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I sorry, RPG Maker Web. Can I come back? (It's been 3 years)

man and i thought i was the weird one.

Thoughts on High-Level Enemies & Balancing... What do you think?

I personally think that negative status effects are a criminally underused mechanic in many RPGs. In some games, they're either too weak or wear off quickly enough for them to not be particularly worrisome. On the other side of the coin, the party is usually unable to inflict these effects on enemies - or perhaps the spells and items for this do exist, but immunities and/or success rates are too high/low.

It's not something I made, obviously, but the Persona series is insanely good at making status effects not only a viable strategy, but also something you want to cure immediately if your party is affected. And likewise, bosses shouldn't necessarily be immune to these effects - or at least not all of them. Final Fantasy X also has some of the best usage of status effects I've seen - especially the normally negligible poison is scary in that one, because it will kill you in four turns if you don't cure it - since it always hits for 25% of your HP.

And it's not an RPG example, but I feel like the Guardians in Breath of the Wild are a good example of this done right. They're scary early on and will one shot you if they manage to hit. However, even as you grow in strength, they remain formidable for the rest of the game, as they have high mobility, and will change their tactics. If you cut off some of their limbs, but not all of them, they will gain alarming speed and try to get away from you so they can blast you from a distance. If you cut off all their legs, they become stationary, but will instead fire their laser more often. So even during the endgame, it's best to treat them with caution.

Another thing to consider is limiting the amount of power a player can gain via plain old level grinding. Plenty of games (like Shining Force and Paper Mario) have diminishing experience gain based on the level difference between the enemy you killed and yourself, until you get nothing at all, essentially forcing you to move on while keeping the difficulty curve even. Also, unless you severely muck with the default database values, RPG Maker actually has exorbitantly high experience requirements between individual levels, which is pretty good to work around, as it's another way to limit the grind (Final Fantasy IV also does that). Alternatively, you could just set the regular enemies to run away if your level is too high.

And lastly, if you're using a maker that has scripting compatibility, you can set enemies to grow stronger with your own level - although I personally never liked that method, as I feel like this negates any progress you made, although it can also encourage alternate strategies, such as purposefully staying at a low level.

So in the end, there's plenty of possibilities. Anything that doesn't involve constantly spamming the regular attack is a good step into the right direction.

Screenshot Survival 20XX

author=bulmabriefs144
Is that guy lifting a grandfather clock?


nah it's just an ITEM GET pose because the potion happened to be inside the clock or something.


i suck at making gifs lel

Screenshot Survival 20XX



finally put this project out of its hiatus misery :)

I'm back

author=kentona
i'm still here.
author=Link_2112
I remember you.
author=Darken
oh I remember



haha jk i missed all of you so much. promise i'm not the same terrible person i used to be anymore. :D

I'm back

welp, i guess most people here won't remember me since this account has been as good as dead since 2012, but i decided to return together with my beloved zeigfried_mcbacon. we made a game for the igmc 2017 but it got disqualified due to general incompetence, but after eleven years of using rm i finally got something done, so yay!

anyhoo, i'm glad to be back and hope not to be as much of a pain as i used to be when i first signed up<3

Broke Brodie

so i played this and would like to leave my two cents here. it wasn't really long enough to write a full review, just a few thoughts i had while playing. :)

- the graphics were fantastic and definitely the hightlight of the whole experience. you did a good job at replicating the look of 1930s cartoons.
- the music was ok. some of the choices were a bit grating, but nothing that made me pull my hair out.
- the sound effects were great! i love that you gave every character a different text typing sound. definitely helped add some personality.
- the gameplay was solid overall. i'd normally advise people against using rpg maker for something that is not an rpg, but it all ran smoothly and was too short to become frustrating.
- the writing was good. you did a fine job at keeping the text to a minimum, and everyone acted the way i expected them to based on their looks. i gave up the marbles on my first playthrough, and it definitely tugged at my heartstrings quite a bit, even moreso after the reveal.
- as for the scare factor... i played this all alone at night, with no lights on aaaand... wasn't scared for a bit. not sure if it's just me, though. it was,
however, genuinely unsettling. just not scary. i appreciate the lack of jumpscares, though.
- overall, some damn good effort for something made in such a short timespan. keep it up!

hope this is of some use to you!

COMPANY

I'm definitely trying this out. The graphics look fantastic!

If you have any sanity at all (or any amount of common sense), you'll AVOID the market until Monday, Tuesday to be safe. Can't even get a pint of ice cream due to all the chaos of Easter...

hahaha holy fuckles girl, what is your deal? every day you post something petty which later turns into an agonizingly long speech about made-up religious stuff. i thought i hit it good when i made a topic about dicks when i first joined but holy schmoly you beat me.

RPG Maker 2003