MAX MCGEE'S PROFILE
I CAN'T NOT MAKE GAMES.
I have enough lockerspace to hold an episode of Friends.
"We'll make a toast to absent friends and better days,
To remembering and being remembered as brave
And not as a bunch of whining jerks!
Don't lose your nerve.
Do not go straight
You must testify
(or I'm going to come to your house and punch you in the mouth)
cause CLOWNS MUST STAND."
- TW/IFS, "All The World Is A Stage Dive"
I have enough lockerspace to hold an episode of Friends.
"We'll make a toast to absent friends and better days,
To remembering and being remembered as brave
And not as a bunch of whining jerks!
Don't lose your nerve.
Do not go straight
You must testify
(or I'm going to come to your house and punch you in the mouth)
cause CLOWNS MUST STAND."
- TW/IFS, "All The World Is A Stage Dive"
Iron Gaia
As the only human awake on board a space station controlled by an insane AI with delusions of deification, you must unravel the mystery of your own identity and discover: "What is the Iron Gaia?"
As the only human awake on board a space station controlled by an insane AI with delusions of deification, you must unravel the mystery of your own identity and discover: "What is the Iron Gaia?"
Search
Filter
[Demo] MAGE DUEL
BUG BUG BUG BUG
So I got my LEVEL FIVE skill. I opened the menu. I decided to use my point. I wanted to see what the two-point skill was, and did so. I said that I didn't want it. MENU QUITS OUT AND DOES NOT RETURN. :< :< :< :< :< :< :< :< :< :< :< :< :< :< :< :<
I am at a DISADVANTAGE here.
Craze, are you male or female? Er, not you, your character. That might help me pinpoint where this bug is at.
Due to the resurfacing of a multitude bugs I eliminated back in NOVEMBER...
2. I am perfectly willing to sacrifice realism for gameplay value any day. I'm trying to make an RPG, not a movie.
4. "Fanning the Hammer" only works for John Wayne. In real life it's a wildly inaccurate and inefficient way to shoot someone.
Nice consistency there, chief.
Seriously, I mean, you don't need to come up with rationales or excuses not to take my advice, it's only advice, you can take it or leave it, I'm only trying to help.
[FULL]Sacred Earth: Bonds
Dear Abby,
[FULL]Sacred Earth: Bonds
You recover hp and ep after battle.
Well, I don't SEEM to be. Do you mean like, FULLY, or at some minor rate that I could not be noticing? Anyway, I'm pretty damn sure I'm not going into that boss fight fresh, that's for sure. If there was a full heal after each fight, that would fix this problem....but I'm not noticing anything like that. Or is that something that needs to be patched in as well?
Yes, I noticed the battle conditions, but they flash by so fast that I'm not always able to read them. Furthermore, I'm not sure what some of the "rewards" mean. HP Recovery+ is pretty clear, but some of them aren't.
Some more thoughts, anyway, in case that nobody is checking the RS Discussion thread:
At present, I would say that I am annoyed with this game. While it is promising- practically any rpg maker game that actually SEES COMPLETION is promising to me, considering what a rarity that is- it has been rife with problems. Right now, I quit after dying for the second time on the ridiculous golem fight, the first boss. I am pissed because A. Since there is NO SAVE POINT before this fight, each time I die here I need to sit through two stupid, poorly written cutscenes and a substantial dungeon segment each time and B. The inability to use healing items from the menu means that I can't ever go into the fight fresh. Also, in my opinion, the boss just has too much damn HP. 5000, when the attacks that are strongest against it hit for ~150, doth not a good boss make.
Anyway, besides Golem related issues, I'm digging the custom character advancement systems (spending soul points to increase character stats) and the nifty field tools. I am not enjoying the dialog or the pop-up character artwork, both of which I feel are far too peppy and cheerful for the situation. In the beginning, why is everybody smiling when they're at their father's death bed? Either ditch the artwork entirely, or give each character multiple expressions, would be my advice.
Also, I don't feel that an adequate response to someone LAUGHING AT YOUR FATHER'S TERMINAL ILLNESS is just to call them a dumbass. I dunno, the dialogue just reminds me of anime a lot, and not in a good way.
There are a lot of custom systems, so many that it's a very impressive technical feat but I can't help feel like the way that they are explained is poorly conceived. I feel that the creator could have introduced the new mechanics unique to this game one at a time, walking the player through them, rather than forcing the player to read and absorb several pages of (non-repeatable) instructions at the beginning of the game.
I feel that the initial search for the herb through the snowy forest area before the protagonists find the first dungeon SHOULD have been playable and would make a much better lead-in to the game, in every way, and allow a playable tutorial section to introduce the new functions one at a time.
I also question the choice to make every enemy in the first dungeon strong against water and weak against fire AND give one character only a water weapon and water attacks and the other character a fire spell, thus making Veilli basically useless for the whole first dungeon, except for her myriad limit-breaky-thingies, which are basically a mystery to me anyway because I felt that the system was poorly explained and extremely non-intuitive.
Aesthetically is good looking and polished, the graphics are consistent and never clash. I am NOT AT ALL a fan of the game's chibi aesthetic, but that's just a matter of personal taste.
The worst part of the experience, by far, is the voice acting, even when it's limited to a few lines describing the field map and battle sound effects. Please GOD include an option to disable the voices in the final, final release.
I will definitely play more of this later, but I'm not sure if it's grabbed my interest enough to finish it yet.
Release Something! Day IV: Discussion Thread!
Alright, here's some feedback for the last two games I have the time/energy to play and review this release something. To anyone whose game I didn't get around to, I'll do my best to catch you on the flipside, but I think in depth feedback for 10+ games isn't too bad.
Anyway, these last two impressions couldn't possibly be more different.
Demon Destiny 1 by...demondestiny
I am astonished that a FULL GAME with a (even HALF-working) custom battle system and custom menu system could be so atrociously amateurish and completely crippled by lame beginner mistakes. The awful mapping (making the classic beginner mistake of having too much space and everything in straight lines and squares, even outdoor areas that should look natural), buggy, inconsistent, NOT-AT-ALL-FUN battle system, entirely derivative story, wooden characters, unbelievably bad dialogue, and endless spelling, grammar, and capitalization characters (YOU ARE NOT EE CUMMINGS MISTER, YOU KEEP YOUR I's CAPITAL GODAMNIT) made this game basically unplayable even before the mistake that made me quit. After the lengthy, laughable intro, when I first got control and had the girl in my party I halfheartedly tried to break the (extremely inconvenient) custom menu system, and I was easily able to make Shogan the party leader EVEN THOUGH SHOGAN WAS NOT IN THE PARTY AND IN FACT WAS A CHARACTER I HAD NOT EVEN MET YET!
I quit right there.
Has this game been beta tested at all? I'm not trying to hate on its creator (Demondestiny) at all, by the way. I just think this needs to be pulled and undergo a long, long period of private alpha and beta testing, bug fixing, revision, and polish. Your dedication to me is impressive because you even MADE a game 350 maps long and coded an ABS and CBS for it, but THIS NEEDS WORK x 9,000. It is nowhere near ready for public release as is.
Starless Umbra by dragonheartman (after finishing the Prologue):
This is a beautiful, atmospheric, fun, polished, highly playable RPG, and I salute you for it. I love the field movement systems, the simple but fun puzzles and obstacles in the dungeon, and especially your Materia-Like essence system, since it emulates my favorite skill learning system in any RPG. The story so far is also endearing and well executed.
My only criticisms so far are very minor:
*It would be nice to have more enemy variety than just SLIME SLIME SLIM SLIM SLIME in the prologue!
*The battles are a little too easy, but since this is jut the prologue, this is forgivable.
*Sometimes during the situation when Character Switch was possible, the escape key would only call the "Menu/Character Switch" option sometimes....like, there was no rhyme or reason to it. Generally if I hammered the escape key enough, it would appear, but not often on my first try. Moving around, for whatever reason, helps.
*In the above, I would suggest mapping character switch to its own key, since I always like the menu to be one buttton press away.
But anyway yeah, I am really looking forward to playing the rest, and I'll give you more feedback as I think of it.
Anyway, these last two impressions couldn't possibly be more different.
Demon Destiny 1 by...demondestiny
I am astonished that a FULL GAME with a (even HALF-working) custom battle system and custom menu system could be so atrociously amateurish and completely crippled by lame beginner mistakes. The awful mapping (making the classic beginner mistake of having too much space and everything in straight lines and squares, even outdoor areas that should look natural), buggy, inconsistent, NOT-AT-ALL-FUN battle system, entirely derivative story, wooden characters, unbelievably bad dialogue, and endless spelling, grammar, and capitalization characters (YOU ARE NOT EE CUMMINGS MISTER, YOU KEEP YOUR I's CAPITAL GODAMNIT) made this game basically unplayable even before the mistake that made me quit. After the lengthy, laughable intro, when I first got control and had the girl in my party I halfheartedly tried to break the (extremely inconvenient) custom menu system, and I was easily able to make Shogan the party leader EVEN THOUGH SHOGAN WAS NOT IN THE PARTY AND IN FACT WAS A CHARACTER I HAD NOT EVEN MET YET!
I quit right there.
Has this game been beta tested at all? I'm not trying to hate on its creator (Demondestiny) at all, by the way. I just think this needs to be pulled and undergo a long, long period of private alpha and beta testing, bug fixing, revision, and polish. Your dedication to me is impressive because you even MADE a game 350 maps long and coded an ABS and CBS for it, but THIS NEEDS WORK x 9,000. It is nowhere near ready for public release as is.
Starless Umbra by dragonheartman (after finishing the Prologue):
This is a beautiful, atmospheric, fun, polished, highly playable RPG, and I salute you for it. I love the field movement systems, the simple but fun puzzles and obstacles in the dungeon, and especially your Materia-Like essence system, since it emulates my favorite skill learning system in any RPG. The story so far is also endearing and well executed.
My only criticisms so far are very minor:
*It would be nice to have more enemy variety than just SLIME SLIME SLIM SLIM SLIME in the prologue!
*The battles are a little too easy, but since this is jut the prologue, this is forgivable.
*Sometimes during the situation when Character Switch was possible, the escape key would only call the "Menu/Character Switch" option sometimes....like, there was no rhyme or reason to it. Generally if I hammered the escape key enough, it would appear, but not often on my first try. Moving around, for whatever reason, helps.
*In the above, I would suggest mapping character switch to its own key, since I always like the menu to be one buttton press away.
But anyway yeah, I am really looking forward to playing the rest, and I'll give you more feedback as I think of it.
[FULL]Sacred Earth: Bonds
Okay, gotcha. That makes sense and I understand why. But I mean, not being able to use restorative items on the field is a pretty major flaw...
Top Ten Topic: Favorite Classes
Ah, why not!
10. Rogue
9. Archer
8. Assassin
7. Ninja
6. Samurai
5. Illusionist
4. Spellsword
3. Black Mage/WIZARD
2. Necromancer
1. Artificier/Engineer
10. Rogue
9. Archer
8. Assassin
7. Ninja
6. Samurai
5. Illusionist
4. Spellsword
3. Black Mage/WIZARD
2. Necromancer
1. Artificier/Engineer
Release Something! Day IV: Discussion Thread!
Oh, one thing I forgot to mention about 1873 is that for the most part, I really like the battle graphics, although some of the poses (for using items and reloading) are conspicuously absent, and the placement on the background is sometimes awkward, with the main characters left straddling stairs and railings.
Due to the resurfacing of a multitude bugs I eliminated back in NOVEMBER...
I gave this another shot, starting from the beginning after the calendar bug killed my menu but still quit early in after my second try versus the man in white and his three shotgun goons was unsuccesful. I don't know if I can beat them at all, but I definitely can't beat them before Larsene kicks the bucket. (Speaking of that fight, what is the point of being able to "sneak" around the goons, when no matter what angle you come at them from, you can't sneak up behind them???)
A western RPG is not a bad idea, but this project isn't very well executed thus far. It's not a disaster, but it's not grabbing my attention. Also, I noticed another weird bug; once I learned Marsden's innate skill Russian Roulette after beating the three rooms full of jerks before the boss dude, used it once, and lost it (???) in the middle of the fight, and the next time I didn't learn it at all. Both things really confused me. On a very basic level, I think this game would be more fun if enemies didn't spam MEDICINE so goddamn much and if you didn't get gameovered when one party member died.
I just think you need to customize this game's battles to FEEL more like a western. Right now it just feels like a very boring, attack fest DBS RPG. One suggestion would be to make the battles more like quickdraw gunfights, where agility is key and EVERY SINGLE CHARACTER, PLAYER OR ENEMY, DIES IN ONE OR TWO SHOTS, MAX. Basically, it would be all about getting the first shot off. I mean, I just can't believe a game ostensibly set in the real world, in a real historical period, where my characters are continuously being peppered with shotgun blasts. So make every attack at least have the potential to kill, and make agility the ultimate stat to have. Likewise, I should not have to shoot an enemy, a human being, with a colt revolver that many damn times to make them die! It'll be all about who's faster. Likewise, I feel like more custom skills, sooner in the game, even something as simple as the ability to "fan the hammer" and spray all six bullets at once, would have made the game more interesting. Russian Roulette was an interesting skill, but it was immediately taken away from me!
Anyway, I might cheat so I can get past that fight, then I'll play the game some more and give you the rest of my thoughts.
Edit: Oh, one thing I forgot to mention about 1873 is that for the most part, I really like the battle graphics, although some of the poses (for using items and reloading) are conspicuously absent, and the placement on the background is sometimes awkward, with the main characters left straddling stairs and railings.
A western RPG is not a bad idea, but this project isn't very well executed thus far. It's not a disaster, but it's not grabbing my attention. Also, I noticed another weird bug; once I learned Marsden's innate skill Russian Roulette after beating the three rooms full of jerks before the boss dude, used it once, and lost it (???) in the middle of the fight, and the next time I didn't learn it at all. Both things really confused me. On a very basic level, I think this game would be more fun if enemies didn't spam MEDICINE so goddamn much and if you didn't get gameovered when one party member died.
I just think you need to customize this game's battles to FEEL more like a western. Right now it just feels like a very boring, attack fest DBS RPG. One suggestion would be to make the battles more like quickdraw gunfights, where agility is key and EVERY SINGLE CHARACTER, PLAYER OR ENEMY, DIES IN ONE OR TWO SHOTS, MAX. Basically, it would be all about getting the first shot off. I mean, I just can't believe a game ostensibly set in the real world, in a real historical period, where my characters are continuously being peppered with shotgun blasts. So make every attack at least have the potential to kill, and make agility the ultimate stat to have. Likewise, I should not have to shoot an enemy, a human being, with a colt revolver that many damn times to make them die! It'll be all about who's faster. Likewise, I feel like more custom skills, sooner in the game, even something as simple as the ability to "fan the hammer" and spray all six bullets at once, would have made the game more interesting. Russian Roulette was an interesting skill, but it was immediately taken away from me!
Anyway, I might cheat so I can get past that fight, then I'll play the game some more and give you the rest of my thoughts.
Edit: Oh, one thing I forgot to mention about 1873 is that for the most part, I really like the battle graphics, although some of the poses (for using items and reloading) are conspicuously absent, and the placement on the background is sometimes awkward, with the main characters left straddling stairs and railings.














