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Denyi
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5th ERA
Wow! Such a gorgeous video game (and presentation). The visuals are spectacular, the gameplay in battles looks amazing and so nice with those battle animations and custom art. There's a lot of different characters and customization...there's so many good points on this game to talk about! Congratulations! :D
You really inspire me to keep advancing with RPG Maker, and of course, I would love to play your game and get to know your story and their characters. I'll being in touch with your new blog entries. :D
Bravo for your amazing work with this project! Keep it up!
You really inspire me to keep advancing with RPG Maker, and of course, I would love to play your game and get to know your story and their characters. I'll being in touch with your new blog entries. :D
Bravo for your amazing work with this project! Keep it up!
Battle System hmms
Hello there! It's me again, sorry for bothering you with my comments. XD
I forgot to tell you two things as feedback:
-In the town, the events for going through maps doesn't work "naturally". What I mean with this is: you have to reach to the edge of the map and then press the confirm key to actually transport the character to the next map! I think this can be a very weird and unnatural for many players, since we are used to just change of maps with only "touching" the edge of the road. I think that the problem can be easily fixed changing the activation trigger "action button" for "player touch".
-Just as a small suggestion: what if you put a crystal in the room that heals you inmediatly? The player touch the crystal (or whatever healing item) and then an animation plays on the character with a pop up message of "HP/MP fully healed" or something like that. Why I suggest this? Because in your early minutes of the game I spend a lot going to the house and rest, and I think using this "rapid healing" with the crystal saves us many seconds from the traditional "resting scene in the bed with those small transitions and fade out effect on screen". Its just a silly observation, so, it's okey if you don't agreed.
Anyways, thank yu again for your time! :D
I forgot to tell you two things as feedback:
-In the town, the events for going through maps doesn't work "naturally". What I mean with this is: you have to reach to the edge of the map and then press the confirm key to actually transport the character to the next map! I think this can be a very weird and unnatural for many players, since we are used to just change of maps with only "touching" the edge of the road. I think that the problem can be easily fixed changing the activation trigger "action button" for "player touch".
-Just as a small suggestion: what if you put a crystal in the room that heals you inmediatly? The player touch the crystal (or whatever healing item) and then an animation plays on the character with a pop up message of "HP/MP fully healed" or something like that. Why I suggest this? Because in your early minutes of the game I spend a lot going to the house and rest, and I think using this "rapid healing" with the crystal saves us many seconds from the traditional "resting scene in the bed with those small transitions and fade out effect on screen". Its just a silly observation, so, it's okey if you don't agreed.
Anyways, thank yu again for your time! :D
I Woke Up In A Generic RPG Maker Game Guess I'll Grind?
Oh, thank you for your reply, dionthorn! It was nice to read all yout thoughts for this prototype. Thank you very much for enlighten me with this, since there's a lot of D&D mechanics I don't know or fully understand, he he. So, I really apologize for that.
Thank you for your invitation on the quest creation! If I have some ideas, I'll make sure to contact you again. But, for the items ideas...I don't really know, I'm fairly new in RPG Maker and development, so I prefer to talk as a player rather than a developer for now (sorry again, maybe it's not the useful feedback you were expecting). Perhaps...you consider lowering the base price for the starter shop? at least for equipment? He he.
Oh, there's a new update that includes a party member? Yaaay! I love more "options" in battle. Also, wow, you are truly working all day with this. Your scripts about the rolling dice system looks amazing!
I wish you the best for this. I'm gonna try the newer version. :D
Thank you for your invitation on the quest creation! If I have some ideas, I'll make sure to contact you again. But, for the items ideas...I don't really know, I'm fairly new in RPG Maker and development, so I prefer to talk as a player rather than a developer for now (sorry again, maybe it's not the useful feedback you were expecting). Perhaps...you consider lowering the base price for the starter shop? at least for equipment? He he.
Oh, there's a new update that includes a party member? Yaaay! I love more "options" in battle. Also, wow, you are truly working all day with this. Your scripts about the rolling dice system looks amazing!
I wish you the best for this. I'm gonna try the newer version. :D
I Woke Up In A Generic RPG Maker Game Guess I'll Grind?
Hello dionthorn! How are you?
I've played a bit your project and I must say your D&D battle system is really cool. You can tell dice roll have a major impact on battles (a simple slime just 1 hit KOed me once). He he
It's clear this is a prototype just to taste things and I understand (judging the game's title) that grinding is a key element, but...could you consider reduce the exp scale for players to level up? I think even if the game focus is grinding, that should be a fun aspect for the game, but just pressing the confirm key to smash the attack command or your fire spell (if you choose wizard) it makes the game pretty boring after a few battles due the lack of options (at least for me).
Imagine killing 10 slimes just to level up to Lv 2 (and you only gain a small boost in HP and DMG, leaving the other stats as they were). Besides, killing slimes wont give money, only a slime ball that's worth 2 "Silver" or 30 if you do the quest. Even so, it's not enough to buy one single potion! This means you have to come back to your house and rest to recover every two or three encounters! Like I said before, it's okey to grind but...is it fun in this way? Well, no for me at least. XD
Lastly, I think it would be a nice idea to balance the item shop. You see, my current weapon (sage staff) cost 10 Silver, right? Well in order to buy my next weapon I need to gather 100 silvers, this means I have to kill 35 slimes plus the reward of 30 silvers of the quest just for one piece of equiment that only grants +1 of DMG! I consider this extremely unfair. Imagine how much time it would take to but the next equipment piece, and just for a small +1 stat? I would expect at least a +5.
Anyways, this is just a project and the combat system looks great with those rice dolls. I thought maybe this feedback should be somekind useful for you (I hope so). And please, keep in mind that these suggestions are only based on my personal taste, of course I can be wrong, you don't have to accept them, maybe you have a different approach for my points of view. But oh, well, I wanted to give my feedback. (And I hope I didn't sound rude, I'm so sorry for that, sometimes communication via text can be missunderstood). :(
Keep working on the game, I would love to see what comes next with this project. :D
I've played a bit your project and I must say your D&D battle system is really cool. You can tell dice roll have a major impact on battles (a simple slime just 1 hit KOed me once). He he
It's clear this is a prototype just to taste things and I understand (judging the game's title) that grinding is a key element, but...could you consider reduce the exp scale for players to level up? I think even if the game focus is grinding, that should be a fun aspect for the game, but just pressing the confirm key to smash the attack command or your fire spell (if you choose wizard) it makes the game pretty boring after a few battles due the lack of options (at least for me).
Imagine killing 10 slimes just to level up to Lv 2 (and you only gain a small boost in HP and DMG, leaving the other stats as they were). Besides, killing slimes wont give money, only a slime ball that's worth 2 "Silver" or 30 if you do the quest. Even so, it's not enough to buy one single potion! This means you have to come back to your house and rest to recover every two or three encounters! Like I said before, it's okey to grind but...is it fun in this way? Well, no for me at least. XD
Lastly, I think it would be a nice idea to balance the item shop. You see, my current weapon (sage staff) cost 10 Silver, right? Well in order to buy my next weapon I need to gather 100 silvers, this means I have to kill 35 slimes plus the reward of 30 silvers of the quest just for one piece of equiment that only grants +1 of DMG! I consider this extremely unfair. Imagine how much time it would take to but the next equipment piece, and just for a small +1 stat? I would expect at least a +5.
Anyways, this is just a project and the combat system looks great with those rice dolls. I thought maybe this feedback should be somekind useful for you (I hope so). And please, keep in mind that these suggestions are only based on my personal taste, of course I can be wrong, you don't have to accept them, maybe you have a different approach for my points of view. But oh, well, I wanted to give my feedback. (And I hope I didn't sound rude, I'm so sorry for that, sometimes communication via text can be missunderstood). :(
Keep working on the game, I would love to see what comes next with this project. :D
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