MR_H'S PROFILE

Just your average grad student in his mid-twenties rediscovering his passion for RPG making.
Withered Reason - Demo 2
Transform a group of restless souls into a force of freedom! The continent of Turerre hides a dark reality that Fate itself has set out to destroy

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Withered Reason - Demo 2

It's more of a prequel but I haven't had the time to make a proper beginning. i released that under the premise that it's better than no release at all.

Deadline: August, Artist Officially Added to Project!

First and foremost I want to thank you for taking the time to review my work so far. Yes, it's less-than-optimal now but Withered Reason is far ahead in its development than where it was when I made that demo. It's interesting in that I started the project in 2011, didn't finish the demo until I picked it back up in 2013, and until now I've been dealing with academic obligations, which are out of the way now.

I realize WR isn't going to be everything it could be, but that understanding is what's lead it to what it is now, which is a relatively simple RPG. I take pride mostly in the story being told and simple-yet-direct pacing of the gameplay. Expect more of the same in terms of game difficulty per some rebalancing due to changes in the games events.

The events of the demo actually now take place a bit later on in the story after other major characters have been introduced and plotlines explored. It's been a difficult process for me retaining the integrity and flow of the project, but I've strived to keep quality at the forefront while respecting what this project both is and isn't. I believe everybody will be pleased with the project when it reaches the light of day and will see it as a fun return-to-form for RPGs that wasn't the latest and greatest game out there, but as a great example of what somebody can do with what many consider a dated form of gaming, the traditional RPG.

So again, thanks for taking the time to review WR, any publicity is good publicity as far as I'm concerned so while you may have your issues with the game as it is, I thank you for providing the constructive criticism I need to grow as a developer. Cheers.

While This Might Not Be a Part of the RM2K3 Challenge Event...

I'll be sure to address that, thanks. Anyways that's more or less the rest of the demo, at this point it's just going to the town and you can walk around a bit.

While This Might Not Be a Part of the RM2K3 Challenge Event...

snake back around from where that fight is to the rock, jump back over, go to the right and up, and you'll see another rock you can jump on. It'll trigger a sequence where the bridge is built to connect the two sides, you'll cross automatically after the CS is over. There's another fight after that. After that one, instead of exiting that map to the bottom, go over what looks like another bridge to the left of that and there's another mini-scenario with another boss

While This Might Not Be a Part of the RM2K3 Challenge Event...

I wanted to start off by saying thanks, the only other review I have is on another site and I appreciate you taking the time to review my game.

Anyways there are around 5 more towns, 8 new environmental areas/dungeons, a working item synthesis menu, class changing that follows along the lines of what's present in the demo, MP goes UP when attacking, and the overall format is more open-world inasmuch as you can explore the map freely once you get a boat, you can get it earlier than the main story dictates if you fulfill certain requirements, the world map is much more developed, perhaps the biggest change in the world map format is that there are miniature "transition" areas that consist of a map or two with encounters since there are no random encounters, and more puzzle-based elements just about wraps up the major differences.

Also, map design/quality is ALWAYS improving

While This Might Not Be a Part of the RM2K3 Challenge Event...

Just keep in mind that the demo is intended to introduce certain characters and plot points. The current game dwarfs the demo many times over in terms of quality and mechanics

Whatchu Workin' On? Tell us!

Working on some more events, for those who have played Withered Reason, rpgmaker.net/games/5300, then know that the events in the demo happen somewhat later on in the story.

I'm setting the mood with the current scene I'm making which helps establish the overall story and develops a few characters better

Withered Reason OFFICIAL TRAILER

Withered Reason is a very story-driven game. I plan to make trailers highlighting the new features, but until then I just wanted to put out a trailer to show off bits and pieces of it. I had trouble keeping it within the current time length to fit with the song as it was. I wanted to do this for my subscribers too and those who have played the demo because progress isn't going as quickly as I want due to life obligations. I wanted to show them that all the characters from the demo are still present and have grown and developed over time. A short trailer isn't the best way to fully demonstrate this, but I felt it also gave the general impression of what the game atmosphere was like since it wasn't fully established in the demo

DIVIDED INFINITY

This sounds like the kind of game I'd want from the industry. Subbed!

Hey baby come a little closer

I'm not too familiar with some of the games being mentioned, but here are a few ideas:

*Long-range weapons are powerful, but inaccurate at short ranges in case an enemy moves closer than a certain range difference(distance from Player mid-row to enemy back row, for example), creating a need to strategize ways to push opponents back. Close-range attacks would be a bit stronger and when used against an opponent in long range mode since they're sacrificing their defense for offense, but movement abilities increase (moving 2 spaces instead of 1 for short-range oriented players/enemies during a movement phase, long-range can only move 1). Consider giving a damage bonus for sticking to long-range since it's riskier, like every 3 consecutie long-range hits results in higher damage.

*Abilities that transition a character from position to position (probably a weaker attack that survives on the virtue of moving a player/enemy to an advantageous position). This could make things interesting for the player during more intense battles.

*Enemies that have some dimensional flux ability that can move the player to a random position, which would be a special category of enemy that could become a central theme to the game (random ideas)

*Players could drop their weapon, requiring them to move to a certain space to retrieve it (costs a whole turn to re-equip it) or pull out another weapon which leaves the previous one open to be used by opponent (which could be as simple as a special skill that activates when this is the case). This could be interesting because the player could choose to have a gamble move where they could potentially take out an enemy or risk being attacked with their own weapon for higher-than-normal damage.

Those are just a few, use them if they fit your game idea, I can always come up with more ideas.
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