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HOUSEKEEPING'S PROFILE

My name's Kasey Ozymy. I'm a game designer from Texas. I made Jimmy and the Pulsating Mass and am currently working on Hymn to the Earless God.

Check out Hymn to the Earless God:
https://store.steampowered.com/app/2165130/Hymn_to_the_Earless_God

Buy Jimmy:
https://store.steampowered.com/app/706560/Jimmy_and_the_Pulsating_Mass/
Hymn to the Earless God
Live and die on a hostile world.

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McBacon Jam

I'd work with you, Max. You seem like a cool enough guy. I've only played Iron Gaia from you, and I'm curious to see how much your writing's grown since then (you won me over with the Coheed song on the title screen, by the way). I think our skillsets overlap so I didn't mention you in the dream collab thread, but for what it's worth I think you'd be fun to work with--maybe not on this one since my tentative partner is Indrah and I think you would claw each other's eyes out, but if you'd be open to working with me if this becomes a recurring thing, I'd totally pick you for dodge ball.

McBacon Jam

If my own internal struggle is a microcosm for the community, then the issue is that we're all too goddamn shy just to ask each other to the prom. I've got a tentative team together (i.e. maybe one other person who hasn't even posted in the thread), but I'd be okay with switching to random or keeping it the way it is. I also would like there to actually BE judges and for the game jam to be a bit more official--like adding some badges or something. I don't really NEED this, but it might attract more of the user base since this whole thing feels a bit ramshackle at the moment.

The Penguins of MadaSTATScar

author=Max McGee
cracked top 10 MS life is complete

anyway just popped in to say that 'Penguins of STATagascar' flows much better.


It should be "The Punguins of Statastatscar."

What does RPGmaker.net think of anime?

I thought Madoka was pretty decent. The plot twist wasn't amazing or anything, but then most plot twists aren't, and it was neat in a genre deconstruction kind of way. Considering the genre, though, the show was pretty outstanding, and it did a fantastic job of making me care about the characters. I think the real charm of the anime, for me at least, was the art style shift whenever the protagonists fought witches.

Year End Retrospective: Overall Bestest Game Edition

D is for Dungeon was pretty alright. It had its stumbling points, but it was a competent dungeon crawler. Looking back, it's got the best feeling ATB I've seen in an rpg maker game.

I played a LOT of the IGMC entries. You can see a bunch of mini-reviews here. The best ones I played, though, were Oneshot, Sunken Spire, Unraveled, and Trapped (which doesn't have a game page up here, unfortunately). Oneshot was probably my favorite of those, but they all had their strong points. If Trapped wasn't so goddamn buggy it'd be my favorite RPG this year--it's the best melding of horror and rpg I've seen. I think if Unraveled fixes some central story issues, it could be a fucking powerhouse, and it could still be pretty moving depending on the audience. Sunken Spire is just downright fun, and I'd say that it has the best progression mechanics out of all of the games I've played this year.

Permanent Character Death in Your Story?

I don't really have much to add to this topic, but, to echo the majority here: if the story demands it, then kill off the character. The death should mean something to the surviving characters, though; it should inform their actions after the death.

Someone was discussing how death is a random occurrence and how that's a tough sell in games; I don't really agree with this. You can still make the death a random occurrence, but the aftermath of that death shouldn't be random. The fact that the death is random itself should be important--i.e. you're making a statement about life. In that way it's not random from a writing perspective--it's just written to mimic that aspect of life.

People get pissed off when characters die for no reason, such as a character that self-sacrifices for melodramatic purposes and is then never mentioned in the plot after that. Actually, "pissed off" probably isn't the right phrase; people have no reaction whatsoever to that character dying. They're anesthetized to that kind of melodrama, and they'll forget that character just like the in-game characters do, and that reaction--total ambivalence to your creation--is about the worst thing that could happen to a writer.

McBacon Jam

Name: Housekeeping, aka Kasey if you want to call me by my actual human name.
Main skill: Writing and music. I have a master's in creative writing if that means anything. I don't have any writing samples online aside from my games. I'll write in most genres, but expect a layer of literary fiction in there. Don't be too scared off by that, though--if you've played any of my games, they're pretty genre-focused. I can write comedy and drama, and I enjoy both, so I've got a wide range. I've been playing guitar for about twelve years now. I've got pretty good range with the kind of music I write and enjoy. I'm probably most influenced by 80s new wave and prog/avant garde metal. Here's my soundcloud if you want to get a feel for my compositions: https://soundcloud.com/a-very-long-rope/
Other skills: I'm a jack of all trades, really. I have a great feel for the engine and can event some fairly complex stuff. I'm not very good at art, but I can make things look decent if we keep the art style really simple. I'm okay at mapping but I find it boring. I'm clueless at coding.
Engines/Languages/framework preference: I'd prefer to work in VX Ace. If I'm just writing and/or doing music (or resource creation in general), then I don't really care about the engine. You can get the most out of me if we work in Ace, though.
Prefer to work on: Just about anything. If we're talking about writing, I tend to use genre elements to inform the character, e.g. if I'm writing about an alien, I'm more likely going to be focused on a fish-out-of-water story than a hard sci-fi story about alien technology. That stuff might still show up, but it wouldn't be the emphasis. If we're talking about game genres, I like most game genres to a degree, but I'd prefer to go with one that keeps writing in the forefront.
Prefer NOT to work on: I don't really want to work on games with romantic relationships as the emphasis; that's not to say that it's off the table, but it's not something that I really enjoy in media, so if I were writing something like that, it would have a lot of wrenches in the works. I'd also like to avoid any game genres that don't have a strong story component.
Comment: I haven't really worked with anyone other than a few friends who aren't part of the community, and then I pretty much just asked them to draw a few things for me. I tend to feel weird about asking other people if they want to work together, which pushes me to learn new skills, so I think I'm a pretty well-rounded developer at this point, but I'm afraid my inexperience with working with others might mean we'll run into a few snags early on. I'm a hard worker and a fast learner, though. I'd like to work with a variety of people.

What does RPGmaker.net think of anime?

Going to echo the One Piece sentiment: it's one of my favorites. I think that Hunter x Hunter beats it in terms of best shonen-style anime, though. I went into Hunter x Hunter thinking that it wouldn't hold a candle to One Piece, but it ended up really winning me over with the chimera ant arc. It has the same heart that One Piece has, and it's more sharply written and concise. Robin and Nami's arcs in One Piece had me crying like a baby, but so did the end of the chimera ant arc of Hunter x Hunter. And the anime kind of ended, so there's a nice resolution and zero filler.

Someone also mentioned Monster, which is probably the best psychological thriller I've ever seen. That's the one anime I try to get people who don't like anime to watch. It's fucking excellent.

How do you promote your WIP on RMN?

@Accha: Thanks so much for your response--I was really hoping someone with your experience would chime in! My game has horror elements, so I might be able to tap into that audience, and it's a bit Earthboundy, which I guess qualifies it as hip, so tumblr sounds like the way to go. I'm still very early in development, so it'll be a while before I can scrap together footage for a promo video, but I'll definitely keep you in mind, at least for some advice/feedback. Again, thanks so much for sharing your experience; it was a big help!

McBacon Jam

I'm interested in doing this kind of thing, especially if the development window is short. I'd need to see a full list of rules, though. I'm not sure how I'd feel about randomized choices; I think it would be really easy to run into someone with opposing sensibilities or bad work ethic that would result in, as Max said, a fight to make something not embarrassing. I mean, if you get a lucky roll, then you might wind up with a person you never expected to work well with, and the result could be really fantastic, but that feels like wishful thinking. If the game development window is short enough, though (like three days or something), I'd be okay with that risk. Or, if you wanted to do a cycle of random pairings for really short game jams, then that'd be a cool way to expose you to a lot of people. I'd be fine with just picking people, too.