HOUSEKEEPING'S PROFILE
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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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The Encounter Bar
Oh! Those were just some possible suggestions--was mainly thinking of how you could give a little control to the player. But, that's cool that you're using both ideas! I would use the pellet thing to influence level design a bit--a trail of pellets might lead to the right direction in a level while other paths might lead to more treasures, for instance. Or, you could set up a "hub" area in a level with a big nest of pellets that the player can go back to and use as a resource when exploring--just brainstorming.
I love the sound design with the battle music/battle transition sound effect, by the way.
I love the sound design with the battle music/battle transition sound effect, by the way.
The Encounter Bar
Yeah, I agree with Makio. If it's there, it's not really problematic for me, but it's not really a feature that adds anything either. Sunken Spire's encounter system was like that, too. If you can tie some kind of evasion mechanic to it or even have an item that empties the bar (and maybe keeps it from filling for a while), then that might be something. Or there could be some kind of Pac-Man pellets on the field that lower the bar--just some means of giving the player control of the bar.
Since you're using a script, most likely this bar is tied to the default encounter rate, so I'm guessing you don't have enough control over it to do something like that, so the only thing it's really adding for me is incentive to step on transfer events to reset it (which is something that's more of an insider knowledge thing than something most of your players will know how to manipulate).
Since you're using a script, most likely this bar is tied to the default encounter rate, so I'm guessing you don't have enough control over it to do something like that, so the only thing it's really adding for me is incentive to step on transfer events to reset it (which is something that's more of an insider knowledge thing than something most of your players will know how to manipulate).
Topic (Game Design). +5 Curiosity. Lowers productivity by 10% if used during Work.
I like to keep the flavor text on one line and the useful information on the second, e.g.:
Insult
Target an enemy's feelings.
Stun the target for one turn.
Sometimes the effects will spill into the first line; if that's the case, I'll just make the flavor text a bit more concise. It's a balancing act, but I tend to favor giving the specific effect over an elaborate description. For your example, I would have reworded it like this:
Bull Rush
Ox charges the enemy.
6CD; Steel; Powerful; Stun rate increases as Ox's health decreases.
I might make the first line more elaborate if the space is willing. Like, if you're keeping your game pretty light (and I assume Ox is some sort of bull man), I might write: "Ox slams his beefy body into the enemy." Or, if it's a more serious game, I'd try to pull from the lore; if he's a specific kind of soldier, for instance, this might be a technique that came from his training--that kind of thing. Too, if this is first person combat where you don't see your characters perform the actions, your descriptions are your opportunity to give life to animations; just seeing an impact effect doesn't convey exactly what's going on, so it's important that you give a clear image to the player. The clearer the better, space considering. Instead of just charging, Ox might "charge shield-first into the enemy" or "Hook the enemy with his horns and fling them aside."
Descriptions in general can be another opportunity for characterization and world building--I'd keep that in mind and do what you can in the space you've got.
Insult
Target an enemy's feelings.
Stun the target for one turn.
Sometimes the effects will spill into the first line; if that's the case, I'll just make the flavor text a bit more concise. It's a balancing act, but I tend to favor giving the specific effect over an elaborate description. For your example, I would have reworded it like this:
Bull Rush
Ox charges the enemy.
6CD; Steel; Powerful; Stun rate increases as Ox's health decreases.
I might make the first line more elaborate if the space is willing. Like, if you're keeping your game pretty light (and I assume Ox is some sort of bull man), I might write: "Ox slams his beefy body into the enemy." Or, if it's a more serious game, I'd try to pull from the lore; if he's a specific kind of soldier, for instance, this might be a technique that came from his training--that kind of thing. Too, if this is first person combat where you don't see your characters perform the actions, your descriptions are your opportunity to give life to animations; just seeing an impact effect doesn't convey exactly what's going on, so it's important that you give a clear image to the player. The clearer the better, space considering. Instead of just charging, Ox might "charge shield-first into the enemy" or "Hook the enemy with his horns and fling them aside."
Descriptions in general can be another opportunity for characterization and world building--I'd keep that in mind and do what you can in the space you've got.
What do you think of Texans?
Ask Mint
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How did we do it? (A discussion on the new generation's expectations with games)
author=Darken
So uh, wouldn't the optimal idea behind making money with games just be making a really polished beginning and the rest not really mattering? The other thing is at least when a sequel comes out the people who finished the previous games will without a doubt be hyped for it but I don't have any stats as most of this is just conjecture.
Another thing to consider is reviews (and word of mouth). If a game sucks after the first couple of hours, this will get out, and this will affect your sales.
I think game design has shifted to providing an emotional experience rather than providing challenge (outside of the competitive scene and niche groups). Like other people have said, this is a way to reach a broader audience and keep the audience happy; after a gameplay session, a winner feels more satisfied than a loser. This might be one of the reasons why RPGs sold so well on the Super Nintendo; let's face it: the biggest sellers were easy and provided an emotional experience. So, I don't really mind this shift; I don't think it impacts the RPGs I want to make or the ones I enjoy that much. Giving players difficulty options is a fair compromise, I think, and you can make it clear what the intended difficulty is and/or give some incentive to play it.
Music
Glad ya'll like it!
@Malandy: That would be a harp. The environment actually isn't cold; I was trying to pick traditional sounds associated with castles (harps and trumpets) and then poppifying them. I can see how that harp says "ice castle," though.
@Malandy: That would be a harp. The environment actually isn't cold; I was trying to pick traditional sounds associated with castles (harps and trumpets) and then poppifying them. I can see how that harp says "ice castle," though.
Music
Added new(ish) music:
Oh-So-Cool Castle
This was something I uploaded for the release-something event, but I figured I should put it here too. Enjoy!
Oh-So-Cool Castle
This was something I uploaded for the release-something event, but I figured I should put it here too. Enjoy!
The Winners of Misaos 2015
Release Something: Gotta Go Fast!!!
@mjshi: That's actually the main character! He can turn into several different monsters, including that blob. That's him squeezing through a very small space.
@pianotm: I kind of understand where that feedback was coming from (maybe shoot for shorter sections so the shifts don't seem as sudden?), but, honestly, as long as the mood is pretty consistent, I don't think variance itself is a problem. And, even if the mood shifts, that can be effective--like say if you're trying to balance feelings of mystery and adventure, you could have sections that contrast the two. Too, I didn't participate in Summoner of Sounds, but having the music out of the context of the scene might have been an issue.
Also, if you look at something like Dancing Mad (the music that plays during the Kefka fight in FF6), there are lots of wildly different sections, and it's considered one of Uematsu's best pieces.
@pianotm: I kind of understand where that feedback was coming from (maybe shoot for shorter sections so the shifts don't seem as sudden?), but, honestly, as long as the mood is pretty consistent, I don't think variance itself is a problem. And, even if the mood shifts, that can be effective--like say if you're trying to balance feelings of mystery and adventure, you could have sections that contrast the two. Too, I didn't participate in Summoner of Sounds, but having the music out of the context of the scene might have been an issue.
Also, if you look at something like Dancing Mad (the music that plays during the Kefka fight in FF6), there are lots of wildly different sections, and it's considered one of Uematsu's best pieces.

















