CAZ'S PROFILE

Caz
LET'SBIAN DO THIS.
6813
Liberty's favourite waifu.
Has a market value of approximately 4 Touhou girls and a catgirl.
Wolf's Gang
This is a sample game created in "RPG Maker MZ" by Caz. As a monster, build up your army to take revenge on the heroes in this classic Fantasy RPG.

Search

Filter

Final Fantasy VIII: Sleeping Lion Heart

OMG I SEE A POOCHI!!!!! <3

Happy Birthday, Syrn!

Is it any wonder Syrn will take his clothes off for as much chocolate and cherries as you can possibly give him..?

HAPPY BIRTHDAY NESSYYYYY!! I HOPE YOU HAD A NICE DAY and I hope you finally got to relax for a change! :D <3

Ocean's Dream

OOH SUCH AN HONOUR but technically I don't think it counts since it wasn't made in 2016..

Ocean's Dream

My bad, I did start working on an RTP-less version earlier this week when Ocean brought it up to me, but I never got around to finishing it. I've added it to the downloads page!

Ocean's Dream

I think it's hard to review the game since like.. there's not really a whole lot going on with it, gameplay is bland and repetitive, it's mostly a bit of fun HAHAHA.

Though I would be more than happy to see LPs of it!

RMN: Make My Score~<3

I AM LATE TO THE EXCITEMENT.

RMN: Make My Score~<3

We also accept dates with Liberty in lieu of game.

Porcupine Princess

The sound of turtles suffering?

Porcupine Princess

And we all know Libby loves some turtle soup.

Tirawrmisu

But if you ever reach max level, will their effects change? Though I suppose it wouldn't matter because you've probably already beaten story mode by then, much like how defeating a Bonus Boss in an RPG gives you the most powerful weapon in the game but you already killed everything that was challenging.


You pretty much hit the nail on the head haha! Once you reach the level cap, there's not much point in getting anything better. Plus because the effect is percentage based, it scales with the amount of EXP you earn.

Those performance multipliers sound like adding in achievements could be possible. Things like: collect # items without being hit (does Dragonlord Horns still register a hit and make you lose an item when you proc pain-prevention?), 'Free Sample' sell # items for free, 'Walk in the park' complete a harvest session without sprinting, being hit, and also collect # items; 'It's a Trap!' hit # enemies with traps in one session while wearing Maid Costume/Battle Panties--okay that might have been too silly.


We're actually likely going to need to put some achievements in the game, so these are really good ideas! Thank you! :D

Is what clothing you get random? Do stars not spawn anymore if you have everything? It kind of sounds too easy to get all the Wardrobe items depending on how stars you can harvest in one session. If that is so, it might be better to make stars a currency where you redeem three for a unique item; not necessarily clothing.


The stars themselves spawn quite rarely, I'd say maybe once per harvest session if you're lucky. There are 32 extra pieces of clothing to collect on top of what you start with, so it's not very likely you'd get them all too quickly. In the event you collect them all, the stars redeem at the chest for 200 Gold instead.

What is the purpose of 'improves relationship with |Customer| faster' clothing? You haggle a higher price from them and they may want to buy two items? I assume relationship resets after each session otherwise you cap them out and then never have to wear them again. So what is the difference between 'customers pay higher for cakes' (Crown) and 'customers accept higher prices' (Tophat), both of which are headwear?


A lot of the descriptions in the video have been changed now, so they've been made more unique. Some of the previous ones were worded quite similarly, so that's been changed.

Having a better relationship with a customer means you can get a better price from them. Potentially some extra scenes if we get time too.

What does and how does your bakery gain Popularity (Strawberry Mascot)? Well, it probably involves satisfied customers telling their friends/family to come while unhappy ones tell them not to.


This costume has also been changed. But the popularity is to do with how many customers show up at your shop, and how fast they come in. For example, at the start, you probably won't see the businessman until you're a bit more popular.

Is the Merchant a new customer or did they appear later in the demo? Are there gonna be new customers?


The merchant is a new character, yes, but she's more to do with the story than a customer. She might make an appearance now and then, time allowing.

I assume Hat Hair doubles the effect of the worn Hat being as it takes a slot and should therefore be as potent as one. Dragonlord Horns, Battle Panties, it might be better to put a percentage to their effect because 'less likely' is pretty vague. Actually, Fuzzy Hood 'get better prices at general store', Crown 'customers pay higher for cakes', 'accept higher prices', even 'improves relationship faster' are all vague. For Strawberry Hat (I had to pause the video at the right time to catch it since you never wore it and moused over everything quickly; same with Band-aid, Strawberry Mascot, Flower Hairband, Sidetail, Mankini, etc.) instead of 'Cupkrakens have less range.' it would probably be more clear to say 'You can get closer to enemies without alerting them.' Though if water monsters automatically aggro the moment you step in their turf, then it should be 'non-water enemies'.


Again, a lot of the descriptions have been made moot now, but some of the equipment will only affect certain enemies. The water enemies don't make an appearance really unless you're wearing your swimshorts.

I hope there are different types of traps (your Gif didn't really show what those three dots you dropped did) and maybe a Cupkraken Hunter (colored) NPC who talks about monsters and sells you traps. Like creating a tripwire by dropping down two connecting parts within range of each other, dropping a bomb you can manually detonate when you want with the press of a button, a shovel to dig pitfalls, and, like I mentioned before, dropping bait that you may have to bake that will make a glutton-type monster ignore Aarin in favor of heading towards and taking time to eat it. Optionally, you can put sedatives in it to put them to sleep or, if it's not too gruesome for the game's ERSB rating, poison to kill it. Traps probably wouldn't work in water considering they'd just sink to the bottom. Whether or not you can trip your own traps is another issue.

Actually, I imagined that you would be able to eventually knock out a monster if you hit it with enough traps (a Boss would just get stunned, leaving it vulnerable to your attacks). At which point you can carry it (requires all 3 item slots; heaviness may make the stamina meter deplete faster while sprinting) back to the start of the area (while avoiding other monsters) and dump it in a special box/cage (provided by the Hunter). Then the Monster becomes a currency you can redeem at the Hunter's shop for rewards. Plus achievement for capturing # monsters. You could even make it more trickier by making the monster regain consciousness if you're too slow bringing it back. Live monsters would be worth more to encourage you not to take the easy route with the aforementioned poison. More dangerous monsters would also have a higher bounty. A basic Cupkraken, for instance, would be worth 1 'Monster Token', dead or alive (since they're probably close to the start of the area). The Rolling Donuts would be the same value since all they do is roll back and forth.


The traps are actually a new kind of item that you pick up in each session. You can get a shield, a sandwich or a chocolate bomb, and you can only hold one at a time. You lose it after your session ends, too.

The shield protects you against one hit. The sandwich recovers a large amount of stamina when you press A to eat it. The chocolate bomb can be planted on the floor, and if a Cupkraken runs over it, it disables them temporarily.

Apart from the "villain," there's an noteworthy lack of killing in the game though, so the traps are intentionally pretty harmless. I think trapping and capturing monsters would probably add a whole new level to gameplay that would be a step away from how casual it's meant to be. (An amazing idea nonetheless, I mean I'd love to do a Monhun game at some point.. but maybe not in this project.)

Lastly, what are those dragons wrapped around those pink cupcakes? They look so life-like... they're not gonna flambé me if I walk by them, are they?


Oh those guys.. those are harmless!

...heh, or are they? ;D