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
A Very Long Rope to the Top of the Sky
Go north from the entrance. You should be heading to the basement of the big building. The other three, smaller buildings just contain items.
[VX ACE] White Wind
Or you could take the coward's way out and do this through eventing:
Start a common event:
-Control variable: set variable x to actor's hp.
-Force action: have that character restore everyone with the damage formula set to variable x.
So, you'd have two skills: the initial skill has the spell's text and just runs the common event. The second skill is silent and is the actual restore based on the variable that your first skill determined.
Start a common event:
-Control variable: set variable x to actor's hp.
-Force action: have that character restore everyone with the damage formula set to variable x.
So, you'd have two skills: the initial skill has the spell's text and just runs the common event. The second skill is silent and is the actual restore based on the variable that your first skill determined.
Post your Music
A Very Long Rope to the Top of the Sky
Miz:
pthariensflame:
Wait till you build the third entertainment section, ohohoho.
Yeah, Rose is dead. This was covered in Yvette's dialogue when she gets you out of Avishun dungeon. The stick is actually used in the game in the forest next to Mossvine.
pthariensflame:
Wait till you build the third entertainment section, ohohoho.
A Very Long Rope to the Top of the Sky
Man, how could I have forgotten to tell him about Jarvis; he had some of the funnest dialogue to write (Lovie was the absolute best, though).
Game Name Game Winner!
This was a tough call. LockeZ's and TurkeyDawg's submissions stood out to me the most since they were fully realized, funny, and had good screenshots to back them up, but GoatBoy's and SnowOwl's had some cool screenshots even if their pitches weren't as interesting. Addit's was pretty great, too, but I think I got more enjoyment from watching that free throw video over and over again than his pitch. There were some other cool ones, too, but those were the ones that really stuck in my mind after looking through the submissions.
Should the last boss be super challenging?
@Rya: Well, I'm a completionist too. I like lots of optional stuff--I just like to be rewarded for it. So, a bad design for completionists would be something like an achievement for completing every meter in a Rune Factory game. That would drive me insane because in order to get that, I would be doing repetitive tasks just to do them; the game's no longer engaging me--I'm just phasing out, snapping out of it several hours later with a full meter and a growing puddle of drool on my shirt. However, if the optional stuff is building on the world and challenging me, then I love it. I do like your idea of making Sephiroth harder after completing the optional content; that's a cool compromise.
@Unity: No amount of warnings would stop any player from pulling a shiny sword out of the ground. It's the same problem as the "Do not consume raw cookie dough" message on the Tollhouse container in my fridge; some warnings just get ignored.
@LockeZ: Yeah, I get your point. From a pure theory standpoint, I understand that the final boss should be the ultimate challenge. From a personal standpoint, I find post-game content too damn enjoyable, especially with the generally low difficulty rating of most JRPGs.
@Unity: No amount of warnings would stop any player from pulling a shiny sword out of the ground. It's the same problem as the "Do not consume raw cookie dough" message on the Tollhouse container in my fridge; some warnings just get ignored.
@LockeZ: Yeah, I get your point. From a pure theory standpoint, I understand that the final boss should be the ultimate challenge. From a personal standpoint, I find post-game content too damn enjoyable, especially with the generally low difficulty rating of most JRPGs.
A Very Long Rope to the Top of the Sky
Should the last boss be super challenging?
@LockeZ: I'm surprised you don't like optional post-game super bosses considering how into gameplay and completionism you are. I get your reasoning, but, for me, I like things like the Weapons from ff7 that require you to reach a mastery of the game mechanics that most players wouldn't be up for. If I really like a game, I want to keep playing after the story is over, so bonus dungeons and super bosses provide gameplay time sinks that don't have the same urgency to finish as story-forward gameplay.
Also, I don't remember Legend of Dragoon's final boss battle taking anywhere near that long (or an exceptional amount of time at all). Also, that game is one of the most overrated RPGs ever. I didn't mind the battle system, but, holy shit, that story was garbage.
Also, I don't remember Legend of Dragoon's final boss battle taking anywhere near that long (or an exceptional amount of time at all). Also, that game is one of the most overrated RPGs ever. I didn't mind the battle system, but, holy shit, that story was garbage.













