DRAGNFLY'S PROFILE
Developer of videogames and boardgames. Yet to release a boardgame or a game made in RPGmaker.
Favourite genre: jRPG, Strategy RPG, Action RPG
Other likes: Anime, digital media, writing
Proud Canadian
Avatars: Tiara from my should-be-upcoming game Resolem, by NiwaRhythm
Favourite genre: jRPG, Strategy RPG, Action RPG
Other likes: Anime, digital media, writing
Proud Canadian
Avatars: Tiara from my should-be-upcoming game Resolem, by NiwaRhythm
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Protip: Write all game-related text in a world processor and copy/paste it in (to RM or your image editor or whatever you're using for each part)
This lets you use a check-as-you-go spell checker and cuts out pretty much every typo you'll make. Well, except for stuff like ore/or but that's not so common.
This lets you use a check-as-you-go spell checker and cuts out pretty much every typo you'll make. Well, except for stuff like ore/or but that's not so common.
Ghost House
If I were to describe this game in a single word it would be "almost".
This reminded me of the pilot to a kid's show. It was kind of cool in that regard. I think people going in expecting what this isn't supposed to be will be your worst enemy, but in a way that makes them their own worst enemy too LOL.
It also kind of reminded me of a less-developed version of that game with the kids who could transform into playground equipment who's name escapes me. Since this was for a jam and was severely time crunched, that's cool.
The ammo system was a little redundant because you put so much ammo all over the place it might as well have been unlimited. The only way a person could possibly lose that battle is if they intentionally skipped picking stuff up or were just really daft. I'd suggest either swap it for an item-puzzle boss system like Re:Kinder or decrease the amount of ammo.
The girls started to get some character development. The sheep bit was a nice touch and while I'd like to say it needed more if this is viewed simply as a pilot episode than it almost makes sense (still a little skimpy). The world lore is also decent for a start. Like I said, it feels like pitching a late-children/young-teen series.
The maps were mostly well-made but the utter lack of animation on things that are commonly animated like shinies kind of threw me for a loop.
The overall story was average and mostly predictable, even if the target audience is young teens.
Bugs and other problems:
Unlimited potions in the bush in the courtyard.
Total lack of animations.
A lantern in the hedge maze doesn't give a proper light.
After you get the top half Carla's art doesn't go away until you leave the room.
Having a text box stay when reading a letter is a bad idea. It covered some.
Using videos for the visions wasn't such a good move when events with an animated overlay would have been better and allowed for fast forwarding.
Some doors replay the "opening for the first time" dialogue even when it's not your first time.
There's potential here. Keep learning and improving.
This reminded me of the pilot to a kid's show. It was kind of cool in that regard. I think people going in expecting what this isn't supposed to be will be your worst enemy, but in a way that makes them their own worst enemy too LOL.
It also kind of reminded me of a less-developed version of that game with the kids who could transform into playground equipment who's name escapes me. Since this was for a jam and was severely time crunched, that's cool.
The ammo system was a little redundant because you put so much ammo all over the place it might as well have been unlimited. The only way a person could possibly lose that battle is if they intentionally skipped picking stuff up or were just really daft. I'd suggest either swap it for an item-puzzle boss system like Re:Kinder or decrease the amount of ammo.
The girls started to get some character development. The sheep bit was a nice touch and while I'd like to say it needed more if this is viewed simply as a pilot episode than it almost makes sense (still a little skimpy). The world lore is also decent for a start. Like I said, it feels like pitching a late-children/young-teen series.
The maps were mostly well-made but the utter lack of animation on things that are commonly animated like shinies kind of threw me for a loop.
The overall story was average and mostly predictable, even if the target audience is young teens.
Bugs and other problems:
Unlimited potions in the bush in the courtyard.
Total lack of animations.
A lantern in the hedge maze doesn't give a proper light.
After you get the top half Carla's art doesn't go away until you leave the room.
Having a text box stay when reading a letter is a bad idea. It covered some.
Using videos for the visions wasn't such a good move when events with an animated overlay would have been better and allowed for fast forwarding.
Some doors replay the "opening for the first time" dialogue even when it's not your first time.
There's potential here. Keep learning and improving.
Red Syndrome
Perfect plays are practiced and measured and thus lack the personal and genuine appeal of seeing somebody else die and I think "yep, that enemy got me too." Never be afraid to show your fails. They're just as much a part of you as the rest of your play.
Faded: Memories
I'd just like to say thank you for not making the twist what I was expecting it to be from Memory 3.
Eclipse
That was ok. The English was kind of wonky (not the Dev's fault, it's the proofreader who helped him)
While the story was ok and the Good Ending itself was ok I didn't like the method of getting it. needed for the good ending is completely out of left field and makes no sense that she'd choose that option.
All in all that was a fun little game. Thanks for making it.
While the story was ok and the Good Ending itself was ok I didn't like the method of getting it.
Andrea's change of heart
All in all that was a fun little game. Thanks for making it.
After man
Anyone else run into a problem where the game doesn't even open? It makes game.exe in task manager but I can't even force it to close with End Process.
English version 1.03
EDIT:
I learned from elsewhere that Windows7 DEP is likely the issue. http://windows.microsoft.com/en-us/windows7/Change-Data-Execution-Prevention-settings?SignedIn=1 is the official page on it. Just posting in case anyone else has the same issue.
Edit2:
Nope, that didn't work either.
English version 1.03
EDIT:
I learned from elsewhere that Windows7 DEP is likely the issue. http://windows.microsoft.com/en-us/windows7/Change-Data-Execution-Prevention-settings?SignedIn=1 is the official page on it. Just posting in case anyone else has the same issue.
Edit2:
Nope, that didn't work either.
The Mansion
I stopped playing while following the little girl.
-Complete lack of proofreading.
-Treating your players like fools with the box combination hint. You shouldn't have said "P.S. The code is your birthday" or whatever because the box was the only available puzzle and the memo was the only available clue. But you also messed that up. As Kylaila mentioned already nobody counts a person's year as their birthday. You did good enhancing the puzzle with some math (2-step puzzles are always better) but ruined it with the more-than-obvious clue.
-Cheap jumpscares are cheap. Something running by and making a sound is acceptable. Sounds on their own usually work better. But don't have something appear and then blink out of existence. If it vanishes because it has supernatual powers or whatever, use an animation. If it vanishes because it's super fast then have it run off at 2x speed (preferably in the direction the player will need to go, heightening the sense of caution and dread. Also, copy/paste the event with appropriate switches to multiple areas so you're not forcing the player into a 1-tile path between boxes or whatever just to trigger your jump scare. It gets pretty obvious that you have something evented on that one tile.
-So I could see just fine without a lantern but getting the lantern makes it harder to see? You should've included a short cutscene where the power goes out or demonic forces blanket the place in shadow or whatever.
-While following the girl, in the room with the body you can walk on the body and enter the wall. Then you're walking on walls.
-This is more of an intermediate game design technique so I won't dock you points for it but having them save point say it's an unused diary even when you already have a save made me chuckle.
-The story went out the window with a memo I found while following the girl.
Advice:
Instead of typing all your text directly into the maker, write it all out in a word processor. Not only will this let you run spelling and grammar checks but you can also use guides to make sure none of your text goes out of bounds. Just copy/paste the lines in. This also has a motivational bonus since you can see a real-time progress meter for what percentage of your text has been put into the game correctly.
Another option if English isn't your native language is to ask somebody to proofread for you. The online community is great for that.
-Complete lack of proofreading.
-Treating your players like fools with the box combination hint. You shouldn't have said "P.S. The code is your birthday" or whatever because the box was the only available puzzle and the memo was the only available clue. But you also messed that up. As Kylaila mentioned already nobody counts a person's year as their birthday. You did good enhancing the puzzle with some math (2-step puzzles are always better) but ruined it with the more-than-obvious clue.
-Cheap jumpscares are cheap. Something running by and making a sound is acceptable. Sounds on their own usually work better. But don't have something appear and then blink out of existence. If it vanishes because it has supernatual powers or whatever, use an animation. If it vanishes because it's super fast then have it run off at 2x speed (preferably in the direction the player will need to go, heightening the sense of caution and dread. Also, copy/paste the event with appropriate switches to multiple areas so you're not forcing the player into a 1-tile path between boxes or whatever just to trigger your jump scare. It gets pretty obvious that you have something evented on that one tile.
-So I could see just fine without a lantern but getting the lantern makes it harder to see? You should've included a short cutscene where the power goes out or demonic forces blanket the place in shadow or whatever.
-While following the girl, in the room with the body you can walk on the body and enter the wall. Then you're walking on walls.
-This is more of an intermediate game design technique so I won't dock you points for it but having them save point say it's an unused diary even when you already have a save made me chuckle.
-The story went out the window with a memo I found while following the girl.
Dude killed 99 people in one night? Did he have artillery!? Did he have a tank and they were all tied down? Really, if he just ran around stabbing people I'd be amazed if he got 6 before the others got away, somebody overpowered him, whatever. Luring them in one by one is time consuming and 99 is a hell of a lot of people. Also were you drunk when you wrote that memo? The typos in it are more like you're slurring your fingers across the keyboard.
Advice:
Instead of typing all your text directly into the maker, write it all out in a word processor. Not only will this let you run spelling and grammar checks but you can also use guides to make sure none of your text goes out of bounds. Just copy/paste the lines in. This also has a motivational bonus since you can see a real-time progress meter for what percentage of your text has been put into the game correctly.
Another option if English isn't your native language is to ask somebody to proofread for you. The online community is great for that.
Amidst the Cold Night
That combat system was a royal pain in the butt and I didn't feel invested in the characters at all but the twist itself almost made it worth it. Good job at least.
***
***
Drim
This was pretty good. It had a real Ghost Suburb vibe despite the (comparatively) more normal setting. I got 2 endings. There's some rooms I couldn't get into but I figure that's intentional.
I only found one bug, which is completely amazing consider the track record of games on here. walkin through walls! I thought I'd found a secret at first.
Good job and that music for the forest reminded me of the time I picked up my friend's guitar and "started jamming like Hendrix". The monster designs are nice and hardcore too.
Anyway, yeah I rather liked it.
I only found one bug, which is completely amazing consider the track record of games on here. walkin through walls! I thought I'd found a secret at first.
Good job and that music for the forest reminded me of the time I picked up my friend's guitar and "started jamming like Hendrix". The monster designs are nice and hardcore too.
Anyway, yeah I rather liked it.
Red Syndrome
I just finished this one (2 of the 3 endings. Couldn't find Ending 2) and yeah, this thing rocks. Presentation, art, story, setting, characters, difficulty and super badass boss music... it's a complete package.
I like the skill system and how it's more important to have a fluid attack flow than to just equip all the highest tier skills. Also, having the quarter-turned back of Ally (odd name LOL) in combat made me really nostalgic for some game I don't even remember and I really think more games should do that.
So yeah, totally a good one.
I like the skill system and how it's more important to have a fluid attack flow than to just equip all the highest tier skills. Also, having the quarter-turned back of Ally (odd name LOL) in combat made me really nostalgic for some game I don't even remember and I really think more games should do that.
So yeah, totally a good one.