HOUSEKEEPING'S PROFILE
Housekeeping
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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/
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/
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A Very Long Rope to the Top of the Sky
I think I'm going to do a quick update later today or tomorrow. Were there any other dicey areas/bug fixes/etc. that you (or anyone) ran into besides this and the mine cart issue?
A Very Long Rope to the Top of the Sky
Man, I really hate random number generators. That level's long enough and has such a few amount of saves that I should take some more precautions with the mobs. I think I probably just need to give the escaped convicts a modified version of concealed dagger that does less damage. I've recently started playing Hero's Realm, and it's been fun, but, man, I've run into some similar moments where the random chance can just put you in an impossible situation, and there's nothing more frustrating than that. A Very Long Rope was my first real project, so it still has these kinds of rough patches that I'm embarrassed of as I look back on it.
A Very Long Rope to the Top of the Sky
The convicts have 150 agility; they're supposed to be an annoyance mob. They shouldn't be two-shotting you, though, so that's a problem. None of the enemies in there should have critical, so do you remember what was causing that? Maybe I overlooked something.
Post-Post-Contest Version
The contest version's still available on the contest site. I feel a little weird about keeping a contest version on this site since it's basically a worse game and I want people to play it, haha. Maybe I'll include it for archival purposes once the contest is officially over.
A Very Long Rope to the Top of the Sky
You can save on the world map, Novalux.
Edit: @demonlord5000:
Edit: @demonlord5000:
Raccoon's motivations and behavior should become clearer as the game progresses!
A Very Long Rope to the Top of the Sky
Hey, thanks for the feedback! I'll look into that minecart puzzle glitch--that's the first time I've heard of it. I know those crits can be terrible. On my latest game, I removed crits and misses entirely, and I think it's a better game for it. Regarding twists:
Glad you're enjoying it so far!
I actually don't like plot twists! I know that might seem weird, but I find that fiction centered around twists is either too easy to predict or is too jarring. With Mint, I wanted the player to know she's going to die from as early as the first scene, and I wanted to reinforce that throughout the early game so that the player knows it's inevitable but it still (hopefully) is emotionally resonant. With Raccoon, I wanted his turn to stem naturally from his character (though this is probably my twistiest moment), and, I mean, Oliver's eyes are a dead giveaway. To me, the character development is what's more important than plot twists, so I prefer lots of foreshadowing. I know that's not everyone's cup of tea, though, but that's my perspective.
Glad you're enjoying it so far!
Post-Contest Version
author=argh
Interesting. You didn't manage to make out-of-battle element switching possible, though?
I'm afraid I didn't. The easy mode should make elemental switching less crucial, and giving the slimes resistances instead of immunities to their off elements means you can get away with a little less switching, but the battles would have to be rebalanced quite a bit if you could switch outside of battle in order for the challenge to be consistent. I think the changes I've made should be enough, but if the response is lukewarm, I'll put that on my list for the next update.
Also, as a sidenote, I was working on a game before this that had a similar skill switching system, and I've been planning it into more of a long-form game. Since I'll be building from the ground up, I'm definitely going to allow switching outside of battle, and it's turning into a little class system that's starting to look pretty cool. I mean, at least on paper.
Post-Contest Version
The easier difficulty removes physical immunity from armored monsters and slimes (they still have decent defense, though). It also increases everyones' starting stats pretty much across the board, so you collectively hit harder and take hits better. Tanking isn't even really necessary--that mode's basically more for a casual experience.
The normal mode has roughly the same level of challenge as the original version, but the last bosses were nerfed to give a bit more elbow room, and the slimes are resistant instead of immune to the elements they're superior to, so now you can still get some damage off on them with group attacks, which will hopefully help with the elemental switching tedium.
The normal mode has roughly the same level of challenge as the original version, but the last bosses were nerfed to give a bit more elbow room, and the slimes are resistant instead of immune to the elements they're superior to, so now you can still get some damage off on them with group attacks, which will hopefully help with the elemental switching tedium.
The Heart Pumps Clay Review
The Heart Pumps Clay
Hey, thanks for the feedback--it was a great thing to wake up to! The alternate colors for the chests is a good idea. I guess I didn't think of that because some of the equipment is arguably better than the tomes, but that's still a great way to take at least some of the guesswork out of treasure hunting.
To respond to some of your other points:
To respond to some of your other points:
-Yeah, I composed the music, so I'm so glad you enjoyed it! I've gotten a few tepid responses to it lately, and I've been like, what the hell does it take to please you people?! That was one of the goals with the battle theme, by the way--I tried to use softer instrumentation and I used the same chord progression from the title theme while keeping it kinetic with the rhythm section. I've been writing fiction and composing music for a while now, so those are the things I tend to be most proud of in my work.
-Man, the battles have really been a mixed bag. I'm glad you recognize the thought behind them, but, yeah, the difficulty has been a major turnoff for a lot of players. Hopefully this won't come to bite me in the ass come judging time, but, thanks, I am proud of how they turned out. They're a bit like coffee: it takes a second to get a taste for them, but then you kind of get an appreciation for how they burn your tongue in just the right way--or you spit them out immediately.
-I get the Crow thing. I tried to do a flip ending with him, but I think what was missing was a scene with him where it shows that he needs Mara. I could have fit that in after the Scrum fight since I don't have a flashback there. I think I was probably too focused on the Bud/Mara character arc. Originally, Mara was going to be the one to make the flowers grow at the end, but I realized that Crow didn't have much of a character arc, and it seemed like it would be a good turn there at the end. Again, though, yeah: I think one extra scene of exposition for him would have been smart.
-I actually didn't draw the character portraits; that was my roommate, Jason. Basically, I had all the sprites drawn and I was up against the wall in the last couple of weeks because another friend who was supposed to be doing the character portraits wasn't going to have the time to make them emote, which was the major reason I needed them. I'll pass on the compliment to him, though! The battler graphics, by the way, were all me if you want to know the colorful eyesores I can create.
-Man, the battles have really been a mixed bag. I'm glad you recognize the thought behind them, but, yeah, the difficulty has been a major turnoff for a lot of players. Hopefully this won't come to bite me in the ass come judging time, but, thanks, I am proud of how they turned out. They're a bit like coffee: it takes a second to get a taste for them, but then you kind of get an appreciation for how they burn your tongue in just the right way--or you spit them out immediately.
-I get the Crow thing. I tried to do a flip ending with him, but I think what was missing was a scene with him where it shows that he needs Mara. I could have fit that in after the Scrum fight since I don't have a flashback there. I think I was probably too focused on the Bud/Mara character arc. Originally, Mara was going to be the one to make the flowers grow at the end, but I realized that Crow didn't have much of a character arc, and it seemed like it would be a good turn there at the end. Again, though, yeah: I think one extra scene of exposition for him would have been smart.
-I actually didn't draw the character portraits; that was my roommate, Jason. Basically, I had all the sprites drawn and I was up against the wall in the last couple of weeks because another friend who was supposed to be doing the character portraits wasn't going to have the time to make them emote, which was the major reason I needed them. I'll pass on the compliment to him, though! The battler graphics, by the way, were all me if you want to know the colorful eyesores I can create.













