FIRECAT1311'S PROFILE

I'm a lesbian game dev who specializes in action games and RPGs, featuring female characters and LGBT representation.
I've used various versions of RPG Maker just for fun over the years, and am working on one serious project with it before I return to GameMaker.
Check out my itch.io page for my finished games!
Slay the Dark Evil Queen...
(Free demo available!) Six gals on a weird and wild quest to do exactly what the title says.

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Slay the Dark Evil Queen!

author=DungeonDevDude
This game looks fun and cute.

Great job so far!


Thanks!
I hope I can get a more finalized public demo polished up and ready to play soon so that this page can be a bit less empty and update-less, haha

Neo Gensokyo Zero Review

Thanks for playing!
There were definitely a lot of things I wish I could've squeezed in during those initial two weeks to make the game a bit less short and simple. Making Reimu playable, a couple more boss fights, etc... but ultimately I'm content with the way it is now.

As far as the difficulty goes, I went for accessibility first and foremost, so Normal mode will indeed be pretty easy for most people, but that doesn't mean I'm not interested in providing a challenge.
Artificial difficulty is lame, so rather than making enemies do more damage or take more hits on different difficulty levels, they become more aggressive, versatile, and trickier to approach. Enemy and boss attack patterns are modified and pushed to their limit, so even with the super generous dodge move things can get pretty tough.
Give it a shot sometime if you're ever looking for some replay value! There may be a tiny little extra plot tidbit if you can beat it on Lunatic...

Brave Hero Yuusha EX

As far as gameplay goes, this game definitely does the old NES style of RPG ​right​, which is really a rarity. It's still got that simplicity in exploration and combat, but both are given just enough extra flavor to keep it feeling fresh and a bit more modern. Dungeons aren't just bland, featureless mazes, and combat isn't just mashing the attack option and occasionally healing.

However, I wasn't really a big fan of the story. The writing is fine for the most part, lighthearted and charming, and it had some good ideas, but the execution is really weak when it comes to drama. Well, someone else on the itch.io page has already gone very in-depth with​ pretty much the same problems I had with it, so I probably don't need to rant about it or anything.

But anyway, I just gotta say, I'm a big fan of the combat visuals. It's not an exaggeration to say that I ended up playing specifically because of this. The pixel art is a bit rough, but there's plenty of style and personality in every monster sprite, and skill animations are unique, satisfying, and not too drawn out.
On that note, good on you for making the effort and going without RTP in general, I definitely know how big a task that can be. The new menu layouts are a nice touch as well.

Neo Gensokyo Zero

author=MacBob
The graze/bullet time mechanic might be a bit too lenient.

The game is definitely built more for making the player feel cool and skillful than for being super hard, but if you're looking for a challenge feel free to try taking on the Lunatic+ mode :)

I don't think I'll expand this game further, but there's a definite probability that I might return to this combat system for a new game someday (though it wouldn't be touhou again, and it'd be after the rest of the big projects I've got queued up)

Thanks for playing!

screen10.png

Aw thanks! Being the only artist working on this (and only coder, and only writer, and only... you get the idea) has been a pretty big task, but I'm happy there are people who enjoy my doodly programmer-art, haha

50 Days of Representation

Aw, wish I'd known about this when it was happening, though I guess even if I participated I'd have just been putting one RPG about lesbians on hold to work on another RPG about lesbians

Heresies of Discord Review

Sounds good, looking forward to trying it out!
Whenever I get around to that I'll try to give some thoughts on that one too, and hopefully it'll be more helpful than a review on a five-year-old game with shortcomings you're probably already familiar with by this point, ahaha
Anyway, keep up the good work

D is for Dungeon

Really solid and well balanced, I'm always a huge sucker for RPGs that give you free reign in customizing your party's jobs, skills, and stats, even though I have no self-restraint when it comes to making dumb builds.
Case in point: got all the way to the final boss with no HP or Bulk upgrades on all but one single character, who was unkillable and would just spam life powder if any enemy survived the min-max DPS storm long enough to get a single hit off.
Was kinda bummed when the final boss's spell that hits everyone and ignores counter/reflects forced me to undo my stupidity, but I had my fun anyway.

[SCRIPTING] [RMVX ACE] Exp-based stat growth outside of leveling

author=Sated
Edit: To clarify, I'm okay with having the "level" stat, level up messages, and things like that still visible, I just don't want them to directly affect the stats in any way.
If you're going to retain the concept of "levels" then how is what you're planning to do any different from simply making the gap between "levels" smaller, whilst also reducing how much each stat increases per level?
yeah, I know, I'm not really trying to go for any major differences mechanically; I'm just more interested in the aesthetic appeal of that little rewarding feeling that comes from having a few stat points go up after every few battles, rather than having to wait for a full level up to see the experience making any difference.
However, if I just made it with lots of level ups with a short distance between them, then that short distance would inevitably just grow into an average distance and then a long distance, bringing it right back to the thing I'm trying to avoid.

author=Marrend
*Edit: RPG::Class.params might be something to look into. The default definition, according to the help file, looks something like...

def initialize
  @params = Table.new(8,100)
    (1..99).each do |i|
      @params[0,i] = 400+i*50
      @params[1,i] = 80+i*10
      (2..5).each {|j| @params[j,i] = 15+i*5/4 }
      (6..7).each {|j| @params[j,i] = 30+i*5/2 }
    end
  # etc
end
I'm not sure, but from what I can see it looks like RPG maker handles stats by just taking the level of the character and then using it to directly take the stats off that level's point on the stat curves, right? That's more or less what I assumed it was, but that makes me wonder if what I'm trying to do might be more trouble than it's worth, huh...

[SCRIPTING] [RMVX ACE] Exp-based stat growth outside of leveling

author=Marrend
Would it be helpful if you could just set the amount of EXP that is needed to "level up", and be able to use the stat-curves in the database for the stat gains for the character/class?

*Edit: As a side-thought, I could totally see resetting EXP to 0 (or reducing it by the amount of EXP required) is totally a thing that could happen in the exp_for_level function of RPG::Class. I'm not quite sure about outright ignoring level, though!

I'm sure that could probably work, but I don't know how to access the stat curves in the code, or even how to use scripts to modify the stats of a character. I'm sure it's just some simple variables, but... again, I'm not familiar with the scripting system so I don't know what those variables are or where I might find them.
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