IROG'S PROFILE

Hi all !

I like 16-bits RPGs (especially action RPGs) where you feel the quest behind the lines of code. I also like strategy, puzzle solving, immersive stories, tabletop RPG and LARP.

I'm a hobbyist C programmer who likes to work on custom game mechanics. My very first project was a very basic map generator for Genesia, aka Ultimate Domain https://rpgmaker.net/users/Irog/locker/UltimateDomainWorld.zip

I also want to help developers polishing their projects with my player feedback. So I'll be happy to test your game !

See you around,
Irog
Red Balloon of Happiness
Red balloons bring happiness to any home. Any? Are you sure?

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MinST

Thanks Tom!

Which aspect(s) of the game do you find impressive?

MinST

What does the error message say? (can you copy it here)

The controls where initially designed for desktop keyboard. It's good to hear that the settings menu works under Wine and made the game playable for you.

Making a game meta but not too meta.

The meta line stands where you, the designer, draw it. Depending on your needs the line can be:

1. no meta
2. a few jokes about the charterer being a game avatar
3. talk to the player about the meaning of the in-game actions he/she took
4. makes the player perform small actions outside the game like read an external file for a clue or swap the controller port
5. makes the player perform more demanding actions outside the game like moving to other locations while being GPS tracked.

I'm ok with meta up to 4. But 5 is definitely too much. I would also avoid using personal information from the player. Oneshot using OS account name is acceptable but nothing more.

Game difficulty mechanics - brain storming

1. That's a lot more compact than SDL basic functions. And portability is definitely an interesting feature. Thanks for the info.

2. A lot of concepts are similar on paper but implementation choices makes them totally different games. Best of luck for your project. Feel free to contact me for feedback on a demo.

Game difficulty mechanics - brain storming

1. So Sphere is the equivalent of what I use: C and the SDL2 library (to handle mouse, graphics and sounds).

2. Don't worry about originality too much. Just make something that is fun for you to build. Mine is fully custom and somewhat based on my personal experience in table-top and LARP battles. It has some really unforgiving elements and unusual controls scheme. You can try it, see for yourself and learn from my design mistakes.

Game difficulty mechanics - brain storming

Sphere is an engine? How does it relate to programming languages like C, Python, Java and Ruby?

author=Rhuan
turn based strategy with multiple actions per turn based on "Action points" and each action having a cost)

I'm potentially going to make this trickier than in fire emblem by not allowing your units to move through each other BUT easier by allowing movement after attacks if you have AP left.

This is exactly what I made! But inspired by:
* table-top Warhammer fantasy battles
* Heroes of Might and Magic 3 (hence the hex grid)

Game difficulty mechanics - brain storming

Are you making a custom engine for your game?

Strategy and QTE... interesting. I picture Fire Emblem with Legend of Dragoon attacks and counters.

author=Rhuan
the provisional idea is to use numbers and movement and choke points so you don't get an individual hit many times
Or you DO hit the enemy multiples times this way. This is actually the best way to win battles in my game.

Game difficulty mechanics - brain storming

author=hedge1
Abandoning healing will make your game significantly harder to balance

Indeed, if you've built your game with a healing feature and abandon it later, you'll have to rebalance your whole game. If you start without healing, the game is actually easier to balance (no need to choose the amount of HP healed, the range of the healing spells or the cost of potions).

Healing is a tool in the player's hand to fight against bad odds of the RNG. The smaller the impact of the RND, the easier the player can predict the outcome of an attack and know how many hits a unit can withstand. I built a small strategy game where there is no healing but also no RNG so the player never gets a frustrating unlucky roll that ruins his/her plan. If your game features critical hits that inflict 3 times normal damage at 2% rate, you need the healing feature. If the random factor increases or decrease damage by 20% maximum, you can forget healing. The actual "amount of randomness" that is best for your game will come out of testing.

JRLR_Traffic_Jam.png

Is the player causing the traffic jam?

How do I compress my game for submission? RMVX ACE

Your compression shrank file size by 17%. This is a good compression and the 43 MB is a convenient file size.