HOUSEKEEPING'S PROFILE
Housekeeping
3571
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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Yuri and Yaoi in one game? A question
You're definitely going to isolate part of your potential audience, but you're also going to appeal to a niche demographic that's looking for those types of stories; I think that there's probably no crossover appeal for gay and lesbian stories; they're really appealing to the same basic demographic (unless you're talking about a porn game, which is very likely not the case unless your sensibilities have changed over night, haha). If a gay/lesbian romance is what you want to write, that's what you should write.
People have gone over the important stuff: treat the characters with nuance and give them depth outside of the relationship--don't let the relationship itself define them, which is a trap of romances in general. It's also very easy for a game like this to become preachy. I just watched a French thriller on Netflix called Tell No One that handled a lesbian relationship really well; it was there, it felt natural, the characters had distinct personalities, the relationship itself was nuanced and not perfect for the sake of it, and no one made a big deal of it.
People have gone over the important stuff: treat the characters with nuance and give them depth outside of the relationship--don't let the relationship itself define them, which is a trap of romances in general. It's also very easy for a game like this to become preachy. I just watched a French thriller on Netflix called Tell No One that handled a lesbian relationship really well; it was there, it felt natural, the characters had distinct personalities, the relationship itself was nuanced and not perfect for the sake of it, and no one made a big deal of it.
Your MMO "chronology?"
author=skaiano
@HousekeepingYeah, I mentioned DFO in the opening post, at the time I guess it wasn't really my cup of tea. It wasn't until Vindictus came around where I started to really get a grasp of the instanced, high-action gameplay so who knows? Didn't know it shut down, maybe I'll look into the relaunch! :D
I snuck into the Korean version for a little while, and there's definitely a much smaller barrier for entry. The core gameplay's basically the same, but skills can be reset at any time, so there's more room to play around, and the early levels go by much more quickly. I tend to look past that kind of stuff if the core mechanics are awesome, but hopefully those changes will make the game much more welcoming.
Your MMO "chronology?"
I played Maple Story for a few months, but then, BAM, Nexon announced Dungeon Fighter Online, which I played from closed beta until it shut down. There's going to be a relaunch fairly soon, so if anyone feels like giving it a shot, I'll start playing as soon as the beta hits, so maybe we can buddy up and fistfuck some goblins together. For those that don't know, DFO is a hybrid brawler-MMO, and it's fucking just as amazing as you would expect. Here's some gameplay footage from the Korean version:
http://www.youtube.com/watch?v=OxwkygjeTTA
A lot of the fun in the game comes from the huge variance in gameplay between the different classes (and there are a lot). Like I said, I played it for years, and it stayed fresh for me.
http://www.youtube.com/watch?v=OxwkygjeTTA
A lot of the fun in the game comes from the huge variance in gameplay between the different classes (and there are a lot). Like I said, I played it for years, and it stayed fresh for me.
No RTP Downloads
Liberty mentions a Tsukihime script in the previously linked thread that I think does that, kentona. Here's the method I used with my last game, though, which works fine:
http://forums.rpgmakerweb.com/index.php?/topic/3799-releasing-games-without-needing-rtp-lightweight-and-easy/
http://forums.rpgmakerweb.com/index.php?/topic/3799-releasing-games-without-needing-rtp-lightweight-and-easy/
Can our art DESTROY us?
A Very Long Rope to the Top of the Sky
Damn--I tried to be all stealthy about it! Yeah, there was a little glitch that occurred if you went into the chimera's room and left, the screen would fade out and it wouldn't fade back in. I fixed it up and it's good to go!
Leviathan
I actually didn't notice you could sell the stat-increasing items; their benefits weren't that good, so I would have easily traded them for way more attack or defense. I think this game was a neat little experiment for me that didn't quite work out in the end, but there were some gameplay decisions that I found pretty appropriate for the game. Here are my thoughts:
-The art and music worked together to form a cohesive experience.
-The little filter you put on the rtp animations was a smart way to get more out of them.
-I would have liked some more auditory feedback for menu navigation. I can understand not wanting to interrupt the mood, but, sometimes, because of the delay when navigating the menu, I wasn't sure if I had hit cancel or not. It wasn't too problematic, but I think you could add subtle sound effects there without spoiling the atmosphere.
-The world seemed really huge because of your small character size, which was another nice touch.
-I liked how the mechanics centered around survival. The lack of healing spots was smart, as was the small amount of gold and focus on being whittled down instead of having interesting battles. I'm not sure how I feel about mana pools being limited; it discouraged using abilities, which made battles pretty boring. I think I would have preferred mp pools that regenerated after battles and more resilient enemies to compensate.
-The game was missing a clear directive for the player. I realize now that you have to resurrect some kind of fallen something--I assume it's a monster friend, but the review made it seem like it was something more important than that. Regardless, the player needs a stronger drive to move forward, and it's something that should be reinforced throughout the game. If it is a dead friend, then there could be an emotional core there that would be easy to draw upon. However, since the story wasn't well conveyed to me (and since I killed Leviathan and got the "walk around until you die" ending and saved over my file before realize this), I don't really know what you were going for. The little cut scenes regarding man's inevitable destruction at their own hands is a theme that's been done so often that it was hard for me to connect with, and it certainly didn't provide a clear motivation for the main character.
-You really need to stick the ending, too. I'm not sure if the subject matter is important to you or not, which is a big problem because 1) If it's not, it should be, and 2) If it is, you should make me feel that importance. The right ending could have turned the experience around for me if I felt the weight of what I'd just been through.
Overall, there were some smart mechanics and aesthetics here, but the mp management made battles too much about resource preservation and not about strategy, which made the game become a bit of a chore around the halfway point. The absence of an emotional core made the game hard to connect with early on, so the story didn't offer much intrigue, which is a shame since the world is inherently interesting.
-The little filter you put on the rtp animations was a smart way to get more out of them.
-I would have liked some more auditory feedback for menu navigation. I can understand not wanting to interrupt the mood, but, sometimes, because of the delay when navigating the menu, I wasn't sure if I had hit cancel or not. It wasn't too problematic, but I think you could add subtle sound effects there without spoiling the atmosphere.
-The world seemed really huge because of your small character size, which was another nice touch.
-I liked how the mechanics centered around survival. The lack of healing spots was smart, as was the small amount of gold and focus on being whittled down instead of having interesting battles. I'm not sure how I feel about mana pools being limited; it discouraged using abilities, which made battles pretty boring. I think I would have preferred mp pools that regenerated after battles and more resilient enemies to compensate.
-The game was missing a clear directive for the player. I realize now that you have to resurrect some kind of fallen something--I assume it's a monster friend, but the review made it seem like it was something more important than that. Regardless, the player needs a stronger drive to move forward, and it's something that should be reinforced throughout the game. If it is a dead friend, then there could be an emotional core there that would be easy to draw upon. However, since the story wasn't well conveyed to me (and since I killed Leviathan and got the "walk around until you die" ending and saved over my file before realize this), I don't really know what you were going for. The little cut scenes regarding man's inevitable destruction at their own hands is a theme that's been done so often that it was hard for me to connect with, and it certainly didn't provide a clear motivation for the main character.
-You really need to stick the ending, too. I'm not sure if the subject matter is important to you or not, which is a big problem because 1) If it's not, it should be, and 2) If it is, you should make me feel that importance. The right ending could have turned the experience around for me if I felt the weight of what I'd just been through.
Overall, there were some smart mechanics and aesthetics here, but the mp management made battles too much about resource preservation and not about strategy, which made the game become a bit of a chore around the halfway point. The absence of an emotional core made the game hard to connect with early on, so the story didn't offer much intrigue, which is a shame since the world is inherently interesting.
The Heart Pumps Clay Review
Well, I'm definitely taking a little breather right now to play a bunch of contest entries, but I'll probably continue development on PROJECT X next week.
No Manatees Promised
Ah, that makes sense. That was a pretty shitty time to get sick, but it's cool to see you trying to branch out from horror.
No Manatees Promised
Hey, SnowOwl, I just got through playing. Here are my thoughts:
First off--and I hope I'm not overstepping my bounds by saying this--but I think you missed a real opportunity here. When I saw your initial screenshots early in the competition, I was like, shit, that's one more person who can potentially destroy my chances of winning. And then you produced this game, which seems like it's way outside your comfort zone. This was the time to showcase what you do best. My philosophy for this competition was: I'm going to make a game, and if it manages to place, that will be absolutely fantastic and perhaps lead to something resembling a career in an industry that I very much want to break into, and, if I don't place, well, at least I'll have a game that I'm proud of under my belt, which is what I've been attempting to do outside of the competition, anyway.
Anyway, I probably have no right saying that since I don't know what factors influenced the creation of this game as opposed to the creation of your initial idea, so I'll move onto the meat of the game:
-Visuals were fine, as always, and the music was fitting for the zany nature of the game.
-Most of the mini-games weren't very interesting. The frogger clone was too easy, the flying fish was glitched, I assume, and allowed you to "eat" the same fish multiple times, and the memorization game is really familiar ground. The maze game probably could have had another five seconds cut off the timer (I finished with ten seconds left), but this was the most engaging game.
-The tone of the game is really bizarre. The simplicity of the mini-games makes me think this was designed for small children, but the opening scene probably wouldn't make much sense to them, and your audience certainly consists of teens and up.
-RPG Maker's poor collision detection was problematic at times, but the games were so short that I never felt too cheated.
Overall, and, again, this is probably unfair of me to say, but I really wanted to see you make something strong in this competition. As a collection of short mini-games for small children, this works pretty well, but reaching them from this website seems unlikely.
Anyway, I probably have no right saying that since I don't know what factors influenced the creation of this game as opposed to the creation of your initial idea, so I'll move onto the meat of the game:
-Visuals were fine, as always, and the music was fitting for the zany nature of the game.
-Most of the mini-games weren't very interesting. The frogger clone was too easy, the flying fish was glitched, I assume, and allowed you to "eat" the same fish multiple times, and the memorization game is really familiar ground. The maze game probably could have had another five seconds cut off the timer (I finished with ten seconds left), but this was the most engaging game.
-The tone of the game is really bizarre. The simplicity of the mini-games makes me think this was designed for small children, but the opening scene probably wouldn't make much sense to them, and your audience certainly consists of teens and up.
-RPG Maker's poor collision detection was problematic at times, but the games were so short that I never felt too cheated.
Overall, and, again, this is probably unfair of me to say, but I really wanted to see you make something strong in this competition. As a collection of short mini-games for small children, this works pretty well, but reaching them from this website seems unlikely.













