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Decky
I'm a dog pirate
19645
Indie developer.
Unchained
Winner of the 1.44 MB Floppy Disk Event. Four monsters have been turned into humans!

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Trials of MZ

pianotm

Interesting pillow talk lol. An amusing intro.
Good, organic, realistic dialogue as normal.
Mapping could use some work - it's a little oversized and underdecorated.
The "off the shrubbery!" comment was amusing at first (e.g. when I was outside the protagonist's house) but it got tedious when it triggered all throughout the town.
Not a big fan of the "step on random tile and get destroyed by strong enemies" design choice.
The Black Knight was certainly amusing, if a bit random.
Some minor issues with the spell casting grammar and syntax (e.g. "Goblin does bodyslam!"). We all run into that issue tbh - it's just the way RM's auto text generator works, and I've certainly forgotten to double check it in the past.
I do like the UI colors and the sound effect choices - the activation sound effect in particular is really satisfying.
I pushed a boulder onto a switch a few times and got the same "wrong one" response. It was getting a little tedious. On the third or fourth one, I was the screen never faded back in the game autosaved. Rip.
Great dialogue, though. Really like these characters.

Time Played: 21 minutes
Scoring:
Story: 4.5/5, Gameplay: 2.5/5, Presentation: 2/5
Overall: 3/5


Mirak Game

Clearly this is a short little novelty project mostly meant as an inside joke. I chuckled a few times, especially at the dance. With that said, I liked the sprite animations and some of the internet humor. I'm sure people got a kick out of it on stream.


Deadly Mist, Dense Minds

The dialogue is pretty good and fitting for the young age of the characters.
Mapping is quite good. A tad overdecorated in spots, but still quite good.
Dialogue and cutscenes are very sharp and expressive (perhaps to a fault, as I'll explain below). The flow of the dialogue is great, and so are the character movements, tints, camera pans, and so forth. Very professional and cinematic for a smol demo project.
The font sizes are overused a bit, though. The excessive punctuation, capitalization, and slight overuse of emotion blurbs get a little old as the cutscenes roll on. Dialing back the expressiveness a little bit will work wonders.
The guy says "kid" a few too many times.
Still, I really like what I see here. I hope you add a few small battles in the finished version, because it's an awful long time to play without any real gameplay to speak of.
Just make sure you show a little bit of restraint, both in the mapping and in the cutscenes. Sometimes less is more.

Final time: 10-15 minutes
Score: Too early to tell, to be honest. High 3.5 for the prologue story and presentation.


Awakening the Past

A fox who is a martial artist and can heal? Hmm.
The cinematic music doesn't really seem to fit the dining room scene.
Mapping could be tightened up a fair bit. The gates and hedges are a good idea though.
I noticed a few typos here and there. Wish I was keeping track of that stuff but I'm kinda short on time.
Some interesting ideas here in terms of story and world building, but I feel like I'm being thrown from scene to scene like a ragdoll. The overall pacing and fluidity of the game is a little disjointed so far. There are only two fights - I feel random encounters in these early areas would've been nice.
As for the balancing of the fights, they are definitely easy. HP pools are really high relative to the damage, but that's not abnormal in the early parts of longer RPGs so it's fine.
I did like the secret waterfall reveal, though.

Final time: 9 minutes
Score: Too early to tell





Trials of MZ

Caudecus Anomaly

I tried to use Scan from the menu and got a gamebreaker. Not something many people will try, but I was curious.
Fantastic dialogue. Lots of humor, such as the "high as fuck" message after you screw up treatment.
I kinda sorta like the ironic humor here. Dialogue flows nicely.
The canopy mechanic is VERY clever!
I just love how these two bicker back and forth during combat.
I also like how Sandy's physical attacks form a combo. After the 4th attack, I absolutely destroyed a poor kid.
The dual puzzle at the end took me a second to figure out. Loved it.
Lots of great ideas here, both in the gameplay and in the story. Setting seems dense and it was a lot to take in. I love the triage at the start, as well as the banter between the sisters. The enemies have lots of flavor and interesting weaknesses. The mapping was pretty mediocre but not terrible or distracting in any way. I feel this project has a lot of potential, and had it been finished it would've been my favorite of the bunch. Great job! Finish this.
I received Ending C.

Playtime: 31 minutes
Gameplay: 3.5/5, Story: 4/5, Presentation: 3/5
Overall: 3.5/5

Trials of MZ

From the Light

I chose to discover things myself!
Mapping seems decent on first glance, though there are a few canopy errors right off the bat.
The gameplay already seems intriguing just by looking around the menus and investigating the statue.
I like the skills and the tradeoffs, but bleed seems kinda weak. The autocrit skill is pretty fun.
I was able to one-shot the bear at level 3, but the stunlock mechanic is beyond annoying. I hope there is a way to resist stun that I haven't found yet; otherwise, this fight is going to annoy people due to its rng nature.
Some other design issues: I had to burn EVERYTHING in the goblin fight. You can get stuck in the treasure alcove with no way to fight your way out at low levels. And since you can't save your game, I can see players getting stuck here. Big no-no.
Looks like I spoke too soon. After burning EVERYTHING to take on the goblin party, I died to the next random battle because I couldn't escape. It teleported me back to the statue. No harm no foul. I did lose all my light, though, which kinda blew.
You should just remove stuns from this game. When you only have one or two party members, it just turns fights into an annoying rng fest. Add paralysis on top of that, plus no MP restoring items, plus no healing items for Albert, plus the heal costing 33 MP...yeah, major balance issues. Fight was a big slog.
The block pushing is a bit off. Might want to have them trigger on activation instead of touch.
The mapping in general is a bit awkward. Sure, there's a lot of detail, but the elevation and map layouts are a little odd. There are also a lot of passage issues - it's easy to walk on decoration to bypass cliffs and stuff.
I'm just not feeling the design of this game in general. Random encounters shouldn't be timed. I shouldn't get into a random encounter while I'm tabbed out writing notes. I don't like how limited the healing is, especially since you lose all of your currency when you die. And with no way to save, highly limited status restoratives, and almost every enemy stunning your (only) party member, it's just a tedious experience.
There isn't even an autosave. I had to exit out of the game and lost all my progress.
I did like some of the writing and the exploratory nature of it. The awkward mapping, frustrating design quirks, and lack of save features killed it for me.
I think there is definitely some potential here. I do like some of the design ideas. The game's not particularly difficult, just tedious.
But yeah, I'd really like to see this polished up. There's a lot of upside.
Playtime: How should I know since you can't save. It was about 30-40 minutes, and I think I was close to the end. I didn't really feel like replaying it after I had to exit out.
Scores: Gameplay: 2/5, Presentation: 2.5/5, Story: 2.5/5
Overall: 2.5/5

Trials of MZ

Attack of the MZ RTP

I like the fast-paced en medias res opening. There's an invasion and we gotta stop it!
Mapping isn't perfect but I still like the early set pieces. Lots of green in the final area! Was pretty cool.
Another gun/reload mechanic! That makes 3 of our entries so far.
Balancing seems a little loose but I like the skills. Buffs/debuffs right off the bat. Phoenix fight was pretty well balanced though.
Healing station, just like FF7 Remake haha.
Nice chain game reference, heh.
The Battle Mech was tricky - it basically one-shot my black mage, so I had to 2v1 it. Thankfully I was able to use my heal every turn, while guarding with the other person on occasion. Long fight but I managed. You really don't start with much gold to buy things like revives!
The difficulty seems a little all over the place, to be honest; I think Albert could've been a little harder, while the first two fights felt reasonable.
The Reid fight felt pretty good. I abused the crap out of the evasion buff.
The story was pretty cute, overall, with a sentimental ending. I didn't really find myself invested in it or anything, but some of the dialogue was amusing.
The gameplay would've been better if the money management situation was improved. I didn't get a game over, but I came quite close on the last battle. Errant purchases early on can set you back massively. It's a boss gauntlet and it would suck to have to restart because you don't have resources.

Final Playtime: 32 minutes
Gameplay: 3/5, Story: 3.5/5, Presentation: 2.5/5
Overall: 3/5

MZN' BCN

Ah. I was unable to find a pattern in which the 100 TP skill worked. I figured it was a red herring joke skill, especially given the hinted name of the skill.

MZN_BCN_sc03.png

I love encounters like this, and I had a similar one in the unfinished Solitary that actually required you to go on a sidequest to get an aoe weapon.

MZN' BCN

This is unironically awesome. That last boss fight, man. Nice red herring.

Trials of MZ

MZN BCN

This is one of my favorite RPG Maker things ever. If only the presentation was up to snuff.
Rip vowels. Made the game quite challenging, and also led to some amusing double entendres like "PG SHT".
LOVE the gameplay here. Reminds me of what I was trying to do at points in Project4 - tightly balanced puzzley fights where every piece of equipment counts.
I adore every single fight, and I LOVE how some of the skills serve as red herrings. The final boss took me about a half dozen tries because I was trying so hard to make the 100 TP attack work. Eventually I just took a conservative approach and beat it with ease. Like it said, can you feal the rhythm? That fight's a dance.
I love the ending. Adds a whole new perspective.
Too bad you didn't include a bonus fight or something - an incentive to beat the game without dying or whatever. Replay value!

Final Playtime: 17 minutes
Gameplay: 5/5, Story: 3/5, Presentation: 2/5
Overall: 3.5/5

Trials of MZ

Fragment

Decent dialogue and the visual novel cutscenes are a great inclusion for a game like this. Nice use of pauses and colors in the dialogue. A few smol typos here and there.
Great use of purples overall, both in the UI and in the cave maps.
Mapping is okay overall. Good shapes and the size of the areas is good for the pacing.
Characters are expressive and their personalities tie in with their combat skills.
Skill trees were a nice touch, though obviously not utilized fully in a game of this length. I think I bought one skill per character and had no trouble clearing the content.
The skills are great, though the game balancing is very much on the easy side. The final boss in particular is a non-issue due to the low cost of counterattack. I used one potion and one ether during the game. Stat pools are huge and HP/MP rarely become an issue. Still, the actual fights are kind of fun due to all the toys at your disposal. The HoT was a nice touch, and I like that cauterize does damage.
It's the core/intro of a solid MZ rpg. Another week or two to flesh out the content and adjust the balancing would pay major dividends.

Final Playtime After Boss: 31 minutes
Gameplay: 3.5/5, Story: 3.5/5, Presentation: 4.5/5
Overall: 4/5


Heaven's Gate

I really liked the gameplay in this one, to be honest. It was a fun 45-ish minutes.
Nice dialogue in the opening.
I like the Gun idea, though it took me a bit to realize that I had to reload through Guard. It might've been cool to require use of ammo from the menu instead, but it's not a big deal either way.
For a small contest game like this, I don't have an issue with the autoskip on weak enemies. For a full-length rpg, I think the feature would have to be balanced properly (perhaps via a QTE or something).
It was abundantly clear that I was too weak to take on the cave enemies (minus the sand worm). My instinct was that I had to upgrade my gear massively, which made me suspect that new items were available at the shops. Indeed, I had to go back and upgrade everything. This didn't bother me too much, and the game settled into a pattern of "activate crystal + farm old monsters + buy new equipment".
The 3 Ammo Shotgun move seems a lot weaker than Burst, which is odd.
The Shotgun missed a lot, so I found myself using a lot of Throwing Knives on single enemies.
Different music for boss fights would've been nice.
I love the fact that Esuna innoculates you from status ailments for several terms. Great design there.
I lost to the Cultists once because they kept juggling self heals back and forth. I ran out of resources and died. Once I learned the really good 5-turn buff, though, I kept that on myself and the fight was easy.
The last boss was mostly easy except for the end. She starts spamming the buff+heal combo here, and I have to keep responding with my own debuff. We kept spamming buffs and debuffs back and forth for at least 20-25 turns. This and the cultist battle probably have too much built-in self healing, especially if you get bad rng.
A fun game with lots of great combat! I just wish the balancing was a bit tighter and the mapping was a bit better.
I thought the twist ending was pretty cute.
The 3-turn buffs are pretty useless and mostly serve as red herrings.
I really liked the magic attack skills, especially in the final area.

Final Playtime: 49 minutes
Gameplay: 4/5, Story: 3/5, Presentation: 2.5/5
Overall: 3/5

Trials of MZ

author=Avee
I made a small award-like thing as I played every entry. Here are my brief thoughts on my favorites:

Most Fun Gameplay:
Project 4
Low numbers and fast strategic fights really appeal to me, so I enjoyed this one from start to finish.
Honorable mentions: Attack of the MZ RTP, Fragment


Most Interesting Story:
Deadly Mist, Dense Minds
While there isn’t much in terms of gameplay, I enjoyed the plot and would be interested in playing the completed game.


Most Original/Creative:
Luke Daimont Absolute Mayhem
Varied gameplay (the platformer segments are surprisingly fine) and a plot that doesn’t take itself seriously.
Honorable mention: Caudecus Anomaly


Funniest:
Math Reider
A nice parody of conventional RPGs with plenty of funny lines and twists, plus creative math-based gameplay.


WTF Award:
Mirak’s MZ Trial Project
I’m still unsure what it is that I witnessed, but it didn’t bore me one second.
Honorable mention: The Legend of Solstice


Glad you liked the gameplay! Really wish I had more time to flesh it out properly. I was super inspired after playing a bunch of the old school-style RM games, but I just didn't have the time. I think I would've needed another 20-30 hours to make something decent.