: "Sorry, I'm too cool to die!"


38) Daimont: "'Insert coin to continue'? Do I look like I'm made of money? Half the paycheck goes to alimony, the other half on child support!"


39) Daimont: "Didn't say 'CUT', so it doesn't count!"


40) Daimont: "Damn, I'm runnin' outta stun doubles!"


41) Daimont: "You know, figures, shootin' bad guys all day is already heaven for me!"


42) Daimont: "Hell's all cleared out, now, to finish the job here!"


43) Daimont: "Dammit, if I screw up too many takes, I'll be stuck doing spaghetti westerns for the rest of my life!"


44) Daimont: "Zzzz... wait, we're shootin' already? Damn, sorry, my bad!"


45) Daimont: "You weren't supposed to ACTUALLY hit me! Damn, I hate working with amateurs!"


46) Daimont: "Alright, hell's clear, no need to thank me!"


47) Daimont: "Heaven was boring, all they play there is adult contemporary!"


48) Daimont: "I swear, if I hear that angelic choir ONE MORE TIME, I'm gonna stick their harps where the sun don't shine!"


49) Daimont: "ANOTHER dead stunt double? The union's gunnin' for me enough as-is!"


50) Daimont: "Took the wrong turn somewhere at the River Styx!"


51) Daimont: "They don't pay me enough for this! In fact, I just work for 'exposure'."


52) Daimont: "'Famous people live on forever'? Well, turns out, it was literal!"


53) Daimont: "Gotta call my agent soon! I swear, I can do better than star in this piece of garbage!"


54) *Translucent Demon Lord sprite appears*

Demon Lord: "NEXT TIME, DAIMONT, NEXT TIME!"

*Demon Lord sprite disappears with a Fire animation*

System: HELL LEVEL COMPLETE!


55) *Translucent sprite of God of Light appears*

God of Light: "My child, they deserve no mercy! Kill them, kill them all in my name!"

*Sprite of God of Light disappears with a Light animation*

Daimont: "Hell yeah! God's way more awesome than I thought!"

Hali's Review Thread (Request Your Game!)

Seeing as you don't have many requests at this point, maybe you could play and review my 3 games? They are all pretty short. Looking forward to the art, that's always great! :-D

If you do end up playing them, just make sure to play the latest versions, they have way less bugs and are more polished. The Download Now button always has the latest version.


Luke Daimont: Absolute Mayhem

RMN Page: https://rpgmaker.net/games/11751/

Made for the Trials of MZ event on RMN, so only edited RTP could be used and plugins were not allowed. Takes about 45 minutes to complete. First game I made.


Amarok's Howl

RMN Page: https://rpgmaker.net/games/11792/

Longest one, takes about an hour and a half to complete. Made it in two weeks for a game jam on RMN.


End of Winter

RMN Page: https://rpgmaker.net/games/11866/

Shortest one, takes about 30 minutes to complete at most. Made it in a few days for some game jam.

Amarok's Howl Review

author=aquatorrent
yeah, i also think that leaving the map is enough since that's the strategy that works for the first time so i didn't bother to try other strategy. besides, i don't want to risk running away to places that i haven't discovered yet in case i run to other wolves (and run out of stamina as a result).

by vision cones i actually mean the visible one, hahah. i didn't know that they have vision cones though.

don't worry, i enjoyed the game, especially on the last part. your idea for showing the keelut when the health is low in the sequel is also a nice idea.


Yeah, I get that, though Endurance only ever goes down in the one outdoor map and regenerates inside. I understand the wolf thing though it's very much possible to outrun both, though it gets pretty hectic :D Glad you like the last part, even though it didn't actually have Amarok physically chasing you. We'll see next time :)

Amarok's Howl Review

author=aquatorrent
I think it's almost impossible to last until the next phase without triggering other wolves, which is might be the reason why i didn't know that there is a second phase. I agree that it might be caused by the text dump in the tutorial though.

The stealth mechanic was good, but i'm more used to the ones with vision cones rather than sounds. It might give more addition to the enemy patterns too. I can't remember much about the dog (and the game in general since it's been a while since i played it), but if it is the one that suddenly appears when you step on it, it could be added better. Maybe make them roam around like the wolves somehow. I like the variety though.

That sounds nice. Thanks for making the game as well. Wish you a good luck in making the sequel!


You are probably right. And after watching two playthroughs of this, I think that a part of the problem is that right at the start, you figure out that simply leaving the map is enough to get them off you and with the possible second adlet or maybe a keelut, you don't try anything different, since just fleeing the area works well enough and thus you don't discover that you can otrun them without leaving the map (and it's actually not very hard, especially in the classroom and library). The tutorial spells it out, but people tend to miss things like that. Though finding the nearest exit and leaving the map is certainly a valid strategy, depending on when they detect you and how many mistakes you made, it could be the only way to avoid damage.

Tbh, they do have "vision cones", they detect you more easily if they are looking in your direction, but I had made the distance dependent on your movement, since I couldn't really figure out how to make them unable to detect you behind walls (or atleast reduce the distance if you are behind walls). Hopefully that won't be an issue in a sequel.

As for the picture in the review, yeah, they move while you talk. There's no easy way to do it otherwise in RPG maker I don't think, atleast with the way I've made them. I've placed the NPC spawn locations to spots where they don't normally wander and they shouldn't detect you while you are talking with them since their detection range doesn't go that far (there was one spot where it wasn't the case, but I've fixed it). Due to the way they work, it's actually possible to get away from them while talking with an NPC without damage. Simply dismiss the text box right when they get the question mark above their head and you will be able to get good amount of distance between them and yourself before they start chasing you. They can't actually hurt you while a text box is on the screen.

For the black dogs (keeluts), there's only ever one on a map at a time, they stay in one place for about 15 seconds, then appear somewhere else. They alert the adlet to your location if you get too close to them. Having them move on their own is a good idea, I'm actually thinking about having them appear only when you are below a certain health percentage in the sequel (since they are supposed to be an omen of impending death and prey upon the dying).

No problem, hope you've enjoyed the game (from your review it seems that you've atleast enjoyed the chases and maybe even the "stealth" somewhat). Thanks for the review!

Amarok's Howl Review

Hello, thanks for your review, I agree with your rating, I'd rate it the same way. It was a Therefore , but I still the experience of making it :)

As for the wolves chasing you, the tutorial at the start explains to you how it works. Basically, when they spot you, an exclamation mark appears above their head for a second or two and after it disappears, they start chasing you. At this point, they move perfectly and you can't shake them off, you either have to reach an exit from the area or just run.

After a few seconds of running, they stop, allowing you to gain distance again and the Frustrated icon appears above their head. After it disappears, they resume the chase, but for a much shorter time and they no longer have pathfinding, meaning you can trap them behind obstacles and walls and such. After this part, they stop again and a question mark appears above their head. When it vanishes, the game checks if they can detect (same as if they are walking around). If they can, chase resumes from the start. If they can't, the chase ends and they resume patroling.

Basically, what you are meant to do if you get detected by one of them is immediatelly run away in the opposite direction (the exclamation mark pause helps you gain some distance), until the question mark appears above their head, then stay still and ideally not in the direction they are facing. Running them around obstacles such as the bookshelves in the library or the desks in the classrooms is particularly effective, but even open spaces allow you to do this and there's some tolerance for mistakes. I nerfed them several times, though it's hard to gauge difficulty on your own when you know everything about how they work.

Their detection is based primarily on sound. It's far from ideal and in hindsight, it would be better to have another behavior where they first go check the area instead of immediatelly starting to chase you. I actually also played it by mostly sprinting everywhere and just outrunning them if they detected me. The game is probably more fun that way.

The tutorial explaining this is basically a text dump, I agree with that. Probably the reason why you didn't understand how exactly the detection and chases work. It could definitely be done better, which I will do in any future games like this.

Yeah, it wasn't meant to be particularly "scary". More like a silly B-movie horror at most. It was basically a way for me to introduce that Sedna myth to the rest of the participants in the Kill the Cutie event (since it seemed like basically the perfect thing for it) and also to try out implementing stealth and chase mechanics on my own (there were no real plugins for that at the time, so I just had to do with event commands and script calls). The result is kind of a mess, but I still think there's enjoyment to be had. It's meant to be more of an "action" game, where you try to outrun the enemy. It's also why I added those dogs that alert the enemy to your location, to have more things going on, though I'm still not sure if that was a good or bad idea.

I still find myself replaying it from time to time, getting chased by the Adlet is surprisingly fun. Frankly, I'm surprised this game turned out as well as it did.

I'm actually thinking of doing a sequel of sorts, but not sure yet if that one will still be in RPG maker or a more suitable engine (probably the latter). Once again, thanks for your review!

Commonplace Book

Hi, I just joined, can I still have a prompt?

Version 1.3 DRM-Free Available!

Great job so far!