DARKEN'S PROFILE
Darken
3952
*blows dust off ancient readme.txt*
Currently working on: The Machine that Breathes https://store.steampowered.com/app/1126210/the_machine_that_BREATHES/ (Please wishlist!)
Currently working on: The Machine that Breathes https://store.steampowered.com/app/1126210/the_machine_that_BREATHES/ (Please wishlist!)
the machine that BREATHE...
A tunneling machine finds itself injected into a body resembling a human.
A tunneling machine finds itself injected into a body resembling a human.
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How many items do you like to be able to carry in an RPG?
Most players just hate opening a chest and not having room for it, so it offends a pack rat mentality since a lot of RPGs out of combat loops revolve around scanning the environment for goodies you don't actually need. Auto sending to storage and by proxy limiting what you can use in combat I think is the general solution.
Players not actually using the items is seperate problem even with unlimited inventory. Why are the items in the game if players just stockpile potions like its nothing? Feel like it's worth finding a use for them that skills just absolutely don't provide. If you have a healer that spends MP to heal and Inn's cost nothing, then depending on how its balanced most players tend to abuse it, an item is gone forever, MP is not. Drastic measures could call for getting rid of healing potions and make MP items more plentiful. The player's likely going to use them because it lets them spam skills when far away from heal spots. I do think players will heal status effects using items without hesitation, for some reason.
The RM Kinetic Cipher is known for flat out killing you if you don't stock up on status effect items. Which has an injoke in the community. But it does highlight another thing: Why have an item shop if nothing it provides is actually useful? Sure it sucks if you don't realize how important an item is after leaving the store but you can just have NPCs tell you that monsters roaming nearby tend to require these items. Status remedies are interesting because they act as soft keys, they're not essential to preventing outright death or running out of damage output, but they prevent annoyances, like bug spray or sunscreen on a hiking trip. Taking these ideas I'm throwing out there, you are emphasizing a particular game that might be different from say just chill RPG where you don't have to think much except in boss battles. If your games themes and vibes don't match a hiking trip, then you probably don't wanna emphasize that.
To really add another layer to it though, it's worth making the reliance on items equal to the risk. "Do I really want to use my item here? or should I use it later" which... 9 times out of 10 leads the pack rat player going "I'll use it later" The trick is really equalizing it so that it skews in favor of using it, but the player has some doubt to make items as a mechanic justfy its existance. There's some uncertainty that the answers available to you aren't obvious and changes every fight. This is way easier to accomplish in roguelikes and survival themed games where not using a precious item just means death. Chances are items are really just gonna exist as a way to reward the player outside of battles and actually using them won't take much thought. That's just part of the expectation of the genre though. It really depends on where you want to go: are you testing preperation? descision making? or just scavenger hunting?
Players not actually using the items is seperate problem even with unlimited inventory. Why are the items in the game if players just stockpile potions like its nothing? Feel like it's worth finding a use for them that skills just absolutely don't provide. If you have a healer that spends MP to heal and Inn's cost nothing, then depending on how its balanced most players tend to abuse it, an item is gone forever, MP is not. Drastic measures could call for getting rid of healing potions and make MP items more plentiful. The player's likely going to use them because it lets them spam skills when far away from heal spots. I do think players will heal status effects using items without hesitation, for some reason.
The RM Kinetic Cipher is known for flat out killing you if you don't stock up on status effect items. Which has an injoke in the community. But it does highlight another thing: Why have an item shop if nothing it provides is actually useful? Sure it sucks if you don't realize how important an item is after leaving the store but you can just have NPCs tell you that monsters roaming nearby tend to require these items. Status remedies are interesting because they act as soft keys, they're not essential to preventing outright death or running out of damage output, but they prevent annoyances, like bug spray or sunscreen on a hiking trip. Taking these ideas I'm throwing out there, you are emphasizing a particular game that might be different from say just chill RPG where you don't have to think much except in boss battles. If your games themes and vibes don't match a hiking trip, then you probably don't wanna emphasize that.
To really add another layer to it though, it's worth making the reliance on items equal to the risk. "Do I really want to use my item here? or should I use it later" which... 9 times out of 10 leads the pack rat player going "I'll use it later" The trick is really equalizing it so that it skews in favor of using it, but the player has some doubt to make items as a mechanic justfy its existance. There's some uncertainty that the answers available to you aren't obvious and changes every fight. This is way easier to accomplish in roguelikes and survival themed games where not using a precious item just means death. Chances are items are really just gonna exist as a way to reward the player outside of battles and actually using them won't take much thought. That's just part of the expectation of the genre though. It really depends on where you want to go: are you testing preperation? descision making? or just scavenger hunting?
Screenshot Survival 20XX
Video Game Critic Wager 2023
Alright I think we got everyone we'll probably get for this thing, so lets get drafting! I set it to random but I happen to be first interestingly enough. Good luck into 2023 (in general). Be sure to use auto-draft so I have to poke less people.
Forgot to pay the server bill. Whoops.
[Misao 2022] Best Game Profile Pages of 2022 on RMN (nominate here)
Sim Cabbie probably my favorite from look overall, with Apon The Brow of Tomorrow Clear being fairly unique use of backgrounds.
Honestly I wished there was just ranked voting. Too many good stuff to pick from
Honestly I wished there was just ranked voting. Too many good stuff to pick from
Oathguard Review
Video Game Critic Wager 2022
I got second place, GGs, our winner is Shinan!
2023 is underway, will probably get to drafting soon
https://rpgmaker.net/forums/topics/26646/
2023 is underway, will probably get to drafting soon
https://rpgmaker.net/forums/topics/26646/
Video Game Critic Wager 2023

I'm already thinking about next year's Fantasy league. I have no idea what the results will be for 2022 but they're DANG CLOSE. I've become a fantasy critic goblin. You can become one too.
How it works:
This page explains it better than I can, so we pick games we think we'll do well throughout the year (and ones that might not do well). It's not necessarily about game quality or sales, but how well we think they'll pander to reviewers (websites and magazines). Which is interesting to speculate on as the games aren't out yet and there are several factors to predict. There are some pitfalls to watch out for, if a game isn't even released this year (delayed into the next year) that will count as a zero. There are ways to drop a game before it releases, but there are restrictions on such a thing. If you're feeling risky you can also counter pick someone's existing pick. Other things to note is that I've set rereleases, yearly sports games, remasters (non-remakes), etc. will not be included. The list will likely focus on new mainstream releases. Some of the rules might be hard to keep in mind, but we'll figure it out together. The main thing is to just have fun.
How to participate:
Use this link to join:
https://www.fantasycritic.games/league/a1543979-4a7c-4066-834b-64196857c27a/2023?inviteCode=f02d439c-fe2d-499b-9bea-e0c6c6398f88
1. Sign up for an account if you don't have one (Preferably make your display the same as your forum user)
2. Ask me to invite you to join this league (Post your display name and # here) OR use the invite link: above
3. Create a publisher name (Basically the pretend banner your putting your games under, a fictional brand)
4. Wait for others to join up, draft order will
5. We then take turns drafting, we'll probably do it passively much like a forum game than in real-time (each person will get 6 games to start)
6. Sit on our asses and wait for the games to come out and occasionally pick more up as the year goes on.
This is all done inside the system so nothing has to be organized here other than who's joining (post your display name+#). The soft deadline date for drafting will be the end of December or January, I can extend it depending on how the interest goes.
THE LEAGUE
Changes this year: I'm going to try and get rid of the mandatory yearly releases/expansion pack stuff as they kind of are mostly duds. I think it's just more interesting to focus more on new game ip or remakes (at least thats what the default slots are suggesting I put, but we'll see). Also let me know how everyone feels about secret/public bidding. I'm leaning on public as I think it can make it a little more strategic.
Entrants---
Darken
kirinja
Shinan
lordbluerouge
kory_toombs













