KOI'S PROFILE

Art school alumn.

Currently working on a solo project in VX Ace, Qui Domi (with script help from the community, and music by Ela Destler).
Qui Domi
Fight monsters under the bed to save a dying world.

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Red Trees

author=Caramel
Red Trees was created with very little outside input and I'm pretty inexperienced, so I definitely ended up making a lot of unintuitive design choices. I hope to fix a lot of the issues you've pointed out when/if I get around to updating it.


I'll be checking for updates then!

Red Trees

I was thinking of writing a review but I'd rather just dump my thoughts here.

Adorable art, I love how you did so much with only like 4 colours. But, as Dragnfly was saying there really needs to be a run button. Like seriously, you don't have many maps just untick disable dashing there is literally no reason I can think of that you'd keep us at such a slow pace in a game that's 90% backtracking.

Also you might want to encrypt your archive. I eventually got stuck, and because it wasn't encrypted I decided to poke around in the game's file to find out how to finish it (it's because I didn't think of who to give that damn lollipop to). And through that I found a problem, unintuitive gameplay.

Since your game is comprised of fetch quests to progress, having them be more intuitive would be good. I mean, I see a cat outside, and some milk in a fridge. Yet that's not the way I'm supposed to get the cat? And when the cashier said that I needed to find something to help her, I thought that meant help her stay awake. Then I'm shocked when I can't take that protein stuff and make her an energy drink! When I finally looked in the game's files and saw she needed a pillow, (and of course avoiding the spooky house because I hadn't gotten there yet) I started raging over how absolutely none of the beds had events on the pillows. There are so many beds with so many pillows, how is that NOT the logical conclusion?

Granted most of the fetch quests had logical progression, but regardless. Just getting into the gameplay took forever.

But okay enough of the bad stuff I really wanna point out that you had some hilarious bits, like the mother and the trash. Like, of COURSE we're going to be looking in the trash cans of an RPG, it's a great way to make the player the punchline.

Also, the names of the grocery products as you made your way down the aisle. Since we're of course just going to be checking each space consecutively in one direction, I like that you made use of that to make it funny. Normally I give up half way through a row of something, but since I could tell it was going somewhere humorous with it, I kept on down the line. Really good jokes ten outta ten

Btw that ending was... confusing and came out of no where, but I like the direction you took.

Qui Domi

author=daiconv
I love the art and graphics!


Thank you so much! There's still a lot more to do orz

QUIDOMIPIXELTITLE.png

I really hated that crayon one, figured pixels would work better.

One Night at the Steeze

I loved it! I'm working on a review for it right now.

Frogge makes Pokemon Fusions!

I remember making these way back when in 2007. Back when the forum site Pokemon Elite 2000 still existed. I dominated the market of fusions back then, I wonder if I still have any saved...

These are really cool, and it's impressive just how many you've made :} Do you use Photoshop?

Qui Domi

author=unity
Wow, that background image by Dragol looks absolutely amazing :DDDD


I know right? This is the second beautiful piece of fanart she's made for me, and this time I just had to ask her if I could use it. I'm actually going to base the look of biome 4 off of it (it's better than what I already have going omg)

Qui Domi

author=CashmereCat
However I still kind of feel like it would be nice if the game didn't punish you for something it allows you to do. (avoiding monsters.)
I think it's obvious enough for RPGs that if you flee too many battles you might not be strong enough to defeat later ones.


Well that's what I'm hoping.

MOVED TO KICKSTARTER!

author=kumada
Hey! This is happening!

I've backed it, and there's a few things you might want to consider.

You may want to set some achievable (read: things that will not drive you crazy trying to do them in a timely fashion) stretch goals (art book, short story, world atlas, etc), as donating tends to go faster when everyone's working towards earning new stuff. You might also want to cap the maximum number of backers on the $50 pledge, since a flurry of people could back at that level and then you'd be stuck trying to draw and program dozens of creatures. An incentive to share the kickstarter link on social media (a new piece of artwork released after 25 shares, etc) could also help spread the news about your project and get more feedback/donations/traffic for your kickstarter page.

Finally, even if your goal is only to raise enough money to pay for the music, it's worthwhile to have a plan in case you raise more.

Qui Domi has been a lot of fun to play, and I hope your kickstarter goes well. I'll be cheering from the sidelines.

Aw, thank you for the support! ;v; I really don't know what stretch goals I'd have... I'm not good at crowd funding anything because this is my first project (including the GoFundMe).
EDIT: I've added stretch goals now. I think they're reasonable...?

What do you mean by incentive to share?

MOVED TO KICKSTARTER!

author=Corfaisus
Then you should probably add that information to your kickstarter page.


Okay.