FIRECAT1311'S PROFILE
Firecat1311
682
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!
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.
(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
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.
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!
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.
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.
Lunar Wish: Orbs of Fate
Been playing this for a while now (about 5 hours; just starting chapter 6) and just decided to give my thoughts on it sooner rather than later.
First I'll start by saying I definitely do like it, but I feel like there's quite a bit of wasted potential here. Some of the smaller events seem a bit rushed, and some characters accept things a bit too quickly. I like the characters, but they seem like they could have used a bit more depth when it came to these things.
Then there's the matter of the combat. It definitely has gotten somewhat better by the point I'm at, but around the start of the game it was really bland, and didn't really grab me at all. I know that it's common for RPGs to start small and all that, but at the same time you have to remember how important first impressions are. I honestly almost stopped playing at the end of chapter one because the first impression I got was pretty subpar at best.
I should admit that I'm not really a big fan of turn-based RPGs, so I don't play very many of them and I don't really know what all the standards are for combat systems, but even so I feel like this one is a bit generic in that regard. I think maybe it could have benefited from some extra gameplay elements (probably stuff that would require some scriptwork) to keep things from feeling like just any other RPG made in RPG Maker.
Aside from those things that keep the game from being as amazing as it could be, I'm having fun with it and am looking forward to playing more.
First I'll start by saying I definitely do like it, but I feel like there's quite a bit of wasted potential here. Some of the smaller events seem a bit rushed, and some characters accept things a bit too quickly. I like the characters, but they seem like they could have used a bit more depth when it came to these things.
Then there's the matter of the combat. It definitely has gotten somewhat better by the point I'm at, but around the start of the game it was really bland, and didn't really grab me at all. I know that it's common for RPGs to start small and all that, but at the same time you have to remember how important first impressions are. I honestly almost stopped playing at the end of chapter one because the first impression I got was pretty subpar at best.
I should admit that I'm not really a big fan of turn-based RPGs, so I don't play very many of them and I don't really know what all the standards are for combat systems, but even so I feel like this one is a bit generic in that regard. I think maybe it could have benefited from some extra gameplay elements (probably stuff that would require some scriptwork) to keep things from feeling like just any other RPG made in RPG Maker.
Aside from those things that keep the game from being as amazing as it could be, I'm having fun with it and am looking forward to playing more.
Sacred Earth: Promise
The first thing I always look for in an RPG (besides the combat system) is good characters, and I have to say you nailed that bit.
In general I just had a lot of fun with the two hours I spent playing this; the mechanics are very nicely balanced and the writing is great. Definitely looking forward to more of this series.
In general I just had a lot of fun with the two hours I spent playing this; the mechanics are very nicely balanced and the writing is great. Definitely looking forward to more of this series.
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