BIGGAMEFREAK'S PROFILE

I am Biggamefreak and my passion is video games. My favorite genres of games are RPGs, Action-Adventure games and platformers. My dream is to be a game designer.

Right now I am working on an RPG on RPG Maker 2003. It is my first big game making project and I hope this game will be fun for players.
Crystal Catch
A Non-Linear Fantasy Role Playing Game

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Demon Castle

author=Abashi76
I like the map ideas. I'm considering downloaded the screenshots.


Sure. It you need any help with anything, let me know.

Dragon Quest + Review

Nothing will ever be perfect. When I started, I thought I was going to play a simple DQ remake with a touch of extras. I got a true nostalgic journey with lots of extras from a development team who clearly loves the entire series.

I played nothing but Dragon Quest + until I completed the game. This is a great upgrade to Dragon Quest 1 and we have it on RMN as an RPG Maker 2003 game- what a real treasure. I cannot wait to see a sequel.

Demon Castle Review




author=TheRpgmakerAddict
Ahahahahaha. SAME! Even if I was young and I was traumatized by SKELETONS (like the woman from Uninvited and the death scene from Shadowgate, and that ominous music). Well you are right some puzzles were pretty cool OTHERS where terrible... (the replica of a shooting star THAT TURNS INTO a real shooting star AND IS THE ONLY WAY TO kill a wyvern???? What? WHY?).


Hah hah hah. I defend Nintendo's scheme to sell more Nintendo Power subscriptions. It also makes you realize that the RPG genre was founded by Dungeons and Dragons enthusiasts. I emailed Darin Adler - the game's developer, for the answer because that is a really good question- Why do you kill the wyvern with the star? I'll let you know when I found out. Thank you again TheRPGmakerAddict for your review.

Exploring_Alefgard.png

Oh my god. It looks just like a Dragon Quest Game. Amazing, and downloaded.

Demon Castle Review

I am really excited you played my game and made a nice and fair review.

When I was younger, I really enjoyed the ICOM Simulations/MacVenture games on NES. I really enjoyed Dejavu, Uninvited, and Shadowgate (I have one friend who raves about Shadowgate.) Shadowgate was my thematic approach to the puzzle solving and getting into traps. I also went wild into telling the stories in the Library of Knowledge. My favorite puzzles were the king's coffin (for the comedy really,) the closing wall (that was a technical breakthrough for me)and the shopkeeper puzzle. I had a few more mechanic ideas, but I had to be time sensitive, and I am glad to have the game completed in time.

I don't know what came over me to make this game. I wanted Demon Castle to be an RPGMaker version of Shadowgate: It still has cryptic puzzles but simplified. I remember now: I wanted to use my idea of the hidden shopkeeper, and the game kept on being made. There is another old NES game Scheherazade, and I love the idea of a hidden staircase and the secrets that will change your fate. And when I discovered how to use the X and Y coordinates for closing the wall, I learned how to make an action RPG through the engine. There is a "one space gap" issue in the battle mechanic which I liked but understood my compromise in making a battle system given what I have learned. The one space gap allows the sword to register and touching the enemy will trigger the enemy attacking you. I am not satisfied with that gap, but I am happy I got this far in learning coordinates to make a more action oriented game. Battles 1, 2, and 4 were fine, but battle 3 was tough- it only had one good part in the battle. I even gave the player knockback in battle the maximum speed, but that was not good enough to balance the battle difficulty since you can get autokilled in an infinite knockback loop. I made two attempts to soften the painful experience: a line of dialogue to warn the player and a "gentle end" to a painful fight. That battle sequence in the middle of the fight was what I really wanted and I'm proud it played very well.

I'm still working on my mapping and battle mechanic balance, but I am pretty comfortable on my event scripting and writing. Thematically, I turn towards comedy/adventure more than horror. If you want a good laugh with another respectfully short game, I would recommend you play my other game: "Don't Kill the CEO." No puzzles or frustration, just a laugh out loud story.

Thank you for making your review of my game and giving me my first three stars on RMN. TheRpgmakerAddict- You have inspired me to keep working on Crystal Catch. It's a game and series I want to complete. I am honored that you played my game to completion and provided the historical context mixed with a balanced review.

My Second Completed Game

Demon Castle

Thank you so much Ozzy. My previous game had a bigger story emphasis (which now my...CEO discovered. He thinks it's funny.) This one is more mechanic focused, and I hope you enjoy the game.

Don't Kill the CEO

Hey Milennin. Thank you so much for playing and reviewing my game. I'm glad you enjoyed it and gave you laughs.

Thank you for mentioning the dialogue bit. My initial dialogue was initially longer until my 2 friends kept on telling me to shorten and simplify it. The simplification made better diolague.

I agree with you on mapping. It used to be something I didn't like at first, but now I like it. But it's something I still need to work on. I realized small/detailed is just right for beginner mappers and I hope to make better maps in future games.

Actually, in your game Beta or Fade, you actually have a push feature, I would like to fix the old people scene with pushing. That will fix my issue, so I gotta ask that from you later.

Again, thank you so much Milennin for playing Don't Kill the CEO.

FADE Review

I have game making of course in the back of my mind. I hated procrastinating for so long, and when RPGmaker MZ came out, it just clicked and I got to work.

I actually finished one game in the fall (on my gamepage) and I am finishing up a short time traveling game. My next project should be larger as I am scaling up what I am learning and how I should pace myself. When I get my confidence and experience up, I will work on my main game series because this was something I always wanted to do. I just have to stop being afraid of failure, know that that professionals are people who did not give up, and just keep making.

You have a game I want to play. It's called FADE. I'm loving that you are mulling over the details with a complex battle system. I gotta learn how to figure out how to implement those details.

Biggamefreak

P.S. I also hate mapping and I need to get better at it.

FADE Review

I agree with this review. This game is like using RTP+ since you make fresh maps, fleshed out fun, and cool minigames.

Milennin, I want you to release this game in installments even.