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BERRYRMN'S PROFILE

The RPG Maker Score Table
Warning: Major Spoilers for RPG Maker games in the comments section.

A score table of all the RPG Maker Games I've interacted over the years. Some may change depending on the situation.

https://docs.google.com/document/d/1uBqPDqbJSCo-pykYjZZs5om23IIEW2HHI3S83Z-nPkg/edit?usp=sharing
The Walking Apocalypse -...
When the world is miserable towards you, you lose sight of yourself.

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author=suzy_cheesedreams
Your tiles look fine. I just realized there's another artist who made some of the artwork? Everything looks much better and obviously more cohesive with the new graphics rather than the RTP, as you've said. I make edits of the RTP for tiles and such too for my stuff.

Ah, I see now that the frame with the darkened edges is on every screenshot. I'm sorry if I've criticized something you've designed to be more accessible/to better suit a different level of visibility (and if this isn't the case then I apologise for making assumptions!).



Ah. I see what you mean. To be honest, that was intentionally placed there. But I think I understand how you would come to that conclusion. It's alright. I've made assumptions as well. So you're not the only one.

As for the other artist, in terms of characters, there are a few that are taken from Aekashics and other parts artists. I haven't credited them yet but I will add them to the credits section once I've changed the description of the summary at some point once I get the chance. Funny thing is that one of the characters is actually taken from MV's Minotaur from the RTP. So really, in terms of characters, not all of them are 100% original. Still, this game isn't going commercial, so I have little issues using them as bases and recreated using my own style. Just thought I clarify that.

There are other characters later down the line that will be inspired from a specific game I have a specific fondness for, but I'll talk about that when I get to it.

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author=suzy_cheesedreams
Don't worry about writing too much, this stuff is interesting.

It's awesome you're making your own tiles and other graphics as opposed to using the RTP. Those tiles look really nice, and they work really well with the rest of the artwork.

A couple of things, firstly that the battle screenshot looks a little too foggy, like you can't see the enemy sprites that well because there's too much mist or whatever that is covering them. Secondly, there is a lot of space between the enemies and the player party. Is there a reason to have that huge empty space in the middle of the battlefield (such as large animations being placed there)?

Other than that, everything looks really neat. I really like the art style, the character design, and the fact that you play as a goblin for a main character. That is sweet.


Haha.. maybe I shouldn’t worry so much about word count as long as they remain relevant. Ahaha...

To be honest, the previous two versions relied much on the basic RTP. And while so many people can work with RTP to make it so beautiful that they can possibly glance it’s flaws off, I realised that it severely clashed with what I’m making. So I changed it up a bit. Granted, I’m not the best mapper or tileset Maker, but I tried to do with what I have.

Yeah. I do agree that the fogs were... visually distracting. But that shouldn’t be a difficult fix. And the distance between the player and the enemy were too far is because of how I see the screen. But it is true that there’s a large gap between them. I’ll see if I can address that a little better.

I should have said that those images are still tentative to change. But oh well.

To be honest, I’m glad you liked the concept. I’m a little paranoid of how things will go from here since this new version is essentially the last attempt on this project. Here’s hoping for the best.

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author=orochii
Well, this seems like a progress report with more meat than some others so welp, nice work, hope everything goes well. :^D

Here is some Christmas candy. >o< ////////


Ahhh.. Thank you. Well, I'm hoping that I can keep pumping updates more frequently now that I actually have some time working on this. I'll be putting out more details about some parts that are more vague on a later time.

Also, nice. Sweet sweet candy to add to my library of digital sugar collection. XD

Full version now available!

Congratulations for the release of your game. You deserve a well done clap. c:

I hope to enjoy the completed version, and hopefully I can give you my thoughts on it if I can.

Addendum: Thanks for the shoutout. I hope my feedback is really helpful to you. Otherwise, I hope I can see some improvements from some of the things I had gripes with. Maybe it may or may not be addressed. But I'm glad you still called me out on that too.

Thank you for making this game.

Being the villain

author=WheelmanZero
WARNING:The following response is hilariously spoileriffic.

Pfft, you call that critical? The angry video game nerd would scoff at such a thing! Thanks for the additional feedback Berry, I'll address everything as best I can.

Ragnarok is pretty much designed to be a very simple villain whose motivation comes from his general perception of the world. His "final boss" speech in the intro is meant to articulate the fact that through his eyes, the correct state of the world is to be covered in darkness, while light is an anomaly that needs to be destroyed. Not a very deep character, I know, but trust me, there are plenty of other villains in the game who have deeper motivations for their actions.


Lianna's reasons for living are not only the primal fear of death that generally grips human beings, but her anger over losing her family. As noted later in the story, Pandora considers giving up and killing herself a way of surrendering to the wishes of the world she hates. We all know villains tend to be sore losers, heh heh. Later on in the story, Pandora does show signs of mental trauma, but that's all I can say for now.

The scene where Lianna's mother explains the history of the world is meant to cement the fact that people generally fear dark mages because they know they have the potential to summon Ragnarok, hence the hatred. I felt that the angry mob attempting to kill Lianna was enough of a demonstration of the persecution of dark mages, and that another scene of a similar nature would've been redundant.

Both Draconus and Lanith have backstories rehashed in optional, unlockable cutscenes, showing how each of them first encountered Pandora and became her allies. Considering how many backstories I'm telling, I'm surprised I didn't give the shopkeepers their own.

The initial battle at the start of the game is designed to be the final boss battle of a typical rpg, hence the genericness. Neither Ragnarok nor the heroes are designed to be attached to at all. The heroes do their thing, then are never seen again due to the 200 year time jump. There are bits and pieces of their past unlocked through cutscenes later on in the game, but mostly the player is never meant to care about whether they live or die.

The battles are meant to be the meat of the game, designed to hold the player's interest through custom animations, moving battlebacks, sound effects, and the summon mechanic to add a little variation. I wanted the player to actually look forward to fighting, as it is what you generally spend the most time doing in an rpg. I personally prefer random battles to touch encounters, because the latter actually trains me to dodge enemies and avoid fighting, not to mention enemy sprites tend to clutter up a map. There's a script in the game that prevents encounters from popping up every 3 steps, so the encounter rate won't be all that abusive. To phrase it more briefly, the battles are tailored to my personal tastes.

I was actually worried that having so many trainable summons in the game would make it too grindy, so I designed a rare candy-like item that grants exp to the summon currently in the party. The item can be either purchased or won through a certain event, so it should help take the edge off of summon training while adding more value to gold. The exp curve should prevent players from making any one summon too OP, as the item grants 300xp a pop.

As for the roles of the summons in the demo, Draconus was meant to be the area of effect attacker, Lanith is a gimmicky psudo-white mage, and Chimera is the physical heavy-hitter. I tried to give each summon their own gimmick to keep things interesting, but from a technical standpoint, you don't have to recruit a single optional summon to beat this game. Recruiting summons and having them learn new attacks is meant to be fun, but not mandatory, and some of the summons do have similar functions.

And now for the giant pink elephant in the room; the intro length. I honestly cannot think of a way around it that wouldn't involve me butchering Pandora's backstory and diminishing its emotional impact. The initial battle with Ragnarok is meant to provide some stimulating interactivity for the player, while the cutscenes are meant to lay the setting, draw them into the story and get them to understand Pandora's motivations. The intro is by far the longest string of cutscenes in the game, but isn't mandatory, so if the player wants to get to the nitty gritty, they can reboot the game and choose to skip it. F7 also skips through dialogue, so the player is never required to sit through any one cutscene.

Well, I hope I addressed everything adequately, and it only took me 70 paragraphs! Everyone's motivations and character will be flushed out throughout the course of the story. Except Ragnarok, that guy's just a jerk. Thanks again for both your time and feedback, and I hope to hear from you again once the completed version is up and running!


Hah. I mentioned that I wasn't being too critical. But I never said I intended to be super critic levels of critical. Me doing that would break the game and sour the experience, as I would complain on a lot of aspects of the game already as is. Especially since this is made by you alone, I presume, this is impressive as it already is.

I mentioned taking a neutral but ultimately subjective stance since I want both positives and negatives to be shown so you can justify and tell us your thoughts on the matter and use it as a framework for future development decisions. I enjoyed the game for what it is regardless and I do look forward to the completed version.

Though I will agree with your points for now and am expecting the full version soon. If Battles are formatted to the way you wish, as you say, then I hope it will be to the level of expectations that you would want. And hopefully, it won't be too annoying.

Thanks for taking the time to answer my really long feedback though. It was honestly pretty long.

BlueSkies 2 demo version 2.0!! More fixes!! and plot continuation!

Hello again. Time for some 2.0 notes. And this time, with slightly better grammatical writing, since I'm bad at those. :c I suppose the next version, I presume, might require me to PM you, or it might go onto spoiler territory, I suppose. Take this feedback however you will and I hope you continue to work on this the best you can.

You have a habit of saying Thank You as thankyou. Is that a trend or something or is it something that you typed in a hurry or something? I’ve noticed that when I was playing Blue Skies 1 as well. I noticed that seems to happen with a lot of the text sometimes. I feel like for the demo, it’s fine. But for a full version, I might be turned off by it if it isn’t fixed, honestly. But considering that you were working on this alone, I think I should try to tolerate it. It’s a minor gripe though. Take it with a pinch of salt.



The anthem seems rather light hearted, I kind of liked it a little bit, honestly.

And I am aware that your english is not the best around, you admitted it yourself. Especially since it's your second language. So I won’t criticize heavily on this one.

Alden and Clark seems to have tragic backstories. Alden especially. Although I might have probably seen those types of tragedies before, so really. It’s kind of sad and empty both at the same time. Although you don’t really need to have complex backstories, I’d say this is okay, I suppose.

I will admit that I partially warmed up to Alden, so that’s good.

I may have not said this before, but your main character seems really, really nice. (Skye is also this in Blue Skies 1 Technically it was supposed to be Blue Sky but I think the characters called him out on it too, so at least you're kind of aware...) It’s probably the naivete, but personally, Lyrelle’s kindness can either turn people off or warm them immediately. I’m on the middle ground on this one. Although her way of expressing “humor” is probably one of the many ways I can tolerate the overabundance of kindness in her.

I haven’t said this before, but the talk feature during “breaktime” scenes allows you to get to know about the cast pretty well, learning their history and building the world too. Your ability to put characterization on characters with significant detail is commendable and I find it interesting. Not everyone will agree with me on this, but it is possibly one of the stronger points of this game. And I’d appreciate that. Remembering the fact that “A poor story can be compensated with good and memorable characters”, I think you pulled off the story and characters with adequate balance. Well done.

Also, reducing the price of mana potions and the weapons and armor to a more acceptable price. I like that. I can at least buy a weapon/potion or two now on a fair basis without it feeling too expensive. Whether it remains that way remains to be seen.




Hanni’s analyze abilities has its screens reduced everytime I press C. I don’t know if that’s intentional.



And I noticed the battles flow much faster this time around, so it is less annoying to wait for the camera to be completed. So that’s a plus I guess.

And I noticed you haven’t fixed the text overlapping on characters. But I suppose that would be noticeable when you put it on the updates.



The aforementioned bug that I said when River left Senna Woods is now fixed. Good.


And that is all for my notes on the current version. I’m looking forward to the next one and see what new things I can see from here on out. I won't be a massive bug hunter honestly, I won't have much time to hunt every bug. But if there's any while I'm playing, I'll tell you.

Being the villain

Played it for a bit. Have to say that this game has potential. It definitely looks pretty.

Edit: After replaying the demo once more, I realised that I wasn't being too critical. (As I read and skimped past the early scenes without a second thought.) I won't be too negative, there are good parts in the game. But there are parts where I suddenly realised to face palm at certain situations because of how corny and uhh..(for the lack of a better word) lacking it is.

Spoilers though.

Kind of sad and tragic how the antihero/our main character is developed early on. Though it is really heavy reading through the scenes following up to that build up and set up plot, as jstomp had put it. Since the intro has you read text after text of exposition and the spiel of good vs evil stuff we all know and love(or hate, in some cases) in classic ol' RPG's. Kind of wish we could learn the main character's backstory piece by piece as you beat the "bosses" or something, but I won't complain. And also kinda wish the end part is a little less... Corny. Corny is fine, it's subjective and I personally don't mind corny dialogue at times. But too much of it and you get sick of it. Simple as that.

Addendum: Yeeaaaaahhhhh... After giving the plot a second time readthrough, I realised Ragnarok was generic and cheesy. This is probably intentional or something, but I suppose it might turn off some people. Also, too much exposition dump or banter can easily turn some people off.

I want Draconus to play a more prominent role than the succubus is to be honest. Also, heroes of light are fine and all with their dialogue, but we don't know either side of the story, so it's hard to relate to them early on if you just, in a metaphorical sense, "put the cheese in before the meat and the bun" (and the veggies). In the end, both sides are so cheesy that they lack substance of character in them to make me invested in how they will fail or succeed, because it remains the same either way.

Also, maybe instead of chatting about how pointless the characters are, maybe shed a little bit of insight into Ragnarok's origins and history. We ARE playing as the bad guy here. All we know is that he hates Lumierre. And that's it. It makes him hard for us to kind of root for him or play as him. Unless it gets explained later on how, I feel a little off putting about it.


And it took at least 50 minutes just to get to the meat of the gameplay. If people watched through this the first time, they'd be turned off after 10-15 minutes.


Regardless, you kind of succeeded in hooking me in through Lianna's suffering at least, since her build up and execution is presented pretty well in my eyes, with light comedy peppered down a little bit in the aftermath of the "event" that shaped the main character to what she is now.

However, some sections of her dialogue is a little bit weird. What's her motivation for keeping herself alive when she lost everything she had? Also, what's the village's motivation for hating her? We don't know enough to exactly feel really mad at them for it other than she's a part of the bad ones, we must kill them. The heart is there, it just lack context to make make us feel hatred over them. Showing dark practices being punished as a context would really give some meaning to the villager's actions.

Also, for a girl with very little knowledge and wisdom, you'd think she'd have scarring suicidal thoughts running through her mind since her parents and later her only caring ally died. But that's my two cents on the whole thing. Take it with a grain of salt.

I'll admit that I felt sympathy for "Pandora", especially after what happened to actually build her hatred towards humanity like that. But it lacks the "spice" make me feel past that emotional spectrum.

Also, I didn't talk about the gameplay much more so than the story, but I will admit that the random encounters are annoying. While the mechanics are interesting, I don't like to grind too much. I haven't lost once though, but still. Random encounters are going to be really cumbersome and annoying once you go through step after step trying to just get on with it. Thankfully, a certain
tool helped me make this less annoying, but other people may not be so lucky.

The "train your summon" mechanic is interesting, but some characters (especially the Chimera) feel redundant. They all have different levelling curves, I think, which makes it really hard to train everyone. And in addition, when I know there's going to be more party members, you'd think to add a little more usability than what you have right now. My biggest gripe and worry will be that one character will be redundant like the other and the main characters have more power over the other main summons. Though it being in its early stages, I won't complain all that much. After all, it is only a taste of what's to come.

I will admit your use of sound design is impressive. There are some mapping gripes in Lianna's home. But you said mapping wasn't your strongest suit. So I won't complain on that part at least.

Though from your direction, I feel like the ending is going to be pretty honestly "predictable" with minor twists (at least that's how I feel). I want to hazard a guess as to what the ending is, but I don't want to until I play the full version and see it for myself.

Also, I hope the ending isn't going to be cheesy pompous speech, but in reverse. At least, I hope it's not.


All in all, relatively good mapping (with some gripes) and good early build up so far (at least during Lianna's section) and I look forward to the full version. Also, my apologies if I was a little more critical this time. I realized that I want to remain neutral to this as much as I can, so you can learn from the good and the bad.
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