DEMETRIUS'S PROFILE
Demetrius
25
Known as Dmy on rpgmaker.ru
(Avatar drawn by https://mastodon.art/@bootlegwhalesounds )
Published games so far (most are very, very short):
— Les (Ukrainian, Belarusian, Russian) https://рпг.укр/Ліс
— Los (Ukrainian+Russian) https://рпг.укр/Льос
— Munus impositum (English, Latin, Russian) http://rpgmaker.ru/forum/igry-i-roliki/62057-munus-impositum
— За горы (Russian) https://rpgmaker.su/f102/За-горы-rtp-3500/
(Avatar drawn by https://mastodon.art/@bootlegwhalesounds )
Published games so far (most are very, very short):
— Les (Ukrainian, Belarusian, Russian) https://рпг.укр/Ліс
— Los (Ukrainian+Russian) https://рпг.укр/Льос
— Munus impositum (English, Latin, Russian) http://rpgmaker.ru/forum/igry-i-roliki/62057-munus-impositum
— За горы (Russian) https://rpgmaker.su/f102/За-горы-rtp-3500/
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Theme Roulette 3
The time is up and I'm not done :(
I'm publishing a technical demo with some mechanics, but it's nowhere near complete. I guess my plan was too ambitious and my free time too limited.
But then, it was a difficult time for me. I had some family problems, so I didn't have as much time as I hoped.
Well, anyway... I've tried and I have a technical demo, albeit limited. Feci quod potui, faciant meliora potentes.
I'm publishing a technical demo with some mechanics, but it's nowhere near complete. I guess my plan was too ambitious and my free time too limited.
But then, it was a difficult time for me. I had some family problems, so I didn't have as much time as I hoped.
Well, anyway... I've tried and I have a technical demo, albeit limited. Feci quod potui, faciant meliora potentes.
Theme Roulette 3
Villnoire
Villnoire
OK, blog post suggests to tell "anything you want to say, the good, the bad, the ugly"? I guess I'll write something. You've asked for bad specifically, so please don't blame me :D
(Spoilers and negative comments ahead)
(Spoilers and negative comments ahead)
You know a feeling of finding a cool, brilliantly made video just to learn it's a viral marketing in the end? Well, that's my feelings about Villnoire.
The game is really wonderfully done. I love the mapping. The custom features (selectable skills, alchemy, party management) are nicely done. The puzzles make for a nice diversion without being boring. The custom message frames are beautiful.
The characters are believable and the plot makes us look at them from a different angle every time. I *love* how the plot made me suspect Zack (when the princes mentioned having an informant), then stop suspecting Zack, then find out the suspicions weren't unfounded. This is wonderful.
The ends felt... well, maybe "propaganda" is too strong a word, but it definitely feels like it's trying to instill some ideas about afterlife and about when the life starts (notably, the idea that a daughter is living before birth is a highly political one). The ideas that I personally find quite scary and divorced from reality.
This prevents me from enjoying the ending. Here's how I interpret the ending: Lukas didn't completely overcome from his psychical problems and they prevented them from healing. He didn't meet his wife or daughter. He let his imagination prevent him from returning to the world.
I understand it wasn't meant that way. I understand it was planned as a happy-ish ending when his hallucinations are to be treated as reality... It's just I don't buy into that. Everyone uses their own experience to interpret the media, and mine tells me Lucas chose illusions over the real world.
This is why for me, the story ends up really sad. We were told Lucas healed, but he didn't. This becomes a frame for interpreting the ending: Zack might look like he's healed, but... Inchor might look like they are ready to accept Druids, but... Brice might look like he would make a good king, but...
So, this game becomes absolutely pessimistic without showing any way out. Whatever we've done, it's useless. We can't change the world. It might look like we can, but in the end it's just an illusion. And this is not an idea I'm looking for when I'm playing games.
I guess it's just not a game for me. I wish I've found this out earlier (not just in the very end) and didn't become so invested in the story.
(Another nitpick of mine is the fact that the game promotes stealing. That chest counter makes it fun to take other people's stuff. I mean, I'm totally OK with stealing from Vorian's Manor, be gay do crime. But stealing from people in Branca Base? That's cruel.)
The game is really wonderfully done. I love the mapping. The custom features (selectable skills, alchemy, party management) are nicely done. The puzzles make for a nice diversion without being boring. The custom message frames are beautiful.
The characters are believable and the plot makes us look at them from a different angle every time. I *love* how the plot made me suspect Zack (when the princes mentioned having an informant), then stop suspecting Zack, then find out the suspicions weren't unfounded. This is wonderful.
The ends felt... well, maybe "propaganda" is too strong a word, but it definitely feels like it's trying to instill some ideas about afterlife and about when the life starts (notably, the idea that a daughter is living before birth is a highly political one). The ideas that I personally find quite scary and divorced from reality.
This prevents me from enjoying the ending. Here's how I interpret the ending: Lukas didn't completely overcome from his psychical problems and they prevented them from healing. He didn't meet his wife or daughter. He let his imagination prevent him from returning to the world.
I understand it wasn't meant that way. I understand it was planned as a happy-ish ending when his hallucinations are to be treated as reality... It's just I don't buy into that. Everyone uses their own experience to interpret the media, and mine tells me Lucas chose illusions over the real world.
This is why for me, the story ends up really sad. We were told Lucas healed, but he didn't. This becomes a frame for interpreting the ending: Zack might look like he's healed, but... Inchor might look like they are ready to accept Druids, but... Brice might look like he would make a good king, but...
So, this game becomes absolutely pessimistic without showing any way out. Whatever we've done, it's useless. We can't change the world. It might look like we can, but in the end it's just an illusion. And this is not an idea I'm looking for when I'm playing games.
I guess it's just not a game for me. I wish I've found this out earlier (not just in the very end) and didn't become so invested in the story.
(Another nitpick of mine is the fact that the game promotes stealing. That chest counter makes it fun to take other people's stuff. I mean, I'm totally OK with stealing from Vorian's Manor, be gay do crime. But stealing from people in Branca Base? That's cruel.)
A Rainbow of Positivity
author=kentona
ok I love this style. It's like an early NES RPG, before tropes and style got codified
Thanks!! I'm still making a queer game with it, just not for this event because I'm super-slow and need more time ^^'
A Rainbow of Positivity
I'm not sure if I'll actually finish something, but I've drawn some tiles.

This 10-minute rule is too restrictive, most games I've made so far are shorter
Upd.: decided not to participate

This 10-minute rule is too restrictive, most games I've made so far are shorter
Upd.: decided not to participate
Temple of Memories
I've finished the game and I really like it! The plot was intriguing and I couldn't have guessed how it will end until the very end (I was thinking about how M. might get K.'s memories), it was delightfully surprising.
The puzzle with levers was interesting, and finding the last one was a good aha moment. I'm not sure I've understood the puzzle with the coloured lights correctly, I just kept going through the passages until I got to my destinations.
The mapping is very pleasant (I especially liked how the autotile variations are used to show that pools with water are interconnected, I've never seen it before, and that's very nice). All in all, it's a very nice game!
The puzzle with levers was interesting, and finding the last one was a good aha moment. I'm not sure I've understood the puzzle with the coloured lights correctly, I just kept going through the passages until I got to my destinations.
The mapping is very pleasant (I especially liked how the autotile variations are used to show that pools with water are interconnected, I've never seen it before, and that's very nice). All in all, it's a very nice game!
Terence's Tribulations
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