MAX MCGEE'S PROFILE

Max McGee
with sorrow down past the fence
9159
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"
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?"

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[DEMO] Phantom Legacy Demo I

Much earlier today, I finished the demo, at least, I got to the point after the first major boss fight as Nero, where the cut scene keeps repeating endlessly.

Beyond this obviously fatal bug, there is not a lot wrong with this game. The gameplay is fun and balanced (I'd like to see more dungeon variety, but I really like the skill absorb system stolen right from the pages of FF8 A Blurred Line though I really, really wish there had been more skills to absorb or at least some way of telling whether or not there were skills to absorb or at least at least some way of telling when your attempt to absorb a skill had, in fact failed) and the game is very polished and, dare I say that often oxymoronic word, very professional. The graphics were also absolutely gorgeous. Aside from the looping cutscene at the end (or was that in fact not meant to be the end of the demo?) my only complaints are nitpicks: "it's instead of its", missing words and grammar mistakes, and the fact that the item Yggdrasil Leaflet has no description. But I mean, this is really minor stuff.

I am eagerly looking forward to the next release. In the meantime, I will be playing the original Demon Legacy.

-Max

P.S. Shadar rules. He is my favorite RPG Maker villain since Kersh in ABL.

P.P.S. I really enjoyed the use of classic RPG Maker games as books/easter eggs in the library, though I was a little sad that nothing I made under any name wound up there, even to be made fun of.

Release Something! Day IV: Discussion Thread!

Phantom Legacy, continued:

Much earlier today, I finished the demo, at least, I got to the point after the first major boss fight as Nero, where the cut scene keeps repeating endlessly.

Beyond this obviously fatal bug, there is not a lot wrong with this game. The gameplay is fun and balanced (I'd like to see more dungeon variety, but I really like the skill absorb system stolen right from the pages of FF8 A Blurred Line though I really, really wish there had been more skills to absorb or at least some way of telling whether or not there were skills to absorb or at least at least some way of telling when your attempt to absorb a skill had, in fact failed) and the game is very polished and, dare I say that often oxymoronic word, very professional. The graphics were also absolutely gorgeous. Aside from the looping cutscene at the end (or was that in fact not meant to be the end of the demo?) my only complaints are nitpicks: "it's instead of its", missing words and grammar mistakes, and the fact that the item Yggdrasil Leaflet has no description. But I mean, this is really minor stuff.

I am eagerly looking forward to the next release. In the meantime, I will be playing the original Demon Legacy.

-Max

P.S. Shadar rules. He is my favorite RPG Maker villain since Kersh in ABL.

[Demo] MAGE DUEL

Okay, fella, let's address some of these concerns...

-Said "untested" for first fight even though I had slain monsters... even when I had beat all ten monster battles!

It means "Untested...against other mages". Seriously, I was aware of this "issue", but I thought it was too minor to code it so that they don't call you untested for the first fight of one class of battles if you've already fought battles of the other class. Too much effort. Honestly, it was too much effort JUST TO TYPE THAT SENTENCE but, uh, maybe I'll implement it Craze, just for you.

-Weapon/Armor shops are weird... why not just let me, you know, walk in?
Honestly, I was just being different for the sake of being different. Also, this way it's only one square to change when the item lists update, not several. I AM THAT LAZY.

-Using a script that lets the guard command heal would let you take Meditate out of the skill list

No, because Meditating DOES NOT GUARD AGAINST DAMAGE. In fact, it leaves you vulnerable to attacks, on purpose. It's set up the way it is for a reason.

-Flame Rexys needed more tricks after it stopped breathing fire. Also, giving me a Flame Rod is dumb since it's class-specific.

Agreed that it needs more tricks. Any ideas for them? Also, you can SELL THE FLAME ROD. Also, it shouldn't have a great reward because as pointed out, it's not that great of a fight.

-Stop lumping Healer/Conjurer and Evoker/Illusionist. :< :< :<
No. They just have the same kit. Healers/Conjurers use robes and staves, Evokers/Illusionists rock capes and rods. Everyone can use "mage armor", canes, and wands. I don't see this setup changing. But, if it makes you happy, every class (except conjurer, right now) has its own class specific enchantments.

-Uh. Could I get some warning of the enemy before the battle starts, because having choices between various equipment and not having any idea what's useful is annoying. Even if I have to pay for hints, just SOMETHING (Holy Staff nearly killed me).

The game's unpredicatability is part of its challenge factor. I feel like if you knew what was coming, you could win every fight the first time, which would be lame. You can save anywhere, any time, for a reason: to take the sting out of death, basically. Some enemies just should kill you the first time.

However, I will say that buying hints- especially if I could disseminate in "false" hints- is a wicked awesome idea. I'll think about it.

-Screen scrolls down after battle and is like HEY DEATH ANIMATION at top

This started as a mistake but I left it in intentionally because it's kind of a little joke, like it scrolls down because the death is TOO GRUESOME TO SHOW when lol it is an adorable RTP animation and then the guy turns negablend and dissapears.

-You are aware that Tribal Staff sucks because it doesn't let you use an enchantment, right?

No, it being "two handed" (strong magic aura doesn't allow an enchantment since it fills your enchantment slot) is a draw back for how rockingly awesome its stat boosts are. That said, healer/conjurer will get one-handed items. I addressed this above.

-Merlot was waaaay too easy. Why was an ice evoker/healer named Merlot, anyway?

Dude, no he wasn't. He was the second fight. You fought ALL TEN MONSTER BATTLES AND LEVELED UP AT LEAST TWICE. You simply outleveled him. The point of monster fights is essentialy to level grind and make the story fights easier.

-The first "special fight" is epic (but rest of game still needs more RP)

More roleplaying, eh? Well, the plan was to have the story advance at each miniboss, and each boss, so basically, two RP opportunities an act. I'll throw some more in. That said, I think you'll REALLY like the RP choice at the end of the Act I Demo.


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 will look into this.

Thank you for the in depth feedback. Need to go now before my girlfriend explodes because I am on her computer. :o I'll check you back later.

[FULL]Sacred Earth: Bonds

I stilll have not gotten around to playing this. I'll try tomorrow.

Release Something! Day IV: Discussion Thread!

Re: Hellion
Okay, second try. Got Allanon to join my party, he was the only one who would. For some reason, Cristo the healer joined later when I asked him again; I don't know what changed. I have no idea what the trick is to getting the vain illusionist chick to join the party. I tried all responses several times, and none of them worked. I even leveled up and put most of my points into persuasion, but still, no dice. Maybe it's just a commentary on women. "Tell me I'm pretty and MAYBE I'll join you..." indeed.

The game is bearable and fun; the random item drops add a lot of variety. It is still VERY FRUSTRATING, but once I realized that the game is purposefully designed so death, however arbitrary, unfair, or infuriating, can spring suddenly from behind any corner, I got into it. It is a ROGUELIKE, and that is just what ROGUELIKES are like. I get it now. I still think that players should start with more skills and ability, since leveling is such a grueling process.

I quit after the battle with the eight slimes (not as challenging as I thought it would be, we were pretty well armored at that point) because apparently those eight slimes were only 1/3rd of the slimes that the bastard pixies sicked on me. Two more slime fights were left, not to mention the four pixies. Specifically, I quit because the pixies effortlessly annihilated me.

Now, I'm going to try and finish Phantom Legacy before my girlfriend picks me up.

Would You Rather?

I assume the RTP game is the better of the two, so that?

Release Something! Day IV: Discussion Thread!

also i find being the rouge is the hardest character to play thus far. and the fact that he can't pick locks is due to gamebalance. without a need of keys, he would be able to run through the entire game. I changed to this when I came to think of it.

Solution:
Dude just make him start with three keys. call them lockpickss. the end. game balanced. CHANGE ONE VARIABLE.

Oh yeah, what exactly do a Knight's "Swords" do? I thought they guaranteed victory, but apparently not...

[Demo] MAGE DUEL

I have the script in there that gives equipment a bonus to Max HP/MP. You just haven't been able to afford that item yet.

Btw, I like your build, but SOMEONE PLAY A CONJUROR THEY CAN SUMMON DEMONS SERIOUSLY WTF DON'T YOU PEOPLE SEE THE APPEAL.

At first I thought that the panning-around each battle was going to get annoying, but it wound up getting me psyched starting after the third battle.

THANK YOU FOR GETTING IT. THE ENTIRE GAME OF MAGE DUEL IS BASED ENTIRELY AROUND GETTING PUMPED AND/OR PSYCHED A LA THE CLASSIC INTERNETFUNWEBSITEPLACE REAL ULTIMATE POWER.

The Last(?) Release SOMETHING!: Dungeon Quest


This game was a godamn hillarious diversion. I was really impressed by how you managed to somehow be MORE OLD SCHOOL than Dragon Fantasy II, Hellion, and even, I suspect, then bobthebobish's pre-retro piece de resistance. While it was laden with bugs of various kinds, mostly related to backtracking being IMPOSSIBLE, this is hardly unforgivable in a game made in so short a time frame.

Here are my complaints:
*Why was the scoundrel NOT ABLE TO PICK LOCKS? Playing as the rogue, of all people, I got stuck with no keys and no way to go back. Go figure.

Actually, uh, that's it, for now. I beat it as the knight. The game is short, but has a surprising amount of replay value, and is a nice change of pace from the typical RM while still very much a top down RPG, but of a different kind altogether.

Also, it reminded me of the old TSR board game Dungeon Quest, which can be hillarious in its own right.

In closing, my encounter with the "Gentleman" (really he's not a gentleman AT ALL you guys!) and the final statisistic listed at the end of the game, "You were raped x times." were basically the funniest things I ever have seen or ever will see in any amature game, ever, so thank you for them.

[DEMO] Hellucination v2.0 - Release Something! Day Edition

This is a cool, blood soaked riff on Doom for rm2k3, it reminds me of Doom, obviously, and also of this game: http://en.wikipedia.org/wiki/Loaded_(video_game) which I never played but remember seeing in Blockbuster a lot during the PSX era.

Your ABS is working pretty damn well and is an impressive feat of coding, although it could benefit from the strafing system seen in Fenrir. I'd actually love to license it for just a short segment of one of my old rm2k3 projects, if something like that would be possible. The game in question uses a much simpler "ABS", but I thought it would be cool if it could have a Hellucination style shooting sequence, as well.

I quit playing after my second cheap death; the first one, where the game surrounds you with a million tiny spiders during a cutscene, and you are forced into a situation where you have to struggle with the battle system, which DOESN'T HANDLE BEING SURROUNDED WELL AT ALL, in order fight your way out. The second death, and the one that made me quit playing, was during the boss fight of the sewer level, I was surrounded by spiders again, after the boss became immune to rockets for some reason while I fought his little goons (I'm aware this is a standard trope for video game bosses, but it's still VERY ANNOYING) and of course, since the game basically forces you to equip the rocket launcher at this point, I blew myself up trying to shoot the spiders underfoot. A perfect emulation of a cheap, annoying death in a first person shooter. : )

I did not get the point of the soul collection (soul bag is very silly idea) or "rank up" features, by the way.

What's not working:
*The ammo counter. You probably know this already, but the ammo counter is wonky as hell; discounting the fact that the Uzi I picked up and my Mk. 23 SHOULDN'T HOLD THE SAME NUMBER OF BULLETS, often I could reload when I was at 0 ammo in the clip with 00 ammo in reserve to discover I suddenly had a bunch of ammo, usually between 12 and 36 more rounds. And while I did pick this ammo up, it didn't "appear" until I made an impossible reload with empty.
*The uzi is infinitely less effective than the Mk. 23, and shouldn't be. It takes a stream of 9-12 shots to drop enemies with the Uzi, when a double tap from the handgun is consistently capable to take down any hellish demonic monstrosity quickly and efficiently.
*Like I said, the battle system/bullet collision detection gets weird when I'm surrounded/sandwiched between enemies, in a way that is really annoying.

Anyway, aesthetically, your game is much closer to being the dark, violent kind of game it wants to be than Fenrir, which strikes me as your direct competition. I really enjoyed the liberal application of gore and guts and blood, and also your soundtrack. I wasn't surprised I enjoyed your soundtrack, though, since I would be surprised if at least two of the tunes (the Legacy of Kain Midi and the Phantasm Midi) hadn't been plundered from the BGM folder of games I've made in the past under different names.
(While other RPG Maker games used them before me, these are not common midis, and seeing them in the same place makes it even more conspicuous, even though obviously I don't own them/didn't create them/have no problem with it, I just thought it was funny.) Same goes for the public domain resources, although I felt your gore/monster/zombie edits were awesomely varied.

My main advice aesthetically is the same thing I said to Sam about Fenrir. THE SIMPLE USE OF DARKER SCREEN TONES AND DRIVING RAIN can make your game's first stage feel so, so much more like the pulse-pounding, gore splattering, machine gun firing, METAL SOLO kind of game you want it to be. Making the gun sprites in the character's hand look more like the guns they are would help too, but is not a priority. And I agree with whoever said this game needs more metal, dethmetal. : )

Oh, let me add that I think it's really, really silly to have a leader of the forces of Hell called Hades because Hades is from Greek, not Judeo-Christian myth, which you're drawing on, and Hades ISN'T EVEN EVIL IN THAT MYTH, so please use a demon name from Dante's Inferno, the lesser key of solomon, your favorite metal band, or whatever, instead. Yes, I know I'm probably overanalyzing this, but my girlfriend has transfered to me her hatred at whenever anyone confuses Hades with the devil and/or hell.