GREDGE109'S PROFILE

I'm secretly hoping my computer crashes so I can give up some of these ongoing projects.
Hero Panic
Half the people disappeared, and strangers from multiple worlds have arrived -- when Rin is targeted by the city's new imperial regime, will she survive the chaos, or be crushed under its weight?

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How are we doing? A survey to help us improve RMN

Balbo should become the new site mascot.

Move aside, Pom.

HAPPY NEW YEAR<3

IT'S A NEW YEAR, WOOOOOOO

Happy New Year!

OQ_Talk_Mode.png

Thanks! I hope you enjoy it! SMT is my primary influence for the monster recruitment. I get to that point, after I've been playing a lot of SMT (and Persona for that matter) where I feel that every game of mine would be better with enemy recruitment and conversation options!

Owl Quest

author=suzy_cheesedreams
Saw this in the secret santa thread. I love the colour scheme of this game!!


Thank you very much, I'm glad you like it!



author=Seiromem
WITH GUSTO

This sounds amazing, the art is wonderful, the hero is incredibly cool... I can totally wait for you to make this what you want it to be! I won't like it, but I will wait!


Awe thanks buddy, I hope you enjoy it! The main hero is pretty cool... and his attributes and stats can be played however you wish!



author=Kloe
The typo "Sieromem" keeps popping up in the desceiption.

I'm really looking forward to this game though!


The typing of the name Seiromem is perhaps the most difficult part of this project for me. I'm sure I'll have to make several passes through the text when I get to the final testing stage.

I hope you enjoy it when it comes out, and let me know what you think!

OQ_Talk_Mode.png

It was perhaps the greatest avatar this site has ever seen.

Seriously, a flaming tea kitten. That's amazing.

Good freakin dialog tutorial: https://twitter.com/JesnCin/status/814839109210566656

How do I words

What are you thinking about right now?

Ramen is pretty great.

Tutorials: Yay Or Nay?

Always optional, for me. There's nothing quite as bad than a disembodied narrator saying "press the right arrow key to walk to the right" and then going into detail on ways to use basic features:
(you can use the spacebar to jump, and can jump over obstacles. Some obstacles, like walls, cannot be jumped over. Some pits, if you don't jump over them, can lead to your death!)

I'll add an optional tutorial if my stats are different than usual, or if it's not a traditional RPG. I don't feel it's necessary to throw a tutorial at every basic thing in the game. Gotta assume your player desires to actually play the game, and because the game is interactive, will naturally attempt to play and learn its mechanics. In otherwords, they're not just going to open your game and stare at the title screen, breathing heavily while waiting for instruction.

Ideally, you'd forego the tutorial and let your gameplay mechanics guide the player. One person made a game which had a treasure chest at the start. Without any giant arrow pointing it out, you were naturally inclined to find a way to open the chest, receive an item, and then check your inventory to see what it did only to find - ta-dah! - a whole bunch of other items you were already carrying!

Some older games would have NPCs you talk to that tell you about mechanics. Yeah that can be 4th wall breaking (though not as obtrusive as developers tend to think), but it's much better than having 10 kids running around town who only say "I like candy!"

Describe the best boss you've designed

My favorite boss is a recent creation from the Kid's Design event. It's Coulduss from my short boss-rush game, Archstone.

He's a giant demon squid who acts as the final boss of the game (as the actual final boss is meant to be defeated with ease).

The battle starts out in phase 1 as the player and boss exchange blows. Coulduss has some solid damage but won't do anyrhing spectacular at first.

But after a few rounds, phase two begins, where Coulduss targets the mind of one of the two human player characters. As a result, he pulls them into a nightmare where they must battle a mirror of themselves.

The mirror has all of the abilities the player character has, along with a few tweaks. For example, while one of the characters can freeze an opponent and stop their actions, the mirror can only slow the player. Likewise, for the other player character, the mirror will use the same spells but will never inflict poison on the player, as poison is the most powerful damage in the game. Because of how taxing this skirmish is, I restore this character's health and energy following combat.

After a few rounds surviving, the character is woken from their nightmare, and returns to the battle with Coulduss.

This is phase 3. Coulduss is going all out, and he has a buff to prove it. "All-in" focuses all of Coulduss power on their raw attack power, while lowering its guard. He'll hit real hard during this buff.

Additionally, Coulduss will use a tentacle to "Thwap" a character, knocking them out of combat for a turn. It only lasts one turn, and the idea is that the character got knocked out of combat and had to run back.

Eventually Coulduss can be worn down and defeated. His attack power can be nerfed, and his self-inflicted weakness can be exploited. It's a satisfying conclusion, and I enjoy fighting this boss a lot. You feel your characters getting stronger as they acclimate to the battle and eventually overpower the most deadly enemy of the game.

Secret Santa 2016

author=Seiromem
Thanks for the unique and colorful Owltar, Gredge!
Take your time on the game, I await it eagerly!


Awe thank you, I'm thrilled that you like it! Looking forward to getting that game out soon!