DRAKONAIS'S PROFILE

"Time you enjoy wasting was not wasted."

-John Lennon
Second Death
After crash-landing on a strange island, a Chicago cop must face horrors of the wild to save his loved ones and himself.

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Do these skills suck?

There are a couple related mechanics that factor. For one, weapons have a durability rating and can break mid-battle, so that would be a good reason to switch. Also, weapons require crafting so they're harder to come by than in a typical RPG.

The player has to be diligent about crafting and repairing to make the bonus worthwhile, so I don't mind if it's a little impressive. The skill currently has 3 levels that give a 75%, 100%, and 125% damage bonus, so that notch above also requires significant investment.

Does that change the calculation at all?

Do these skills suck?

Hmmm I was worried players might be discouraged to swap. Would it help if the damage bonus were something like 200% to make up for the cost of not attacking?

Let's Play SECOND DEATH

Thanks so much for making a Let's Play for Second Death! I've gotten some player feedback so far, but nothing compares to the step-by-step of a video play-through. I can already see I should make the first Horror fights easier (since they increase in difficulty), try to make it more clear that hero stats and one item are preserved after death, and make the item-pickup process less tedious.

On that last point, since all craftable items are the same, like Sticks and Fronds, I could just make them collect on click. I think I'll add that this morning.

I appreciate this a ton. If it's alright with you, I'd like to tweet and post this video around so players can take a look at your work. Thanks again!

Greenlight!

I saw it randomly in my voting queue! Gave you my thumbs up. Best of luck!

Unique items: Good or bad?

Thanks for the input guys. Yeah, maybe there's some middle ground like you mentioned, Sated. My biggest concern is wasting a lot of dev time creating and testing one-off equipment. But if the uniques are just special preset stat rolls (read: already tested effects), it might be easier to handle.

And like Aubrey mentioned, it's compelling to make them at least better than what the player currently has, if not the best equipment allowable.

Anyone up for a game feedback trade?

Hey all! I've had my head down for a long time working on my new project Second Death and it's finally at a state of semi-completion where I'd like some testers and feedback.

I had a nice experience on RMN with my last game Tiamat Sacrament by offering to trade playthroughs with other developers needing feedback. So... anyone up for a trade? Not expecting to get or give a formal review (unless you want me to submit it as one) but rather informal feedback on the game.

A bit about Second Death: It's a survival roguelike that takes place in an island off Cuba's coast in the 1950's. Scrape together food, shelter, and equipment to make the ascent from a beach to reach a volcano's peak.

Reply with your project download link and we're in business.

The Tiamat Sacrament

I think your operating system might be too advanced for most RPG Maker 2003 games, unfortunately. You can try right clicking on the .exe file and try running using Windows 7 compatibility mode. Check out this guide for some notes on that.

The Tiamat Sacrament

Hello there! Yes, this game is only for PC at the moment. What is your operating system? I made this back on Windows XP, and I've only tested it up to Windows 7.

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The style of this game is so awesome. Everything from the neon pink to using a teddy bear as a weapon.

[GM] Respawn enemies? Or savor a clean field?

Hmmm it sounds like a % chance would be a happy medium then. I'd rather each zone not turn into a grind-fest, since the player is supposed to be pretty challenged as they progress.

If the player dies, the world is regenerated (enemies and all) so that's where the full respawn kicks in.