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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A Very Long Rope to the Top of the Sky

@pthariensflame: You can spam space bar to speed up the text in battles...I don't think you can speed up sounds and animation, though. But, hey, if you can--cheat away, my friend.

Snow Wolves' Pass is a skin-of-your-teeth kind of puzzle. You should be able to have a little more time than that, though, so there might be a cave that you're skipping. You have to fall in places that might not seem intuitive (you're still jumping down with the arrows, it's just the path is a little weird since you fall faster than you run).

4 or 5 enemies is a bit much. I think you can get away with three or so without running out of time, and it's possible to make it through without fighting anything other than the boss (it's like that for every puzzle but the last one). Instead of rushing through it, you might want to take a few runs and just observe the movement patterns, and then instead of trying to avoid everything, you could target your trouble spots and force a battle or two. Parallels is one of the harder ones in terms of avoiding enemies.


@Miz:
You should probably just advance the game further. You're a few stages away from opening several new skills that will make that place easier. As for the level itself, you need to go down from the start, but you have to get past the monster that's visible. To do this, have him follow you up; you can go around a square that's north of you, then go back down past where that enemy was. The rest is a little hard to explain because there are enemies that will pop out and chase you, but the path you need to take is:

From the entrance: down, down, right, down, right, down, up, up, up, up.

There are a lot of circular paths, so there are different routes, but that will get you to the exit--you just might have to run around to avoid monsters.

How important are: PLOT TWISTS?

I was hoping Cash's post was sarcastic. I'm still hoping.

A Very Long Rope to the Top of the Sky

@pthariensflame: 50 should be more than high enough of a level, but those courses are still timed so that you should avoid as many enemies as possible. I'm wondering if there's some kind of collision detection issues with rpg maker on certain systems, as some people have had a lot of problems with the fire and boulder puzzles. You shouldn't need divine punishment on Weiss, but it's worth getting, anyway. How many of the enemies are you running into? Have you been able to make it to the boss of the course? Where in the course are you running into difficulty?

@Miz: I think I know what glitch you're talking about with the fire. It's a little graphical glitch where the fire is stuck on the bottom wall, right? If so, it doesn't break the puzzle, and I couldn't figure out how to stop it from doing that. I know in the future, I'm going to avoid having action-based puzzles using this engine as much as possible; it's just not designed for it.

A Very Long Rope to the Top of the Sky

@Miz:

You can hold off upgrading those two shops for a while--especially Genghis, since you won't be able to make his equipment yet, anyway. You'll probably be fine for that dungeon; I'd give it a shot and then only grind if you need to.

A Very Long Rope to the Top of the Sky

Grinding is probably the best option, I'm afraid. The only time I grinded in my playthroughs was for post-game stuff, though, and that was more to get the monster mats I needed to make the best equipment. Where are you at/what are you trying to save up for? You might be able to do without it for a little while.

Not sure what to buy...

Golden Sun was terrible; the characters were boring, the systems all towed the line, the story was stock, and the puzzles were cool but too easy to be really enjoyable.

Metroid Fusion's the best game on that list, but Advance Wars has the most bang for your buck. I haven't played Wario 4, though, so no opinion on that one. Just, God, don't support Golden Sun. We can do BETTER than that.

How important are: PLOT TWISTS?

Actually, yeah; that final scene almost redeemed the movie for me. That wasn't a pull-the-rug-from-under-you plot twist, though; DiCaprio's character's decision was informed by everything he went through over the course of the movie.

How important are: PLOT TWISTS?

author=RyaReisender
How exactly can you be against plot-twists, though?
I mean - the important thing is that you as a player want to know how the story continues, right? I mean unless you only play for gameplay.

The big question that needs to be answered here: what do I want from a story? For me, the answer is that I want to reflect--I want to see myself, humanity, and the world in a unique perspective. I want to see what other people value and understand why they value it. I want to see life through someone else's eyes. To do this, a writer has to develop characters that feel real and are grappling with relevant issues.

Now, when I think of plot twists, I think of pulling the rug out from under the player/reader/whatever. This is a parlor trick of fiction. This is "let's fuck with the player." Twists tend to fall into two traps: they're either so easy to predict that, when the twist occurs and you're supposed to be in awe, you just think, "I caught it, I'm smarter than the writer--I won" (I'm looking at you, Shutter Island) or they're so obtuse that there's no way you could have predicted it, and it feels like you've been cheated (I think most cases of last boss switcheroo are guilty of this).

That said, again, you can play with audience perception in interesting ways that are integral to the plot and further develop characters. I mentioned David Lynch in my last post because of Mulholland Drive, which has a very well-placed and effective twist. However, I say that I'm against plot twists because coming at writing with the explicit intent of creating a plot twist is a recipe for melodrama.

Edit: Man, you guys post fast, haha.

What is a hobby you've always wanted to explore?

author=pianotm
Add to that, I already know piano, but I've always wanted to learn guitar.


I'm the opposite: I've been playing guitar for a decade or so, and I'd love to learn piano. I even bought a keyboard a while back, but when I started practicing both guitar and piano every day, my hands just couldn't take it, so I figured I'd rather get really, really awesome at one instrument instead of okay at several. So, I had to choose having a greater amount of expression per note over polyphony and the ability to make sweet ass laser sounds.

How important are: PLOT TWISTS?

author=masterofmayhem
In fact one of the worst things you can do is have a twist for absolutely no other reason than to have a twist.


I've been avoiding saying anything in this topic because I really, really hate plot twists, and I know that a lot of people love them (if one more person tells me that Bioshock blew their mind I'm going to lose it). Like master of mayhem said, don't just go to your writing desk thinking, "I'm going to put such a SWEET twist in my game!" You're going to play with gamer expectations, so some twists are unavoidable and can add to the experience, but there's a difference between a game built around character development that uses a twist artfully and a game built around a premise in which the twist completely nullifies everything that's happened, e.g. the "it was all a dream" ending we all hate. Then again, David Lynch can play with dreams in a way that gives meaning to characters, so even that tired trope can work if handled deftly.