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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Game Length: Is it possible to make your game too long?
Yeah, two years, I KNOW.
I can tell where the shorter-is-better philosophy is coming from, though. I think for a lot of people here, the idea is either to earn your chops or build up an audience that could potentially support a commercial project. You can do that a lot faster by making solid quality games that are shorter, and people are generally more likely to pick those up because of the short time commitment. Like you, Addit, I wanted to do a riff on the epic RPGs of my childhood; I just didn't outgrow it.
Also, earlier in the thread Lockez mentioned that an RPG's length isn't dictated by its story. I disagree with that to an extent. Early RPGs were obviously not designed around the story, but even many SNES RPGs seemed to be designed around the story--FF6 and Chrono Trigger both stick out as being story-forward. When I made my game, too, I started with a story outline and built gameplay variances around it rather than starting with gameplay ideas and building the story around that. Whether I succeeded or failed is still up to the jury, I guess, so whether or not this philosophy holds any water has yet to be seen.
Personally, though, if I connect with characters, I prefer to stay with them for the long haul. Short games are a good way to get a quick audience and keep them engaged for the duration of the game, but short games are also much less memorable for me. It's the same thing with short stories vs. novels. A good short story can be impactful and have well-rounded characters, but a good novel will still have those things and can introduce a much greater level of complexity. They're both great forms that have a purpose, but, generally, society remembers and cherishes novels.
So, I guess all this is to say that you can add me to the "long games are fine" column. For me, boring gameplay is definitely going to hurt a long game, but, then again, I've played an MMO for years that has very little gameplay variance, and it keeps my interest just from slow progression and the friends I have on there. Likewise, an rpg with a good cast of characters and a sense of progression might be all I need to pull me through to the end. Obviously a GREAT game will do more than that, but that's all I need at any rate.
I can tell where the shorter-is-better philosophy is coming from, though. I think for a lot of people here, the idea is either to earn your chops or build up an audience that could potentially support a commercial project. You can do that a lot faster by making solid quality games that are shorter, and people are generally more likely to pick those up because of the short time commitment. Like you, Addit, I wanted to do a riff on the epic RPGs of my childhood; I just didn't outgrow it.
Also, earlier in the thread Lockez mentioned that an RPG's length isn't dictated by its story. I disagree with that to an extent. Early RPGs were obviously not designed around the story, but even many SNES RPGs seemed to be designed around the story--FF6 and Chrono Trigger both stick out as being story-forward. When I made my game, too, I started with a story outline and built gameplay variances around it rather than starting with gameplay ideas and building the story around that. Whether I succeeded or failed is still up to the jury, I guess, so whether or not this philosophy holds any water has yet to be seen.
Personally, though, if I connect with characters, I prefer to stay with them for the long haul. Short games are a good way to get a quick audience and keep them engaged for the duration of the game, but short games are also much less memorable for me. It's the same thing with short stories vs. novels. A good short story can be impactful and have well-rounded characters, but a good novel will still have those things and can introduce a much greater level of complexity. They're both great forms that have a purpose, but, generally, society remembers and cherishes novels.
So, I guess all this is to say that you can add me to the "long games are fine" column. For me, boring gameplay is definitely going to hurt a long game, but, then again, I've played an MMO for years that has very little gameplay variance, and it keeps my interest just from slow progression and the friends I have on there. Likewise, an rpg with a good cast of characters and a sense of progression might be all I need to pull me through to the end. Obviously a GREAT game will do more than that, but that's all I need at any rate.
Game Length: Is it possible to make your game too long?
Well, upon reading this topic a few days after uploading a 50 hour rpg, I'm feeling really, really insecure.
All Hallows' Event 2013
author=thatbennyguy
Wow. That's fantastic. Congrats all. I'm especially happy for God of the Crawling Eyes, which is an absolutely fantastic first game. I'm jealous.
Well, I guess I should say that that wasn't my FIRST game. My first complete game was A Very Long Rope to the Top of the Sky, which I just uploaded to the site yesterday. Actually, now that I think about it, my first complete game was a very, very crappy dungeon explorer I made forever ago on the Playstation version of rpg maker, but no one will ever see that embarrassing part of my past. NO ONE.
Anyway--I'm just glad The God of Crawling Eyes got so much attention. Horror's definitely a fun genre to work with.
All Hallows' Event 2013
Hey, sweet. Second place is pretty good for a rookie, haha. I'm a little surprised Rust and Blood wasn't at least in the top three, though. I thought that one did the best job of actually being scary.
A Very Long Rope to the Top of the Sky
Make sure that you're running by holding shift. The boulders also hit that break in the stairs and "hop" over you, so you can walk up to that point safely.
A Very Long Rope to the Top of the Sky
Mint should be able to recover mp with prayer at level 3. You should be able to trail the pipes from the buttons to the doors, so the buttons aren't really a maze, unless you're talking about the last puzzle in the first dungeon with the eight buttons in a row. The signs by the buttons give you hints for which button opens which door, and the signs by the doors give hints as to which door leads to the next room. I'd love for you to keep playing, but if the puzzles are giving you too much of a hard time, then maybe this isn't the game for you.
All Hallows' Event 2013
I also abstained from voting because I was in the contest, but, yeah, these numbers suck. I think the big barriers to voting were the hidden poll and the huge amount of contest entries. Wouldn't it make more sense to have, like, a top five or so (as selected by the judges) with a link to a forum topic/poll on the main page?
All Hallows' Review Event 2013 - Winners Announced!
Hey, neat. I just thought Teenage Costume Squad was fun enough to warrant reviewing, but I'll totally take free stuff.
All Hallows' Event 2013
author=SnowOwl
I need closure.
Look, some of us may be checking this site fifty times a day, but...
I could have sworn there was a second half to that sentence.
Teenage Costume Squad Review
Yeah, yesterday was one of those if-I-work-I-think-my-soul-will-die days, so this was a nice little escape. Also, here's a list of errors that I came across that I didn't see listed on your page:
-I'm guessing the mountains in the northern area of the map are meant to be impassable, but you can walk on them. This means you can walk around Czarina's guard.
-There was a piece of equipment in Darkblade Tower (I...think--either there or the volcano) that was called a vine rod or something in the dialogue and was actually something else (some kind of templar armor?). I had found the vine rod already in another chest by the time I found this one.
-I'm guessing the dialogue upon entry to most dungeons is set to parallel process instead of auto run, as if you hold a directional button, you'll move between text boxes. This means you can leave the dungeon and the text will repeat (assuming you haven't finished the dialogue) when you reenter.
-I'm guessing the mountains in the northern area of the map are meant to be impassable, but you can walk on them. This means you can walk around Czarina's guard.
-There was a piece of equipment in Darkblade Tower (I...think--either there or the volcano) that was called a vine rod or something in the dialogue and was actually something else (some kind of templar armor?). I had found the vine rod already in another chest by the time I found this one.
-I'm guessing the dialogue upon entry to most dungeons is set to parallel process instead of auto run, as if you hold a directional button, you'll move between text boxes. This means you can leave the dungeon and the text will repeat (assuming you haven't finished the dialogue) when you reenter.













